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Afanc You And Good Night: Tyranids vs Thousand Sons

Mind the Acid Bite!
It's All-Skype Fight Night!


SwoffBoot is less than a month away, so I, Stylus, had better get in some practice with my Thousand Sons. To war, my dusty minions!

And I, Kraken, should get some practice in with the Tempestus Militarum! But I'm taking the Tyranids instead, because I got me some termagants the other day, and I want to see how they do. So an old school swarm for me!


Forces

The mission is one from Chapter Approved - Kill Confirmed. In addition to any other tactical objectives, you gain a point for every unit destroyed and cannot discard objectives that involve destroying the enemy.

Hive Fleet Afanc Battalion Detachment - 6 CPs, Kraken Traits

  • HQ 1 - Hive Tyrant with Wings, adrenal glands, toxin sacs, monstrous rending claws, Heavy Venom Cannon.
  • Warlord Traits - Adaptive Biology, Relic - Miasma Cannon,
    Psychic powers - Smite and Onslaught
  • HQ 2 - Neurothrope with psychic powers Smite and Psychic Scream
  • Troops 1 - 20 Genestealers, 4 with acid maws
  • Troops 2 - 30 Termagants, 18 with Fleshborers, 12 with Devourers
  • Troops 3 - 4 Warriors, all with boneswords and adrenal glands, 3 deathspitters and 1 venom cannon
  • Heavy - Tyrannofex with Acid Spray, stinger salvo, adrenal glands

    Image may be NSFW.
    Clik here to view.
    Warhammer 40k battle report - Maelstrom of War - Kill Confirmed - 1000 points - Thousand Sons vs Tyranids.
    Adaptive Biology in Action

    Heading up what would prove to be an evening of dubious rules knowledge, I went into this having sent Stylus a version of my list that I misremembered. So although the psychic powers up there are technically accurate, I laboured under the misapprehension that the Tyrant took Catalyst and the Neurothrope took Onslaught. As luck would have it, I don't think I actually managed to cast Catalyst more than once, and then in a turn where it saved precisely nothing, so hopefully no harm done.

    I don't think it proved vital, although I would say that one of the key buffing effects of putting Catalyst on a big unit is that you don't even want to bother shooting at them in the first place.

    Otherwise, it's a list to put bodies on the table. A good mix of massed shooting from the Warriors and Termagants, heavy firepower from the Tyrannofex and Tyrant, speed and close combat power from the Genestealers and the Tyrant again, and reliable psychic smite chaff from the Neurothrope and the all-purpose Tyrant. 

    Extra speed from the Kraken keyword, and my plan is to duck and dive with the mobility strategems as much as possible, backing with shooty ones when needed. Plenty of threat, so hopefully Stylus won't be able to take out all he needs to before something runs over him, and I should easily get board control with speed and numbers compared to a small elite force. 


    So all in all, I feel cocky! Which inevitably means a tabling is coming...

    The Impossible Dream - Thousand Sons warband

    • HQ 1 - Daemon Prince with wings, 2 x Malefic talons, Warp bolter
      Warlord Trait: Flames of Spite
      Psychic powers: Diabolic Strength
    • HQ 2 - Exalted Sorcerer
      Force stave, Inferno bolt pistol, Frag & Krak Grenades
      Relic: Eye of Tzeentch
      Psychic powers: Warptime, Weaver of Fates
    • Elite 1 - 5 x Scarab Occult Terminators, Force Stave, 4 x Inferno Combi-Bolter, 4 x Power Sword, 1 x Soulreaper Cannon, 1 x Hellfyre Missile Rack
    • Troops 1 - 6 x Rubric Marines, Force Stave, Inferno bolt pistol, 2 x Inferno boltguns, 3 x Warpflamers
    • Troops 2 - 10 x Chaos Cultists
      Shotgun, Autoguns, Heavy Stubber
    • Troops 3 - 10 x Chaos Cultists
      Brutal Assault Weapon, Autopistols, Heavy Stubber
    • Flyer - Heldrake
      Baleflamer, Heldrake claws
    Battleforged Battalion Detachment - 6CPs, Points: 998

    I my defence ... I dressed for Tempestus Militarum. I thought a couple of tough monsters, a wee firebase and a few objective grabbers who could give elite human adversaries a bit of threat in shooting or close combat.

    Instead I find myself facing armoured beasts who will deflect anything I can throw at them and numberless hordes of gribblies. Where's a Gatling Cannon when you need one? Or even a new codex?

    This list also gave a chance to try out the flyers: namely my freshly-painted Daemon Prince (a post on him is pending) and my Heldrake, who is fighting for his place in the 1,000 SwoffBoot lists. To that end, most of what else I had got scaled down, to the point where I only get six of my precious Rubric Marines (albeit with warpflamers) and two whole units of expendable cultists.


    Deployment and Terrain

    This is the part where my lovely new battlemat is shown up by my paltry terrain. I'll see if I can do better next time, but for now, this arid river bed is home to five discrete hamets, most of them medieval.


    I get to choose deployment and pick somewhere I can huddle behind. One unit of Cultists take a ruin next to an objective, hoping they'll be totally overlooked. The Terminators go into the teleportarium and everyone else hides in the big ruin in the corner.

    I don't know how I'm going to weather the assaults, or what I have to hit back with. My best hope is to use the combat flyers to pick off the big beasts, and keep the squishy infantry out of reach.


    Kraken painstakingly deploys his troops so there is no 9" gap behind his lines for me to deep-strike into - although this proves redundant and he won't be staying there long.


    I lose the roll-off, and Stylus kindly offers me the first turn, on the grounds that he wants to watch me jog slowly towards his guns. Hee hee hee, is what I say to that. 

    Turn 1 - Tyranids


    Three objectives nets me No Mercy (kill someone), plus two 'hold multiple objective' cards, one to grab three at once and the other for all six. Six is pushing it, probably (although not totally impossible), but three is effortless. 

    Straight out the gate, all units advance except the Warriors, who don't fancy the look of the big open space ahead. As they tuck into the nearby ruins, the Genestealers advance diagonally, sweeping out of cover and towards the middle ruins. The Tyrannofex grabs the middle of the board, backed by the Neurothrope, and the Termagants scuttle forwards, but leave a rearguard behind on the nearby objective. 

    Then the Flyrant drops in on the forward end of the line, tempting fate perhaps but also in shooting and psyching range of the lone cult squad.

    The psychics roar into action, buffing the Termagants with Onslaught and the Genestealers with Catalyst, before smiting a couple of cultists to oblivion. Alas, the Neurothrope gets a bit carried away and also smites three wounds off itself. Never mind, it'll hopefully grow back later. 


    Stylus is still sounding confident at this point. This stops when combined Venom cannon fire kills his Daemon Prince, after which his right flank collapses in a long-range acid spray. For good measure, the Warriors take out a reasonable number of the Cultists ahead of them, too, as Deathspitter range is pretty good.

    Now, this is all well and good, but we realised after the battle that it's also totally illegal. Daemon Princes still look like big boss monsters on the field, but we both forgot that as Characters, you can't actually pick them off like this. Any more, that is, after all the Chaos players had a mass cry in the early days of the rules because of this exact problem. 

    Erk - awkward, as it shifts the game balance fairly heavily in my favour! I've scored 7 VPs in my first turn (Kill the Warlord, First Blood, No Mercy, Supremacy for 2 plus two bonus ones for killing units).

    Well, that was a big clanger to drop. The poor Daemon Prince just looked so damn impressive, I forgot he couldn't be targeted. All things being equal, I don't think it was a game-changing error - the shots that hit him would have probably gone into the Heldrake, for much the same effect. So I'm down one of my combat flyers either way.

    Turn 1 - Thousand Sons


    Suck it up, and let's see if we can at least go a few rounds. My Heldrake swoops over into the thick of the enemy, ensuring the Neurothrope is closest to his fiery breath.

    The few surviving Cultists step out to form the best skirmish screen they can manage, the Exalted Sorcerer creeps forward into Smite range and Rubrics peep over the top of the battlements.

    In the only tactical surprise I have left to spring, the Scarab Occult Terminators drop down behind the recently-vacated backline to take aim on the Tyranid Warriors.


    My Psychic Phase is a sad whiff, due to the Shadow In the Warp, which is hard to bear from a sorcerous army. I fail all my powers, except for Prescience on the Terminators, and even that costs me a command point (plus the  Chaos Familiar stratagem to give the power to the Aspiring Sorcerer).

    However, that was the power I really wanted. I pop Veterans of the Long War on the Terminators which allows their rapid-firing stormbolters to shred the Tyranid Warriors to pieces and even pop half a dozen wounds off the Tyrannofex with my Hellfyre missiles.

    The good news ends there. The Neurothrope save all the wounds from the Heldrake's baleflamer (one failed save would have been enough to kill it) and the subsequent charge into the Hive Tyrant ends in some ineffectual clawing (I was rolling a lot of 1s).


    What remains of my small-arms fire does nothing, and I'm left to contemplate my fate.

    I do score Overwhelming Firepower, No Prisoners and a point for the Warriors, so that closes the gap at least.

    Turn 2 - Tyranids


    Well, there's a gap in that rear line, so the Genestealers leg it forwards into space, angling round the cultist chaff and keeping their beady eyes on the tasty sorcerer at the back. 

    The Hive Tyrant ducks out of combat, while the Termagants peg it towards the Helldrake. The Tyrannofex is keeping ominously still, although not quite as still as the Warriors. 

    The Neurothrope, who is still limping a bit, perks himself up by sipping psychic vitality from a Terminator, and then boosts the Hive Tyrant with Onslaught. 


    Shooting time! The Tyrannofex gladly spews corrosive bile twice over the Terminators. I don't roll particularly well, but it still does for three of them, which feels like a good start. The Tyrant uses his souped-up Miasma Cannon to score a few wounds off the Heldrake, and the Termagants follow suit, peppering away another handful with a vast wash of fire from their beetle guns. 

