Tyranid Fever...

So with the new Codex gripped firmly in my hands (I pinched by Brothers), I sat down and began to read.

I have to say that the Codex has not let me down in the way that I was worried it was.

Sure it invalidated all of my armylists, and most of the models I have (I am looking at you Carnifexs) however the other options do more than make up for it... at least in my opinion.

I look forward to fielding a new shiney army full of scary creatures... I dont look forward to Space Wolves shooting the bugjuice out of my bugs but that is by the by.

So what is the point of this post I hear you cry (well I imagine you are thinking this by now), well as with most people I am going to post a couple of lists that I intend to try out, then I am going to get back to you all and tell you how well they did or did not perform.

Intially I wanted to use none of the new units and just stick with all of the previous editions models and options, just to see how it works. The list I have for this is:

HQ:
Hive Tyrant; 240pts
Lash Whip & Bonesword, Stranglethorn Cannon, Adrenal Gland, Armouer Shell

Elites
2 Zoanthropes; 120

Troops
10 Genestealers; 140pts

10 Genestealers; 140pts

16 Termaguants; 80pts

16 Termaguants; 80pts

4 Brood Warriors; 150pts
Devourer, Scything Talons, Adrenal Glands, 1 with Barbed Strangler

4 Brood Warriors; 170pts
Deathspitters, Scything Talons, Adrenal Glands, 1 with Barbed Strangler

Heavy Support
Carnifex; Twin Linked Devourer x 2

Carnifex; 2 x Scything Talons, Adrenal Glands, Bio Plasma

This list is not that dis-similiar from the lists I used in the old codex. Not as heavy of MC as I am used to perhaps, but having the Outflanking Stealers will be really nice.

It also can unleash a lot of shots each turn, and this can whittle down the smaller Devastator squads which tend to prove such a threat to my MC's.

One joy is that the Carnifex with Twin Linked Devourer is still a threat on the charge, with 5 Strength 9, Monstrous Creature attacks, something that in the previous codex it never really had.

The Armoured Shell is an exspensive indulgence for the Hive Tyrant, but should help it soak up that little bit more firepower before it taken out.

Now for the new stuff.

Below is the first 1500 point list that I aim to use this coming Wednesday...

HQ:
Tyranid Prime; 100pts
Adrenal Glands, A Pair of Boneswords, Scything Talons

Tervigon; 200points
Catalyst, Scything Talons, Adrenal Glands, Toxin Sacs


Elites
2 Zoanthropes; 120pts
The Doom of Malan'tai; 90pts
Deathleaper; 140pts

Troops
7 Genestealers; 98pts

17 Termaguants; 85pts

3 Brood Warriors; 135pts
Adrenal Glands, A Pair of Boneswords, Scything Talons

Tervigon; 200points
Catalyst, Scything Talons, Adrenal Glands, Toxin Sacs


Fast Attack
3 Shrike Brood Warriors; 150pts
Adrenal Glands, Pair of Boneswords, Scything Talons


Heavy Support
Mawloc; 180pts
Adrenal Glands


This list does lack in the shooting phase, however it has a lot of units for the enemy to worry about, with several of them being potentially leathal in the Combat phase.


Hopefully the vast number of units that can cause hurt, will make my enemies think about what to kill, and for the first few games, that is what I need, so I can figure out what units I want to take and keep in my list.


Any thoughts or comments feel free to let me know, one of these lists will get used this week, although which is dependant on who will let me proxy a couple of units.


I have some awesome conversion ideas for some of the new units, primarily the Tervigon, Tyranid Prime, and the Doom of Malan'tai. However will take me a bit of time to get the pieces together.


Also I need to find a good thing to use a Boneswords... if only i hadnt gotten rid of all my 2nd Edition warriors.... ah well.

Review Firestorm Armada

Ok, so I am just back home from the Warhammer 40K doubles tournament, will be getting a few posts up about that, along with pictures in the next week or so, however I have had this written for a while so figured it would be good to post something this weekend.

So here is my review of the newly (23rd Nov) release Firestorm Armada game, produced by Spartan Games.

