Thursday, 31 October 2019
Monday, 28 October 2019
The Black Legacy (Part III) - The Compound
Fellon cursed as the papers tumbled from his desk and scattered across the floor. He quickly snatched them up and stuffed them into his journal in no particular order.
"Calm yourself Fellon" he muttered to himself.
He took a deep breath to still his racing mind and formulate a plan.
He had to get away, leave the compound and travel deeper into the Underhive where even the most determined of Inquisitors couldn't find him. With his notes he could set up another laboratory in a more remote level and continue to perfect his rejuvenation serum. He would leave with only a handful of retainers to avoid drawing unwanted attention. Of course, he would need to take one of the aberrations with him to carry the specimen but hopefully the Inquisition would be too preoccupied dealing with the miners of the Kindred to notice him slip away.
The Inquisition!
Just the thought of them was enough for panic to claw at his mind once more. Fellon took another deep breath to calm himself. Fellon was convinced that they had stumbled across him while investigating another matter. They were Ordo Hereticus, the witch hunters, and not the Ordo Xenos that he would expect to be searching for him. Perhaps, once they realised that the Kindred harboured no Psykers, they would leave the Kindred be....perhaps.
Guilt gnawed away at his insides as he contemplated the Kindred's fate. They were just simple miners who had overcome adversity; with the help of his serum he told himself; and were no threat to the upper echelons of the Imperium.
Not everyone had overcome their adversity in equal measure though, mused Fellon as he glanced across the room at his faithful retainer. There had been 'aberrations' with his earlier work but that was to be expected with such ground breaking work.
Every adjustment he made to his serum showed improvement and he was convinced he was close to completing his work.
"But your work is complete Fellon." said the stranger entering the room.
"It has been completed for some time now."
"Who are you....and what are you doing here? stammered Fellon.
"My name is Malakhi my good doctor....and I'm here to show you the fruits of your labours!"
"I don't understand....I don't have..." Fellon's words fell away as the Magus stepped aside to reveal the figure standing behind him.
Fellon stared in horror at the creature standing before him. He looked at the thing in the tank, then back to the monstrosity that moved towards him. This couldn't be... he had been meticulous in his research... all those years of careful testing and re-testing... this wasn't possible!
Fellon Black opened his mouth to scream and the thing in the tank made manifest sealed it with a kiss....
Tuesday, 22 October 2019
Games Workshop Team Championships 2019
So the weekend just gone was the long awaited Games Workshop Team Challenge event with the CSM sending 2 teams of 4.
One was designated the team shooting for a painting award, the other was designated the team actually expected to do reasonably well with gaming.
I was in the team shooting for the painting award...
I've posted my list before on the blog and figured I'd do a quick run down of my games. I didn't take any photos as I was actually feeling a bit ropey over the weekend and it took all my significant brain power just to focus on the games! ;)
My buddies were running Salamanders, World Eaters and Chaos Marines. Me, Wolves for maybe their last outing for a while...
Game 1 vs Imperial Guard - Narrow The Search
This is my toughest mission as there were no invulnerable saves to be had within 12" of the centre of the table which put the jeepers up my wulfen, wolf lords and battle leader. Aka a significant portion of my army!
To make it worse you get points for having more models then your opponent in the centre of the table, and I drew Guard...
Oh and deployment was hammer & anvil.
Great.
Things started well when I won the roll to deploy first and go first. Except my opponent stole the initiative.
Double great.
He had a bunch of infantry, a bullgryn squad, 3 tank commanders one of which was Pask and a bunch more guard. Oh and a vindicare.
Slightly oddly, given the mission, he deployed about 30 of his infantry on top of a 2 level ruin comfortably in his deployment zone. Meanwhile he advanced the other half of his infantry and his bullgryns towards the ruins. His shooting popped a rhino and killed a few wulfen.
My army essentially barrelled forward and used psychic powers and a stratagem to make everything hard to hit and in cover whilst taking 2 rounds of shooting from his tank commanders.
