Friday, 14 March 2014

Back to the Badlands fourth game (in brief)

This game was against Dwarves and it was a whole army of guns and warmachines.

I'm studying for a new career atm so don't have as much time free to write these up fully so this will be an overview.

First turn involved him shooting the crap out of me. We had the diagonal set up and I had my Ethereal Slaan army (who was not safe from his magical warmachine shots).
He had loads of handguns and crossbows plus 2 Organ guns a cannon and a flame cannon. Plenty of anti magic so mu magic phases were moot too.
I lost about 18 Saurus on the first turn to shooting, 2 Ripperdactyls and the champ left on 1 wound, wounded a couple of my 6 Salamanders in 2 units and killed a handful of Skink Skirmishers.
I did managed to charge his cannon with the remaining Ripper but he died after 2 rounds of combat leaving 1 Dwarf crew for my Skinks in reserve to finish off when they turned up.
Rinse and repeat really for the nest 5 turns. I only managed to get some Saurus in combat with his reserves on my left flank and his Gyrocopter, the rest died to shooting.
I managed to cast 3 spells the whole game and only got off one coz I rolled 3 6s for Comet.

End of the game I had 2 unwounded Salamanders. My Slaan died in a Dwarf sandwich of 2 units one in front and one in the back as he was trying to avoid warmachines with only one wound left.

Not a fun army to play against really and I can't see any easy way around this kind of shooting army in Fantasy.

Next week Storm of Magic vs Scotts Dark Elves, the only person to ever do well against me but not since his new book came out have we played SOM.

Friday, 7 March 2014

Back to the Badlands third game.

So this one didn't go so well, the problem with theming armies is less scrupulous players will use that against you can plan for it. I will have my revenge though. (I take part blame in my loss due to my awesome but tactically ridiculous set up). You can just see opposite my Stegadons the unit that cause me the most grief, it was 20 Corsairs pushing a Cauldron of Blood with a Hag on top and a Lord on foot. The Hag had the Obsidian Blade and the Lord had an Ogre Blade and the Black Pendant. These 2 alone chopped up all 3 Stegadons and my Old Blood.


So we had Dawn Attack and Jason got to go first.

Turn 1.
Jason moved a few units forward. His Corsair unit moved about 6" forward and his 10 Cold Ones moved towards the swamp but angled towards my monsters. He moved his 2 Crossbowmen units forward each having a mage in, one level 2 and one level 3. A unit of 5 Dark Riders swung around the Arcane Ruins to my left.
Magic and he dropped the BS of my BSB's Stegadon by 2 and was the only spell he cast.
Shooting and he managed a few hits on my Saurus and felled one. Then with a stupid amount of 6's rolled he managed to take a few wounds off my middle Stegadon. The Dark Riders killed a few Skinks but not enough for panic test.
No combat so on to me.

I moved the whole army forward. I made sure my Stegs were all about 17" from his army to make sure I had a turn (well hoped) to soften up his units with some blowpipes. My Carno moved so he could charge the knights if they failed to charge me. I moved my Skink Priest to the Arcane Ruins for some extra dice action in the magic phase.
Magic and my Skink cast Curse of Anraheir on his Corsairs which he promptly dispelled but left me free to cast my Bastiladons bound spell of lasery death on them. I rolled a 6 for the effect to get 2d6 S6 hits, rolled 12 hits, caused 11 wounds, Jason passed 7 saves, crap.
Shooting and I peppered some shots from my Stegs at his Crossbowmen and killed a few but nothing major. My unit of Skinks with the Priest killed all but 1 of the Dark Riders.
No combat so turn 2 (where it all goes wrong)

