Sunday, March 19, 2017

Only took a few years

Hi all,

So, many (many) moons ago, I started picking away at some 1/72 French, part of my ongoing existential crisis about what scale in which to play the period.  Finally, after some internet-based inspiration (I'm look at you Johnny Rosbif) and a trip to Benno's Forum, I finished up the last base for the first complete unit of French.




The original plan was to use these for Black Powder, if and when I actually get enough painted up to play.  Basing is a little unconventional for those rules, but should work just fine.  I stuck with the larger, almost element basing I started out with, for much the same reason - it looks good, and deals with the overhang that results from the use of multiple poses in 1/72 ranges.




I've got some voltigeurs to use for skirmish markers, and have some French Hussars up and prepped as a next step.  I figure I'll paint these guys until I start to get bored, them maybe go back to some GW stuff.  In the mean time, I'm scratching a historical itch, and enjoying myself in the doing.


Friday, March 17, 2017

Sprog wars: The revenge of Sprog.


Got my butt handed to me by the Cub today, as we managed to sneak in a game of 40k before he headed back to his mom's post-March break.

The game was notable in that both of us took rather different forces than usual.  Cub went armour heavy, and unbound, with a Redeemer, Predator, and 3 (!) Dreadnaughts, whilst I moved away from my usual recipe of more boyz =   better by taking my Dakka Jet, my full suite of Deffkoptas, and a Battlewagon.


Cub had himself a massive turn 1, with his Landraider scoring a penetrating hit on my Battlewagon (which subsequently managed to get itself stuck in difficult terrain), and an aggressive drive toward my forces.  His LR Redeemer is a bit of a nightmare for me, as it not only has ridiculously heavy armour, but is equipped with the perfect weapons to sweep orks off the table in droves.  To kill it, I need to get my power klaws into b2b contact, but that means exposing my boyz to flamey templates of doom.  It's always an issue, he knows it, and he's learned to use it effectively.


That said, Warboss Binky and a power klaw are a solution to many problems, and via the power of the Waaagh, I was able to put an end to the Predator fairly quickly.  This set me up for a charge against the Landraider the following turn - if I could weather the firestorm.

In a bid to ease the path a little, I threw the PK -equipped Nob from the mob that had been in the (immobilized) Battlewagon against the Redeemer, but sadly, managed to do little more than scratch its paint.


In the meantime, my Deffcoptas screened the approaching dreadnaughts - which proved fairly effective.  One Dread I've had little trouble dealing with, but a vanilla, Ironclad, and venerable, all marching towards me, proved  a tougher nut to crack.


Turn 4 saw the arrival of my Dakkjet.  I love this model, got it for Christmas over a year ago, and have yet to play it, so this was a much-anticipate moment.  Also, something of a disappointment.  In a flurry of high-caliber shoota fire, the 'jet managed to force a total of 3 armour saves, and kill the grand total of 1 marine.  Warboss Binky got in his charge, but between he and the Nob tagalong, only managed a couple of hull points and a destroyed assault cannon.  The following turn would not be pretty.


On the following turn, the Cub opened up with both his uber-flamers (gutting Binky's mob, and bringing the Warboss down to 1 wound) and his multi-melta, which left poor Binky as nothing more than a smoking boot on the table.


The assault cannon on one of the Dreads took down my dakkjet, and things went downhill fast.  We called the game for time at the top of turn 5, with points tied, but I was down to the rump of a couple mobs, 4 dakka jets, and nothing that would be able to counter the mass of armour Cub brought to bear.  Even the cold comfort of a successful Sluggaboy mob charge (which wiped out his tac squad) wasn't going to do much to turn the tide.


It was fun to get (and see) some new stuff on the table.  I was, honestly, disappointed in the Dakkajet.  While I can see some utility in it against other forces, against Marine armour it struggles.  Maybe I'll give the bomber version a try - and I've been itching to try the Forgeworld FightaBomma rules as well.

