Josh brought a pretty shiny red Eldar force. I don’t remember exactly what he had, but something like:
Farseer on a bike
10 Dark Reapers
Shining Spears on Jetbikes
5 Wraithguard in a Wave Serpent
3 war walkers
This was a madcap adventure of a scenario!
There is a Mechanicus Character (who I’ll refer to as the Techpriest for the rest of the BatRep) who has valuable information. He is protected by four Kastellan Robots. He’s trying to run from the centre of the table to a corner. The Techpriest can’t be shot, targeted by psychic powers, or suffer mortal wounds. He must be subdued in the fight phase. Once subdued, he can be carried around like The Relic, but if the carrier is slain, he recovers with 1 wound and continues his escape attempt.
I didn’t like the tiny deployment zone. It was only 6″ wide, and most of my tanks are that long. It didn’t give me much ability to “bubble wrap” my tanks.
Eldar Turn 1
Josh got first turn, and immediately did some trickery to get his shining spears into close combat range with 4 of my tanks. They have a long move, then Josh used a psychic power that let them move AGAIN! He skewered my wyvern, took 10 wounds off of Pask, and consolidated into a hellhound. I hate the way people can consolidate without overwatch….
This put me on my heels, and gave me flashbacks to many first turn tablings had before. He got his war walkers into close combat with the Kastellan Robots and tried tying up the Techpriest target.
Guard Turn 1
My turn to strike back. I dropped my “Bullgryn bomb” into the fray in the centre with the Kastellan Robots, Techpriest, and War Walkers. I drove a wounded hellhound towards his wave serpent, as a sort of suicide run; I was counting on in exploding and causing some havoc.
The rest of my troops skewered the Shining Spears that were embedded in my deployment zone.
The bullgryns managed to beat down the War Walkers and Subdue the Techpriest.
Eldar Turn 2
We were both excitedly invested in the game now. Josh was also double-fisting beers at this time, which I think made him more excited.
He threw almost everything he had at the fray in the middle. He blew my Valkyrie out of the sky, but somehow, one of my Bullgryns survived with 1 wound!
Josh deployed the Wraithguard from his Wave Serpent and shot at the wounded Hellhound. As expected, it exploded and took some of the Wraithguard with it!
Guard Turn 2
This turn is a scene that I think would make an epic movie. My last remaining bullgryn made a run out of the middle dragging the Objective with him. I covered his escape with two hellhounds and a taurox.
I really wanted the last Kastellan Robot to kill my Ministorum Priest in Close Combat so I’d get another narrative objective, but, regrettably, the 4++ save saved him.
With my shooting, I managed to finish off Josh’s wraithguard.
Eldar Turn 3
This is a continuation of that epic scene. Josh used the same psychic trickery to get some jetbikes in front of my retreating bullgryn. Somehow, he still survived! I picture about 20 shurikens embedded in the Bullgryn’s slabshield.
Josh used some psychic powers to debuff my Hellhounds, then destroyed them with the dark reapers and D-cannons. The ensuing explosions finished off the jetbikes, Priest, last Kastellan Robot, and the last bullgryn. Very explosive!
However, that means that Techpriest gets back up with 1 wound!
Guard Turn 3
Both Josh and I were desperate NOT to let the Techpriest get away because we would BOTH lose. This is where things got desperate.
I had an infantry squad heading to get a Narrative Objective by waiting in the escape corner. Instead, I charged them into combat with the Techpriest, and surprisingly, their bayonets subdued the target and I reclaimed the objective.
I also started sprinting my Company Commander and last remaining Infantry squad towards to objective from the corner. I got some very favourable advance rolls with the “move, move, move” order.
Eldar Turn 4
Josh brought whatever he had left to the Techpriest, including his farseer on jetbike, and a couple of characters. He managed to kill off my infantry squad, so the Techpriest was free, again!
Even more desperation: Company Commander and last squad of infantry try to chase down the target who has awoken again!
Guard Turn 4
My guardsmen and company commander were able to charge the techpriest, but unfortunately could not subdue him. The 2+ save was pretty good against my AP0 attacks. Should have given the Company Commander a better weapon than a chainsword.
Eldar Turn 5
Josh swept in and removed my infantry, and claimed the objective. That was about it for the game since I had no infantry left to try to claim the objective.
I can imagine the scenario as the Eldar explain what happened to their superiors. Something about the Mon-keigh interfering and trying to take their target, but ultimately they succeeded.
I could have conceded the Relic earlier and tried getting more narrative objectives. But, shooting for the moon made it more exciting.
Last weekend I had the pleasure of attending my first tournament, the Lords of War 40k Classic. I posted my list here. I will write detailed battle reports later, but this post will capture my initial thoughts.