    The Charge phase sees the Genestealers piling into the Cultists and the Sorcerer, and taking nothing from Overwatch as they get there. The Flyrant, under the effects of Onslaught, jumps back on to the Heldrake, but only after safely distracting it with about thirty Termagants. Several of them are toasted by the flamer overwatch, but who cares? They're Termagants! I'm not even sure I should be capitalising them! The Tyrannofex also considers joining the action, but fails the charge.


    You can probably guess how the Genestealers do in combat. As they pick the Sorcerer and Cultists out of their teeth, the Feeder Tendrils strategem sucks out a couple of bonus CPs for me with them. 


    Using one of these, I then bugger off, using Overrun to dash away from the nasty flamers in the building behind. 

    Image may be NSFW.
    Clik here to view.
    Warhammer 40k battle report - Maelstrom of War - Kill Confirmed - 1000 points - Thousand Sons vs Tyranids.
    Discretion is the better part of not being roasted alive.

    The Tyrant is now safely shielded by his adaptive biology, but it's lucky that he is. He whiffs his attacks, and is actually outperformed by the termagants! The Heldrake wastes no time in tearing a few more wounds off him. Any more, and he's down a level, so I quickly slap another stratagem on him to give him a second chance, insatiable hunger, I think. Expensive at 3 CPs, but worth it for an extra turn of chomping, and so it proves here as I leave the Heldrake on a single wound.


    Oh yeah - Objectives. I claim a point for Decapitate, a Tyranid-specific one for eating a character, and another for Crush, which rewards my monsters and swarms for eating things. So another four points for my collection, after the unit-wipe bonus. 


    Turn 2 - Thousand Sons


    Only the flamers can save me now. I limp the Heldrake out of combat and advance the Rubrics forward, who just manage to make it into flamer range.

    In the Psychic Phase, I spend my penultimate command point to give my Aspiring Sorcerer the new Tzeentch's Firestorm ability - if I roll nine 6s on nine dice, then I will kill his Hive Tyrant (okay it's a long shot, but I was DUE some sixes).

    Actually, rather than better the farm on a 1 out of 10077696 chance (gee, put it that way, and it seems remote), I wanted to cast Death Hex to take away the Genestealers' invulnerable saves.

    It turns out to be a moot point, as I can't get anything past the damn Shadow of the Warp - did I mention I am supposed to be an army of Sorcerers?


    Even my flamers under-perform - I spend my last Command Point on Veterans of the Long War but only manage to bring down half a dozen Genestealers, with a couple more from the Heldrake.

    Turn 3 - Tyranids


    It's a fast turn. The Flyrant jumps in behind the Rubrics, the Neurothrope wastes the Heldrake with Smite and Onslaughts the termagants. 

    The Tyrannofex melts the Rubrics with a quick burst, then nearly finishes the Terminators. The last model standing is, alas, killed by a lucky Flesh Borer shot from the Termagants. They can have their capital T back, they earned it. 



    Image may be NSFW.
    Clik here to view.
    Image result for that's a paddlin
    That's a Tablin'.

    Hoover Up The Remains

    Ouch. That was a comprehensive schooling in just what Tyranids can do to the unwary. I reckon I had the wrong army, the wrong plan, an unfavourable scenario, an opponent who had a good grasp of how the traits and stratagems were really going to benefit his tactics. Oh, and my dice rolled like crap*.

    (*that last part was something of a relief. My new Tzeentch dice have been rolling hot for the past few battles, so it's nice to know they're not warped).

    With all that, no wonder my Daemon Prince left for an early bath.

    Kraken's post-game advice was that I should have castled with everything, even the Terminators, and blazed away. I think that might have bought me some more turns of survival, but the Tyranid swarm had such board control that, one way or another, they were scoring points (they were worryingly close to getting a first-turn Domination, then it really would have been game over).

    So it's a tough list to play against, but I won't lose heart (or whatever goes inside a Rubric's armour) and will have a rematch against Hive Fleet Afanc ... once my new codex has dropped, naturally.

    That went... well? I mean, given that the Daemon Prince should actually have been mashing up my general and boosting his chums with psychic joy instead of wearing his insides as a hat thanks to illegal sniper fire, yeah, pretty well. Those crazy Tyranids, man, always messing with you!

    Rules inability aside, though, I reckon it's a good army. Fast, reasonably shooty, lots of presence on the table - nothing I could really complain about. Weight of fire helps against armour, something the Tyranids can be a bit shaky with, but I reckon I'd probably have got this on victory points overall. 

    Stylus' plan, he later revealed, was to kill off all the Synapse first, then mop up the survivors. A valiant aim! Although taking down the Tyrant in a single turn is possibly optimistic, even with combat monsters like the Heldrake and Daemon Prince. That 4+ invul save is a devil to get through. And it's even worse on the Neurothrope.

    Then after that, you'd still have large units of shooty 'gants and eaty 'stealers to fend off. Plus the 'fex (it's not a real Tyranid unit unless you can apostrophise it) doesn't really care about synapse, because that hilariously deadly acid spray can't actually miss stuff. And Genestealers are semi-independent anyway, loss of synapse doesn't bother them. 

    Even if the Tyrant had popped, along with the Warriors and the Neurothrope, you'd have been in a prime place for a countercharge. With CPs to spare, I could probably have skipped a crucial morale phase or two and had bugs in hand to win, but we'll never know for sure. Until next time!

    The Daemon Formerly Known As...

    I got the Daemon Prince model for Christmas, then I assembled and painted it right away - it's a new me!


    Although it took the best part of month to finish it, so it's definitely the old me.

    Whatever the game system, if you're running Chaos, you've got to have a Daemon Prince.

    I held out for a couple of years because I really didn't like the derpy display model. However, Santa Claus brought me this kit (no doubt for being a good boy during Advent), so I thought I would add some badly-needed punch to my Thousand Sons.


    Once I got the sprues in my hand, I changed my opinion about the kit - for the same price as a monopose Stormcast cavalry, you get a winged monster with five arms, three heads and a choice of wings or back spikes (not all at once, although anything's possible).


    Lots of options then, and there was no way I was going to limit myself. Consequently, the wings, arms and heads were magnetised (which is why this project took forever, the tricky little buggers). Now I have a choice of daemon princes for use in both 40k and Age of Sigmar.

    Not that I used any of the heads on offer - this is one of the Lord of Change heads, giving him an avian appearance more suited to Tzeentch. That one alteration has catapulted this model from one I wasn't that keen on, to possibly my favourite in the army. Change is good.


    After spending December learning how to layer pale skin, I went back to the old wash-and-drybrush with this one - he's a big enough model to take it, and I wanted that grubby look on his skin.

    Everything else is just Thousand Sons' paint scheme, so he looks like a lucky Sorcerer who's just burst from his armour. I gave him pink-red wings, which makes him a colourful individual, but it does tie into the cloaks worn by the other Sorcerers (in my mind, he folds them over his back at rest, just like the Disney Gargolyes did).

    • Skin: Celestra Grey base, Drakenhof Nightshade wash, Ulthuan Grey drybrush
    • Gold armour: Retributor Armour base, Reikland Flashshade wash, Golden Griffon drybrush
    • Blue armour: Thousand Sons base, Nuln Oil wash, Thousand Sons layer, Ahriman Blue layer
    • Feathers: Sotek Green base, Drakenhof Nightshade wash, Ahriman Blue layer
    • Beak: Skavenblight Dinge base, Nuln Oil wash
    • Tubes: Grey primer, Nuln Oil washes
    • Spine and tail: Druchii Violet washes
    • Loincloth: Ushabdi Bone base, Seraphim Sepia wash, Terminatus Stone drybrush
    • Magic glow: Ulthuan Grey base, Nihilakh Oxide wash, White Scar highlights
    • Gems: Stormhost Silver base, Waystone Green glaze
    • Wings: Screamer Pink base, Nuln Oil wash, Pink Horror drybrush



    And here is the ground level version, with a more generic head (the only one in the box that I liked) and a Hellforged Sword. Not sure when I'll choose to use these - but I couldn't help magnetising them.


    This guy didn't do too well in his last battle (me forgetting the rules and allowing him to be illegally shot off the table didn't help), but his actual debut came a few days earlier against Kasfunatu's Khorne Daemons.

    I lost the battle (contain your surprise), but the scrappy little Daemon Prince excelled himself: taking out a Bloodthirster before doing down in the process of ripping apart a couple of Skullcannons. How weird to have a melee option for the Thousand Sons!

    Still more Sorcerers to go - I'm nowhere near tournament-ready!

    Buggy



    A big mouth full of teeth? Must be Crypt Angel time.


    But no, you are mistaken! For it is in fact more Nurgle stuff.


    This is a Mephitic Blighthauler, a weird little daemon engine for the Death Guard. I'm only half sure about the model, although the rules make up for any uncertainty about its look. Fast, tough and pretty competent at range or melee, it's going to be a pain to deal with for anyone fighting it.


    This is from the Easy to Build set, a new venture for GW where they're charging you less for a model with fewer sprues and options. Good idea, I reckon - this one clips together (the guns are currently loose, probably for conversion options later), and other than sticking the base on, that's all the modelling skill you need.

    Painting Guide:


    • Armour - Zamesi Desert, Agrax Earthshade, Zamesi again in a layer and some Zamesi + Tau Light Ochre as a drybrish
    • Spikes - Tin Bitz, Nuln Oil, Brass Scorpion
    • Metal - Leadbelcher, Nuln Oil, Agrax, bit of Ironbreaker detailing
    • Bone - Ushabti Bone, Seraphim Sepia, Ushabti again then Pallid Wych Flesh details
    • Skin - Barbarian Flesh, Druchii Violet, Reikland Flesh, a bit of Kislev Flesh in a very thin layer, Drakenhof Nightshade over the veins, Averland Sunset on the boils
    • Base - a watery layer of PVA glue with Rusty Ochre paint powder mixed in, sand on top, a little bit of the same powder brushed about with a drybrush as a weathering layer just before varnish




    Only two weeks until the Swoffboot kicks off. And plenty more to do! So back to work for me, no time to get excited about the new Dark Elf range or the forthcoming Xenos codices.