Turn 2.
This is where things changed. So Jason made a jammy charge of 17" with his Corsairs and Cauldron unit and hit 2 of my Stegs one of which was my BSB. A stroke of fortune was his Cold Ones failing a LD 10 reroll for stupidity and wandering into the swamp and losing one of their number. He charged his Dark Rider champion in to my Skinks with the Priest. He moved the Crossbowmen a bit closer now his army was blocking some of his shooting lines.
Magic phase and he rolled low again so didn't manage to cast much I think he tried to cast a magic missile at my Skink unit but I dispel this with ease.
Shooting phase and he managed to down a couple of my Saurus again and tried to wound my Steg that wasn't in combat but failed.
Combat and his Hag smacked the crap out of my Skink BSB without breaking a sweat. The impact hits from the Cauldron took 3 wounds off the Steg and the Lord with S6 reroll to his and to wound took the last wounds off him. Luckily my other Steg was untouched and as they are stubborn he held his ground. My Skinks lost 1 to the Dark Rider champion but killed him in return and reformed to face the Arcane Ruins.

My turn and I charged my Carno into his Cold Ones just skimming the swamp. I chucked my last Stegadon at the Corsair unit and moved my Saurus forward past and over the swamp towards his Crossbowmen on that flank while my Bastiladon and Skinks made a move for the other unit on the other flank, leaving my Skink Priest by the Arcane Ruins.
Magic and I managed to cast my Bastiladons ray again at the Crossbowmen but only managed a 1 so d3 S3 hits but still managed to kill 2. I also cast Curse of Anraheir on the Corsairs to give them -1 to hit me in the combat phase.
Shooting and my Skinks took a few of the Crossbowmen down and with my Stegs in combat that was it.
Combat and the Cold One knights took a wound off my Carno but my Oldblood wielding the Blade of Realities killed all the knights back in return for little effort. Managed to overrun into his Crossbowmen unit with the level 3 mage. The Corsair unit with characters killed themselves another Stegadon but the last one held again keeping them pinned for now.

Turn 3.
Jason not having much left just kept his army still.
Magic and he rolled bad again but did manage to magic missile my Skinks and drop them down by 3.
Shooting and his Crossbowmen killed all but 1 of the Skinks in front of them but by some miracle he held.
Combat saw my Carno and Lord kill his mage and half his Crossbowmen unit but somehow they held. The Stegadon holding the Corsairs up managed to survive mostly down to him not reforming the turn before so he was only facing the Lord and 3 Corsairs.

My turn and I charged a unit of Saurus to help out the Carno and Oldblood. I moved my Bastiladon and Skinks towards the Crossbowmen unit on the other flank.
Magic and my Priest was unlucky and failed to get Curse of Anraheir off again on the Corsairs but luckily the Stegs still only facing a Lord and a few Corsairs. I tried to laser the Crossbowmen but he dispelled this.
Shooting and I killed all the Crossbowmen with Skinks but left the mage.
Combat and my Carno and Saurus took down the last of the Crossbowmen and turned to face the Corsair unit. My Stegadon survived with one wound and the Corsair unit was starting to dwindle, but it was the characters doing the damage so it wasn't helping. He managed a reform this time so my Steg was going to die to the no armour save Hag now.

Turn 4.
Jason charged his lone mage into my last Skink from the blue unit. Nothing else to move.
Magic and he was limited to his debuff spell and knowing this I just chucked all my dispel dice at it to stop it.
Shooting and he had nothing left to shoot with so on to combat.
Combat phase and he finally downed my last Stegadon. I  had moved my Skinks and Priest either side of his unit though making it difficult for him to manoeuvre his unit anywhere useful hopefully giving my Carno a chance to flank him. His mage killed my last Skink and overran towards my Skink Priest but missed him due to the angle.

My turn and my Carno is right on his max charge range for the Corsairs so I opted to move him closer but keep him out of charge arc. As he still had 1000 or so points in this one unit I decided to hold my Saurus units back to preserve some points. I stupidly forgot to move my Skinks here who could have killed his mage, dumbass. I moved my Bastiladon to try and laser the Corsairs.
Magic and I only rolled a few dice but managed to curse the Corsairs again. It didn't leave me enough dice for my laser but I had to prioritise.
Shooting I missed due to not moving my Skinks, dumbass.
Combat phase and nothing was bashing face this turn.