In brief, I’ll just say I had a great time, and look forward the next one. It renewed my interest in the hobby, and has inspired me to continue playing.
The crowd was very friendly; mostly young, all white men. There were a couple POC among the tournament organizers, but mostly very white. Milling about before the tournament, people were friendly, and genuinely interested in the hobby and excited to talk about their armies and the game. There was a variety of people from students to bank managers, many guys were married and some even had kids (this was their guys day out). The Legion that hosted us had ample parking and great Air Conditioning. I also liked the vibe that there was a bar downstairs and many people bought a beer and brought them up to sip during the tournament.
I played 4 games and thought I acquitted myself admirably: 2 wins and 2 losses. After one win I felt accomplished. The second win was a surprise and at that point there was nothing that was going to make this day bad. Well, I got massacred in the last game to an ultra-competitive player.
A few players complemented me on my Chimera/Rhino conversion combination thing. One guy was so excited that he took lots of pictures because he was going to “steal the hell out of this idea.” I was quite happy to oblige.
Company Command Squads issuing their Senior Officer Orders of Ignore Cover or Bring It Down are devastating: My CCS with 3 meltas was a monster-killing beast! It took down a Riptide, and one-shot killed a Vindicator!
Flamers were beautiful: There were a lot of cover-camping units, and the heavy flamers auto-hit and ignore cover. And in many cases, if the Chimera’s flamers didn’t work, there were more inside.
My vehicles are hard to kill: Surprisingly, my tanks all took a lot of beatings, but few lost hull points, and even fewer were destroyed. Having such quantity meant the damage was usually spread around.
Leman Russ Tanks were worth it: Each of my Leman Russ tanks were about 150 points, but I wouldn’t have traded them for anything else. They could move 6″ and fire everything with impunity, and unloading my Exterminator with lascannon and sponsor heavy bolters was my way of saying I wanted something to die! And the Demolisher’s S10 AP2 large blast was the baseball bat I needed at times to batter tanks. And, their AV14 armour held up surprisingly well to most barrages. Keeping them facing the deadly threats helped, a lot!
The Wyvern is amazing! It became the highest priority target in my army in almost every game. My first opponent destroyed it in turn 1. After it decimated infantry squads in my 2nd and 3rd games, it was also their highest-priority target. That worked to my advantage in some ways because it drew their forces into a trap.
Long story short, twin-linked, 4 large blast barrage, re-rolling to wound was ridiculously good. I want another Wyvern!
Expendable guardsmen and expendable: The redundancy of that statement was quite on purpose. The blob squad of 20 guardsmen was kind of an afterthought for me, but proved to be valuable in a way I didn’t expect: Yes, the autocannons had a bit of a punch and drew attention, but I got an equal punch from my Taurox. This blob squad in cover was the first natural and obvious target for each of my enemies. The squad wasn’t worth much, but drew a lot of fire while my more dangerous units maneuvered. In the end, it didn’t bother me to lose them
Finish off units: In my first game, I missed out on a lot of points because several units still had 2-3 models, or a vehicle had 1 hull point less. I should concentrate on destroying something and then move on. Part of the success in my second game was mopping up objective-claiming units, as exemplified in using my warlord’s Chimera to chase down a lone Kroot and heavy flamer it to death.
Don’t let the opponent set the terms: I made the mistake of waiting for my opponent to come to me in my first and last games, consequently I lost both games. In my second and third games I moved out of a bad deployment zone and outflanked my opponents.
Gets Hot Sucks: The S7 plasma didn’t have much impact on the game, probably because I was trying to keep my Warlord safe. And at one point, they both fried themselves on overwatch! Without some form of twin-linking or Preferred Enemy to mitigate 1’s, I don’t feel like it’s worth it.
Medic not worth it: The feel no pain (5+) granted by the medkit didn’t save one model in my command squad. Another plasma or a flamer (or two) would have been a much better investment.
Don’t fear Close Combat: Guard are pretty lousy at close combat, but in some cases, their numbers help out. The last daemon army I faced had a ridiculous cover save, but if I charged them instead I could have gotten bunch of blows in because of higher initiative and no overwatch.
A quantity-based, horde-like army is great in theory and practice, but not practical. Most armies at the tournament had less than 30 models. I had 75 infantry, 8 tanks, and a massive plane! I needed two containers to bring just 1500 points! And setting up and moving models is a drag too. I might as well have had old-school Warhammer Fantasy movement trays and square bases!
I need a display board. I discovered that this was a thing only a few days before the tournament. I almost bought a cafeteria-like tray from a dollar store right before the tournament, but decided to use my case as a makeshift display board. It didn’t work too well. And It would have been nice to display my army nicely.