This is a Space based game, which uses a very similar ruleset to Uncharted seas. However there are some big differences.

The rulebook itself is once again a nice £15 with 3 cut out fleets that allow you to get right into the game without getting any models, something which is a nice touch as it means less investment in a system you do not know if you will definately like.

The Rulebook unfortunately does suffer from the same problems that plagued Uncharted Seas, with spelling mistakes, and Page XX rather than actual page references.

However the background for this book is far better, with a total of 6 races included in the Rulebook (they currently have models released for 4 of them and a cut out fleet for 1 other.

Onto the Game itself.

The Turn.
At the beginning of each turn, each player rolls to determine who has the initiative. Once this has been determined the winning player then gets to activate a Squadron (basically a unit of ships, or a single battleship). They then have to complete all the actions with that Squadron, i.e Moving, Shooting, Boarding then when they are done their opponent gets to activate a Squadron.

Each race has a tactical rating which is used to modify this dice roll, this does mean that some Races are much less likely to get to go first, but as you roll each turn to decide who goes first it can work to your advantage (i.e you go last in the previous turn and move a Squadron, then win Initiative in the next turn and get to move another Squadron again without the enemy being able to react).


Activation.
So when you activate a squadron you get to do the following actions (in this order).

Also a note on measurement. In Firestorm all Mearsurements are taken from the Flight stand of the model, as in realty the Ship itself only occupies the space at the tip of the flight stand, and the models are just the size they are to look cool. This measurement applies for Movement and Shooting.


Movement
Each Ship has to move a minimum distance each turn, this is equal to half their movement.

Also depending on the class of the ship depends on how far it has to move before it can make a turn. For example a Battleship has to move 2" forward before it can make a turn, then another 2" forward before it can turn again. Cruisers have to move 1" and Frigates can just turn as often as they like.

Unlike Uncharted Seas it is impossible for your ships to collide (or ram) accidently. This is because of the varying heights that the ships can be at in a 3D enviroment. In fact is is actually very very hard to Ram in Firestorm, as your ship needs to be in a critical situation before you are even allowed to consider doing so, and it almost guarntees that if you ram an enemy ship you are going to die, hopefully taking the enemy along with you.

Shooting
This phase is the most important phase, and runs very well. Each ship has a selection of weapons, generally the larger the class of ship the more weapons it has. Each weapon also has a specific arc in which it can fire.

The Range Bands word the same in Firestorm as they do in Uncharted Seas.

Range Band 1: Upto 8"
Range Band 2: Between 8" & 16"
Range Band 3: Between 16" & 24"
Range Band 4: Between 24" & 32"

However, in uncharted Seas the Weapons get more powerful the closer you get to the ship, with Range Band 1 being  the most effective range.

In Firestorm it is assumed that when you are in Range Band 1, the enemy ECM (Electronic Counter Measures) is able to neutralise some of your firepower. This means that you want to keep your enemy in Range Band 2 ideally, as this is where your weapons are most effective.

There are a couple of cool things you can do in Firestorm, which dont work in Uncharted Seas, things like ordering your Ship to go 'Belly Up' bascically making the ship turn upside down. This allows you to change which Broadside you are shooting at the enemy, so if you no longer have a Starboard Weapons, you can go 'belly up' to use your Port weapons.

Depending on the Range Band you are on you get a number of Attack D6 to roll. All rolls of 4+ cause a hit against the enemy, with 6's causing 2 hits, and allowing you to roll another dice (all rolls of 6 cause 2 hits and allow you to roll another, so if you keep rolling 6's you keep rolling dice till you stop.

You then add up your total number of hits and compare it to the Damage Rating of the Target, and the Critical rating. Exceeding the Damage Rating causes 1 hull point of damage, exceeding the Critical rating causes a critical hit, which means rolling on a special critical hit table. This table has a variety of results. You roll 2D6 then consult it to see what happens. A Double 1 or Double 6 will outright destroy the enemy ship (always an amusing result).