In other news, I've been picking away at the last base for my first unit of French 1/72 Napoleonics.  Saw a post over on RB and JtF the other day, and it fired me up a little.  I quite like the scale, the figs have improved marvelously since the old Airfix models, and it's got me reading the Black Powder rules again.


I have enough figs on hand for a couple more units of French Infantry, and at least one of cavalry, plus officers.  I figure I'll work on these for a bit until it's time for another change.  There's no rush on this project, as playing BP will require a) more room than I have, and b) more opponents than I have, but I figure a judicious program of exposing the children to repeated viewings of Waterloo and Zulu may have the desired effect.


I should have these fellows properly based in a few days, and will try to get a decent post out of it later in the week.  Until then, fare well.


Monday, March 13, 2017


Hi all,

Having told the Cub recently that my AoS army was perfect for dads (it being rather Khorney), I felt obligated to do a little WiP post of the Khorne marked chaos warriors I've been picking at.


I had some fun with these guys.  I picked up a bunch of space wolf heads on EBay, and a few extra axes, and managed a full unit of 16 guys with bare heads and axes all round.


Kept the painting simple, with the same limited pallette as the rest of the army.


Works pretty well, though, I think.  I'm eager to get these guys finished, and on the table - might be able to talk the Cub into a game to try them out.  In the meantime, there's 15 more to finish up.


Enough to keep me busy, anyways.


Monday, February 13, 2017

Broken Silence

Hi all,

Been some time since my last post, mostly a mix of winter doldrums, painter's block, and a life that just seems to keep getting busier.  That said, the boy and I got in a Kill Team game yesterday ( our first game in AGES), and had ourselves a fine time.

Note the new bridge on the right - thanks Secret Santa!

It was orks vs marines, with an objective based mission.  Cub ha first turn, but thanks to my (randomly determined) leader ability, I stole it ;)

I used the opportunity to push forward my deffcoptas, and seized the first objective.  Objectives in this scenario are "mysterious", ie., they have a randomly determined characteristic that's not determined until someone moves to control them.  In this case, the outcome was anti-climactic, as objective 1 turned out to be entirely mundane.


On his turn, Cub moved up his marines, taking over the objective closest to his deployment - which, rather than a dud, turned out to be a bomb!  We'd be rolling at the end of each turn to see if it went of, something that let to a fair bit of hilarity as the game proceeded.


On my turn, I took the third objective, which turned out to generate a mysterious cloaking field, and got a point for first blood, when one of my deffcoptas sniped a marine.  Adding insult to injury, one of my gretchin (unpainted, no less) took out one of Cub's marines.  That little guy is getting painted post haste ;)


On his turn, Cub started to turn the tables, taking out a Deffcopta, bringing in an outflanking force, and cutting down the presumptuous grot in a hail of bolter fire.



Thing now started to get hectic.  Both kill team had closed to close range / assault distance, and models were dropping all across the table.



Marine armor began to turn the tide.  Cub did a good job focusing fire, and thinning out the ork swarm.  I lost my other Deffcopta, several orks, and most of my grots.  He seized the second objective, and by turn 6, had me below my break point, which meant I started to bleed models quickly.


As it was, I squeezed out a win (3 points for 1 objective, leader kill, and first blood, vs Cub's 2 objective points), but things were very much going his way - had the game gone on another turn, he'd almost certainly have had it.

Cub had fun, and seems to like Kill team.  I might see if we can find some kind of capaign / team xp rules to use, as they're often fun.  A high point for me was getting the new bridge into the game - it was my present from Ian and Cath's Secret Santa this year, and is very much the business.

Hopefully this'll break the slump, and I'll be posting a little more frequently than once every 3 months ;)


Sunday, November 20, 2016

Bloody Thank-yous

Hi all,

First, I need to say a big "thank you" to my Blogger Secret Santa, who appears to be disconcertingly organized.  I received a package in the mail a few days back, and so far, have resisted the urge to peek, despite the fact that I haven't the foggiest idea what might be inside.