Several players shared their lists made with Army Builder which was really nice because it listed the stats and special rules of each model. I have never played against Tau or Chaos Daemons, and didn’t know their stats, so it was nice that they were there without me having to root through their codex. I’m thinking I’ll model my next list for sharing using the rules for Adepti-con as critera, and Army Builder lists from my opponents as templates.
There were chairs at the tables, and I should have sat more. My legs hurt by the end of the day.
Lunch at 2:15pm is a drag. I’m glad I brought snacks to get me through until then. I scooted out for lunch to get a KFC sandwich and I ate it much faster than I should have.
Tables are kind of crowded, so there isn’t really anywhere to put down your display case and/or codexes and such. In my first game there was an empty table beside us which was great, but in my last game we were in the middle of two other games and kinda stuck.
What’s next for me?
I want to join another tournament! I want to play more! It was all a good experience, and I like the honesty of paying to be there: Going to the store to play feels like I’m free-loading or something.
I think I need a display board. There were great ones at the tournament, and I’d like to have one that reflects me and my army. The scoring guide for Astronomi-con helps, but there are also SO many examples online of things that work too. Maybe I can be crafty and make a display board that can also be a carrying case…
I think I’m done painting Guard for a while I may paint one or two more melta infantry, but that would be it. I have a lot of options: Inquisition, Arbites, Space Marines…
But I saw a Tempestus Scions army at the tournament and was intrigued. The Taurox Prime is pretty awesome…
I don’t have a lot of experience in tournaments, or playing 7th Edition 40k in generals, so I read up a lot of battle reports. In particular, I went through a lot of Oakenhawk’s battle reports. He even noticed that someone went through his reports and mentioned it in a blog post. Oakenhawk was nice enough to critique my list, and make constructive suggestions.
Here’s the list he suggested which he nicknamed Oakenlist LOLFIRE
CCS: Carapace Armour, 4x Plasmaguns
Chimera, Hull Heavy Flamer
CCS: 4x Meltaguns
Chimera, Hull Heavy Flamer
Vet 1: 2x Flamer, Heavy Flamer, Camo Gear & Trip Mines
Chimera, Hull Heavy Flamer
Vet 2: 2x Flamer, Heavy Flamer, Camo Gear & Trip Mines
Chimera, Hull Heavy Flamer
Vet 3: 2x Flamer, Heavy Flamer
Chimera, Hull Heavy Flamer
Platoon Command Squad, 3x Flamers, Heavy Flamer
Squad 1 (totally naked)
Squad 2 (also, totally naked)
Leman Russ Demolisher
I never thought of using so many flamers and heavy flamers. But, it makes sense for a few reasons. First, they’re kinda cheap, especially flamers at only 5 points. Many guardsmen only shoot at BS3, so they only hit 50% of the time. But template weapons like flamers auto-hit! And template weapons ignore cover, and that should help flush out units camped behind cover.
So, I tweaked the list as follows:
Tournament Oakenfire (1499 pts)
Company Command Squad: Boltgun, 2x Plasma Guns, Carapace, Medic (110 points)
Chimera “Eaton”: Multi Laser, Hull Heavy Flamer (65 points)
Company Command Squad: Boltgun, 3x Melta Guns, (91 points)
Chimera “Repressor”: Multi Laser, Hull Heavy Flamer (65 points)
Veteran Squad: Boltgun, 2x flamer, heavy flamer, Carapace (96 points)
Chimera “Mako”: Multi Laser, Hull Heavy Flamer, Dozer Blade (70 points)
Veteran Squad: Boltgun, 2x flamer, heavy flamer, Carapace (96 points)
Chimera “Dauntless”: Multi Laser, Hull Heavy Flamer (65 points)
Platoon Command Squad: Boltgun, 2x flamers, heavy flamer (51 points)
Yup, 8 tanks and a flyer, along with 65 infantry! Go Guard! That’s quantity! I imagine for the first few turns my opponents will be unsure of what to shoot at. And yes, of course all the vehicles have names.
I had to build a lot of infantry, another Chimera, and modify a Leman Russ, but I’m happy it’s all together.
Oakenhawn was a big fan of the Company Command Squads (CCS) and I can see why: The Senior Officer Orders can buff their own unit to allow for Tank Hunter or Ignore Cover. The 3 melta CCS is a going to be a heavy hitter.
Few players online are fans of the medic for the CCS. He grants 5+ Feel No Pain, which gives a little more survivability to my warlord’s squad, especially if those plasma guns have some “gets hot” shenanigans. But, I wonder how useful or valuable the medic really is… maybe I should have just gone with another plasma gun?
I plan to have the Platoon Command Squad start off in the Vendetta. They’ll make a great objective grabbing surprise later in the game. And the Vendetta’s 3 (!!!) twin-linked lascannons should do some serious damage.