Hull points of damage also reduce the effectiveness of the ship in combat, as for each hull point of damage you have it reduces the number of attack die you roll for each weapon by that number (to a minimum of 1). Losing Crew points also has this effect, but you dont add the lost hull points and crew points together and then take it away, you simply check which is higher and take that away from the number of attack dice.

If a ship reaches 0 Hull Points then it is taken out of the game, if it reachs 0 Crew points then it becomes a drifiting ship.


There are some modifiers to the Attack Dice being rolled, such as shooting at a smaller target only allows 5 & 6's to count as hits (although the 6 still gives you 2 hits and a reroll).


No Raking shots in Firestorm though. Getting behind the enemy is still a good thing as most of the ships do not have rear weapons.  


Boarding & Fighters
Boarding can be done by moving close enough to the enemy to launch your Assault Troops against their ship, if you kill all of their Crew then you get to capture their ship, a worthy goal methinks.

In the case of Crew combat you roll a number of dice equal to your remaining crew, with a 4 or 5 killing 1 enemy crew, and a 6 killing 2 and gaining you another dice to roll.


You also get the option to include fighters, Bombers, Assault Craft and Defensive fighters, however I have not used these myself (and suggest skipping them in your first few games as they do add an extra level of difficulty), however I look forward to the mayhem they can cause in games.

Secondary Systems:
There are several secondary systems that your ships can have. These range from Point defence to shields.

Point Defence allow you to destroy Assaulting Troops, Torpedoes and enemy Fighters. Each ships is able to use its Point Defence upto 4" away from the flight stand, and this means you can get overlapping fields of fire to protect your ships from all of the aforementioned attacks.

Shields allow you to roll a number of D6 equal to your Shield score, where any rolls of 4+ reduce the number of hits you took by 1. As usual a roll of a 6 reduces the hits by 2, and allows you to roll another dice.

Your ships can also have mines that they can drop at any point of their movement. Each mine has a rating (1-5) with the rating indicate how many attack dice it gets when an enemy ship triggers it. Mines are trigger by enemy ships moving within 4" of it, and then EACH ship within 4" takes a number of hits equal to the rating (as usual 4, 5 and 6, with 6's counting as double). A useful tool to have, however something that can back fire if the enemy detonates one and you are still too close.

The Fleets & Models:
Now the models for the Uncharted Seas range are wonderful, however I think that the Ships for Firestorm are better. You may very well see some familiar shapes when you look through the races (I am looking at you Terran Alliance... very BSG), however while clearly influenced by other Sci-fi settings they are still unique to the Firestorm universe.

The main downside to the Spaceships is that they can be a pain to put together. I bought myself a Dindrenzi fleet, and managed to get them all assembled in 2 hours (1 Battleship, 3 Cruisers, 6 Frigates) compared to 45 minutes that a friend managed to assemble his Terran ships.

Each fleet costs £35 at the moment, and each one has the same number of ships. They have also release Carriers for the first 4 races, with each of these costing in at £10 each.

The starter boxes come with a Card sheet full of tokens to use in the game, however unlike Uncharted Seas they do not come with any Cards.

The Cards are available to use in this game, however it is a deck of 52 costing £6. Still a good investment.

In Summary:
I have seen and played in several games and I have to say that both players thoroughly enjoyed the game, whether they were winning or losing, and given the simple system they have used for damaging the enemy it means even if you only have 1 or 2 dice you always stand the chance of rolling 6 after 6 after 6 and potentially destroying an enemy outright.

I also ran a demo game of this down at my local shop (KoA) and this had 4 players a side, with 2 Starter fleets on each team, while it was slow going it was highly entertaining and from what people said everyone enjoyed it, even though I am not 100% with the rules yet.

My Score: 9 / 10 (the only reason it doesnt have a 10 is because it can be difficult to find the players to play against and a shop that stocks it.)

Review: Uncharted Seas

Here is my Review of the Game Uncharted Seas, produced by Spartan Games.

Uncharted Seas is a naval game based in a fantasy world. My chosen race for this game is the Iron Dwarves, however as so many people in my local store play them this may change in the future.