In other news, I finished (for now, might tinker a little later) with my Khorne Lord on Juggernaught for my growing AoS Bad Guys army.

Vahkos, Lord of Khorne.

I was thinking about adding some flock or static grass, but don't know whether to go with muted tones, or some green for contrast.

I've been quite chuffed with this guy on the table-top, and have liked the model since I first saw it years ago.  I put some topcoat on it, as it's Finecast and a bit fragile, but that seems to have washed out some of the shading.  Hence the potential revisit in a bit.

I love the little goat beard effect.

His axe isn't quite as scary as the foot Lord, but it does the job.

Not sure what I'll paint next.  I've had a hankering to revisit the Hanoverians, so maybe some infantry there.  A change of pace will be nice.


Saturday, November 12, 2016

Learning. For the Lady.

Hi all,

I took the opportunity this weekend to bring my Bretonnians to a 2000 point AoS "narrative" day held at the local G-Dub.  We'd been warned in advance that the scenarios would be from the narrative campaign sections of the various books, rather than the matched play scenarios (which presumably are designed to be a little more balanced).  I had to scramble a bit, as the Brets have changed a little since the release of the General's compendium, but ended up running the following list:

Allegiance:  ORDER
Battle Trait:  Defiant Avengers
Hero:  Louen de Leoncour 
-          General
Hero:  Damsel on Pegasus 
Hero: Bretonnian Lord on Steed
-          Arcane Relic:  Obstinate Blade (+1 Rend stat)
Hero:  Damsel on Steed
Hero:  Paladin Standard Bearer 
Battleline:  16 Knights of the Realm (Gallant, Banner, Trumpeter) 
Battleline: 10 Freeguild Archers (Marksman) 
Battleline: 10 Freeguild Archers (Marksman) 
Artillery:  1 Field Trebuchet 
5 Mounted Yeomen (Warden, Trumpeter) 

3 Pegasus Knights (Gallant, Banner, Trumpeter) 

Both Louen and the big unit of KotR were a bit of an experiment.  I'd never taken Louen before (never bothered in Oldhammer, and in AoS haven't played big enough games).  He's hitty, and has a terrific passive ability (makes Free People immune to Battleshock), but a bit fragile at 10 wounds.  Having the knights in a big unit turns them from fairly mediocre into decent hitters (doubles their attacks), but they still rely heavily on charging, something that I would struggle with a bit in the games.  We ended up playing three games, each with fairly entertaining scenarios rules, and I went 1-2 for the day.

Game one was against Stormcast, using a battlescroll that I think the Cub used in our most recent game.  It basically allows the army (or at least most of it) to deepstrike.  He had a mix of Liberators, Judicators, Prosecuters, Retributers, and the Paladins with the big swords (which I think look cool, but of which I never remember the name. For heros he had the Knight Azyros (super-sniper / assassin), the other winged hero with the lantern (which lets him control the deepstrike to a greater degree), a Lord Celestant on foot, one other that I can't recall, and a Hurricanum.

Had to borrow Puddin's camera for the day, but couldn't figure out how to make it focus.

The scenario had us struggling to move a boundary back and forth.  It moved randomly once a turn, and if you damaged or killed the opposing general.  It also offered benefits if you were fighting in your territory, but as we both forgot to use them, it was moot.  Having learned about the potential awfulness of a Stormcast unit (or army, in this case) showing up in your backyard, I bubbled up, with a ring of scruffy peasants around my shiny knights.

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It was a good thing, too, as turn one, my opponent dropped a metric crapton of stormcast in my rear.  The peasant bubble meant that he'd have to charge my chaff units, hopefully giving my harder-hitting knights time to regroup, and get in a charge.


Initially, the plan worked fairly well, especially as my opponent couldn't seem to roll to save his life.  Never seen so many bad rolls in one place at one time.

I manged to break away, but sent the regular Lord back on a suicide run to hold up the stormies until I could regroup.  Ordinarily, he's pretty choppy, but evidently the bad roll disease was catching, and rather than laying waste to a unit of stormcast (which he's done pretty reliably in the past), he ended up whiffing.