    Fly-By


    Here's that other Nurgle light vehicle.





    Foetid Bloat-Drones are the smaller cousins of the bigger (and better looking) Forge World models, although this is a good version of that hovering monstrosity. If the Mephitic Wossname looks a bit squat and dull to my eye, this makes up for it. Plenty of weird spiky bits, gross flesh and dangly tentacables, plus ornate and probably dubious weapons sprouting off it.


    As a Daemon Engine, it's fast and mean, able to throw out either plenty of short range firepower or upgrade to a big whirling death harvester thing. Not quite as tough as the ground one, I think, but still going to take a bit of work to shift, what with the blessings of Nurgle keeping it protected. I'm not looking forward to dealing with it on the table in a fortnight's time.


    Painting Guide:


    • Skin - Screamer Pink, Druchii Violet, Ratskin Flesh, Kislev Flesh, Averland Sunset on boils or wounds, BftBG after effect on holes
    • Brasswork - Tin Bitz, Agrax Earthshade and Brass Scorpion
    • Shell - Ushabti Bone, Seraphim Sepia, Karak Stone, Pallid Wychflesh, Celestra Grey drybrush on the fly symbol only
    • Rusty Metal - Steel Legion Drab, Agrax, watered down Deathclaw Brown slopped into recesses, Leadbelcher drybrush
    • Corroded Lead - Stormvermin Fur, Nuln Oil, Leadbelcher, moderate Ironbreaker highlights
    • Horns - Gorthor Brown, Agrax, Dryad Bark, Nurgle's Rot on the slimy bits
    • Eyeball - Kabalite Green, Biel-tan Green wash, Kabalite layered up to Putrid Green and then on to Bad Moons Yellow, Black stripe for the pupil
    • Acid Tubes - Rotting Flesh, Athonian Camoshade, Nurgle's Rot in the holes


    You can see how they carried the design across for these two engines of corruption. The flyer is definitely my favourite. What do you think?




    Pox Set

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    Smile for the Camera

    More Nurgle!





    The Plague God has the best models going of the Chaos lot right now, I reckon. Not that the Khorne Bloodthirster or the Screamers of Tzeentch aren't great too, but Nurgle's lot have a sweep of great stuff across the board. Troops, vehicles, characters - a really impressive selection. Makes you hopeful that if the Noise Marines ever make it back to a new sculpt, that something suitably over the top and 'Eavy Metal will result.


    Marching (mostly) from the starter box set, these are Plague Marines, the rank and file of any Death Guard army. You're not going to be surprised by the models, exactly, they follow years of well-established patterns, so spiky helmets, ruptured boils and pox marks, tentacles and unexpected mouths aplenty. But all to the good, I reckon, and a pleasure to paint.


    Quite fragile in places for such tubby models. They're big, far bigger than the space marines I'm used to painting (even given the larger bases), which I quite like as it makes getting the details easier for my clumsy hands. But there's lots of protuding grenades on slender stick handles, or extra-thin hat spikes that keep snapping off. I'm sure being posted to Sweden in a big box didn't help, but there were a few bits that needed repeated fixes after every drybrush.


    Painting Guide:


    • Basecoat - Death Guard Green spray, I think
    • Green Armour - Athonian Camoshade over the above, then the official paint scheme of Elysian Green and Nurgling Green for layers
    • Bone - Ushabti Bone with Seraphim Sepia and Tyrant Skull
    • Pink Bits - Screamer Pink, Nuln Oil, Emperor's Children
    • Fleshy Tentacles - Same start as above, then Kislev Flesh layers over the top
    • Slimy Tentacles - Moot Green, Bieltan Green, Kabalite shaded up through Putrid Green to Bad Moons Yellow
    • Dark Armour - Stormvermin Fur, Nuln Oil, very limited amount of Leadbelcher drybrush
    • Rusty Armour - Steel Legion Drab, Agrax, Deathclaw Brown washed in for rust, Leadbelcher drybrushw
    • White Armour - Celestra Grey, Agrax, Pallid Wychflesh
    • Brass - Warplock Bronze, Nuln Oil, Gehenna's Gold, a bit of Brass Scorpion here and there
    • Goo - Nurgle's Rot, usually over a Gorthor Brown base




    Not much left to do for the Swoffboot Death Guard, I think. A few characters, and then I need to complete the Tyranids.

    Rotten in the State


    A final trio of HQ choices, and the Death Guard force for the Swoffboot is done!



    More to come for the Plague God, mind you, in the form of various daemonic accomplices, but they can wait until an army list calls for them. There are other, more urgent units clamouring for attention just now.


    Sneezy the sorcerer is pretty cool. Should the spew cone begin a little nearer his mouth, perhaps? Or am I just being massively picky? The billowing mass of filth is nicely done, anyway. Reminds me of the flavour text in Lost and the Damned that describes the Plague Wind spell. Tasty.


    Ringer Bell here is very reminiscent of the Putrid Blightkings musician, I think. Not that surprising given they hang with the same kind of crew. The bell definitely looks like it goes 'tunk' when it rings. If it rings, it might be too rusted.


    This is the leader of this gangrenous pack, wielding his special mulching axe. Frightening as his axe-faced helm is, it does make you fear for his binocular vision somewhat.


    No painting guide this time - it's basically the same broad colours as the Plague Marines had, with a bit more orangey rust and algal wash than last time. I broke out some vintage Dwarf Bronze for the bells at one point, only to sigh to myself as I remembered that even if the shelf life of citadel colours is crapper than in its heyday, it's not all been backwards progress. Those old metallics really are pretty naff, this one barely even shines. Guess that's okay on a Nurgle bell, mind you.


    Right! Just a few quick Tyranids and about two square feet of terrain to go, and I'm Swoffboot Ready. Which is probably a # of some kind.

    Tzeentch Only Nose

    I'm been very remiss about continuing my trio of Exalted Sorcerers, but in my defence, the models are so good, I've been trying to savour the experience. Also, I'm a remiss kinda guy.


    But the WoffBoot beckons, so I'd better get something on the field. Here's Sorcerer #2: the one with the really big nose.

    I'll say it again: the Exalted Sorcerers box must be the best multi-kit GW have brought out in years, especially as their character models are now leaning heavily towards monopose (very lovely monopose, but still...)


    With these three models, you could knock out a dozen sorcerers with none of them looking the same. And not just swapping around the staff heads either. Compare and contrast with Kraken's three CryptAngels and you'd scarcely believe they came off the same sprue.


    This version is my ground-pounder Sorcerer. He doesn't get a flying Disc to ride on, nor is he levitating, which means he's the least flash by far. To make up for this, I gave him an extra-flappy cloak and the coolest vestment (the stoles with animated bird skulls pecking away).


    Other than that, and his magnificent Cyrano de Bergerac faceplate, he's in pretty standard Thousand Sons armour, with just one mutated arm to write home about.

    • Gold armour: Retributor Armour base, Reikland Flashshade wash, Golden Griffon drybrush
    • Blue armour: Thousand Sons base, Nuln Oil wash, Thousand Sons layer, Ahriman Blue layer
    • 'King Tut' headdress: Blue (as armour) + Yellow (Averland Sunset base, Cassendora Yellow wash, Yriel Yellow layer)
    • Loincloths: Celestra Grey base, Drakenhof Nightshade wash, Ulthuan Grey layer
    • Robes: Ushabdi Bone base, Seraphim Sepia wash, Terminatus Stone drybrush
    • Arm: Rakarth Flesh base, Drucii Violet wash, Pallid Wych Flesh layer
    • Eyes: Ulthuan Grey base, Biel-Tan Green wash
    • Gems: Stormhost Silver base, Waystone Green glaze
    • Magical flame: Ulthuan Grey base, Nihilakh Oxide wash, Coelia Greenshade layer
    • Sorcerer's cloak: Screamer Pink base, Nuln Oil wash, Khorne Red layer + Ushabdi Bone base, Agrax Earthshade wash, Tyrant Skull drybrush



    So that's another Thousand Son checked off (just 982 left to go). Although to be honest, if I only take one Exalted Sorcerer to Sweden, his colleague may get the nod instead - those flappy robes and snapping vestments are going to be a bugger to pack.

    'Rant and File


    With mere days to go, I have finished off the Tyranid list for the weekend.




    The file part first - it's a group of Tyranid Warriors. Six of them in total, of whom only four have made the 'Boot draft.

    One of the spare ones is a close range shooter, armed with spinefists and devourer, with flesh hooks for a finishing touch. And the kind of tongue that would have made its teenage party years a painful agony.

    Image may be NSFW.
    Clik here to view.
    From behind the bike sheds, straight to the ENT emergency admissions ward every Friday night. 

    The other spare is assembled as a Prime, the Tyranid Warrior officer class.

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    Sound tactical thinking, Jenkins. Pass the port, what what. 

    The others are your standard foot soldier affair, if such a term can accurately be applied to eight-foot high insectile monstrosities with six limbs. Bone swords and Deathspitters all round, except for one specialist who's got rending claws and a venom cannon.


    I'm already starting to regret the carapace markings for Afanc (they're on the back and shoulders this time). They do make the colour scheme pop a bit, so it's needed. The fifty plus small gribblies still to come for the army do make my heart sink, rather, although I suspect that would be the case regardless of the paint scheme.
    Image may be NSFW.
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    Jeez, you get a lot of spare weapons with this kit! Between all their close combat and shooting options, for which you need six of almost all per box set to cover the possibility of dual-wielding, there's a ton of unused components when you're done. That's before you get to all the spare weird testicle toxin sacs, armour plates and so forth. No wonder it's expensive for a trio.


    The same can be said of their glorious leader, the excellent Hive Tyrant.


    This one is capable of weapon swaps, but I haven't painted any of them yet. It was enough of a rush getting him done on time without trying to do a round dozen alternative arms. He's held together with pins for now, two per shoulder joint, with an extra pin keeping the wings from wobbling about too much. I made the pins a bit short, see, and found I needed a bit more to stop them sliding out.

