Sunday, July 2, 2017

8th edition games

Antaries returns.
The drop of 8th edition brought out the Craftworld Antaries. It had been about 2 years since I had played the Eldar in a game. I figured a new edition of the game would be a good time for them to return.

There are several radically different changes GW has made to the game. For the first time since 3rd edition, the stats of units have changed a lot. Armor values gone, different movement rates, no templates, there are a bunch of changes to the game.

I've played 3 games so far, in the first, I really struggled with the new rules. I made plenty of game mistakes. I took the Craftworld Elder out for a spin against Derling's marines.

Both of us were 8th edition virgins so a 60 power game took us about 5 hours to play. That said, it's going to take practice to have a grasp on the new unit stats. Derling took the game, it was close but I made too many tactical errors to overcome.

3 Penitent engines prove too much for the Avatar.
My second game was a 2v2. Derling's marines teamed up with Christine's Ministorum to face Boroth's Chaos marines and my Eldar. In this game our forces were overwhelmed and defeated in sound fashion. The highlight of the game for me was to see a squad of 10 Guardian defenders take out a 5 man Primaris Marine squad in close combat.

Defenders handle themselves well.
My third game saw the Antaries take on forces of the Inquisition. Ben brought his army over to Joe's were we tangled while Joe and Steve played on the next table over. I used the same army list that I used in the 4 player game (still at 60 power) and this time it fared much better as we called the game after 4 turns with a solid Eldar victory.

The Avatar proves it is a strong play for the Eldar.
There is a lot to like about 8th edition. I like the armor save modifiers instead of an AP value, the Psychic phase is much more streamlined, the Battle forged rules make it easy to construct an army. I'm happy 7th edition formations are gone. 8th edition seems much less restrictive.

But there are things I think need improvement. the terrain and cover rules, no more fire archs, for flyers especially, and I miss templates.

Of course, I'll gave it more games to really get a feel for these new rules.

Sunday, February 26, 2017

Big Game 2017

New models ready for battle!
D-Company's annual Big Game has come and gone again...

This year was broken down into games against individuals and teams as opposed to one large slug fest. I have grown to like this format as it allowed me to play 4 games over the weekend against 6 different people.

My first game was 2500pts vs. Orks, then I played 3000pts. vs. AD Mech and Iron Hands (40K). Then a team game 2500pts. per player vs. Iron Hands (30K) and Death Wing. Finally, another team game at 2000pts. per player.

The Orks defend their tires in game 1.
Game 2 vs. Ad mech

Night Lords advance on the Iron Hands in game 3.

Curze waits for the cowards to exit the Mastodon.
I consumed too many beverages and forgot to take pictures of game 4. But I can assure you it was just as much fun as the other 3 games. I loved playing against a Mastodon, though I could not kill it. The Quad Mortars and Leviathan performed very well for me all weekend. I'm certain I will enjoy fielding both units in future games. That's it for now....

Ave Dominus Nox.

Friday, January 13, 2017

Command Squad and Praetor

Happy 2017,
First post of the new year! I've been busy getting the Night Lords ready for D-Company's Big Game 2017. I've played a couple games, won one and lost one. Santa was kind, giving me a Leviathan Dread for Christmas, that is soaking in a bowl of soap and water...

I've gotten some decent hobby work done. I present my Night Lords command squad. To the left here we have Praetor Baltar. He is mainly, the model that comes with the Betrayal at Calth box, though I added a Paragon Blade and Sevatar's extra head. It's too cool not to use somewhere.

I still struggle with faces. But, I continue to work on techniques. Anyone who has good advice, I'd love to hear it.

My command Squad!

4 of them total.
They are armed with 2 Combi-Plasma, one has 2 Lightning Claws, and the Standard Bearer has a Plasma Blaster and a Thunder Hammer. I decided to give them skulls for heads to make them standout among other Terminators in the army. I also purchased the Primus Medicae in Cataphractii I'd love to add to the group but I doubt I'll get it done by February. That said, it's nice to have an option in HQ now, besides Sevatar. The Command Squad can either deep strike or take a Land Raider. Which makes them pretty flexible tactically and that is always good. Well, that's it for now.

Ave Dominus Nox.

Sunday, November 20, 2016

Trench Warfare!