Turn 5.
Jason moved his Corsair unit round to face my Carno and Bastiladon. His mage charged my Skink Priest who opted to flee and managed to get just out of her charge range.
Magic and the cheeky git tried to magic missile my Skink Priest, which he did, and he died. Damn. It was an irresistible cast though and the bitch killed herself LOLs, small victories. But it left him enough dice to frenzy his Cauldron and Corsairs.
Shooting and he had none left.
Combat again nothing was fighting.

My turn and I had to decide if I had earned enough points for a win. With the Corsairs and more importantly the Hag frenzied I tried to restrain my own frenzied unit in the Carno, but failed with 2 6s and a 5. So with him going in I had to send the Bastiladon to try and help.
Magic, no mage :(
Shooting, Jason's last unit was in combat.
Combat phase and my Oldblood and Hag went into a challenge. My Lord died with her rerolling everything and him having no ward save yet. At least my Carno managed to bite her head off and my Bastiladon took a beating but only lost 1 wound and hit back and killed a few of his guys. I won the combat but he held as was still Steadfast.

Turn 6.
Last turn and combat saw my Carno slapped down to 1 wound by his S6 Lord but my Bastiladon and Carno his back and took the Cauldron to 2 wounds. I won the combat with the Thunderstomps but he held again.

My turn and his Lord finally got the best of my Carno. My Bastiladon made a good account for himself and held the combat but in the end Jason just had too many VPs over me as almost half his points was tied up in this one unit.

A bit disappointing especially as Jason isn't usually a "deathstar" style player. My deployment while made for a great pic did nothing for me tactically so if I get the chance I will try this army again and use it properly. Now I know the way the cauldron works I know a flank charge will nerf it as characters can make way and this is not treated as a character.

Next game VS dwarves with a gun line and more cannons than I can deal with. I am using my Ethereal Slaan but he can magic his cannonballs so I don't expect him to survive.

Friday, 28 February 2014

Back to the Badlands second game.

So my second game was a siege game, I wanted to try out my siege army and Robs Chaos Warrior held castle was the closest. It went well. The army needs some fine tuning but otherwise worked a treat.

I took my Slaan with Lore of Fire and Book of Ashur. He can mod his miscast by 1 with his Slaan powers and also reroll his first failed miscast, he shut down most of Robs 4 magic phases even with him having a level 2 mage with Nurgle and a level 4 Daemon Prince with Tzeentch.
The rest of my 2000 points was 2 units of 3 Salamanders. 30 Saurus and 15 Saurus with a Scar-Vet with halberd. 20 Temple Guard with Banner of the Eternal Flame and a level 2 Skink Priest with Lore of Beasts.
Rob had in addition to his mages, 3 block of Chaos Warriors, 2 with Nurgle and 1 with Khorne. An Aspiring Hero, a unit of 4 Nurgle Ogres and a unit of Skullcrushers. He misread the rules for the relief force stating you need at least a unit of 5 to pass through the gate so these 3 were not going to be enough but could still smash me up some outside if they turned up early enough. I managed to breach 3 wall sections, one was a gate one was a tower pre game. Rob set his Nurgle mage up with some Warriors in a Wizard Tower with Arcane Warding and his other tower had Warding on too. 2 of his units had burning oil and his gate had 2 breath weapon attacks.

I went first being siege and with Rob having no shooting in his army I was unharmed as yet. Rob on the other hand had lost a wound of his Hero, 2 wounds on an Ogre and about 18 or so Chaos Warriors, 9 alone just from his Khorne unit almost halving their fighting power.
Movement phase I held back as even with reduced numbers Chaos Warriors pack a punch and Nurgle guys are harder to hit.
Magic phase I rolled well and Fireballed 4 Khorne Warriors. I also tried to Flaming Sword my Salamanders for 3+ to wound with rerolls but he stopped this. I also tried a Burning Head but he Dispel Scrolled this away.
Shooting and my Salamanders only rolled 1 misfire killing 1 Skink, the rest between them killed 3 Khorne Warriors leaving the Champion and 3 others and 5 Nurgle Warriors over the wall and Tower sections. By this point Rob wanted to concede but I told him to hold fast as Siege games have a way of turning quite quickly.