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    Clik here to view.
    This is why, if you look closely, you can see that he has a nutsack in his armpit - it's the end cap for the pin. Although having testicles in your oxter is also pretty Tyranid, frankly. Adaptive Biology in action. 
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    His adrenal gland. They look like ticks, these things. I can't imagine how that's practical in evolutionary terms, but then evolution isn't really big on common sense as a general rule. 


    Painting Guide:


    • Same as before! 



    I will get to his alternative bits in due course, but for now, I'm too busy trying to massage the life back into my hands after all these stripes. Still some odds and ends left to finish off before the weekend!




    EXT: Research Post


    Apparently, if I ever stop painting, the Tower of London will immediately collapse into a heap of ravens.



    With naught but 48 hours before the 'Boot (and none of that is painting time), I managed somehow to crank out the last few objectives I needed for a full set. Almost, anyway. They aren't quite done, there's a last few components I need that are on their way to be glued on afterwards. And there's a couple of final painting touches that I'd like to do, but frankly, they can wait for a time when I'm less tired.

    So! We already have Objectives 1-3 and 6 (the Secondary Generator). Behold the mind-warping insanity of Objective 4...

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    In honour of the armies partaking of the 'Boot, most of the objectives are themed to a particular team. This is here for Tzeentch, as some kind of sorcererous artefact embedded in the muck. Tzeentch uses these to create enormous and elaborate sherry trifles, I believe. 
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    Mysterious silver spheres - lovely to behold, but a bugger to photograph.

    ...and the deceptive putridity of Objective 5!

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    Seems safe enough, right? (Although it also probably needs a '5' painted on it somewhere for ease of memory)
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    But no! For Nurgle has worked his bountiful magic on the contents.
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    There is no P in our ool. Although there is a corpse in a wicker cage, so that's nice.

    And then because obviously, I can stop whenever I want, I carried on and did a couple of quick buildings before lunch.

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    Bunker 1-A

    These were build around Christmas out of chunks of polystyrene toy packaging, which for some reason we had a glut of around that time. You can see their debut in this battle report, back before they were painted.

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    The Inquisitorial seal on the roof used to be my keychain, long ago when I was younger and had less shame.

    Nothing very complex, just some card and plastic accessories glued on to the sides and top, as well as a layer of PVA-soaked kitchen paper (quite a tough Swedish brand called Torky) for texture and durability. Then multiple layers of Concrete Texture paint from the local hobby shop, a crude dabbing of algal greens for weathering (and I may yet go back and neaten this up a bit, it's not as good as it could be).

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    All the paper labels were sourced and printed from the internet, by looking up '28mm modelling posters' on Google.

    They are mostly much-needed line of sight blockers, so that I have enough large terrain pieces for the two tables the 'Boot requires. But they're also part of the longer term plan, the ruined research facility deep in the jungle.

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    Lab 7D has seen better days.
    The bigger one has a few spare bits of stuff from General Kas's ruins as a doorway, an old plastic glue lid on top of a tube of Revels as a tower, an aircon unit made from a cavalry slotta base and some roof walkways made from GW's ill-fated 'DIY Unit Movement Tray' kit. Remember those? Yeah, me neither.
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    Particularly round the back, where the containment breach feasibly occurred.
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    Nice view from the roof, mind you. Good firing lines too. 

    Okay, that really is it now. I promise. No more painting until after I lose this tournament. Gentlemen, to battle!


    The Thrallband Assembles

    Preparations for WoffBott XII: The SwoffBoot, are well underway. My Thrallband (thanks to the new codex, I now learn that's what Thousand Sons groups are called) has been assembled.

    I've tested different armies in four games, lost four games, identified the common factor (me) and, despite a petition from the ranks to install a better general, I have remained in post for a fifth try.

    It's an infantry-heavy list, featuring my two new characters, with a good deal of psychic heft, some mid-range threat and HOLY TERRA, WHAT IS THAT THING AT THE BACK?!?



    Gentlemen, I shall see you at the tables.

    WoffBoot XII

    I Will Show You Fear In A Handful Of Dust.

    Vs TS
    Vs Ty
    Vs DG
    Vs ND
    Vs MT
    TOTAL
    Thousand Sons
    -
    3
    0
    3
    3
    9
    Tyranids
    0
    -
    3
    3
    3
    9
    Death Guard
    3
    0
    -
    3
    3
    9
    Nurgle Daemons
    0
    0
    0
    -
    3
    3
    Militarum Tempestus
    0
    0
    0
    0
    -
    0

    Maelstrom of War scenarios, randomly determined.

    The Tumultuous Creed

    Thousand Sons

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    • Exalted Sorcerer, Force Stave, Inferno Bolt Pistol, Frag & Krak Grenades
      Warlord: High Magister
      Relic: Helm of the Third Eye
      Prescience, Death Hex, Smite
    • Daemon Prince with wings, 2 x Malefic Talons
      Gaze of Fate, Warptime, Smite
    • 6 x Rubric Marines, Force Stave, Warpflame Pistol, Inferno Boltguns
      Weaver of Fates
    • 10 x Tzaangor, Tzaangor Blades, Brayhorn 
    • 10 x Chaos Cultists, Shotgun, Autoguns, Heavy Stubber
    • 5 x Scarab Occult Terminators Force Stave, Inferno Combi-Bolters, Power Swords, Soulreaper Cannon, Hellfyre Missile Rack
      Glamour of Tzeentch
    • Defiler, Battle Cannon, Twin Lascannon, Defiler Scourge, Defiler Claws, Combi-bolter

    Points: 1000 | Battalion: 6 CPs

    General Stylus
    Win: 3
    Lose: 1



    Hive Fleet Ringer

    Tyranids

    • Hive Tyrant with wings, Heavy venom cannon, Monstrous rending claws, Adrenal glands, Toxin sacs.
      Smite, Catalyst
      Warlord: Adaptive Biology
      Relic: Miasma Cannon
    • Neurothrope, teeth and claws
      Smite, Onslaught
    • 12 x Genestealers, Rending Claws
    • 12 x Genestealers, Rending Claws 3 x Acid maws
    • 4 x Tyranid Warriors, adrenal glands, 3 x bone swords & deathspitters, 1 x Venom Cannon & Rending Claws
    • 3 x Venomthropes
    • Tyrannofex, Acid Spray, Stinger Salvo, adrenal glands and toxin sacs

    Points: 1000 | Battalion: 6 CPs | Hive Fleet Kraken

        General Bubonicus
        Win: 3
        Lose: 1


        Pox 'N Sneezes

        Death Guard

        • Lord of Contagion, Manreaper
          Warlord: Revoltingly Resilient,
          Relic: The Suppurating Plate
        • Malignant Plaguecaster, Corrupted Staff
          Miasma of Pestilence, Putrescent Vitality, Smite
        • 5 x Plague Marines, Power Fist, Boltguns, Plasma Gun, Blight Launcher
        • 5 x Plague Marines, Power Fist, Boltguns, Plasma Gun, Blight Launcher
        • 16 x Poxwalkers, Improvised Weapons
        • Foul Blightspawn, Plague Sprayer
        • Noxious Blightbringer, Cursed Plague Bell, Plasma Pistol
        • Foetid Bloat-Drone, Heavy Blight Launcher, Plague Probe
        • Myphitic Blight-Haulers, Multi-melta, Missile Launcher, Gnashing Maw, Bile Spurt

        Points: 1000 | Battalion: 6 CPs
        Win: 3
        Lose: 1



        Nice And Oozy Does It

        Chaos Daemons of Nurgle

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        Clik here to view.

        • Great Unclean One, Plague flail, Attendant's claws and teeth
          Warlord: Impenetrable Hide
          Relic: Bilesword
        • Daemon Prince with wings, 2 x Malefic Talons
          Virulent Blessing
        • Poxbringer, Balesword,
          Miasma of Pestilence
        • Spoilpox Scrivener, Corruption, Disgusting sneezes, Distended maw
        • 25 x Plaguebearers, Plaguesword, Daemonic Icon, Instrument of Chaos
        • 4 x Nurglings,  Diseased claws and teeth
        • 4 x Nurglings, Diseased claws and teeth

          Points: 994 | Battalion + Auxiliary Support Detachment: 5 CPs

          Win: 1
          Lose: 3

          9th Hagan Lampreys

          Militarum Tempestus & Inquistion

          Image may be NSFW.
          Clik here to view.

          • Tempestor Prime, command rod and chainsword
            Warlord: Grand Strategist
            Relic: Kurov's Aquila
          • Primaris Psyker, Force Stave
            Nightshroud, Psychic Barrier, Smite
          • 10 x Tempestus Scions, 4 x hotshot lasguns, 4 x hotshot volley guns, 1 x vox/laspistol, Tempestor with boltpistol and chainsword
          • 5x Tempestus Scions, 1 x hotshot gun, 2 x plasma guns, 1 x vox/laspistol, Tempestor with power sword and plasma pistol
          • 5 x Tempestus Scions, 1 x hotshot gun, 2 x melta guns, 1 x vox/laspistol, Tempestor with bolt pistol and chainsword
          • Taurox Prime, twin autocannons, Taurox battle cannon
          • Taurox Prime, twin hotshot volley guns, Taurox gatling gun
          • Valkyrie, two heavy bolters, lascannon, two multiple rocket pods
          ---
          • Xenos Inquisitor, Inferno Pistol, Force Sword,
            Smite, Terrify
          • Malleus Inquisitor, Condemnor Boltgun, Power Sword
            Smite, Dominate
          • Xenos Acolytes, 1 with stormbolter and chainsword, 1 with laspistol and chainsword
          • Malleus Acolyte with stormbolter and chainsword
          • Daemonhost

              Points: 1000 | Battalion + Vanguard: 7 CPs  | Militarum Tempestus trait

              General Kraken
              Win: 0
              Lose: 4

              WoffBoot XII: Death Guard vs Thousand Sons

              Time to dust off the keyboard. My brave boys in blue have returned form their raid on the Scandinavian coast (how do you like them apples, Vikings?) and here are the battle reports from WoffBoot XII.


              First up: the Death Guard!