This years trip down to Rockford allowed me to play a 2500 point. game against my buddy Dale. For the last few months, Dale has been building a trench system for his Orks that he will defend at this years Big Game. He's really doing a nice job on it and who wouldn't want to fight in a trench?

Since Dale was kind enough to give me a ride and lug the trench pieces down to Illinois, it only seemed fitting he get to defend his creation. Dale has been working on several house rules for the Ork trench which include a +3 save for every model in the trenches and special effects when template weapons hit the trenches.

We would play the battle as part of D-Company's Doric-ar1 map campaign. Konrad Curze would lead 2500 points of Night Lords against the Ork emplacement. Because we were playing in the campaign and at the trench, we played a game with no real mission rules other then random game length. The game was simple, we battle for position on the trench and then when the game ended we would decide the winner.

Orks in trenches.
The Orks would deploy in the trenches. The Night Lords deployment was 12 inches on for the table edge opposite the Orks. I brought the Terror Assault. We would simply roll off to see who went first.

After seeing the rules for the trenches I decided my best chance would be a direct assault. Shooting was going to have a minimal effect against models receiving a +3 cover save. Normally engaging an Ork army in close combat was not a wise move. But these were not ordinary marines, they were Night Lords lead by their Primarch! Every unit causes fear and those who already do, cause fear tests at -1 Leadership. This would turn out to be costly for the Orks.

Gretchen squads ready for the charge.
My initial charge was blunted by some bad dice rolls. Ork (and Grot) guns got an extra turn before the close combat carnage would begin. On the flanks I dropped Terror squads in Drop pods and the fight was on. The great wall of Gretchen fell fairly quickly, turns out Curze and a squad of Night Raptors are more then a match for Grots and a Slaver.

The battle in the trench rages on.
In this game, the Orks were overwhelmed by the attacking Night Lords. By the time the dust had settled we had decided that the victory was pretty clear. Dale had a tough time with fear tests, he failed quite a few. The Orks also had no answer for the Night Haunter, who was in his element once he was in the trench. The fact he has Stealth and Shrouded makes him very difficult to shoot once he's in terrain. The trench effects rules Dale has created really didn't effect the game much. I suppose part of the reason being I never fired a temple weapon.

Sometimes themed games, such as defend/attack the trench can be a lot of fun. That was the case in this game. Part of the game that has always appealed to me is the idea of "go fight for the hill" or "secure that bridge". The small battle within a larger war. Those types of games require the terrain to really enhance the over all experience. It was a pleasure to play in Dale's trench.

Ave Dominus Nox.

Wednesday, September 21, 2016

Book Review: Pharos by a Night Lord fan.

Last night I finished Pharos by Guy Haley. Book 34 in the Horus Heresy series. I don't read every title in the series anymore. I read the first 10 or so in a row and then started to pick and choose. But this one has Night Lords! Also, it is really the next in the story line of Unremembered Empire.

As a Night Lord fan and experienced reader of the series, I understood that to a degree my favorite legion would wear the black hats and be the nameless killed by the heroes of the story. You come to expect this when you read as a fan of the traitors. The Ultramarines killed at a 5 to 1 ratio because Ultramarines are the heroes we as the reader are supposed to support.

I feel the author does do fair justice to the 8th legion. Their interactions and plans are very characterful for Night Lords. I liked the split between the Night Lords who use terror as a weapon and those who just enjoy it. And the idea that there are some trying to hold the legion together while others just grab for power is very compelling.

Basically a group of Night Lords splintered off from the Thramas Crusade followed the beacon to the Ultramar system. They concoct a plan to lure in a ship to take. After their plan works their leader becomes infatuated with the idea of taking control of the Pharos, the alien technology that is allowing the Ultramarines communication in their realm despite the warp storms left by the Word Bearers attack.

Without spoiling too much, the story focuses on several characters. Some human, some Astartes and some Primarchs.  It really clips along nicely, never once was I bored as a reader. The high point being a confrontation between Konrad Curze and Sanguinius...

"You are a slave. A slave to Father's will, and a slave to fate. Our only choice is what manner of slavery we shall embrace, and even that choice is an illusion."

