Tuesday, February 20, 2024

Warhammer 40K - Strange Bedfellows Team Tournament

Over this past weekend, my friend Orion and I attended a Warhammer 40,000 team tournament called Strange Bedfellows. The idea is each player in a team of two brings 1000 points of a faction of their choice to play along with their team partner against other teams. There were no restrictions on what factions could pair with each other... So there were a fair few Imperium/Chaos teams... 

We decided to keep it "thematic" fielding two imperial forces that could very likely be fighting together! Orion brought Space Wolf Space Marines, and I brought an artillery detachment of my Tallarn Imperial Guard! 

Force construction in 10th edition is pretty loose, so there were a few forces that had only a few BIG models (Greater Daemons of Chaos! etc.) 

DAY ONE

The event took place at the upstairs banquet room at a local pub; The Thirsty Scholar. Seems like a nice enough venue. 

Round One 

The Replacements:  Zach (Necrons) Tom (Chaos Space Marines - with Abbadon!)

Our first game was against Zach and Tom. Zach was the tournament organizer and he and Tom put this force together at the last moment because there was an odd number of teams and didn't want to have to make anyone take a bye. (Actually, WE would have been totally okay with a bye - Orion had noted that there were only 11 teams and suggested I bring some Warhammer Underworlds stuff in case we did get a bye... WE WERE PREPARED!) 

All set up for Round One. 

 

The wolves took off to go chew on some Necrons and Traitor Marines and my Tallarn just sat back and pummelled them with artillery... The system seemed to be working as we'd intended it to... 

Some of the Necrons we were facing.... one of (I think) two or three C'tan Shards and some Tomb Blades? 

Scout Sentinels doing their thing - spotting enemy targets for the artillery! 

Space Wolf Primaris marines charging some of those Tomb Blades. 

Thunderwolves chewing on one of the Shards... 

The remains of one of the Thunderwolf units being beat down by two of the Shards and some Chaos Space Marine Havocs(?).

This guy showed up and I thought it was going to ruin my day... 

But then Abbadon beat it to the punch... 

By the end of Round Five my entire force had been utterly destroyed... Mostly be Abbadon the Destroyer! Wasn't sure how this was going to end, but when all was totalled up we scored enough to eek out a victory at 90-85. 

(and when I say "WE scored enough"... I mean "ORION's Space Wolves scored enough...")



Round Two 

Knights²: Alex (Grey Knights) and Carlin (Chaos Knights)

Carlan's force of Chaose Knight Wardogs - looked pretty frightening... 

Turned out to be not so frightening when I can't stop rolling sixes... This 60 point Scout sentinel (which was really just brought along because their spotting ability VASTLY improves the Artillery's ability to hit), acutally hit one of them in the middle of the bunch with a Hunter-Killer Missile (ONLY 50% chance of hitting) and then rolled a six for damage (on d6, so... the maximum)... AND THEN hit it with a Krak Missile (also only 50% chance of hitting...) and then AGAIN rolled six damage (max on the d6 damage roll) BOTH Saving throws were failed and then Carlan rolled a 6 to see if his Wardog blew up, which meant it did... and dealt mortal wounds to all of the other Wardogs surrounding it... 

Yikes... 

And then the Thunderwolf Cavalry charged in to chew the legs off the rest of them.... I think only one or two survived the first round...? And the rest were finished off in the second or third round... 

Despite fighting an uphill battle at this point, Alex kept teleporting his Grey Knights here and there desperately trying to score victory points... before getting blown to bits by the artillery which, for a while, seemed like I could only roll fives, sixes, and ones... but the ones were only on hit rolls against target which I'd spotted... and got to re-roll anyway... 

One of them teleported right amidst the Mortars and killed two teams... which were my only losses for the game (I might have lost a Scout Sentinel or two... but I just kept bringing them back with the Reinforcements! Strategem.

I really liked the look of these teleporting Grey Knights! 

We won this one as well... 100-47 (100 being the maximum points that can be scored in a game!?) 

After this game we wandered downstairs for supper. 


Round Three

Hammer and Anvil: Cory (World Eaters) and Mark (Dark Angels)

So... a Chaos Team... 

Setting up for Round Three! 

And that's how my first Sentinel died... 

(Charged down by a Lord Invocatus!) 

Another Lord Invocatus blocking the way of the Thunderwolves while the Dark Angels MEGA TANK blasted away at them... 

Wulfen and Scouts in the central plaza wondering where everyone had gotten to...? 

Invocatus taken down the remains of the Thunderwolves charge the tank! 