              There's a grudge match here: not only do their patron gods hate each other, but Leofa's Death Guard thumped one of my practice armies in the run-up to the WoffBoot, so I'm out to even the scores here.

              The Tumultuous Creed: Thousand Sons

              • Exalted Sorcerer, Force Stave, Inferno Bolt Pistol, Frag & Krak Grenades
                Warlord: High Magister
                Relic: Helm of the Third Eye
                Prescience, Death Hex, Smite
              • Daemon Prince with wings, 2 x Malefic Talons
                Gaze of Fate, Warptime, Smite
              • 6 x Rubric Marines, Force Stave, Warpflame Pistol, Inferno Boltguns
                Weaver of Fates
              • 10 x Tzaangor, Tzaangor Blades, Brayhorn 
              • 10 x Chaos Cultists, Shotgun, Autoguns, Heavy Stubber
              • 5 x Scarab Occult Terminators Force Stave, Inferno Combi-Bolters, Power Swords, Soulreaper Cannon, Hellfyre Missile Rack
                Glamour of Tzeentch
              • Defiler, Battle Cannon, Twin Lascannon, Defiler Scourge, Defiler Claws, Combi-bolter
              Points: 1000 | Battalion: 6 CPs


              Pox 'N Sneezes: Death Guard

              • Lord of Contagion, Manreaper
                Warlord: Revoltingly Resilient,
                Relic: The Suppurating Plate
              • Malignant Plaguecaster, Corrupted Staff
                Miasma of Pestilence, Putrescent Vitality, Smite
              • 5 x Plague Marines, Power Fist, Boltguns, Plasma Gun, Blight Launcher
              • 5 x Plague Marines, Power Fist, Boltguns, Plasma Gun, Blight Launcher
              • 16 x Poxwalkers, Improvised Weapons
              • Foul Blightspawn, Plague Sprayer
              • Noxious Blightbringer, Cursed Plague Bell, Plasma Pistol
              • Foetid Bloat-Drone, Heavy Blight Launcher, Plague Probe
              • Myphitic Blight-Haulers, Multi-melta, Missile Launcher, Gnashing Maw, Bile Spurt
              Points: 1000 | Battalion: 6 CPs

                Game 1: Cleanse and Capture

                A simple mission to get us started, and I get to choose Dawn of War deployment. I put my Terminators into the teleportation and used the Webway Infiltration stratagem to also put the Tzaangors into reserve.

                The Defiler chose the spot with the best avenues of fire, the Cultists screened around him, the Rubrics clustered behind a ruin on the left flank and the two characters stayed back to support.
                Lefoa put his Blight-Hauler, Blightbringer and one squad of Plague Marines on his left flank. Another squad of Plague Marines set up in a ruin on the right, while the Poxwalkers, Plague-Drone and Plaguecaster went central. The Lord of Contagion went into deepstrike.


                I got the first turn, and my objective cards were not great (Scour the Skies, Behind Enemy Lines), but there was one objective right in front of the Blight-Hauler, and I already had that ugly little thing marked for death, since its multi-melta was one of the few things that could threaten my Defiler.

                So despite telling myself I shouldn't, I fell back on my old trick of alpha-striking the Terminators against the Leofa's left flank, and hoping they would perform better than every other time I've tried this tactic.


                The Tzaangors stayed in the web, and my castle at the back held fast. Then it was off to my very first Psychic phase - I roll a Perils of the Warp! After spending a Command Point to ensure I didn't lose a psyker on my very first roll, I went on to a lacklustre round of casting: a few buffs, but nothing major.
                 
                In the shooting phase, the Rubrics took position to being a small-arms duel with the Plague Marines (with cover saves, resilience and not the best weapons, they were both at it for a while) and the Defiler took the Blight-Hauler down to half wounds.

                When it came to the Terminators, I spent another Command Point on Veterans of the Long War, then got greedy and split my fire between the Blight-Hauler and the Plague Marines. It almost paid off: I took down a couple of Plague Marines, then wiped out all of the Blight-Hauler's wounds - only for him to recover a single one with Disgustingly Resilient.

                Determined to take off that last wound, I charge in with the Terminators, fail the charge and lose one to Overwatch. (I hope those Terminators aren't in a union, I really don't treat them well).

                So not the best starts, but I do get off the starting blocks for the objective.


                In Leofa's turn, he drew some nice objective securing missions, so held fast on his right flank, while moving to wipe me out on the left. The Blight-Hauler, Blightbringer and Plague Marines all shot and charged into the Scarab Terminators (the Death Guard plasma gunner blowing himself up as he did so).

                When the dust was settled, I had a single Aspiring Sorcerer Terminator clinging on to his last wound, and had fallen behind in the victory points.


                In my next turn, I went with some bold steps: the Blight-Drone was sneakily hiding from my Defiler's guns, so I dropped the Tzaangor out of the webway to assault it (a big ask, but they might chase it into the open, and at least they would be behind enemy lines).

                The Defiler finally managed to shoot off the Blight-Hauler, earning me First Blood, but psychic and shooting elsewhere was something of a bust - the Death Guard were properly hunkered down in the ruins, giving them either high cover saves or obscuring them completely.

                To top if off,the Tzaangor failed their charge, even when I used my last command point to re-roll. At least I scored Behind Enemy Lines, but they wouldn't be there for much longer.

                Predictably, in the Death Guard's turn, they whole army turned and wiped out the poor Tzaangor. For his part, the Scarab Occult Terminator weathered a lot of shooting, and only a subsequent Smite finished him off.


                We'd traded a few pieces, but most of our armies were still intact. But Leofa had the advantage of victory points, so with time ticking away, I would need to take the initiative.

                As luck would have it (or not), my next objective was a Priority Orders - if my Warlord could achieve this, it could bring me a shedload of points and get me back in the lead.

                Unfortunately, the mission was to defend the objective right in from of the Death Guard's lines - so I'd have to get my Sorcerer there, and keep him alive for two turns.


                Accordingly, my whole battle line picked up its old kit-bags and sped towards the Death Guard lines. My Rubrics were gunned down in the process, but everything else made it across intact.

                In response, Leofa surrounded the objective with Poxwalkers, with the Plaguecaster and Lord of Contagion as the hard centre to this evil malteaser.

                What followed next was an old-fashioned Age-of-Sigmar scrum in the centre: my Daemon Prince beat up the Lord of Contagion, but Disgustingly Resilient saved him again; the Defiler and Cultists cut down a lot of Poxwalkers, but not enough to push them off the objective


                The battle ended when the Plague-Drone (now down to half-wounds, since the Defiler was moving into a firing position), swung around the side and drew a bead on the Exalted Sorcerer. In my haste to overrun the objective, I had left him exposed at the end of the line, so he could be shot to pieces by the heavy blight-launcher.

                Without any means of grabbing more victory points, I conceded then and there.

                Final thoughts

                Oh dear. 0-2 against the Death Guard, but I felt pretty good about my chances in this one. If I had to blame my luck, I'd say I had a bad draw of the objective cards and a generally whiffed psychic phase (kind of important to the Thousand Sons army!). 

                If I was blaming my generalship, I would say that I had over-committed the Terminators without support (and then split their fire), and then been too cautious with the Defiler. Once that Blight-Hauler was gone, I should have scampered its spider-legs all the way to the back end and started putting the Death Guard under pressure.

                Next opponent: the most brutal Tyranid army you'll ever see!

                WoffBoot XII: Tyranids vs Thousand Sons

                One loss under my belt, and my next fight is against the Tyranids, fielded by our guest general, Bubonicus.

                Image may be NSFW.
                Clik here to view.
                Warhammer 40k battle report - Maelstrom of War - Deadlock - 1000 points - Thousand Sons vs Tyranids, Hive Fleet Kraken.

                Apparently he's never played 40k before, but his army has already annihilated half the players in this tournament, so either this is one powerful army list, or he's a very fast learner.

                The Tumultuous Creed: Thousand Sons

                • Exalted Sorcerer, Force Stave, Inferno Bolt Pistol, Frag & Krak Grenades
                  Warlord: High Magister
                  Relic: Helm of the Third Eye
                  Prescience, Death Hex, Smite
                • Daemon Prince with wings, 2 x Malefic Talons
                  Gaze of Fate, Warptime, Smite
                • 6 x Rubric Marines, Force Stave, Warpflame Pistol, Inferno Boltguns
                  Weaver of Fates
                • 10 x Tzaangor, Tzaangor Blades, Brayhorn 
                • 10 x Chaos Cultists, Shotgun, Autoguns, Heavy Stubber
                • 5 x Scarab Occult Terminators Force Stave, Inferno Combi-Bolters, Power Swords, Soulreaper Cannon, Hellfyre Missile Rack
                  Glamour of Tzeentch
                • Defiler, Battle Cannon, Twin Lascannon, Defiler Scourge, Defiler Claws, Combi-bolter
                Points: 1000 | Battalion: 6 CPs

                Hive Fleet Ringer: Tyranids
                • Hive Tyrant with wings, Heavy venom cannon, Monstrous rending claws, Adrenal glands, Toxin sacs.
                  Smite, Catalyst
                  Warlord: Adaptive Biology
                  Relic: Miasma Cannon
                • Neurothrope, teeth and claws
                  Smite, Onslaught
                • 12 x Genestealers, Rending Claws
                • 12 x Genestealers, Rending Claws 3 x Acid maws
                • 4 x Tyranid Warriors, adrenal glands, 3 x bone swords & deathspitters, 1 x Venom Cannon & Rending Claws
                • 3 x Venomthropes
                • Tyrannofex, Acid Spray, Stinger Salvo, adrenal glands and toxin sacs
                Points: 1000 | Battalion: 6 CPs | Hive Fleet Kraken

                Game 2: Deadlock

                We're playing Deadlock, which means six objectives to start with, counting down per turn, so this could be a potential cricket score of victory points.

                Bubonicus picks the deployment zones this time, and unsurprisingly for a fast-moving combat army, picks Search and Destroy - opposing quarters, with the narrowest gap between us.

                He deploys his Hive Tyrant into deep strike, and the rest of the army at the edge of deployment: genestealers on either flank; Warriors and Venomthropes down the centre, Neurothrope and Tyrannofex at the rear.