The rules are not very complex, and the rulebook costs a meager £15. It also includes at least 2 cut out fleets for you to play test the game with before buying their models. Below is a brief synopsis of how the game works, and plays.




There are some negatives about the rulebook, and they are disappointing typos, where words are mispelt, and sometimes page references appear as page xx rather than with a page number.

The history however and rules as a whole are superb and I am very impressed with the fluff behind the game.

The Turn.
At the beginning of each turn, each player rolls to determine who has the initiative. Once this has been determined the winning player then gets to activate a Squadron (basically a unit of ships, or a single battleship). They then have to complete all the actions with that Squadron, i.e Moving, Shooting, Boarding then when they are done their opponent gets to activate a Squadron.

I quite like this turn method as it means that you dont just get pounded by then enemy for 15 minutes before you get to respond, it also means you can respond better to enemy deployment, movement and actions.

Activation.So when you activate a squadron you get to do the following actions (in this order).

Movement
For the ships you have to move a minimum of 2" each turn, unless you drop you anchor, in which case you can move upto Half your movement this turn, and you will not move next turn at all. Depending on the class of ship depends on how sharply you can turn, as you can imagine a Frigate can turn around very very quickly using less of its movement to do so that a Battleship.

You also have to determine the direction of the wind, as this effects how fast the ships with Sails can move, this Wind direction can change at the beginning of each turn, and can greatly affect how effectively your ships can move in the movement phase.

In each of the Start fleets they provide you with the 3 turning templates which allow you to easily move your ship in the correct turning circle.

Shooting
This phase is the most important phase, and runs very well. Each ship has a selection of weapons, generally the larger the class of ship the more weapons it has. Each weapon also has a specific arc in which it can fire.

You can fire all of the weapons on your ship, so if you can position yourself right your Battleship can shoot both Broadsides and its forward weapons, it is also allowed to target its weapons against different enemies.

There are four specific range bands, with some weapons on your ships being able to shoot in all of them, and others being restricted to the short bands. The range bands themselves function as listed below:


Range Band 1: Upto 8"
Range Band 2: Between 8" & 16"
Range Band 3: Between 16" & 24"
Range Band 4: Between 24" & 32"

Once you know what range band your target is in (you can premeasure before declaring) you can determine how any attack dice you roll against the ship.

When you know how many dice you get to roll you simply roll them. After you have done this you pick out all of the ones that score a 4 or a 5, as each of these represents 1 hit. Any 6's represent 2 hits, and you get to roll the dice again. When you have done this you add all the hits together and compare it to the target ships Damage Rating and Critical Rating.

If you equal or exceed the Damage rating then you cause 1 hull point of damage, if you equal or exceed the critical rating you get to roll on the critical hit table. The crititcal hit table typically removeds 2 Hull points and has another nasty effect such as not being able to fire your port weapons or turn.

Hull points of damage also reduce the effectiveness of the ship in combat, as for each hull point of damage you have it reduces the number of attack die you roll for each weapon by that number (to a minimum of 1). Losing Crew points also has this effect, but you dont add the lost hull points and crew points together and then take it away, you simply check which is higher and take that away from the number of attack dice.

If a ship reaches 0 Hull Points then it is taken out of the game, if it reachs 0 Crew points then it becomes a drifiting ship.

There are some modifiers to the Attack Dice being rolled, such as shooting at a smaller target only allows 5 & 6's to count as hits (although the 6 still gives you 2 hits and a reroll).

Also if you manage to get yourself behind the enemy ship you get to perform raking shots, and these hit on a 3,4,5 or 6.

Boarding & Ramming
This is a somewhat desperate tactic and doesnt really have a specific order in the activation, you can sometimes hit the enemy ships with your ship, either on purpose or by accident, however it does tend to do a lot of damage to both ships, and then the ships are locked in comabt until on or the other crew is wiped out.
In the case of Crew combat you roll a number of dice equal to your remaining crew, with a 4 or 5 killing 1 enemy crew, and a 6 killing 2 and gaining you another dice to roll.