It came down to me just about managing to get my wolf lords and battle leader into the bullgryns a hairs breadth outside 12" of the centre so they could pummel them with hammers until he failed enough 3+ saves (this took several turns!) whilst the blood claws chewed through guardsmen and then took the punishment from the tank commanders.
Essentially - play the mission!
In the end I got a decent win and a good start to the day.
Game 2 vs Tyranids - Beachead
This is the mission where you get 1 point for holding an objective in your deployment zone, 2 for the objective in the middle of the table and 3 for holding your opponents.
My opponent had the usual nid list with 40 genestealers, swarmlord etc.
I'll be honest I was a bit cheesed off with their captain going into this game.
I carry my stuff around in the box because I don't want 30 blood claws sliding off the top and going on the floor and it makes it much easier to actually deploy the army come game time. The claws stay on the foam tray in the box until theyre needed.
We did the usual pre pairings discussion of what was in each of our lists and my 3 team mates had their armies out on their trays. Come my turn I say:
"Yeah I've got 2 wolf lords with jump packs, battle leader with jump pack, njal, 6 units of claws with fists, 4 rhinos, 6 wulfen and 7 long fangs. Basically old school rhino rush!".
His response: Oh let's at least see your models.
What a cock. Did he think we were going to do the pairings and suddenly I'd pull our a knight, 3 units of long fangs and some terminators or something?
Anyway come game time my opponent immediately starts apologising for how long his army takes to play.
I've played this style of nid list a few times before and know I need 4 turns to stand a chance of winning. One turn to clear out the inevitable genestealer rush and then the remainder to kill his support units and score points myself.
His deployment and first turn took an hour and a half.
The game timed out after 1.5 turns.
Don't think I need to say anything more really, I had literally no chance to score points in the game.
Game 3 vs Tau - Vital Intelligence
This is the game with 5 objectives and you roll a d6 at the start of the round to determine which objective is worth the 2 points that round. The others are worth 1 point.
I made a blog post about the limitations of an army weighted heavily in one direction (combat or shooting) and this is a prime example.
My army relies on charging and assaulting. Tau absolutely chew up charging units with 5+ overwatch, drones, their main hitters having fly.
The final nail in the coffin was my opponent getting first turn.
I knew from the start I had no chance of getting anything out the game so just had to grin and bear it and hope my buddies could win their games.
Sure enough I was shot off the table in 3 turns and, because I was feeling crap by that stage, resorted to suicide charging stuff at him so he would shoot me off the table quicker to finish the game quicker!
End of day 1 and I was 1-2 and feeling awful. So awful I couldn't even eat my curry at our meal out :(
Day 2...
After a relatively early night and some sleep I was feeling a bit better. So it was on to...
Game 4 vs Custodes - Cut Off The Head
This is the mission where you allocate intelligence points to your characters and then try and keep them alive and, if you're brave, within 3" of the centre of the table.
He had a shield captain on bike, guy with a banner and another chap on foot (special character?), 3 bikes, 3 terminators, a dread, the loyal 32, 6 custodes guys on foot. I think that was it.
Each of his characters had a point allocated to them whereas I had the luxury of 4 characters so could afford to leave a smash wolf lord free to do a suicide run.
He put his terminators in deep strike and everything else formed a scrum ball, pushing forwards towards the central objective to protect his characters and start to try and score point. He shot up the wulfen a bit on the way.
Which is what he did. Because he had to push forward I was able to charge my suicide wolf lord in and, thanks to a little sloppy positioning, I was able to get him into his characters.
This combined with a bunch of charges from blood claws let me get on top of the game. The suicide run wasn't the most effective but I did manage to down his standard bearer eventually.
The surviving wulfen managed to get into his 6 guys on foot and annihilate them whilst the blood claws and rhinos cleared the loyal 32 out. The long fangs put a dent in the dreadnought and shot down 2 of the 3 bikes.