                All of them pawing the snowy ground with the claws, ready to unleash the bowel-loosening terror that is Hive Fleet Kraken's movement phase.

                Image may be NSFW.
                Clik here to view.
                Warhammer 40k battle report - Maelstrom of War - Deadlock - 1000 points - Thousand Sons vs Tyranids, Hive Fleet Kraken.


                For my part, I aim to get the most use from the corner of my deployment and stuff all my big hitters at the back.

                The Rubrics go slightly forward to camp on an objective, and the Cultists assume their usual meat screen in front of the Defiler.

                The Terminators and Tzaangor go into deep strike - I'm sticking with this tactic every game to see how it plays out. And also, in this case, I'm really scared to put anything on the board.

                Image may be NSFW.
                Clik here to view.
                Warhammer 40k battle report - Maelstrom of War - Deadlock - 1000 points - Thousand Sons vs Tyranids, Hive Fleet Kraken.


                Hive Fleet Kraken went first, as you would expect, and their first objective was to get out of their deployment zone. No easy task for an army with such a large footprint, but the green gribblies had no trouble and raced out of their own quarter, coming at me with an alacrity I found disturbing.

                Bubonicus then decided to double-down and drop his Flying Hive Tyrant right next me my Deamon Prince and charge in - mercifully, he failed the charge and with minimal shooting and no other charges to make, it was my turn to answer.

                I responded with a corker of a first round: about half my objectives were achievable (the other half was to take objectives in his deployment zone, so not great) and I cast everything I wanted in the Psychic phase (I find that the outcome of the Psychic phase tends to indicate how my turn will go).

                Everything else then opened up on the Hive Tyrant, knocking a number of wounds off him (the Cultist champion even wounded him with a shotgun - the weapon of choice for killing xenos - before Bubonicus spent a command point to avoid the ignominy).

                Then both Defiler and Deamon Prince charged into the Hive Tyrant. The Daemon Prince did so well that the Defiler barely had to raise a tentacle to clobber the enemy warlord, securing me First Blood and Slay the Warlord in a single stroke.

                I still had both my units in deep strike (I was trying to exercise patience, and there was nowhere safe to drop them in), and had taken the lead. But in the following turn, I was going to have to weather an avalanche of claws.

                Image may be NSFW.
                Clik here to view.
                Warhammer 40k battle report - Maelstrom of War - Deadlock - 1000 points - Thousand Sons vs Tyranids, Hive Fleet Kraken.


                Sure enough, the Tyranids responded by charging my Defiler with the left flank Genestealers and the Rubric Marines with the Tyrannofex and right flank Genestealers. The Rubrics put up a fight (mostly because the alley was too narrow to squeeze in all the attacks), but in the end, all but the Aspiring Sorcerer were wiped out. The Defiler also took something of a hiding, though he squashed about half the Genestealers in reply.

                Crucially, Bubonicus was looking for objective points, and had to pull back his Neurothrope to take an objective in the back field - his army had advanced so fast, that was all he had in reserve.

                In my turn, I decided to take advantage of this - my objectives were to clear the centre and kill a psyker - so I dropped in the Terminators to hose down the Venomthropes in the middle and Tzaangor to ambush the Neurothrope at the back.

                I held the Defiler in combat, since he was pretty much surrounded anyway, disengaged with the Aspiring Sorcerer, and pulled back with the Cultists, and Exalted Sorcerer. Having more mobility, the Daemon Prince was able to fly out of my deployment area (aka the kill zone) and threaten the centre.

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                Clik here to view.
                Warhammer 40k battle report - Maelstrom of War - Deadlock - 1000 points - Thousand Sons vs Tyranids, Hive Fleet Kraken.


                The Tzaangor made their charge into the Neurothrope - they're particularly suited to killing characters (which makes them lovely webway ambushers), but with 21 attacks anyway, not even the Neurothrope's 3++ save was going to last and it gets murdered by the beastmen.

                The Terminators enjoyed the advantage of bring dropped in a position where they weren't about to be immediately counter-charged (maybe I'm learning) and hosed down the Venomthropes. Only one remained for the Daemon Prince to charge in and finish off.

                Image may be NSFW.
                Clik here to view.
                Warhammer 40k battle report - Maelstrom of War - Deadlock - 1000 points - Thousand Sons vs Tyranids, Hive Fleet Kraken.


                Elsewhere, the push between the Defilers and Genestealers continued - with their numbers denuded, the Genestealers weren't so effective in combat anymore, and I was optimistic about seeing this one out.

                That changed with Bubonicus' third turn, and another round of counter-charges: right flank Genestealers into the Aspiring Sorcerer, Cultists, and Exalted Sorcerer. Tyranid Warriors against the Deamon Prince, and a clash of the titans as the Tyrannofex went straight into the Defiler.

                Image may be NSFW.
                Clik here to view.
                Warhammer 40k battle report - Maelstrom of War - Deadlock - 1000 points - Thousand Sons vs Tyranids, Hive Fleet Kraken.


                On the right flank, I had a decent round of decent Overwatch (thank you, handflamer), but even against five remaining Genestealers, none of my units were able to last in combat - with the exception of the brave shotgun Cultist, who wisely fled.

                In the centre, the Daemon Prince weathered the Tyranid Warrior attacks, then proceeded to fell a couple of them in return, looking comfortable for the next bout.

                In the big match, the Tyrannofex takes the Defiler down to his last few wounds, but the Daemon Engine then shows what is it really capable of against high-toughness, multi-wound monsters, and punches the Tyrannofex down to half wounds. The remaining Genestealer attacks finally brought the Defiler down, but he'd put in a good shift.

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                Warhammer 40k battle report - Maelstrom of War - Deadlock - 1000 points - Thousand Sons vs Tyranids, Hive Fleet Kraken.


                By my third turn, we'd essentially swapped deployment zones. The Daemon Prince, Tzaangor and Terminators were all in the centre, facing two depleted units of Genestealers and a wounded Tyrannofex. There were also the half-strength Tyranid Warriors, but they were all gunned down in the subsequent shooting phase.

                I'm way ahead on victory points now (those objectives that were in his backline are now paying off), and with no way for the Tyranids to get back in the game, Bubonicus concedes the match.

                Final thoughts

                I win! This was especially surprising, considering the Tyranids were the unbeatable foe of this WoffBoot. The speed of Hive Fleet Kraken is really unsettling, but being able to deepstrike two of my best units helped to offset that, giving myself mobility and the Tyranids fewer targets.

                My heavy hitters performed well - both the Defiler and Daemon Prince doing good service in tying up or isolating and destroying the enemy units. And the Psychic Phase was kind to me, which meant I could bring all the toys of the Thousand Sons into play.

                But I was a lot happier with the way the army worked this time, and a good thing - my next battle is Daemons of Nurgle, led by a Great Unclean One!

                Woffböot XII: The Home Advantage



                Yes! Playing this year's tournament on home turf, the full pick of armies to hand, the terrible splendour of my icy bog terrain to bewilder and upset my opponents with whilst their puny southern constitutions struggled with the pure scandinavian cold. How could I possibly lose?

                Spoiler: I found a way.

                My army selection, an Imperial Soup made of Stormtrooper Scions and Inquisitors, is listed elsewhere. I'm sure it could have been bulkier and tougher, but I wanted the double detachment for the extra command points. That Tempestor Prime could recycle and steal as well, so I could be hurling grenades and shouting Vengeance for Cadia all game long!

                In general, the plan was to keep the big unit back along with the Tauroxes, then deep strike the smaller infantry units in to pick off isolated units or grab objectives. The Inquisitors could fly about in the Valkyrie and try and hack up commanders or beat up fire support as needed.

                Would that I had written this plan down somewhere and attempted to stick to it. In practice, it all went a bit south...


                Vs Tyranids



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                Image result for 40k movie posters

                First up, I'd nobly allowed General Bubonicus, this year's GuestBooter, first pick of the home armies. Wisely, he took the Tyranids, and that seemed to be about half the battle.

                Hive Fleet Kraken really moves like the clappers. I'd deployed mostly down one side, leaving a lone inquisitor and his warband to hold the other side. The Tyranids had enough to swamp both sides comfortably. Turn one saw the left flank immediately struggle with a first turn charge by Genestealers and the Tyrant, who flapped down from on high to assault the Gatling Taurox, shrugging off the enormous weight of firepower I could hurl out with the Defensive Gunners strategem.

                After that, I never really recovered. My first turn shooting was a massive whiff, merely scraping the Tyrant a bit more and merely taking down a pitiful handful of Genestealers. Bubonicus was on fire with his dodge saves, and really I had nowhere to run. The Tyrant ate the Valkyrie, the Inquisitors fought themselves to a stand-still, knee-deep in 'Stealers, and I got tabled straight off the corners of my own deployment zone by the end of the fourth turn.

                The best moment was the help I got from my daughter, who was watching one of the last rounds. Attempting to wipe out the Tyranid Warriors with short range plasma fire, I declared overcharge and offered her the four dice. She got four ones, so looks like she's inherited my dice genes.

                The speed and fury of the Tyranids was pretty impressive. I'll bear them in mind next time I'm collecting an army.


                Vs Nurgle Daemons




                From this, I went straight up against General Kas's Plaguebearer swarm. I've faced them before, or a similar list at least, but that was as the much shootier T'au. Could my white van man pack take down a Great Unclean One?

                The battlefield here featured the big frozen castle. I got first turn and slapped my general along with the big scions unit down in the middle, holding an objective and relying on the speedbump of the big walls to give me a couple of turns to thin the daemon hoard out. At the same time, I sent the melta squad after the Daemon Prince, holding back with tanks and Valkyrie to start bleeding the Great Unclean One.

                Alas, this latter blob was deploying from the warp, and popped in a turn later to try and charge the gatling Taurox. Vengeance for Cadia! I yelled, along with Defensive Gunners! And despite being better against infantry, the little van who could picked five wounds off the big-bellied baddie. Who then failed his charge, so that was nice.