The Fleets & Models:
I have to say that all the models I have seen have been wonderfully modelled. They are not too tricky to paint so if that is something you dont like doing or lack confidence in then these models are easy enough to paint so that they look good with minimal effort.

The fleets vary in price depending on how many parts are required for each model in them, and can be as cheap as £30 or as much as £50. However each box contains everything you need for a game, including the turning templates, and a race specific deck of cards that are an optional extra in the rules, and grant you special abilities, like firing before you move, or repairing damage from your ship.

In Summary:
I have seen and played in several games and I have to say that both players thoroughly enjoyed the game, whether they were winning or losing, and given the simple system they have used for damaging the enemy it means even if you only have 1 or 2 dice you always stand the chance of rolling 6 after 6 after 6 and potentially destroying an enemy outright.

My Score: 8 / 10

Painting for Points (+16 points)

So... since I listed my Painting for points I have managed to update it a total of  times... and finished 2009 with 0 points. However now I have found the thrice damned USB cable to link my Camera to the computer I should be able to get more pictures up more often. Yaay!

Well thats not entirely true, I painted loads, however with no pictures to show people it felt cheap to just update the total... so I have spent some time taking pictures of the models I have finished painting this year so I can update the points total, something I hope to do at least once a month this year.

So for my first update here is my Blood Bowl team, which was bought and painted back in October. The team name is Clan Krag

Name: Kraggy, Blizter
Name: Kraggle, Blizter
Name: Kragglepool, Runner
Name: Krageth, Runner
Name: Kraggi, Slayer
Name: Kraggikin, Slayer
Name: Krag, Lineman
Name: Kraggin, Lineman
Name: Kragpod, Lineman
Name: Kraggleon, Lineman
Name: Kraggyit, Lineman
Name: Kraggel, Lineman


Admittedly the only model I dont have a closer up picture of is my Snorri Slayer conversion (not that I did much too it). I managed to find the special edition Snorri Slayer model, in a local shop, and picked him up to convert to be one of my Slayers. He is in the first pictue, but not in any of the others... will try and get a picture of him posted in the next week or so.

These guys were fun to paint, and althought I havent managed many games since getting them finished it is nice to have a Blood Bowl team ready to rock and roll when I need get a game. The next team I am looking at getting is the Dark Elves.

I have played Dark Elves before, but never actually owned the Blood bowl models for them, so that is something to look into over the next 6 months or so.

Doubles Tournament - The Reason

Outside the rain hammered against the aircraft’s hull; it wasn’t a slow downfall. It was a constant downpour, periodically lit by flashes of lightning, and drowned out by crashes of thunder.



Captain Kangor looked around the dimly lit interior of his Vendetta. The faces of his command squad looked grim. Under normal circumstances there were jokes and quips from his men, light humour helped pass the time, and distracted them from the battle ahead.


This time it was different, a difference that made the whole squad edgy, had them… worried. Not a word that Kangor would have normally associated with the regiment, especially not his handpicked Veterans.


He looked across the cabin at Astropath Lojac sitting silently in his webbing, eyes closed in concentration. Even he normally partook in the squad’s atmosphere. Admittedly that meant he sat in the same place, and smiled at the jests and banter. He knew better than to try and engage the men in conversation. They respected him, and trusted him with their lives… but they could never befriend him, his powers caused too much uneasiness in them, despite those same powers saving their lives so many times.


The Astropath opened his eyes and looked directly at Kangor, sensing the Captain thinking about him. Kangor had seen this behaviour before, still it disturbed him.


“Any contact from them?”


The Astropath shook his head.


“None that I can sense, the priest must be shielding himself from detection or he is no longer alive”

Kangor shivered as he heard the words he had not dared to speak. Thoughts he had tried to suppress. He cast his mind back to what had led them to this dreadful flight.


One week ago the Methelas 1st Airborne had been tasked to help defend the world of Hallan. The orders had been received from the Sons of the Lion as part of their ongoing work to defend the Varcan Cluster. The world itself had been under siege from several forces; however none of them had ever shown themselves in strength. At least not in enough strength to draw the attention of the Sons of the Lion.