In the end, as tough as his Custodes characters were they could only stand up to so many frenzied thunder hammer and power fist attacks and once I'd bagged one of them and forced him off the central objective he'd never be able to catch up with me unless I made a really huge mistake. Like charging Njal into a Custodes dreadnought. Which I didn't do btw!
I ended up tabling him and taking the win.
2-2 with one game to go...
Game 5 vs Custodes again - 4 pillars
Last game and as a team we weren't exactly pulling up trees with 1 win and 3 losses. However we were still ahead of the much heralded B team so this was crucially important for bragging rights!
My opponent had 9 bikes, a shield captain on bike, 3 units of 3 of those custodes on foot, a shield captain on foot and the loyal 32.
I lost first turn and he barrelled forward with his bikes and shield captain on bike, shooting up a rhino and just about destroying it. He charged the unit which piled out and another rhino, blowing it up and killing a squad of claws.
However as part of his charges I was able to heroically intervene with both wolf lords which killed off a unit of bikes. This freed them up to get into his backfield and bully the small units of custodes which really don't like lots of thunder hammer attacks. The remaining blood claws piled out of their rhinos and charged the bikers killing them all.
The wulfen charged the shield captain on bike tearing him apart.
After that is was largely mopping up whilst being careful with character positioning and I was able to table him.
There's something satisfying about killing the emperors bodyguard I think...
So the weekend ended fairly well for me with 3 wins and 2 losses. That's about the best Wolves can do at an event these days so I was fairly happy.
Most importantly the team won 2 and finished above our comrades giving us bragging rights!
We didn't win the painting award but that didn't take the gloss off a good weekend.
As always the main objectives were to have a laugh with mates and enjoy some games.
I think that may be the last event with my wolves for a while and I'm very excited to be focussing on my White Scars for the foreseeable future. I've been having fun with contrast paints and can't wait to get stuck in with them.
Sunday, 20 October 2019
Necromunda Backdrop - The Thing In The Tank
Most of the uninitiated population of the Spire are unaware of the existence of aliens such as Aeldari or Orks, let alone the autonomous race of Necrons or the T'au. Those well travelled have heard mention of Ambulls, Sumpkrocs or the giant spiders on the sump seas but to the teeming masses of Hive Primus the existence of alien races is unheard of.
Not so with Fellon Black.
As an Adept of the Divisionis Biologis, Black had heard whispers about strange races and read reports on ancient lost cultures unearthed over the years. But never had he read anything about something so abhorrent as the thing in the tank.
Now staring into those glassy lid-less eyes, he imagined it was looking back. It wasn't of course ... it couldn't. All the stasis locks were closed with both primary and secondary power conductors firmly attached.
Yet the thing in the tank's cold, black, unfathomable eyes burned with a keen intelligence. Even after all these years it excited him. Fellon could feel the hairs on the nape of his neck raise as he stared into those alien eyes. The flicker of a lume globe, a trick of light, his imagination ran wild that it glared at him with anger. He allowed himself a chuckle.
Where it had come from he didn't know, what he did know was that its biological makeup was immeasurably more complex than that of a standard human being. It had taken him to the limits of his intellect and no small measure of time to synthesise a biophage that would not be rejected by the human immune system. The regenerative capability of the thing in the tank's immune system was a revelation, some less scientific minds might even say miraculous or divine: And, he supposed, if not this creature, then what else would be deserving of such adoration?
A faint murmur from below lifted him from his reverie.
For a moment he had forgotten all about the man who lay dying on his gurney.
"You know" he said "I think you might just be the luckiest man alive" as he drew 300ml of thick green liquid into a large syringe "You won't be dying today sir!"
Saturday, 12 October 2019
Apocrypha Necromundus...or background material to you and me.
Greetings Hivers!
Our latest adventure in the Underhive saw me make mention of a piece of 'Munda legend in our narrative. A thought struck me as I was typing it out, that maybe not everyone is familiar with Necromunda's intriguing and lush background and that I should post up the links to Forge Worlds wonderfully evocative work. So here they are, the Apocrypha Necromundus in all their glory!