The vets in Chimeras are meant to grab the objectives, and have campfires, be it clearing out enemies, or protecting themselves from close combat.
The Heavy Support options are pretty self-explanatory: Leman Russ Demolisher terrifies anything within 24 inches with its S10 AP2 large blast! The Leman Russ Exterminator is a kind of “jack-of-all trades” to pepper infantry and medium-vehicles alike. And the I’ll hide the Wyvern out of sight and shred far-off infantry in cover.
Deployment will be interesting with 8 tanks on the battlefield. Only two infantry squads won’t be in transports. I’ll “blob” them together into a combined squad and place them nicely in cover, preferably on a backfield objective.
The Taurox is my ace in the hole. I don’t expect it to be a target for the enemy, and I’ll try to keep it hidden in cover taking nice pot-shots with its TL autocannon. Late in the game it can make an impressive 18” dash for objectives.
I kind of wish I had a second Taurox. I could trade out one of the other infantry squads and get a MOBILE autocannon.
As my first tournament, I’m not sure what to expect. But, I’ll go in, try to remember the rules, play with good sportsmanship, and try to have fun. That’s a nice low baseline.
Company Command Squad, Company Commander, two Veterans with Plasma Guns, Medic, Astropath, Master of Ordanance, Officer of the Fleet, Chimera with Dozer Blade and Heavy Stubber 
Primaris Psyker 
Techpriest Engiseer with two Servitors 
Ministorum Priest 
Ministorum Priest 
Veteran Squad, Veteran Sergeant with Boltgun, two Veterans with Meltagun, Chimera with Dozer Blade and Heavy Flamer 
Infantry Platoon 
-Platoon Command Squad, Platoon Commander with Boltgun and Melta Bombs, Melta, Heavy Flamer
-Infantry Squad, Sergeant with Boltgun and Melta Bombs, Autocannon, Chimera
-Infantry Squad, Sergeant with Boltgun, Flamer, Autocannon, Taurox
-Conscript Squad (50 models)
Leman Russ Exterminator with Lascannon and Heavy Bolter Sponsors 
There are 7 tanks and a flyer on this list, which I think is pretty mighty.
Everything on this list is already built except the two autocannons, one ministorum priest, and the 50 (!!) conscripts. That could be a long and tedious process, but any conscripts I don’t finish can probably be replaced with some other units I have left behind.
And, regrettably, I’m leaving a lot of units behind. No Temptestus Scions / Stormtroopers, 2 Leman Russes, 2 Hellhounds, 2 Sentinels, bullgryns, ratlings, rough riders, Basilisk, several techpriests and servitors, and special characters Creed and Nork Deddog.
I’m considering switching the Commissar for a Lord Commissar to give the conscripts squad some heft.
Let’s see how many models I get done in time and then I’ll re-evaluate this list.
I was musing in a recent post about my massive backlog of models to paint. I was a little unfocused and unmotivated considering I had SO many models for potentially 3 different armies. Well, signing up for a tournament will certainly focus somebody really quickly!
I keep abreast of recent Warhammer 40k news mostly through Facebook groups. Someone was nice enough to share this event on Facebook about an event close to home! I’m excited that I’ll be joining this Lords Of War Tournament, the 40k Classic on August 20.
I haven’t played much 7th edition Warhammer 40k at all, so I’m a little intimidated by the gaming scene in general. I like that the rules for this tournament are “classic” style, with limitations to one Codex only, no formations, no special rules, and troops scoring only. There is much less chance of funny shenanigans and loads of ridiculous stacking special rules.
I’ll be participating in the 1500 points, singles, single codex event on Saturday. It looks like I’ll have four six-turn games.
Because it’s single codex, no special characters, and only troop scoring, running an InqusitionArmy is regrettably out of the question. So, all my Inquisition painting goes on the backburner for now.
I would have liked to field mySpaceMarines, but I have a lot left to paint. Regrettably, I don’t have the latest Codex, I’m working off of 6th edition, so that would be an additional cost too. And the rules against formations and detachments make them seem less appealing.
Which leaves me with my good old Imperial GuardAstraMilitarum! And I’m quite okay with that. I have more than enough points to field 1500 points. Perhapstoomanypoints. That points limit gets hit pretty quickly. And I don’t have much experience playing so I’m not sure what are the most effective points investments. I’d love to run all tanks, but I need to conserve points for troops for scoring units. I’m tempted to try to build a lot of infantry models before the tournament to flood the field.
There are some absolutes I really want to field, like my recently finished Vendetta gunship, and all four of mydedicatedtransports. And a recently-built Wyvern. And certainly a company command squad with my Regimental advisers.
I have about two months to get my army ready. Onwards!
My Warhammer 40,000 Blog featuring Imperial Guard, Space Marine and Inquisitor Models