Tuesday, October 06, 2009

New guy at the club: Sawyer

This Sunday, I went to Oslo Miniature Games Club, looking for a game of Warhammer 40k. In my last post, I wrote a battle report from the game I played, but I also met a guy I hadn't met before. His name is Sawyer, and he has a great-looking Traitor Guard army! Check out these pictures I took (click the pictures for insane macro mode):

Note the empty ammo drum and the scratch-built empty casings next to the Autocannon. Awesome stuff!

Sawyer's next project for this army is a squad of Renegade Ogryns. Can't wait to see'em, can't wait to play'em! Bring it, man! ;)

Monday, October 05, 2009

Warhammer 40k battle report: Tyranids vs Orks

The Hive Mind barely registered the fungus-creatures hiding in the ruined human city. This world had fallen long ago, just as all other worlds had, as hive fleet Kraken had spread its tendrils. Why were they still resisting the inevitable?

In the end, it did not matter. They would all be eaten. It was simply a matter of time.

500 points combat patrol
In a month, we're going to have a 500 point doubles tournament, using the 40k in 40 minutes rules. For those unfamiliar to these rules, they are:
  • No 2+ saves
  • Max 2 wounds per model
  • Max 33 in total armour on vehicles
  • Min 1 Troop, no other Force Organization Chart requirements
I'm one of the organizers of the tournament, and went to Oslo Miniature Gaming Club this Sunday to spread the word and possibly get more attendees.

I met a guy I haven't played in over a year, and we decided to play a 500 point game using the rules outlined above.

My list:
  • 4 Tyranid Warriors - Wings, Adrenal Glands (+WS), Adrenal Glands (+I), Toxin Sacs (+S), Rending Claws, Scything Talons, Flesh Hooks (192)
  • 16 Hormagaunts - Adrenal Glands (+WS), Toxin Sacs (+S), Flesh Hooks (224)
  • 12 Gaunts - Devourers (84)

His list (from what I remember):
  • Weirdboy
  • 14 Slugga Boyz - Nob w/Power Klaw, Big Shoota
  • 14 Slugga Boyz - Nob w/Power Klaw, Big Shoota
  • 12 Slugga Boyz - Nob w/Power Klaw, Big Shoota, Trukk w/Reinforced Ram
Wow, the Tyranids were outnumbered! Fortunately, I knew that my units were both faster and hit harder in close combat. All I had to do was hit his units one at a time, and deny him the charge. Easy!

We rolled for mission and deployment and got Capture & Control and Dawn of war. This meant that my precious Warriors would be off-table first turn. Crap. If he managed to kill enough Gaunts, they would probably run off the table without any Synapse nearby. He took first turn and deployed in such a way that he was controlling two of the four objectives. I deployed my Gaunts and Hormagaunts far back, behind cover. Fortunately, the units were large, and Ork shooting isn't very accurate.

Turn 1
I failed seizing the initiative, and he started his turn. The Trukk boyz came up the board at full speed, and the two other boyz units shot their Big Shootas on the Devourergaunts. Only one of them hit and wounded, and I passed the cover save. Phew!

In my turn, the Hormagaunts pushed forward, ran 4" and charged the nearest Boyz, wiping them and the Weirdboy out to a man. Hormagaunts are Ace! The Gaunts and Warriors kept up, moving up the board.

Turn 2
Shocked by the carnage, the Orks were initially reluctant to engage. The Trukk Boyz drove to a better position, blasting away. A Tyranid Warrior lost a wound, and I lost a single Hormagaunt.

The Tyranids shuffled about, making sure that they were in a good position to charge next turn.

Turn 3
The Trukk Boyz drove up 13" and jumped out, perhaps hoping for a fight. They were an inch too far away, but their shooting killed a Tyranid Warrior.

The Tyranids were going for bust! The Hormagaunts charged the large unit of Ork Boyz, while the Warriors charged the Trukk Boyz, after the Gaunts had shot them up a bit. As there were only 8 Boyz left, the Warriors were confident of victory (12 attacks, hitting on 3s, wounding on 3s, 6+ save).

As expected, the Hormagaunts killed the entire unit of Boyz, taking a couple of casualties themselves. However, the Tyranid Warriors completely fluffed their charge, only killing 3 boyz! The 3 boyz and Nob still standing then wiped out the Warriors! Disaster!

Turn 4
The Trukk turned and tank shocked the Hormagaunts, which promptly fled the scene. Without synapse, the Tyranids were in complete disarray!

The four Orks left charged the Gaunts, killing a few and forcing them to flee.

Game end - Ork victory!
With no forces left, the Hive Mind had to accept defeat this time. It was the single round of combat with the Tyranid Warriors that made all the difference. On average, they would have wiped the Boyz out to a boy, but alas, It wasn't to be. Without synapse, the Tyranids were completely useless and lost very quickly.

The battlefield was suddenly blurred and distant for the Hive Mind. The Synapse creatures had perished. No matter, the planet was soon to be digested anyway. The Orks had won this battle, but the war was already decided. The fungus would be valuable bio-matter for the coming onslaught of the Imperium of Man.

Saturday, October 03, 2009

5th ed compatible tournament terrain project

When 5th edition hit, Norau and I were relatively unaffected by the dreaded true LOS (Line Of Sight) rules. We had always used terrain pieces that were high enough to block LOS to most things. Granted, C'Tan and Land Raiders were hard to hide, but we didn't see this as a problem.

My buddy Briefspite, however, actually dumped 40k for a period of time because of "true LOL", as he calls it. I see his arguments, but my counterpoint was always that the terrain should be used to provide not only cover, but block LOS completely. In my opinion, no 40k board has enough LOS-blocking terrrain if a unit can have complete view of the battlefield.

Norau and I were using fairly large hills to achieve this. Briefspite has a lot of city terrain, that he wants to use for tournaments (after grudgingly admitting that 40k is fun after all, even with true LOS). To achieve "5th edition compliant" ruins, LOS had to be blocked. Not only for the little guys, but also for Carnifexes, Land Raiders and Defilers.

Today, we painted up the first building to a good gaming standard. This building blocks LOS in almost every direction. If you hold this building, you can get good firing positions if you want, or hide safely inside if that's your cup of tea.

Note that all the pieces for the ground floor are completely blocking LOS. We think that this will force players to use this tactically. Gunline armies are all great fun for about five minutes, but it takes the small gribblies, the guardsmen, the Fire Warriors and similar infantry-sized models to really shine here, in an environment where tanks cannot move, and Lascannons cannot get LOS to the target.

Our first building painted up.

How much terrain do you guys normally play with? Have you changed the way you use terrain after 5th edition was released, or have you just changed your armies?