I've really posted these up for me to easily access them for reference or ideas (and to clear space off of my desktop) but grab yourself a cup of tea (or coffee if you're an addict like me and can't function without it 😉) and enjoy the sights that Necromunda has to offer!
P.S. You can blame WestRider for this post 😉
Dust Falls - Learn about the ancient history of Necromunda itself and the seismic events that helped turn Hive Primus into the ganger’s paradise we all know and love today.
Port Mad Dog - Delve into the history of one of the gateways by which goods enter and leave Hive Primus, the infamous Port Mad Dog.
House Helmawr - For over seven thousand years, House Helmawr has ruled over Necromunda in one form or another, making it one of the oldest noble families in the Segmentum Solar and certainly the oldest on Necromunda. In this instalment of the Apocrypha Necromundus, we take a look into the origins of the Great House of Helmawr, and some of its most noteworthy noble lords and ladies.
Sump City - There is a common saying on Necromunda: ‘Scum always finds its way to the Sump’. This is as true of the billions of litres of human effluent, factorum waste and promethium run-off as it is of hivers. And down in the depths of the hive, where even the weak light of the great lumens doesn’t shine, there are whole towns of scum fighting and scavenging to stay alive. In this Apocrypha Necromundus, we take a look at the den of criminals known as Sump City, the lowest settlement in Hive Primus.
Rust Town - Settlements spring up like weeds throughout the underhive, and many perish just as quickly, most surviving for less than a great cycle before returning to the ruins from whence they came. It is therefore rare for a new hole to last, and even rarer for one to last in a place where hivers have no business living. In this instalment of the Apocrypha Necromundus, we take a look at perhaps one of the strangest and most dangerous places in Hive Primus: Rust Town.
Badzones - For every holestead and settlement carved out of the underhive, there are dozens of ruined domes, abandoned levels and derelict factorums. These are places of peril, where hivers try not to linger on their way to established settlements or, if they have any sense at all, never visit in the first place. In this Apocrypha Necromundus we venture into the deadly domes and tunnels of these Badzones.
Heretic's Hole - All manner of scum gathers in the underhive, from crazed xenos-infected cultists and worshippers of profane powers to psychopathic seditionists and rogue psykers. Most hide deep in the badzones lest the long arm of Lord Helmwar’s Law reach them, but some have made a home for themselves among the criminal cartels and gang bosses, gaining a measure of acceptance by the underhivers. In this instalment of the Apocrypha Necromundus, we take a look at the pit of criminality that is Heretic’s Hole.
Hive City - Necromunda is a world of prodigious industrial output, and no hive is as productive as Hive Primus. In this instalment of the Apocrypha Necromundus, we take a look at Hive City, its beating iron heart.
Navis Mortis - Necromunda is an ancient world; its endless ash deserts littered with half-buried ruins and lost settlements and only the nomadic tribes and mutant creatures who walk the wastes truly know what lies beyond the walls of the hive cities. However, there are places so infamous, even the Clan gangs know their name – such as the ship graveyard known as the Navis Mortis.
The Dust Wall - Far to the southwest of Hive Primus, as the Spider Points gives way to the Great Equatorial Wastes, the desert turns to burnt glass and chemical lakes. Here in the shadow of the Ashen Barrens lie the shattered remains of Hive Secundus. Around the xenos-ravaged hive stretch thousands of miles of fortifications, manned by hundreds of militia regiments – this is the Dust Wall.
I'll be updating this post as new material is released.
Until next time.....May the Hive Spirits watch over you!😉
Our latest adventure in the Underhive saw me make mention of a piece of 'Munda legend in our narrative. A thought struck me as I was typing it out, that maybe not everyone is familiar with Necromunda's intriguing and lush background and that I should post up the links to Forge Worlds wonderfully evocative work. So here they are, the Apocrypha Necromundus in all their glory!