During the first 4 days, the Methelas Airborne found themselves engaged in several running skirmishes with a selection of raiding armies, during which time they had several small victories, although nothing decisive.


Then on the 5th day they arrived. A Space Marine Strike cruiser appeared in system, offloaded its cargo via Thunderhawk, then the Thunderhawks and Cruiser disappeared. The ‘cargo’ was nothing less than a half company of the Fearsome Space Wolves.


Kangor remembered the sight of the Space Marines arriving at their Command post with pride. The Wolf Lord leading the force had met with the Regiments commanders to discuss the tactical situation on Hallan. He had been present at that meeting, something he would not soon forget.


However, despite the obvious boost to Regimental morale and pride at fighting alongside the Warriors of the God Emperor, the Space Wolves departed. Whatever mission or reason they had for being there was not revealed to the Command staff.


On the 6th day reports filtered in regarding a massive offensive that was to be launched against the capitol; enemy movement had been spotted and the size of the forces had more than tripled. The 1st Airborne had moved to redeploy its forces to defend the capitol; with the deployment nearly complete news arrived of the Space Wolves.


Kangor and Astropath Lojac had been discussing their upcoming deployment in the defence of the capitol. Mid-way through the conversation Lojac had hushed Kangor to silence; his whole demeanour had changed to one of complete focus… and pain. For the following 5 minutes Kangor waited in silence, trying to ignore the growing cold and gnawing worry in his mind whenever Lojac’s powers seemed to take control of him.


Suddenly, as quickly as his manner had changed, it changed back with him slumping to the ground gasping for breath.


“What happened?” Kangor asked, worry etched on his face. He had heard too many stories of psykers turning bad and did not want to experience it firsthand, especially to one he could nearly call ‘friend’. Lojac looked up at him, tears running from his eyes, his breathing ragged.


“It was the Rune Priest” he gasped. “He sent out a call to his brothers, a powerful call”


“A call for help?” Kangor asked, not really wanting to know the answer. Something the Space Wolves couldn’t deal with, he sure as sure did not want to know about. Lojacs shook his head weakly.


“Not for help… for vengeance.” He answered. Kangor moved closer to Lojacs barely resisting the urge to shake the man into talking sense, something he knew would not be appreciated by Lojacs.


“I need more than that. Vengeance, it doesn’t help me much… what did you hear?”


“Kangor, you do not know anything about the talent, it is not just hearing… it is seeing, feeling… experiencing.” Lojacs paused, trying to compose himself before continuing. “I ‘heard’ them die… their Wolf Lord is gone, slain in some terrible battle, and at the moment the remaining Space Wolves are currently dying one by one. They are fighting something and it is killing them.”


As Lojacs stopped Kangor didn’t start… questions bubbled in his head, but he held his tongue. The silence stretched, only interrupted by Lojacs heavy breathing. Over a minute passed before Kangor spoke.


“Did you see where?” He looked at Lojac, the Astropath nodded slowly. “Well that’s something, meet me at the staging area, hold back Squad 42, 43, and their transports… tell the rest of the Company to proceed with the plan.” Lojac nodded again, before pulling himself to his feet and disappearing from sight.


Kangor stood for a moment thinking. What he was about to do might very well earn him a firing squad but he knew it was the right thing to do. Whatever the Space Wolves were fighting he doubted the 26 men he could muster to help them could do much… but… but two Vendettas and a Valkyrie striking without warning could do far more damage than their numbers suggested.

So he had commandeered his own Vendetta and command squad, along with 2 squads of his Veterans, to fly out to where Lojacs told him this was happening.


All these actions had led Kangor to where he was… in his Vendetta flying over the middle of nowhere in the middle of a god awful storm, trying to perform a rescue for Warriors of the God Emperor. He shook his head with the first smile to grace his face in the last 18 hours. What a way to end a career… something he knew would happen. High Command would likely shoot him if he returned, and when you boiled it down to the basics… something killing Space Wolves is likely to make short work of him and his men.


Outside, the lightning and thunder intensifiedm just as the pilot opened the comm to the passenger compartment.