Robs turn and not much really happened, he swapped his Khorne Warriors with his Ogres as he felt the gate was more important to hold and his Khorne Warriors had taken a burning in my turn, magic phase he tried to cast a few spells but nothing happened. No combat as yet so one to my turn.

My turn 2. I charged the Khorne Warriors with my 15 Saurus plus Scar-Vet. 30 Saurus hit the now diminished unit of Nurgle Warriors, there was about 10 left I think. I left my Temple Guard back again as my Salamanders were still in a position to hit the gate section guarded by Ogres now and the Nurgle Warrior guarded Wizard Tower.
Magic and I rolled low but I did manage to get Flaming Sword on my 30 Saurus and failed again to get Savage Beasts off.
Shooting and my Salamanders again killed about 4 or 5 Warriors between them, even with the reroll to wounds on them their armour is sturdy and I missed the section with the Khorne Warriors on, they die faster due to having 2 hand weapons and no shield.
Combat and my 15 Saurus and Hero had a tough time with the Khorne Warriors, even with just 5 left they chucked out 21 attacks and hit me on 3s. I lost about 4 Saurus but with my Hero and 9 Warriors I wiped them out and took the tower. My 30 Warriors vs the Nurgle guys didn't fair too well as I needed 5s to hit them and they have a 3+ armour save but I managed to kill about 3 or 4 and he killed 6 (plus I had lost 2 to the rocks standing and shooting) back so I lost and stepped an inch back.

Robs turn 2 and he flew his Daemon Prince out of the castle behind my big Saurus unit. His Skullcrushers turned up behind my army opposite the Gate but quite far away yet. No other movement.
Magic and he tried Infernal Gateway on my Temple Guard which I Dispel Scrolled as he rolled really high and he tried to Glean Magic my Skink but was out of arc so he tried a Nurgle spell which forces a T test or take damage but I dispelled this.
Shooting and he poured rocks and burning oil on my big Saurus unit killing about 4. No combat so my turn.

Turn 3 and I charged the Ogres with my Temple Guard and Slaan. I recharged with my big unit of Saurus and moved my Salamanders awar from the path of the Skullcrushers to get one last shot in before I couldn't shoot the castle anymore of the Daemon Prince charged them. I also moved my Skink so he was well hidden from the big Daemon.
Magic and I rolled low again but did manage a 2d6 Fireball of the Nurgle Warriors in the tower but forgot they had magic res 2 from the warding and failed to kill any.
Shooting and with some careful placement my Salamanders killed about 4 Nurgle Warriors over the 2 units I couldn't risk hitting my stuff though so didn't get as many as I wanted.
Combat and my Temple Guard killed 3 of the Ogres leaving the champ on 1 wound. He had a great weapon so killed 3 back in return and the breath weapon killed 3 but then he fled the gate section and my Temple Guard took it. My Saurus again hit the Nurgle Warriors very few times but did manage to fell 2 more leaving 2 and the Hero. I lost 5 again but just stepped back from the wall.

Robs turn 3 and his Skullcrushers failed a charge against my Salamanders as I chose to run with them, reasoning I might be able to rally them and get another shot in before the end. His Daemon Prince charged my big block of Saurus with an inevitable outcome there.
Magic phase and Rob tried to knock d3 T off my warriors but I dispelled this. Only having 1 dice left he didn't bother trying anymore.
No shooting so combat phase. Robs Daemon Prince chewed though my Saurus, I did manage to tak 2 wounds off him though but ran into the castle and died crushed between a rock and a Warp Spawned Monster.