Of course, they couldn't kill me either ;)

Things were looking pretty good, until I managed a turn where two key charges (Louen into his backfield and my knight block into his flank) both flubbed, despite a reroll.  This left my Banner Paladin high and dry (and quickly dead), and gave him the chance to fly in his Prosecutors, tying up my knights (who again, couldn't roll to save their lives).  He bought enough time to swing his army up, concentrated his shooting on Louen, and ground me down.  First loss.


Game two was against Seraphon / Lizardmen.  The scenario had my opponent start with only a third of his army on the table, with the rest to come on turn 2 from a predetermined (but secret to me) table edge.  My goal was to eliminate his starting units, his was to stop me.  He began with a unit of Temple guard, some kind of Saurus hero, and a Dread Saurian (super-giant dino beasty) on the table.


I ringed him, with my peasants as a screen, in case he took the first turn (which he did).  Turns out, his Saurian moved quicker than I had expected, and he managed to move out past my archer screen, then charge in behind it at my knights.

He tore them up some, but in the meantime, I sat my two damsels about 17 inches from his Temple Guard, and poured Arcane Bolts (and my horse Lord) into the unit.  The Guard are able to get pretty ridiculous armour saves (basically 1+ with a couple of buffs in effect), and ignore lower levels of rend.  The Mortal Wounds inflicted by Arcane Bolt get around this, and my Lord habitually carries a magic sword that boosts his rend stat to 2.  In the meantime, the rest of my army poured damage into the Dread Saurian.  Over two turns, it was enough to eliminate both before his reserves poured on to the table.


His reserves consisted of a mass of Sauraus and Skinks, along with a hero on a carnosaur, but at that point, I just needed to kill the hero left from his original forces, which I did at the top of turn 3.  My game.

Game 4 was against a monster-heavy Sylvaneth list.  I flat out played this wrong.  The scenario was a variation on the ritual - one of my models was being sacrifices, and I had essentially as many turns as that model had wounds to stop them (by killing the model running the sacrifice - in this case, Alarielle).  I gave my opponent a peg knight, as otherwise I'd be losing a hero, and figured I'd need them all.  What I should have done in this game is used the treb and my damsels to pound Alarielle from turn 1.  Instead, I let myself get drawn into a broader tactical fight, using the aforementioned units to try and clear a road for the rest of my army.

My army swoops in to save their fellow knight.

This was a bit of a mistake, as in addition to two fairly big units of treekin, he had two of the big treemen (including the special character Durthu), and Alarielle herself, who's a top-tier SC and a complete bad-ass.  The big treemen ended up posing a real problem, as they operated under armour saves comparable to the Templeguard, and healed to boot.

Against  the woodsy castle.

This turned into an attrition fight between me and a bunch of stuff I didn't have the tools to kill.  That would have been okay if I'd concentrated my ranged ability on the target, but I was distracted.  This one I was just straight up outplayed.

Turns out, he has a thing that kills my guys and turns them into a forest that kills me.  Yikes!

On the plus side, his paintjobs, and especially his basing, were fantastic.  The bigger models had pools, moss, flowers, little spiders, all kinds of crazy details.  Just lovely stuff.

Overall it was a fun day.  I found gauging the charge distance trickier than I'd expected, although the basic plan worked pretty well.  The use of chaff screens, in the first game especially, was key, but I found myself a little underwhelmed by how the knights worked.  My Lords seemed to underperform, my knights, while decent, never really got off the mass charge that would make them shine.  Part of the issue was that they need to be a large unit to get the extra attack, but getting a large unit completely stuck in turns out to be fairly difficult.  They are decent, but they aren't chaos knights, and the relative lack of buffing synergy is an issue.

On the other hand, it was great to get my Brets on the table.  I might bit the bullet and try out some lists that go all-in on knights.  There's a formation that costs something like 1300 points, but it leaves room for some wizards and trebs, so maybe we'll give it a shot.