This game ended up timing out. Our two previous games we played through five rounds in less than two hours (the timeslots allowed for 2.5 hours). This game just went on and on and we only got to the end of round three in teh 2.5 hours... We won it, though... 50-42!


DAY TWO

Setting up for Day Two!

This is the force that Zach has brought to play on Day Two... Greater Daemons of Nurgle, Slaanesh and Khorne (or.. maybe that was a Daemon Prince...?) plus an Avatar of Khaine and the Yncarne and... something else... They are BEAUTIFUL models! 


Round Four

In the first round of day two, we played against the only other team that went 3-0 on Day one: Clown T'aun - Chris (T'au Empire) and Hailey (Aeldari)

The Aeldari list was; Avatar of Khaine, The Yncarne, a Farseer, a Death Jester, and a Solitaire... five models. 

Ready to go! 

Round One, T'au shooting blew up a unit of Space Wolf scours which allowed the Yncarne to teleport right into the midst of our army... 

She promptly blew up a Mortar Squad... I guess this tactic worked out pretty well for them the day before. 

This did not work out so well for them against us... 

On our half of the First Round both the Yncarne and the Avatar of Khaine were swarmed by Space Wolves... 

And utterly destroyed... 

At the end of round one (or maybe two..?), our two opponents looked at each other and said: "Well, this is not how I expected THIS game to go!)  

And that left the Thunderwolves sitting in the direct fire-lanes of the T'au! So they consolidated out of there as best they could and charged off in another direction the following turn... 

Leaving the poor Scout Sentinels feeling a little exposed... 

Eeep! 

I can't remember if that T'au Commander even bothered to destroy the scout sentinel... or was just getting into position to shoot the fleeing Thunderwovles - who'd taken off to kill the Aeldari Farseer, who had teleported onto the flanks to sieze an objective. 

The other scout Sentinel was left to the two remaining Aeldari Harlequins! First it was shot at by a Death Jester - and survived! 

Then it was charged by a Harlequin Death Jester - which, the previous day, had just been dancing through enemy units slaying all before them... and somehow my brave little Scout Sentinel survived... with ONE WOUND! 

Thunderwolves charged the T'au Commander and some of the other units... it was a mess... 

We won this game 78-35... 


Round Five 

Sask Vypers - Rhett (Astra Militarum) and Tyler (World Eaters)

facing doesn't really matter at all in the game... but I still find it funny that so many make no effort at all to face their models in the general direction that they are headed.. it makes for funny pictures, like this one where it looks like Angron is fleeing my brave little Scout Sentinel. 

These guys knew what they were doing and in the first turn made SURE to destroy BOTH of my Scout Sentinels before I even had enough Command Points to bring one back... One was destroyed by both Manticore's unloading on it, the other was destroyed by Angron charging it!? 

Angron fighting the Thunderwolves. 

Angron chewing through more Thunderwolves and trying to get to our objective marker. 

Angron coming back like a bad case of herpes, after we had destroyed him once, to just slaughter the rest of my force... 

Angry Angron... 

This was the second game that my force was tabled... 

We lost this one 78-66... 

As we were both 4-1 at this point, it came down to battle points and they ended the tournament with a total of 420 to our 373... so they won, we were in second place.'


Overall... a fun weekend. Lots of friendly people to play games with and lots of beautifully painted models. I didn't go inspecting all the forces, but I'd guess that 90+% were fully painted - and most of them very well painted at that! The few that weren't, were "combat ready" (had at least three colours on them) and I didn't see anyone playing with bare plastic! 

It was a bit loud and a little overwhelming for me. I forgot my earplugs on day one and was more or less in a state of being completely overwhelmed the whole day. I have auditory processing issues and I end up not being able to hear anything because I can't filter out background noise. I remembered them on Sunday, which, because they block out noise, I still often didn't hear what people were saying to me, unless they were facing me and speaking clearly... but it was better than the previous day! 

I do not play this game enough anymore to really get how it is played - at least in the matched play competitive format - like what all the objectives are and how to score them...? Luckily Orion was VERY GOOD at that and took care of it and just said "shoot that thing" and I did and it worked out for us! 

I do miss playing 40K. I'm not sure if I love playing at this level of matched play competition, though... I like NARRATIVE  and scenarios that make sense and have understandable objectives and playing campaigns. I think my IDEAL situation would be running a Wrath & Glory role-playing game campaign... and occasionally busting out the 40k armies to play out larger engagements that the player characters find themselves in the midst of! 