                Alas, at the same time my defensive position in the centre got overwhelmed. I'd underestimated the speed of the boosted Plaguebearers, and they rerolled their charge into my men. Who held, but barely. The Valkyrie was being eyed up by the Daemon Prince, who was at least already hurt from the melta squad, and I started thinking about rapid reployment.

                The battle in the middle obviously went in favour of the tough daemons, but it left them rather alone. I'd scuttled off to the corners of the field with what I had left, and spent the rest of the game firing when I could see the yellows of their eyes.

                The Daemon Prince got sniped by more Defensive Vengeance for Cadia fun, and the Great Unclean One got so beaten up in close combat by a cooperative charge from all my psykers that it got stressed, rolled Perils of the Warp when it tried to regenerate, and exploded, killing two of my chaps in the process! But this left me with precious little against a huge and virtually impregnable Daemon unit bunkered down in the middle, whilst also being behind on Victory Points. We called it after turn 5 - daylight was short, and I was very unlikely to table my way to a win at this stage.



                Vs Death Guard




                Amidst the twists and turns of the ruined streets table, I faced the Death Guard with the Deadlock mission. This was going to be a bugger - from turn three onwards, all strategem costs would double, and my shooting was pretty reliant on these for max effectiveness. At least General Leofa would have the same problem.

                Luck kicked me in the nuts early, handing Leofa a big score of fairly easy VPs in turn one, including a massive 4 VPs for seizing an empty objective with his deep striking general. At least this left him isolated and alone on one flank, where he proved too slow to do much else. At the same time, I could only score from stuff already underneath huge, bubonic piles of zombie infantry.

                 Elsewhere, I castled the big squad into the centre via the Valkyrie, picked off a Plague Marine squad with Inquisitors and plasma fire and then got into scrappy firefights with the Nurgle light vehicles.

                True to their nature, the Death Guard were relentless and slow. By the end of turn three, we were already over time. Both our armies were fairly scuffed, although neither had taken anything that could be called a lethal blow, but we were playing 14 VPs to my 3, after all my objectives had been either out of reach or swarmed by Pox Walkers. Outside chance? I might have tabled them, I still had the big gun squad, the Valkyrie and both Inquisitors. But I'd lost the Tempestor to sniper drool from some hideous pus cannon and my Tauroxes had been eaten by the Blighthauler, so killing everything would have been a miracle.

                Once again, I declared. I'd have liked to fight this one out, it would have been interesting, but there simply wasn't time if I wanted to get my last battle in. Picking off the rest of that disgustingly resilient army would have been an impressive feat! And as ever, Leofa's cautious care had put him in a strong position with good battlefield control that had put him so far ahead on VPs.


                Vs Thousand Sons



                Now, here was the cliffhanger. I knew I was going to come last by this point, nobody else had been able to match my flawless record of loss.

                So the last match, as far as we reckoned it at that time, was going to decide who would win the tourney. Because if Stylus's Tzeentchians beat me, he'd have the points and victories for overall triumph. If I beat him, the Tyranids would take it, and seeing as I was secretly rooting for them all along, I quite wanted to see that happen.

                So this was to be my last stand, my last hope for glory, my last best hope.

                Tune in to see how it went!

                WoffBoot XII: Nurgle Daemons vs Thousand Sons

                One victory, one loss, but now the match I was really dreading.


                Time to slay some daemons!


                I have a long and proud tradition of losing to Kasfunatu at the WoffBoot (the last time I beat him was 2012) and he wasn't pulling any punches this time around: a Great Unclean One, a Daemon Prince, a massive blob of Plaguebearers, buffed with two characters - there would be no easy kills there. Even the Nurgling swarms would be tough going with 16 wounds and essentially a 5+ rerollable invulnerable save.

                I've also switched tables, and am now playing on the one with the massive castle on a hill right in the centre. It was, by popular acclaim, the best bit of scenery in the tournament, but it's no good when you're counting on firepower to whittle down a purely-melee army.

                The Tumultuous Creed: Thousand Sons

                • Exalted Sorcerer, Force Stave, Inferno Bolt Pistol, Frag & Krak Grenades
                  Warlord: High Magister
                  Relic: Helm of the Third Eye
                  Prescience, Death Hex, Smite
                • Daemon Prince with wings, 2 x Malefic Talons
                  Gaze of Fate, Warptime, Smite
                • 6 x Rubric Marines, Force Stave, Warpflame Pistol, Inferno Boltguns
                  Weaver of Fates
                • 10 x Tzaangor, Tzaangor Blades, Brayhorn 
                • 10 x Chaos Cultists, Shotgun, Autoguns, Heavy Stubber
                • 5 x Scarab Occult Terminators Force Stave, Inferno Combi-Bolters, Power Swords, Soulreaper Cannon, Hellfyre Missile Rack
                  Glamour of Tzeentch
                • Defiler, Battle Cannon, Twin Lascannon, Defiler Scourge, Defiler Claws, Combi-bolter
                Points: 1000 | Battalion: 6 CPs


                Nice And Oozy Does It: Chaos Daemons of Nurgle

                • Great Unclean One, Plague flail, Attendant's claws and teeth
                  Fleshy Abundance, Stream of Corruption
                  Warlord: Impenetrable Hide
                  Relic: Bilesword
                • Daemon Prince with wings, 2 x Malefic Talons
                  Virulent Blessing
                • Poxbringer, Balesword,
                  Miasma of Pestilence
                • Spoilpox Scrivener, Corruption, Disgusting sneezes, Distended maw
                • 25 x Plaguebearers, Plaguesword, Daemonic Icon, Instrument of Chaos
                • 4 x Nurglings,  Diseased claws and teeth
                • 4 x Nurglings, Diseased claws and teeth
                  Points: 994 | Battalion + Auxiliary Support Detachment: 5 CPs

                  Game 3: Spoils of War

                  I'm already on the back foot here: Kasfunatu picked the Hammer & Anvil deployment and made sure he was on the end in easy reach of three objective markers. The then deployed a Nurgling swarm on top of a fourth. In a scenario where we can steal each other's seize objective cards, that could result in critical board control.

                  Continuing that theme, he spread his Plaguebearer horde over most of his backline, denying me a place to deepstrike and keeping a diseased toe on two objectives, then put his second swarm of Nurglings on another one, where I could barely see then, much less dislodge them. The boldest move was to blow almost all of his command points to put both Great Unclean One and Greater Daemon into the warp.

                  (interestingly, my Helm of the Third Eye only allows me to take Command Points when my model is on the table - and my Exalted Sorcerer hadn't been deployed when Kasfunatu spent his first two, but luckily I got one back when he was there for the second stratagem - the first time in a dozen rolls I'd managed a 5+)

                  By comparison, my deployment was quite tame: Terminators and Tzaangor into deepstrike, Rubrics and Cultists in the front line, Defiler on the backfield, trying to get as clear a line of fire as he could.

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                  Warhammer 40k battle report - Maelstrom of War - Spoils of War - 1000 points - Thousand Sons vs Daemons of Nurgle.


                  I do manage to get the first turn, which is a bonus even if I don't have much to do in it. I draw a seize objective card that Kasfunatu is sitting on, so I'm already down on points, and decide not to try anything too bold.

                  I send my infantry forward, just to try a few potshots at the Plaguebearers, and resolve to try and wipe out the foremost swarm of Nurglings, so I can at least free up one objective, or maybe get First Blood.

                  I enjoy a productive Psychic phase (one of many) then my entire line only blasts away one base of Nurglings. Abandoning previous caution, I send in my Daemon Prince to deal with them. He makes his charge easily, but though his claws scythe through them, even he can't wipe out the whole unit of those resilient buggers.

                  That's the end of my turn, and I'm now feeling that I've left one of my big hitters a weeny bit exposed.

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                  Warhammer 40k battle report - Maelstrom of War - Spoils of War - 1000 points - Thousand Sons vs Daemons of Nurgle.


                  Despite having good control of the board, Kasfunatu doesn't draw any of the relevant tactical cards. He goes bold in the movement phase: dropping in both his Daemon Prince and Great Unclean One to box in my own Daemon Prince.

                  I hold him off in the Psychic phase (my psyker rolls in this game were obscenely above-average) and with minimal shooting, we're off to the assaults.

                  Thankfully, the Great Unclean One fails his charge, so we're set for a Daemon Prince (Nurgle) vs Daemon Prince (Tzeentch) ... with a few Nurglings cheering from the sidelines.

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                  Warhammer 40k battle report - Maelstrom of War - Spoils of War - 1000 points - Thousand Sons vs Daemons of Nurgle.


                  In the clash of rival gods, it turns out to be honours even - between my superior invulnerable save and his disgusting resilience, neither deamon can slay the other and we each deal four wounds.

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                  Warhammer 40k battle report - Maelstrom of War - Spoils of War - 1000 points - Thousand Sons vs Daemons of Nurgle.


                  Breathing a sigh of relief, I flap my Daemon Prince out of combat as soon as I can, then let forth with another stellar round of psychic powers - the crucial one being the invulnerable-denying Death Hex (fighting daemons was the whole reason I brought this spell).

                  With my gunline buffed and the Daemon Prince of Nurgle weakened, I open up with all my guns and take out my opposite number. It takes everything I have to bring down the Daemon Prince's last four wounds - I don't even have enough dakka to pick off the last Nurglings.

                  I've yet to get any kind of start in the victory points (high command keeps telling me to go upfield and take objectives off the Plaguebearers), but that scores me First Blood, and a not-too happy Kasfunatu.

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                  Warhammer 40k battle report - Maelstrom of War - Spoils of War - 1000 points - Thousand Sons vs Daemons of Nurgle.


                  In his second turn, the Plaguebearers keep their backline formation (I have no current idea how to shift them) and sends forward the Great Unclean One, heading for my wounded Deamon Prince. In the psychic phase, I lose a couple of Cultists to Stream of Corruption, but manage to deny his Smite.

                  It's the assault phase where my luck really holds up - the Great Unclean One fails his charge again, and Kasfunatu is all out of command points. That buys me another turn, and whatever the cards say, my job is clear.