My turn 4 after convincing Rob not to concede again. By this point I was holding the gate with a objective on it and the tower with one on and rob only had a few guys left on the wall section with the 3rd objective on and only 5 Nurgle Warriors and a mage stopping me from getting to that. So I declared a charge with my Temple Guard on the gate at the Wizard Tower and my Salamanders all lined up to shoot the Daemon Prince and the wall behind.
Magic phase and I managed to get Flaming Sword off on the Salamanders that could shoot, the other unit rallied but couldn't shoot this turn.
Shooting and my 3 Salamanders all wounded the Daemon Prince and took 1 wound off him but more importantly killed the Nurgle Warriors on the wall.
Combat and my Temple Guard killed all the Warriors in the Wall section but he Mage managed to hold. I only had 4 Temple Guard left with my Slaan.

Robs turn 4 and with no way of killing or stopping my Salamanders moving in to the now empty wall section and my Temple Guard ready to charge the Mage again he decided enough was enough and conceded.

My army was designed with siege in mind so I'm glad it did well. I don't know how it will do against a more shooty army or one with Warmachines but those armies don't have the Mark of Nurgle either so at least I will be able to hit them.

Next game VS Jason and his Dark Elves again. This time though with my Carnosaur Lord and his 3 Stegadon friends.

Wednesday, 19 February 2014

Back to the Badlands first game.

So had my first game last night. Was attacked on my mine by the nefarious(cursed) Dark Elves of Jason. He is relatively new to fantasy despite being in our last BITB he was a newcomer then but hasn't played many games since and didn't really get as many in as he should have with the new book before this campaign started.

I was using my defensive character the ethereal Slaan Tehe-Chuq. My only returning character due to him dying and being bound to the Badlands from the last campaign. He uses the Lore of High Magic which used right I have started noticing is massively powerful.

Jason had a High Beastmaster on a Manticore as his general and 2 level 2 Sorceresses both with Shadow, hoping for Pit of Shades which he didn't get. He also had the compulsory Hydra, 2 Bolt Throwers, a small unit of Crossbowmen, a Spearman unit and some Corsairs and 5 Dark Riders.

I had my Slaan, a level 2 Skink Priest with Beasts, 2 lots of 15 Saurus Warriors, a unit of 30 Saurus Warriors, 3 Salamanders in a unit of 2 and a solo, Bastiladon with the Ark of Sotek and my Ancient Stegadon with sharpened horns for that extra punch.

We rolled the Dawn Attack scenario which doesn't usually effect me too much as my army is pretty flexible. Both our armies still ended up pretty central with his 2 Bolt Throwers and Dark Riders on my right flank countering my solo Salamander with my other 2 far to the left but central with the rest of my army in the middle but 1 unit of 15 Saurus stuck in a poison attack inducing river (which really helped later on).

Jason went first and moved his monsters towards me and his corsairs. His Dark Riders had vanguarded forward and finished their move 2" in front of my solo Salamander (shot him but only took a wound off and killed the extra Skink Handler I bought for him).
Magic was naff he just took 1S off my Steggy, not sure why but it was remains in play so could have helped later I suppose.
He shot everything at my Skink Priest who was just stood in a river like a dumbass but he either missed thanks to the extra -1 to hit for him being Aquatic of failed to wound, miracle he survived really.
My first turn I charged my solo Salamander into the Dark Riders (failed to kill or even hit any and ran away, crap but was my best option with him as to avoid them would have put me in Manticore charge arc or they would just turn and shoot me again next turn). The rest of my army manoeuvred to account for the closing Hydra in the trees and the slightly flanking Manticore stood just to his left. My left flank moved up through the river and my Skink Priest joined the now 14 Saurus after one fell in the river and drown.
Magic and my Slaan buffed my Stegadons blowpipes to BS6 and moved my Salamanders a bit closer to try and catch the Corsairs with shooting.
Shooting phase and my Stegadon killed 6 Crossbowmen and my Salamanders clipped one and killed about 2-3 Corsairs due to their better save and me missing with one of the templates.

