2012-07-07

Trying some more 40k 6th ed

This week my fiancées cousin stopped by, and while doing other stuff he wanted to try some game, and since the one I'm trying to learn is 40k, thats what we tried.

This was also the first chance I got to try out my new board that I've spent to much time with, and still not finished... As I have yet to complete all the little inserts for it, we had to make due, and fill up the table anyways. As the table is not that big, only about 3'x4' we used small armies at just a 1000 points each. One of them was my Imperial Guard and to face them I found some old Space Marines I painted during 3rd edition, so now I got them out, dusted them of and got counting at what I had.

We rolled of to see who would play what army, and I ended up with my guards again, and he got to play the marines. Since the table was so small I limited quite a lot how much infantry we both had, the marines I had to take what was available, but I got the guards a bit more armour than I should have under normal circumstances.

Since he hadn't played this ever, we started of with an extensive walk though of the rules, going though each phase and what you can and can't do. This took quite a while, and he did look more than a little bit confused at many points, but fortunately we had beer to calm the nerves with when it got to complicated.

When the game finaly got underway the board looked like this




Here out forces have deployed




Marines deployed and ready to cause some mischief

I had to use a chimera as a razorback, since I couldn't find the real one when we was to start. I know I have it someplace in all my boxes of miniatures...

The Imperial Guard forces, ready to kick some genetic enhanced monster butt


During the first turn the lead rhino got in the way of some serious guard firepower


In reality it was only a REALLY lucky shot with some auto cannons, but don't tell the marines that...

The disposition after the first IG turn


More marines


During the marines turn the most failed charge in gaming history was performed


The assault marines jumped forward, about 2 inches from the hell hound. The fail-marines started here bu missing with the plasma pistol, not content with that they charged the tank, priming grenades as they did so. At this time I was convinced my tank would make a nice little mushroom cloud, but no, all the marines missed their grenade attacks, and therefor leaving the tank unharmed.
But the fail was not complete, no, in the following turn I tank shocked my way out, wanting to place at least some distance between the angry marines and the tank, and make it possible for the infantry following up close behind to thin out their number. Well, they promptly failed the morale check and fled, only to bee gunned down to a man by the two infantry squads behind. I have never seen so many ones rolled for saves, ever.

This is the result;


After this things went downhill, fast. The marines could not make an armour save agains anything, and they started to die in droves while my guards advances slowly and tanking First rank, second rank fire orders, gunning the blue monsters down with a speed never seen on a gaming table.



Guncam from the Leman Russ, this tank had a bad day and did not hit with a single shot all game



A charge roll by the marines, just to set the tone for what they did during the whole game


The rest of the assault squad from the rhino, they spent 3 turns moving and running though the terrain, for a total move of 8"...


More marines trying to get forward to the guards


After about 4 turns of humiliating rolls we called it, and instead got the grill going and did our best to forget how the dice screwed him over.

But at least we had some great weather, and it was a beautifully day to sit out on the porch and play some miniature wargame.

2012-07-04

40k 6th edition tryouts



Yesterday we had a little 40k 6th edition tryout day down at the club. Everyone had a copy of the rules and was ready to get some dice and models on the table.
The day started with me and two others, being the first ones to get to the club. I did get my copy there and then, so I was a bit behind since I've only seen some youtube videos, and read a few forum/blogposts about the new rules.
I took some more or less random pictures during the day, I figured that trying to capture the whole of a battle was pointless when there was new rules to be learned.


My new and still shrink wrapped rulebook

Me and one of the others got going in testing out the rules, with the third acting as a rule compendium, answering any stupid question from me, and any reasonable question from my opponent. The game was between my guards and his eldar, and at just a 1000 point, to get the feel of the rules, and not spend the entire day with each battle. We did however spend most of the afternoon figuring things out, the changes was not in them selfs that great, but many small things and having to consult the rulebook at each turn did make the game go on for quite some time.

The game we played was The Emperors will, one objective in each deployment zone, and with Hammer and Anvil deployment, meaning that we used the the sort edges as our deployment zones, this felt a bit weird, but refreshing to see the table from that perspective as well.


My deployment


Tank heavy eldar, that was to be my doom


Guarding the eldar objective


More guardians in forward position

As the game went on, my inability to kill anything remotely tank shaped hindered my quite a lot, and in the end I lost both the first unit (my Rough Riders) and my warlord, resulting in a sound defeat for the imperial forces.


I used to have Rough Riders here, can you see the smoking remains?