I've really posted these up for me to easily access them for reference or ideas (and to clear space off of my desktop) but grab yourself a cup of tea (or coffee if you're an addict like me and can't function without it 😉) and enjoy the sights that Necromunda has to offer!
P.S. You can blame WestRider for this post 😉
Dust Falls - Learn about the ancient history of Necromunda itself and the seismic events that helped turn Hive Primus into the ganger’s paradise we all know and love today.
Port Mad Dog - Delve into the history of one of the gateways by which goods enter and leave Hive Primus, the infamous Port Mad Dog.
House Helmawr - For over seven thousand years, House Helmawr has ruled over Necromunda in one form or another, making it one of the oldest noble families in the Segmentum Solar and certainly the oldest on Necromunda. In this instalment of the Apocrypha Necromundus, we take a look into the origins of the Great House of Helmawr, and some of its most noteworthy noble lords and ladies.
Sump City - There is a common saying on Necromunda: ‘Scum always finds its way to the Sump’. This is as true of the billions of litres of human effluent, factorum waste and promethium run-off as it is of hivers. And down in the depths of the hive, where even the weak light of the great lumens doesn’t shine, there are whole towns of scum fighting and scavenging to stay alive. In this Apocrypha Necromundus, we take a look at the den of criminals known as Sump City, the lowest settlement in Hive Primus.
Rust Town - Settlements spring up like weeds throughout the underhive, and many perish just as quickly, most surviving for less than a great cycle before returning to the ruins from whence they came. It is therefore rare for a new hole to last, and even rarer for one to last in a place where hivers have no business living. In this instalment of the Apocrypha Necromundus, we take a look at perhaps one of the strangest and most dangerous places in Hive Primus: Rust Town.
Badzones - For every holestead and settlement carved out of the underhive, there are dozens of ruined domes, abandoned levels and derelict factorums. These are places of peril, where hivers try not to linger on their way to established settlements or, if they have any sense at all, never visit in the first place. In this Apocrypha Necromundus we venture into the deadly domes and tunnels of these Badzones.
Heretic's Hole - All manner of scum gathers in the underhive, from crazed xenos-infected cultists and worshippers of profane powers to psychopathic seditionists and rogue psykers. Most hide deep in the badzones lest the long arm of Lord Helmwar’s Law reach them, but some have made a home for themselves among the criminal cartels and gang bosses, gaining a measure of acceptance by the underhivers. In this instalment of the Apocrypha Necromundus, we take a look at the pit of criminality that is Heretic’s Hole.
Navis Mortis - Necromunda is an ancient world; its endless ash deserts littered with half-buried ruins and lost settlements and only the nomadic tribes and mutant creatures who walk the wastes truly know what lies beyond the walls of the hive cities. However, there are places so infamous, even the Clan gangs know their name – such as the ship graveyard known as the Navis Mortis.
The Dust Wall - Far to the southwest of Hive Primus, as the Spider Points gives way to the Great Equatorial Wastes, the desert turns to burnt glass and chemical lakes. Here in the shadow of the Ashen Barrens lie the shattered remains of Hive Secundus. Around the xenos-ravaged hive stretch thousands of miles of fortifications, manned by hundreds of militia regiments – this is the Dust Wall.
I'll be updating this post as new material is released.
Until next time.....May the Hive Spirits watch over you!😉
Friday, 11 October 2019
The Black Legacy (Part II) - The Search
Fellon Black paced nervously as Garran finished his report to the Cult Adept.
He was so close to perfecting his regenerative serum. His early efforts had been plagued with mutation but he had persevered with his work and...barring the odd aberration...he was almost ready to present his work to the Divisionis Biologis. He was sure that they would retract his condemnation once they had evidence that his serum worked. He just needed a little more time to adjust the formula.
"Calm yourself Doctor, you are perfectly safe in the bosom of your family." said Theron.
"But you heard Garran, they're searching for something!"
"What if they're searching for the specimen?"
"What if they know who I am....What if I they're searching for me?"