Curze is badass, by my count so far in the heresy he has fought; Corax (he ran away) Vulcan, The Lion several times (to mixed results) Almost killed Dorn, Guilliman and the Lion at the same time, and now Sanguinius. I don't think any other Primarch has been as active.

The book reveals some interesting things about Sanguinius I did not know...

All in all, a good Night Lord read, or if you are a loyalist fan you should enjoy it as well.

7/10 as a Horus Heresy book.

Sunday, August 21, 2016

Bloody Bones

Ahhh, trooper are you in need of assistance?
I completed my version of The fallen Primus Medicae, Flaymaster Mawdrym Llansahai. Or "Bloody Bones" as his Legion named him. With a name like that no wonder he has a nickname!

The model is formed from a bunch of bits I have collected.

The Flaymaster was the Primus Medicae for the Night Lords until it was discovered he was conducting unsanctioned surgical experiments.

In my opinion, he is the perfect example of Forgeworld doing characters right. While he adds slight benefit to the army, his rules are very fluff driven. He's an HQ choice but can never lead the army as"even the Night lords have their limits of toleration for madness".
He rerolls his failed Feel No Pain and look out sir rolls because "he has survived both enemy action and attempts on his life by his comrades, seemingly often by sheer chance alone".

On the left shoulder of the model was what I assumed to be oaths of the moment. I painted them flesh colored with some Blood for the Blood God to give more of an idea that those were taken from some of his favorite victims. Speaking of taken, I like to think the Purity Seals adorning the model are a collection of those the Flaymaster has taken off of Astartes he "helped" on the battle field.

On the table top, I do see some value to using Bloody Bones. He's fearless, which of course extends to any unit he joins. Plus, his Narthecium gives Feel No Pain making him an excellent candidate to lead a 20 man Tactical Squad. Also, being an HQ special character choice means a Night Lord player using the rite of war Terror Assault (as I often do) gets a second council choice in the army, (Terror Assault limits the player to one Council choice).

I'm pleased with how he turned out, my only complaint is couldn't the game developers have given him a name easier to pronounce?

Ave Dominus Nox.

Friday, August 5, 2016

Sometimes it's better to be lucky then good

Flesh Terrors!
On Tuesday night I had the pleasure of taking on some 40K Flesh Terrors, fielded by a buddy named Chuck. My group is slowly getting into 30K, as a result I play most of my games against 40K armies these days. D-Company as a group has always been open to Forgeworld units and armies.

The game was part of our summer campaign on Doric-ar1. 2000pts per side. We made up a mission based on 5 objectives being D3 victory points each. Plus Slay the Warlord and First Blood.

The game had a odd start, Chuck seized the initiative with a 6 and went first. I rolled my +2 for Terror assault Night Fight and he proceeded to immobilize his Land Raider and kill two bikes via dangerous terrain rolls before I had ever fired a shot. If that is the way it goes when people seize on me, I'm ok with that!

The First Captain did his killing.
Chuck built himself a strong list. Mortars, a Xiphon interceptor, Terminators, Assault squad, some flamer Predator and bikes. I made a big mistake sending my first 2 Terror squads against the Mortars. T7 was too much for my Volkite chargers. Chuck had the better of killing though Sevatar was quite deadly.
The Xiphon is a great model. 
I was finally able to roll Sevatar's psychic power successfully, 3 Times! I'm still not sure it's properly balanced but this may be do to playing against a lot of 40K armies which tend to have more psychers. Chuck did not have a psycher in his Flesh Terrors list.

Sevatar and his Vet, squad took care of some infiltrators and strategically avoided (ran from) the Flesh Terror dread.. and eventually secured an objective. To even the playing field a bit, we have been using 40K objective securing rules for both sides.

Terror Squad survived the mortars.
On the other end of the table 2 of my 3 Terror Squads died hard to Flesh Terror fire. The decision to attack the Mortars was a very bad one. Though the third squad survived the bombardments to claim the Night Lords second objective.

Chuck scored first blood and secured one objective for himself. I feel I was lucky to roll a 2 on the random game length roll. I strongly felt I would lose this game if it went another turn. Sometimes the dice are with you.

The final tally was Night Lords 6 VP Flesh Terrors 3.

Current state of Doric-ar1
Red=Chaos Blue=Imperials Green=Xenos