Dark Elves turn 2 and Jason charged his Corsairs (+BSB) in to my 2 Salamanders, I held because he needed 8 to hit them, which he did but it was worth the risk. The rest of his army just manoeuvred for turn 3 charges or shooting angles.
Magic phase upon where the Dark Elf Sorceress decides she doesn't like her kin anymore. So Jason irresistibles his first spell knocking my Stegadons movement down by 2, then his miscast kills 3 Spearmen. Swaps his casters over using the Shadow attribute. The Sorceress he just put in the Spearmen then does the same except she goes nova and kills 11 Spearmen. Jason swaps the Sorceresses back making me think of a conundrum when it comes to panic tests. So after some checking we conclude now she has re-joined another unit and they become a combined unit that panic through heavy casualties now states this "unit" was the cause of the Spearmen casualties and so they flee from them, which they do, right through his Hydra, bastard thing is close enough to the General, possible game changing outcome avoided but amusing all the same.
Shooting had little effect again I think he took 2 wounds off my Steggy with Bolt Throwers and Crossbowmen combined.
Combat his Corsairs killed my Salamanders for minimal loss and over runs into my 14 Saurus and Skink Priest.
My turn. So I was going to charge my Stegadon in to his Corsairs but I decided instead to move him round to shoot the Manticore before he charged me next turn. I turned my Saurus, 15 and 30 to face the Hydra and Manticore respectively.
Magic phase. Skink buffed my 14 Saurus with Wyssans Wildform and my Slaan magic missiles the Manticore taking 2 wounds off the monster and 2 off the Beastmaster with 2d6 hits. I tried to heal my Steggy but he dispelled this and I buffed my Steggys BS by 2 after he failed a dispel. At the end of the phase I swapped a spell out for a Light spell and got the WS and I 10 spell.
Shooting and my Steggy laid waste to his Beastmaster with 19 shots. Manticore passed some saves so only lost a wound by Jason was still not happy to lose his General.
My 14 Saurus held up well against his Corsairs winning by 2 even without the rank bonus as they are in a river but he held with the BSB.

Dark Elves turn 3. Manticore charged and chased down 15 Saurus. I was trying to get him to redirect in to my 30 Saurus unit but I ran only 4" so he completed that charge. The Hydra hit the 30 Saurus and due to me turning them well last turn he hit the front, they are 6 ranks deep. The Spearmen rallied behind some trees.
Jason's magic phase was a bit rubbish again with him taking 1 off my Saurus strength fighting his Corsair unit.
Shooting was a bit ineffectual as his Crossbows bounced shots off my Bastiladon (which actually did nothing for most of this game but worry him it was better than it is) and he forgot to shoot his Bolt Throwers. 
Combat phase saw my Saurus fighting the Corsairs finish them off but the BSB held again on his own now though. My 30 Saurus somehow only lost 2 models to the Hydras 8 attacks and breath weapon and thunderstomp and took 3 wounds in return which saw him turn tail and flee.
My turn and I declared a charge on his Hydra with my Saurus to make it flee another 10" then redirected to his Spearmen but failed that charge only moving 4" towards them but now I am only 4" away. My Bastiladon declared a charge on the Crossbowmen and they passed a Terror test and he failed his charge. I positioned my Stegadon shoot the Manticore in the shooting phase. I moved my Slaan in a position to be able to magic missile the Spearmen who has rallied.
Magic phase and I did just that killing a few with Soul Quench. I tried to Wyssans my Saurus fighting the BSB but he dispelled this so I made them WS and I 10 instead.
Shooting phase was just my Stegadon killing the Manticore with 18 shots from his blowpipes.
Combat and the Saurus and BSB battle still waged on with him beating me by 1 as I could only bring 3 Saurus to bear against him so I challenged with my Champion but he only managed 1 wound and so his BSB status got him the extra combat res point. I held as my Slaan was only 9" away.