I kind of regret buying the "Small Format Rulebook" now - the one with just the roles (which is SO SMALL I can barely even read it WITH my reading glasses on) -  and not the bigger book that probably (maybe) had rules and scenarios for narrative play. I really liked the Narrative section of 9th edition - with the Crusade Campaign rules... I liked starting the crusades with Combat Patrols of 500 points (or 25 Power Level or whatever it was...). I'm not 100% sure if the Narrative campaign system is even IN the new core book, or if that is a separate book now...? 

Also, it seems the old Combat Patrol rules are gone and have been replaced with FIXED LISTS... like an Astra Militarum Combat Patrol always has a Cadian Command Squad, 2 Squads of Cadian Shock Troops, one Armoured Sentinel, and two Ordnance Teams... most of which I have... except for the two ordonance teams... which I am NOT going to go out and buy.

I know I COULD just play 9th edition... Like if I was only ever going to play with Amanda and no one else... but if I wanted to continue to play with Orion or others, that wouldn't work out because there is no way I could keep the rules for BOTH editions straight in my head. I can barely keep ONE straight in my head, because I keep getting things mixed up with the five other different editions I've played!

Maybe I just need to become one of those retro-cranks that still play Warhammer 40,000 Rogue Trader (first edition - which I DO still have a copy of! it's a reprint, not the ORIGINAL copy I bought back in 1987, but still...). Ha! 

Well if this weren't enough gaming for one weekend... I DID also got in a game of Warhammer Underworlds! I'll have a brief report of that up soon as well!  

Warhammer Underworlds - Wurmspat versus Drepur's Wraithcreepers

Monday evening Amanda and I played a quick game of Warhammer Underworlds after visiting my mom in hospital.

Amanda decided to try something new and played Drepur's Wraithcreepers - which she's never played before... and.. didn't really even look through the cards before playing. Just shuffled them and played with whatever she drew... 

My initial draw wasn't stuff that worked together, so I discarded it and drew even WORSE - BOTH of the round three objectives... FML... I desperately need to make a Nemesis deck with these and LOSE those two cards. Drawing them BEFORE Round Three is just wasting space in your hand and drawing them in Round Three isn't all that useful either because neither are really likely to happen!?

Nurgle's Garden Grows is a Hybrid/Score this in the Third End Phase that requires you to have no enemy fighters in your territory OR your warband holds more objectives than each opposing warband... I mean, I GUESS that could happen... it would be marginally more useful if it wasn't only playable in the Third End Phase... but as it is, it's garbage... 

The other is Strength of the Devoted... Scored in the Third End Phase if no friendly fighters are out of action... I mean... it COULD happen.. but I have yet to play a game with these where I ended the game with all three. Often there is only one... or they're ALL gone. They're tough, sure... but they also mostly want to kill things and getting into it with enemy means taking hits and that takes fighters out of action. 

Anyway... 

Gulough and Drepur going at it! 

By the end of the First Round there was quite the melee going on in my territory! 

I didn't take a lot of pictures... I was wasting WAY TOO MUCH brainpower trying to figure out how to salvage something of this mess... but the Objective cards I kept drawing were garbage and unscorable... so the only way to score things was to KILL the enemy - to both score bounty Glory Points, and to prevent Amanda from scoring more cards... But despite the Wurmspat being beasts with 2-3 smash and dealing 2 damage UNISPIRED... I just could not deal damage (because Amanda could not stop rolling Crits in defence... or attacks for that matter!?) 

It was only after the game I was looking though Wurmspat's deck that I realized it only has three Surge objectives!? I'm sure I was aware of this at one point, because when we were playing this a few years ago, I did a "deck edit" Where i'd sit down and write out all the cards in my notebook and rate them and make notes of how they might be used and then ditched a bunch of them and built a new deck (what would now be called a Relic deck... and.. I think they did okay with that deck...?). But recently I put all those cards back in the binders and been playing with just their Rivals deck... and they are just a heaping pile of crap (and that's not just a reference to the appearance and smell of your average debotee to Nurgle!) 

I'm still working on a game report for the weekend's 40K tournament... just thought I'd knock this post out quickly as there were only four pictures and not much else to say. 

Also this week I'm preparing for not one, but TWO games of Age of Sigmar: Soulbound on the weekend. Saturday I'm running an in person game for some local friends and Sunday I am running, more or less, the same adventure online for friends who no longer live in Saskatoon. 

(so I may not get to building that Nemesis deck for Wurmspat this week... but it is HIGH ON MY PRIORITY LIST!!) 

Monday, February 19, 2024

Warhammer 40K - Tallarn Task Force

Because I haven't taken one in a while (and I've added things recently) here is the ENTIRE TALLARN TASK FORCE (so far)!!