Tanks shuffling forward, blasting my troops all over the place


Cornering a wave serpent with fire dragons, resulting in absolutely nothing, no damage what so ever, I really hate the new jinx rule for skimmers


My storm troopers got in from reserve, blasted some eldar in the first turn and in the next charged the guardians protecting the objective, resulting in the eventual defeat of the eldar

During the day more players arrived to our little gathering, resulting in a few more battle. Among others this shootout between some newly painted (and therefor doomed) Dark Eldar, and some more known marines in the form of salamanders. The mission was was the Relic one, and mostly they both stood around and looked at it, while trashing each other quite soundly everywhere. The result however was in the marines favor, and they walked away victorious.























Another game with Dark Angels vs Orks started just as I was packing my stuff and I only got to see the first half of the first turn. The Orks started by shooting with some wickedly good dice and got a Razorback blown up and quite a lot of marines killed, while swarming forward. They also played with the short edges, but their mission was to hold a bunch of objectives all over the place, each worth a different amount of Victory points. But since I didn't really see anything, here are some pictures of the event.
















Overall I'm so far quite pleased with the rules, vehicles are a bit softer as they die quite handedly to glancing hits, but at the same time, they remain operational while getting shot up. The snap fire rule makes everything shoot more, but the effect is quite limited, not sure I really like it since it results in lots and lots of dice being thrown for more or less not effect, but at the same time it's nice to at least have some chance of hurting something even if you move your heavy weapons.

Assaults have defiantly been nurfed quite a bit, between not being able to assault on the same turn as you leave your vehicle hurts assault armies and being shot when the assault is launched is bad. In the Dark eldar vs Marines game, a character got killed when assaulting as a result of this. Perhaps not what something as fragile as Eldar needs.

Flyers are really good, they are a sick movement speed, and are very difficult to shoot down. As the game at present lack more or less anything that can shoot them down they will probably dominate the early battlefields of 6th.

The new missions have potential, they are defiantly different, and the secondary objectives is realy nice as breakers when you normally would have been playing for a draw.

All in all, I think this will work, I need to play some more, read the rulebook one or ten times before final judgment is called, but after the response at the club, I thing this will stay for quite some time before people wanders of and play something else.

2012-07-01

Imperial Guard - part XX - Demolisher

I've been far to lazy for my own good in getting things on this blog. I haven't had as much time as I'd like to do hobby stuff, but about 3 weeks ago I got another one of my tanks ready for the field.

This Demolisher I got right when they first came out way back when 2ed was still the hot thing. Since then it has mostly sat dormant in a box in a few different basements. But now I got it out again and put it in some green soap to clean of the previous layers of color. And there was a lot… Back in those days I apparently thought that if you have a crappy yellow color that you want on your model, the right thing is to put LOADS of it on. So I had to have it soaked for about 1½ months before I could get most of it off.
While doing so I also successfully got the sponsorns off it so that they at least could be magnetized. Unfortunately I no longer have the plasma or bolter weapons that should have gone in it, so I have to make due with the multi meltas that's on there now.

Other than that I upgraded the hatch to a new one, and placed one of the new commanders in it, the hatch that was on it from when I first built it was not that whole anymore. I also got a new dozerblade magnetized on.

And the resulting model looks like this now 








And here are the parts that I've magnetized, I had to build some new hatches under the sponsorns since I never bothered to glue them on when I first put this tank together.



2012-06-10

Imperial Guard - part XIX - Rough Riders part II


Now my prototype Rough Riders are done.
They are painted just like every other guardsman in my army, just a little bit more kit bashed =)

Just before I started painting them I got the comment that something should be done with the lances as thay are supposed to be explosive. After some pondering on this I settled for just a little power pack on them and painted the tips just like my power weapons. In my head they aren't explosive, but more have a one use charge to power up the lances. Then real power stuff is left for higher officers.

Over all I'm really quite pleased, they don't look terrible, they fit in the army and the magnetized arms works great, can't wait to get some more different weapons done for them, and perhaps make another 5 of them so I can have a quite large unit, or two smaller to make life miserable for my opponent.

Enough of that, here's the pictures;


My sergeant with alternative arm.

2012-06-06

Imperial Guard - part XVIII - Storm troopers

While tinkering a bit with my Rough Riders, I also painted up my first squad of Storm Troopers. I decided to mix them up a bit and switch the colors on them, so instead of green armor they got green clothes and so on.

I mostly got painting on them when the number of power armored armies on the club went from about one to at least three, and there may be another two or three more in the works. So the ability to get some AP 3 weapons on the table can't be a bad thing.

Besides having inverted colors they are done as all other infantry I have, so here are some more pictures, enjoy.