Dark Elves turn 4 and basically the last one. To add insult to injury his Hydra was now on max wounds again and then fled off the board. His spearmen shifted position to take my 28 Saurus charge next turn. He had nothing left to move.
Magic phase and he only rolled 6 dice and with my channels I had the same so he failed to get any spells off.
Shooting phase and his Crossbowmen nearly took a wound off my Bastiladon and his Bolt Throwers both hit and failed to wound my Stegadon.
Combat and my Saurus failed to hurt his BSB which is when I enquired as to how he had such a good save with a Halberd in his hands and he said with his shield, so I explained you can't use this is melee which as a less experienced player I gave him the benefit of the doubt he didn't know. So I did take a wound off him but he killed 2 back so combat drags on again.
My turn I charged my 28 Saurus in to his Spearmen and Sorceress. My Bastiladon charged the Crossbowmen again, he failed the Terror test with a reroll and my Bastiladon who is slow as Saurus caught them and stomped them good. I moved my Stegadon to charge his BSB if he was still there next turn.
Magic I failed to get off Wyssans again with him dispelling but I did make my 28 Saurus WS and I 10 vs the Spearmen.
Shooting I didn't have any as most things were in combat or facing the wrong way.
Combat and the BSB finally saw off my Saurus, chasing them but the went 2" further but he was still in my Stegadons charge arc. My Saurus mashed his Spearmen for a few dead in return and chased the few survivors down.

This ended the game as his BSB and Bolt Throwers  would not be able to do much damage to what I had left which was still over 70% of what I started with.

It wasn't as easy as I thought it would be, not having my monster killing or redirecting Skinks made things tricky but I like a challenge and my army did well. My Slaan performed great. Ethereal and Loremaster of High magic seem to work really well. Lets hope the luck continues.

Next game is vs Rob and his evil Chaos Warriors and I went super aggressive and attacked his capital. I will be using my Fire Slaan and a full 6 Salamanders for that one.

Wednesday, 29 January 2014

Last years games and such.

So I finally get around to this. I had a pretty good run last year with most of my armies. I didn't get as much Warmachine in as I would like but then I have only a few people to play this against.

So lets start with my most active army, Lizardmen. So 20 or so normal games or varying sizes from 2k up to 4k. 13 of these were wins, 3 were draws and 4 losses. majority of my games were played against Neils Ogres or Daemons 11 games in all and he only beat me once and drew once. Only 1 game against Ginge using his Dark Elves which he lost. I think he was pissed off from the year before where I beat him so much at Fantasy so didn't play me much this year (don't worry he owns me constantly at 40k but I don't mind this as Fantasy is way more tactical than "my gun trumps your gun plus I have flyers" 40k). Played 4 games of Triumph and Treachery. Came 2nd 3 times and won the 2nd game. I really like how this plays too it just takes a while to play with some of our regulars.

Next up Chaos, some may say the bastard child of 40k as GW only seems to see it at weekends and thinks sweets are a good substitute for love (see Heldrake). Mixed bag with these guys as always. 22 standard games (including a couple of C.O.D and Planestrike). 14 wins, 1 draw (mostly due to the change to 40k with secondary objectives) and 6 losses. I may have actually missed noting some games down but at most a couple. A lot more opponents for 40k as it's what our crowd mostly play. Somewhere in here was a campaign we played which saw more C.O.D games than usual and me playing Tim at Planestrike twice. The first was for the campaign he attacked me with his Blood Angels host, lots of jump packs and nastiness but I fought him off with some devious tactics and a lone Aspiring Champion who's frag grenades were clearly warp tainted as alone he felled over 10 marines mwahahaha. The second game was a revenge strike for fun as my army is quite assaulty and I won this and I think I actually tabled him too. I played another defending against Neils Grey Knights which I won by a country mile due to some really bad deepstrikes on his part and me having 2 Forgefiends which tore up his Terminators as soon as they were out of combat or got a bad run after deepstriking. I have no wins next to Ginges name in 40k.