The force comprises elements of 382nd Tallarn (Desert Raider) Regiment, the 451st Tallarn Tank Regiment, the 178th Tallarn Artillery Regiment and the 17th Super Heavy Regiment (and are supported by elements of the Departmento Munitorum and the Adeptus Mechanicus. 

Here's what the force looks like on paper (currently):

  • Captain Alhazred (as Cadian Castellan) (1 model) 45points
  • Platoon Command Squad (5 models) 60 pts
  • Platoon Command Squad (5 models) 60 pts
  • Platoon Command Squad (5 models) 60 pts
  • Commissar (1 model) 30 pts
  • Commissar (1 model) 30 pts
  • Primaris Psyker (1 model) 60 pts
  • Primaris Psyker (1 model) 60 pts
  • Regimental Preacher (1 model) 35 pts
  • Regimental Enginseer (1 model) 45 pts
  • Regimental Enginseer (1 model) 45 pts
  • Regimental Enginseer (1 model) 45 pts
  • Infantry Squad (9 models) 60 pts 
  • Infantry Squad (9 models) 60 pts 
  • Infantry Squad (9 models) 60 pts 
  • Infantry Squad (18 models) 120 pts
  • Infantry Squad (18 models) 120 pts
  • Infantry Squad (18 models) 120 pts
  • Heavy Weapons Squad (3 models) 60 pts
  • Heavy Weapons Squad (3 models) 60 pts
  • Heavy Weapons Squad (3 models) 60 pts
  • Scout Sentinels (1 model) 60 pts
  • Scout Sentinels (1 model) 60 pts
  • Tallarn (as Attilan) Rough Riders (5 models) 70 pts
  • Tallarn (as Attilan) Rough Riders (5 models) 70 pts
  • Tallarn (as Attilan) Rough Riders (5 models) 70 pts
  • Basilisk (1 model) 135 pts
  • Basilisk (1 model) 135 pts
  • Manticore (1 model) 180 pts
  • Manticore (1 model) 180 pts
  • Tank Commander (1 model - Battle Cannon) 205 pts
  • Tank Commander (1 model - Demolisher Cannon) 205 pts
  • Leman Russ Battle Tank (1 model) 180 pts
  • Leman Russ Punisher (1 model) 160 pts
  • Leman Russ Vanquisher (1 model)155 pts
  • Taurox (1 model) 65 pts
  • Shadowsword (1 model) 440 pts

Total: 3665 points


And then here is what I still have to assemble and/or paint... 

  • 2x Commandant (1) 
  • 2x Command Squad (5) 
  • Primaris Psyker (1)
  • 6x Infantry Squad (10)
  • 3x Heavy Weapons Squad (Lascannon) (3) 
  • 3x Heavy Weapons Squad (Autocannon) (3) 
  • 2x Heavy Weapons Squad (Heavy Bolter) (3) 
  • 4x Scout Sentinels (1) 
  • 1x Armoured Sentinel (1) 
  • 12x Roughriders (1x unit of 10, plus two extras) 
  • 4x Chimera
  • 8x Assorted Leman Russ Tanks 

I didn't figure out the points for all of these as a lot of them wouldn't currently be allowed in the current edition... 

I'll have to spend some time figuring out which Leman Russ variants I'd use. Originally, I thought I'd have three platoons of three Leman Russ Battle tanks and then use the leftovers as Tank Commanders and specialist tanks... but Tank platoons aren't a thing anymore and you can only have three of any one data card that isn't battleline... and tanks are not battleline... So among the 13 that I have three can be Tank Commanders (which could have a Battle Cannon) and three can be Leman Russ Battle Tanks (with battle cannons) and the remaining seven have to be different variants... at least in the 10th edition rules... 

Mind you... I coudl just stick with the original rules because WHEN AM I EVER GOING TO FIELD THIRTEEN TANKS (other than in Apocalypse... and those will have different force construction rules!)

Likewise, all those Heavy Weapons Squads are entirely useless as I can have a maximum of three... and the three Mortar Squads currently fill that role... 

I am three roughriders shy of being able to field three full units of 10... Do I want to spend $30-50 each to buy those off of ebay... or do I sell a few of the ones I have and just live with two units of ten and one unit of five... (If ever I got painting the others I have, I'd probably break down and buy the extras... as absurd as that may seem...) 

I also got this guy - an old Warhammer Fantasy character from the land of Araby... I thought maybe I could use him as a Death Rider Squadron Commander (as key words like "Death Korps" and "Tallarn" are largely useless now...? OR I coudl mount him on a 100mm base on top of a pile of rubble and call him a stand in for a Lord Solar ...? OR I could just give him a camouflage smok and add him to one of the existing Roughrider squads and then I'd only need TWO MORE!? 