“Captain, we are approaching the location you provided. Scanners indicate Space Marines…” the voice trailed off for a moment, “Nowhere near Company Strength though. I count 25 life signs, one vehicle.”


Kangor pressed the button to respond.


“Alright. Open a Channel to the rest of Rescue Flight.” He waited for the affirmative click to come back through. “Lads… this is it, whatever is down there it seems to have done some serious damage to our Allies. Your objectives are to secure the local area then kill anything that moves and isn’t in Grey and Yellow armour. Shooting something that colour will not end well for you.” He paused…struggling for the words to continue. “Whatever you do lads… do the regiment proud… in the name of the God Emperor fight well and take out as many of them as you can!”


No cheers greeted him as he would usually expect from a pre-battle speech, however even he had to admit it wasn’t his best. He looked around his command squad.


“Lock and Load lads, we’re going in Hot.”

The Book of Grudges



Herin are written the Grudges our clan holds to this day. All Grudges Henceforth will be added to this book lest we forget any of them.


December 2010
1000 Points vs Warriors of Chaos (Tom) – Win, 438 Points

November 2010
750 Points vs Empire (Chaos Dave) – Win, 150 Points
750 Points vs Warriors of Chaos (James) – Loss, 146 Points
750 Points vs Undead (Caz) – Loss, 850 Points

Matches prior to this date are not recorded as they are not in 8th Edition.

This will be updated as and when I play new games as a detailed record of how I am doing, while it doesnt marry upto to the stats I have on the left hand side of the blog exactly it will give me a good size list over time. And its always useful to know who I hold the most Grudges against.

A New Year



Well, first things first. HAPPY NEW YEAR to one and all. Secondly, apologies for the silence over the last month or so, busy times meant my Blogging fell by the wayside.

So this month has a very exciting start to it, with the 40K doubles tournament in 7 days (less counting when we actually start gaming). I have to say I still dont have all my models painted... however I am working on it and am sure I will have it all done before we head to Nottingham.

I have also seen some doubles tournament lists from a few other fellow bloggers, the scariest one so far being the one from the Vanus Temple. Definately worried about facing those guys...

So as he posted a brief description of the scariness he will unleash, I figured I would do the same, this is my official list, 750 points of goodiness that should give it a good go.

The alliance is (as previously mentioned) as Space Wolves and Imperial Guard team, with the Space Wolves playing the roll of beleagured defenders, with the Imperial Guard providing the reinforcements (an amusing thought).

My force consists of:
HQ
Company Command Squad, 3 Flamers, Meltagun, Astropath, Meltabombs for Company Commander.

Elites
Sly Marbo

Troops
Veteran Squad: 3 x Meltaguns
Veteran Squad: 3 x Flamers

Fast Attack
Vendetta
Vendetta
Valkayrie: Multiple Rocket Pods

This list gives me a lot of options with reserves, and will some good rolls should give most opponents a good game... that is assuming that their 1500 points doesn't wipe out my Space Wolf Allies 750 point army in the first 2 turns.

My Space Wolf allies pack some serious punch in the firepower department, and to maintain some element of surprise for anyone else attending the Tournament their list remains hush hush... as it has changed a fair bit from the ones I have previously posted.

Anyone who reads this and intends to be at the tournament feel free to look me up, I shall be the one with the just-well-enough-painted-to-be-shown-at-a-tournament Blue and Grey Imperial Guard.

The Book of Grudges

So I have finally started my Book of Grudges.

This will be in the My Links section of the website for Easy Access and will be updated (hopefully) game by game, if not then at least monthly with how my Dwarves are doing.

For now it contains the following information:

December 2010, Tom's Warriors of Chaos - Victorious

December 2010, Stuart's Dark Elves - Victorious
December 2010, Shaun's Orcs and Goblins - Stalemate
November 2010, Chaos Dave's Empire - Victorious
November 2010, Jame's Warriors of Chaos - Defeated
November 2010, Caz's Vampire Counts - Defeated

This list will expand with time... as all Books of Grudges will do.

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