Space Wolves. Only played 2 games as I seem to struggle a bit with them in this addition. I Love my Thunderwolves but they just cost so much points wise and are always heavy weapons bait. I won a game against Neils Grey Knights and lost to Ginges Orks. I don't want to invest anymore in this army yet while I'm expanding my Chaos to include many Daemons for Apoc and such.

Khador. Didn't get to use these much but I had a few games against Scotts Cygnar where he realised Epic Sorcha can be super fast on assassination runs and Prime Butcher can smash a Warjack down without support then hold off the whole armies shooting to smash face again next turn. Played against the Legion too and I don't like them.

So that was it. Not a bad year and this year the Lizardmen are already rocking out and holding my unbeaten siege record up by a hair sometimes. Chaos are doing much better now I have some Fleshounds and Bloodcrushers to support my advancing Rhinos plus Be'lekor is the dogs do das.

Friday, 10 January 2014

Characters for BITB mark 2

So we are going back to the Badlands at the end of this month hopefully so I have sorted my characters to lead my three mighty armies.

So my only returning character is Tehe-Chuq. He died quite early on last campaign so I brought him back as an ethereal Slaan. Well he never left the Badlands mainly because no one could find his bones making his spirit tied to the Floating Fortress. It's back and so is he. Having plenty of time to contemplate how the Skaven appeared and took the prize without anyone seeing it he has come to the conclusion it was the Empires fault. As such Ginge who was an enemy last time will be returning in this role. Although we fight on the same side in the big games it means we can screw each other over in the bigger picture of the campaign map. My ally is newbie Steve with his High Elves. With my guiding hand he may win some games and help me (us I suppose) to that all important big V.

So here they are.

Tehe-Chuq - Slaan 480 points. Loremaster High Magic.
BSB, Standard of Discipline (+1 to his LD but he can't use the Generals LD, which he is so doesn't matter), Higher State of Consciousness (ethereal and unstable but can't join units), Focus of Mystery (Loremaster High Magic, as he can swap a spell for any other lore's spells this gives me a more flexible mage), Harmonic Convergence ( 3 dice to channel power and dispels), Channelling Staff (lets me channel on a 5+, see what I did there).

Going for all round flexible approach to this one and hope he can find his bones and return to Lustria by the end of this campaign. In terms of "free" magic items we can earn through the campaign I only really need to get him some magic resistance to protect against magic missiles.

Mundigoq-Hele - Slaan 420 points. Lore of Fire.
Becalming Cogitations (reroll first failed dispel each turn), Soul of Stone (add or subtract 1 from the miscast result), Book of Ashur (+1 to cast and dispel).

I have never run an "aggressive" magic user before but I think one of the nest ways to win Siege and Storm of Magic is to burn people out of their hidey holes. Castles are a bitch to take with a spell caster lord but I wanted to try something I haven't for this so here we have power house burninator Slaan. Even with low dice he should be able to get a couple of fire spells off and can shut down another mage with ease. I will be using him with Temple Guard so the modifying miscast might help keep them alive as I tend to lose a lot to miscast explosions.

Tehexhol and Ecti the Bloodied - Oldblood on Carnosaur 500 points.
The Blade of Realities.
Loping Stride and Bloodroar on Carnosaur.

Not how I would normally run him BUUUT he does already have a 3+ save being mounted and now has 5 S5 attacks that ignore armour and ward saves. My thinking here was I will pick up free items all campaign BUUUT never enough points for an epic sword like that (it's 100) so after a game or 2 he will be back on his 1+ rerolling save and have his Egg of Quango and some sort of ward save. I just have to keep him away from cannons until this happens.

Let battle and the creation of Epic Moments commence.

Painting from the tail end of 2013 part 3

Now some of my Warmachine stuff. These are from my Epic Sorcha list themed around the 5th Border Legion. I also run Prime Butcher but I only have him and his Juggernaut painted so far with some Mechaniks to paint up next.