Also not pictured in either of the large photos above are these minis I have set aside for use in Kill Team. They're mostly done, but I have a few that I started to convert to make into a number of the specialists that are available to an Astra Militarum Veteran 

What's even MORE ridiculous is this isn't even the ONLY Imperial Guard/Astra Militarum army I have... I mean, this is the LARGEST ONE, by far... but still... I also have Catachans (that I use as Guaiacan Commandoes - a regiment of my own devising) - which are mostly done... and Valhallans (which are mostly unpainted) and a small contingent of Cadians... Oh, and then a enough other plastic models set aside to form a half-dozen MORE Kill Teams for Necromunda, the 11th Antari Rifle, Tempestus Scions, and the new Kasrkin Kill Team... 

EVEN MORE RIDICULOUS... is the fact that there are a few things I'd still like to get for the Tallarn. Aside from the Roughriders, I thought i would be fun to have a few more Super-Heavy Tanks. Like maybe a Baneblade and a Stormlord (or two) to make a Super Heavy Company. The two Stormlonds each carry an entire PLATOON of infantry with Vulcan Mega-Bolters on the front... I think they would be insane... but it would only be useful for Apocalypse... and how often to I play that!? 

I do have a game report for the weekend's tournament in the works... but this seemed easier and quicker to finish up... and so i did... 

Friday, February 16, 2024

Warhammer 40K - Tallarn Scout Sentinels

Scout Sentinels RULE in 10th edition... finally they are faster than Leman Russ tanks - I thought it was utterly ridiculous that the SCOUT vehicle was SLOWER than the tanks it was supposed to be scouting ahead for... Also, they do cool stuff that reconnaissance troops should do - like SPOT ENEMIES! 

Here it is, the second Scout Sentinel! Just in time for the tournament tomorrow! 

Like the Basilisks and Manticores, this one doesn't have as much stowage or other conversions (headdress) to make it more distinctly Tallarn.. But, also like the Basilisks and Manticores, this was a used model I bought off someone else assembled. I tore off the Multi-Laser and replaced it with a Missile Launcher and did add a bit of gear before repainting it... but I didn't feel like I had the time or energy to pull the pilot out and remove his head and add headgear similar to the other Sentinel pilot. I'm okay with that... At SOME point I may add jerry cans (like I have on the other), but I'm not in a rush to do so. I have a half-dozen more sentinels to either assemble or repaint... I'd rather get those done before doing more work on this one, though...  

The two of them together... 

The older one originally had a Lascannon, which I discovered the first time I used it, is almost entirely useless... so I replaced that with a Missile Launcher as well! 

Part of me feels like maybe I should have canned one of the Mortar-armed Heavy Weapon Squads in favour of taking another of these... alas... it is a little too late now! 

Here is the entire force I am bringing to the Tournament 

  • Captain Alhazred (as Cadian Castellan) (1 model) 45points
  • Heavy Weapons Squad (3 models) 60 pts
  • Heavy Weapons Squad (3 models) 60 pts
  • Heavy Weapons Squad (3 models) 60 pts
  • Scout Sentinels (1 model) 60 pts
  • Scout Sentinels (1 model) 60 pts
  • Basilisk (1 model) 135 pts
  • Basilisk (1 model) 135 pts
  • Manticore (1 model) 180 pts
  • Manticore (1 model) 180 pts

Total Points for Models: 975

(Plus the commander will have the Grand Strategist upgade - allowing him to issue an additional order each command phase - for 15 point, bringing the total to 990) 

I also made these this past week:

Hunter-Killer Missile Tokens

Hunter Killer missiles have been an option for most Astra Militarum vehicles for a number of editions now- one shot ATGMs that cost 5 point, if you wanted them. Now that everything, regardless of options taken, all cost one amount (i.e. gone are the days of a point value for the vehicle, then more points based on which weapon options... now a vehicle is one cost regardless of what options you take!?) so there is no reason NOT to take hunter killer missiles... But the problem is, it's unclear where they should be mounted on most chasis - on a Leman Russ I'd mount them just above the main gun - like older Soviet tanks with ATGMs mounted on them... Because they are a one-shot weapon, however, I decided to mount them on square bases and treat them like counters - to be placed on the vehicle in question and removed once they've been fired off - presumably in the first round!

Like such... Not bad, eh? 

Anyway, tournament starts tomorrow! Say a brief prayer to the God Emperor of Mankind for me and my Space Wolf partners, there are all sorts of filthy xenos and accursed heretics we will likely have to face!