Theron placed a reassuring arm on Black's shoulder. "You are the honoured primogenitor, we will not allow anything happen to you Fellon" purred the Cult Adept.
"But we don't even know who these strangers are." sobbed Black.
Theron embraced the trembling Doctor.
"As ever, the Honoured Primogenitor is wise. We do not know who they are....but we will....we will"
Tuesday, 1 October 2019
GW Team Event
In around two and a half weeks I’ll be at the GW Team Event. There’s 8 of us going, making up two teams of 4, and it should be good fun.
The premise of the event is your captain pairs you up with the opposing team, trying to get you a good match up, all whilst the opposing team is doing the same.
Luckily for me I don’t need to worry about that as I’m not our teams captain, which also means I can blame Michael for any games I lose (bad match up by the captain you see...!).
Now my list is finalised I thought I’d share it:
Player: Alex West
Total Command Points: 13
Battalion Detachment +5CP (Imperium - Space Wolves) [1,013pts]
+ HQ +
Wolf Lord [124pts]: Jump Pack, Saga of the Beastslayer, Storm shield, The Wulfen Stone, Thunder hammer, Warlord
Wolf Lord [124pts]: Jump Pack, Storm shield, Thunder hammer
+ Troops +
Blood Claws [74pts]
. 4x Blood Claw
. Blood Claw Pack Leader: Power fist
Blood Claws [74pts]
. 4x Blood Claw
. Blood Claw Pack Leader: Power fist
Blood Claws [74pts]
. 4x Blood Claw
. Blood Claw Pack Leader: Power fist
+ Elites +
Wulfen [255pts]
. 4x Wulfen: Thunder hammer & Stormshield . 1x Wulfen: Wulfen Claws
. Wulfen Pack Leader: Frost claws
+ Dedicated Transport +
Rhino [72pts]: Storm bolter
Rhino [72pts]: Storm bolter
Rhino [72pts]: Storm bolter
Rhino [72pts]: Storm bolter
Battalion Detachment +5CP (Imperium - Space Wolves) [736pts]
+ HQ +
Njal Stormcaller in Runic Terminator Armour [153pts]: 1. Living Lightning, 2. Tempest's Wrath, 5. Storm Caller
Wolf Guard Battle Leader [109pts]: Jump Pack, Storm shield, Thunder hammer
+ Troops +
Blood Claws [74pts]
. 4x Blood Claw
. Blood Claw Pack Leader: Power fist
Blood Claws [74pts]
. 4x Blood Claw
. Blood Claw Pack Leader: Power fist
Blood Claws [74pts]
. 4x Blood Claw
. Blood Claw Pack Leader: Power fist
+ Heavy Support +
Long Fangs [252pts]
. Long Fang: Missile launcher
. Long Fang: Missile launcher
. Long Fang: Missile launcher
. Long Fang: Missile launcher
. Long Fang: Missile launcher
. Long Fang Pack Leader: Chainsword
. . Boltgun and Bolt Pistol
. Wolf Guard Terminator Pack Leader: Storm shield
. . Cyclone missile launcher and storm bolter: Cyclone missile launcher, Storm bolter
Total: [1,749pts]
The basis of it is very simple. It pushes forward as fast as possible and hits people, hard.
It’s a bit of a one trick pony but the trick it does it generally does well.
The Long Fangs are a bit of a distraction unit and are purely there to clear out a screen turn 1 and then hope my opponent shoots them. They aren’t great but do the job generally.
The rest of the army is pure assault, designed to make maximum use of hugging, fighting twice and masses of attacks to dominate the assault phase and use all the extra bonus movement to secure objectives.
With judicious use of psychic powers and stratagems it can be tough to shoot it down before it gets to you and hopefully will take a few people by surprise.
It’s a bit of a different event being a team event but I’m setting my stall out for 3 wins out of 5. That’s generally my aim in events and this one shouldn’t be any different.
I’ve no idea what to expect with it being a GW event, no idea what sort of armies will be there but whatever happens it should be good fun!
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