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                  Warhammer 40k battle report - Maelstrom of War - Spoils of War - 1000 points - Thousand Sons vs Daemons of Nurgle.


                  It's my third turn, so I have to deploy my deepstrikers. The Terminators go on top of the castle, which seems a nice vantage point for their infernal stormbolters. The Tzaangor get as close as they can to the Great Unclean One (which is still at extreme charge range, because those damn Nurglings are still on the objective).

                  But the real movement is the Defiler, who scuttles forward to face off against the greater daemon. Kasfunatu is rightly worried about me casting Death Hex on his big asset, which effectively leaves me with a free hand to cast everything else to buff the Defiler: Prescience, Weaver of Fate - I even throw in Warptime to ensure I can't fail the charge. And when it comes to the only roll I wanted - I get a miserable fail for Death Hex. I contemplate using a re-roll, but the result was so bad, I reckon I'll need it to survive combat.

                  The shooting works out pretty well. As predicted, everything and everyone shoots the Great Unclean One, knocking it down a couple of wounds (even the Exalted Sorcerer took off one with his bolt pistol). And then it's off to the assault - and as fate would have it, my Defiler rolls terribly for his charge. It turns out that Warptime was the critical power to cast after all, because I wouldn't be in combat without it.

                  Things continue my way when the Tzaangor roll just high enough to multi-charge the Nurglings, and then have enough for half their number to pile into the Great Unclean One. After their assassination success against the Neurothrope, they're clearly getting ambitious.

                  Combat is punctuated by gasps of horror from Kasfunatu as he realises that, though a Defiler may resemble the daemons' Soulgrinder, it's a lot more formidable in close-combat, especially when buffed with spells and Daemonforged stratagems. The wounds start spilling out of the Great Unclean One, and when the Tzaangor take a turn, he's only got a few left.

                  (it's just occurred to me that the same situation happened in our Age of Sigmar game last WoffBoot - when a flock of Tzaangor just needed to pip a few wounds off his unkillable behemoth, but failed to do so)

                  I'm readying my stratagem that allows Tzaangor to fight all over again, but there's no need - they chop down the last few wounds and the Great Unclean One falls in a pestilential heap. That stubborn base of Nurglings is also stomped into the ground, and with Slay the Warlord, I have what appears to be an unassailable advantage in the game.

                  (current kill tally: Great Unclean One, Daemon Prince, four Nurgling Swarms vs one Cultist)

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                  Warhammer 40k battle report - Maelstrom of War - Spoils of War - 1000 points - Thousand Sons vs Daemons of Nurgle.


                  Sportingly, Kasfunatu keeps his gloves up and continues the fight, though he's lost much of his mobile elements, there's not much to do but consolidate the Plaguebearers around the central objective and hope to clock up some victory points that the cards just aren't providing.

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                  Warhammer 40k battle report - Maelstrom of War - Spoils of War - 1000 points - Thousand Sons vs Daemons of Nurgle.


                  I'm still overly-cautious in my fourth turn, as I can scarcely believe my luck (it's usually at this stage I find a way to blow up my spellcaster). Nonetheless, the entire line advances around the central hill, led by the Tzaangor and Defiler, with supporting fire coming from the Terminators and Rubrics.

                  A good thing about the mass of Plaguebearers is that they're impossible to hide, and I shoot them to pieces before charging in to tear up the rest of them, losing a couple of Tzaangor, and take an objective from them, which shoots me ahead in the points.

                  Morale does for the rest of the daemons, leaving just two Plaguebearer characters who will not be long for this world. Kasfunatu concedes the game and five years of WoffBoots are avenged! 

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                  Warhammer 40k battle report - Maelstrom of War - Spoils of War - 1000 points - Thousand Sons vs Daemons of Nurgle.
                  My glorious dead.

                  Final thoughts

                  Gosh. That was about as comprehensive a tabling as I'm ever likely to inflict. I enjoyed a thick slice of luck in the game, compared to Kasfunatu's desperately unlucky turns.

                  It's odd how the actual scenario didn't really come into effect (we both drew very few Seize Objective cards), but the use of tactical objectives was critical - Kasfunatu wasn't getting any joy from his strategy to dominate the field, so had to push for bolder strikes with his monsters.

                  I think deepstriking both Daemon Prince and Great Unclean One was a case of gamble big / lose big. Although I couldn't have wished for a better turn of events than those failed charges, which essentially allowed me direct the strength of my entire army against one element at a time - Daemon Prince, Great Unclean One, Plaguebearers - and destroy them in detail.

                  And for me, everything worked as it should: the Defiler finally realised its full potential (I'm clearly wasting it as a gun platform - that thing can destroy monsters), the Terminators found their perfect perch for shooting with impunity, the Tzaangor are great in close combat, and the Psychic phase kicked ass!

                  After years of finishing mid-table, now just one victory stands between me and the title ... and it's against my old sparring partner Kraken.

                  Death to the False Emperor!


                  WoffBoot XII: Militarum Tempestus vs Thousand Sons

                  Once a year, Kraken and I, Stylus, enjoy the novel experience of actually playing a game of Warhammer in the same room as each other.

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                  And yet I still have to Photoshop this.

                  Always a treat, but this time the stakes have never been higher: The Thousand Sons have one mutated hand on the WoffBoot trophy, and only the Militarum Tempestus can stop them!

                  Fight!


                  Kraken's Imperium boys have been taking a whuppin' so far in the tournament, but there are three good reasons why I'm taking nothing for granted:

                  1. Fate is fickle
                  2. I've used a very similar Tempestus list and murderated a Hive Fleet Kraken force
                  3. The last time Kraken fought my practice tournament list, he tabled me in three turns.

                  That said, my infernal bolters give me some of the best anti-infantry shots in the game (not counting that Gatling Taurox, *gulp*), so if I can find a way to deal with his vehicles, I should be able to mop up the squishy humans afterwards.

                  I'm also facing three psykers, so it shouldn't all be plain sailing for me in the Psychic phase either.

                  One things for certain, with 13 Command Points in the mix and both of us recycling, there should be stratagems aplenty.

                  The Tumultuous Creed: Thousand Sons

                  • Exalted Sorcerer, Force Stave, Inferno Bolt Pistol, Frag & Krak Grenades
                    Warlord: High Magister
                    Relic: Helm of the Third Eye
                    Prescience, Death Hex, Smite
                  • Daemon Prince with wings, 2 x Malefic Talons
                    Gaze of Fate, Warptime, Smite
                  • 6 x Rubric Marines, Force Stave, Warpflame Pistol, Inferno Boltguns
                    Weaver of Fates
                  • 10 x Tzaangor, Tzaangor Blades, Brayhorn 
                  • 10 x Chaos Cultists, Shotgun, Autoguns, Heavy Stubber
                  • 5 x Scarab Occult Terminators Force Stave, Inferno Combi-Bolters, Power Swords, Soulreaper Cannon, Hellfyre Missile Rack
                    Glamour of Tzeentch
                  • Defiler, Battle Cannon, Twin Lascannon, Defiler Scourge, Defiler Claws, Combi-bolter
                  Points: 1000 | Battalion: 6 CPs

                  For my part, I've had three good games that have taught me some of the limitations and strengths of my list. 

                  Firstly is that for a shooty list, it's not quite as shooty as I'd hoped. Yes, the tanks and Scions can shred unprotected troops, but only if they don't do sensible things like hide in cover or worship Nurgle. And the Thousand Sons are fairly impregnable against small arms fire, so it's going to take some determined shooting to shift them. The Tauroxes are also very frail, and need cover saves to help stay in the game. 

                  This means that I'm not quite as mobile as I'd hoped, unless I stick together. Deep striking is fine, but usually leaves those small ambush squads out by themselves, and they go down fast. Moving as one isn't a bad idea, the army hits very hard at short range, but it's a case of win the game immediately or die in the next turn at that distance, as everybody outclasses me in hand to hand. 

                  Third is that the Inquisitors are actually pretty dangerous in melee, coupled with their psychic powers. Not durable, but all the same, a force to be reckoned with. 

                  But can I put any of these lessons to good use?


                  9th Hagan Lampreys: Militarum Tempestus & Inquistion

                  • Tempestor Prime, command rod and chainsword,
                    Warlord: Grand Strategist
                    Relic: Kurov's Aquila
                  • Primaris Psyker, Force Stave
                    Nightshroud, Psychic Barrier, Smite
                  • 10 x Tempestus Scions, 4 x hotshot lasguns, 4 x hotshot volley guns, 1 x vox/laspistol, Tempestor with boltpistol and chainsword
                  • 5x Tempestus Scions, 1 x hotshot gun, 2 x plasma guns, 1 x vox/laspistol, Tempestor with power sword and plasma pistol
                  • 5 x Tempestus Scions, 1 x hotshot gun, 2 x melta guns, 1 x vox/laspistol, Tempestor with bolt pistol and chainsword
                  • Taurox Prime, twin autocannons, Taurox battle cannon
                  • Taurox Prime, twin hotshot volley guns, Taurox gatling gun
                  • Valkyrie, two heavy bolters, lascannon, two multiple rocket pods
                  ---
                  • Xenos Inquisitor, Inferno Pistol, Force Sword,
                    Smite, Terrify
                  • Malleus Inquisitor, Condemnor Boltgun, Power Sword
                    Smite, Dominate
                  • Xenos Acolytes, 1 with stormbolter and chainsword, 1 with laspistol and chainsword
                  • Malleus Acolyte with stormbolter and chainsword
                  • Daemonhost
                      Points: 1000 | Battalion + Vanguard: 7 CPs  | Militarum Tempestus trait

                      Game 4: Tactical Escalation

                      Escalation is an interesting one - more objectives generated as the turns go on, which suggests a late-game steal could be (literally) on the cards.

                      You also get bonus points for scoring objectives in your chosen category. Naturally, I chose the 'Thousand Sons' category - although I've only just broken the seal on my deck of objective cards, so I have no idea what they will be. I bet they're all about casting psychic powers, which I'm awesome at.

                      I went with 'Secure', as it's reasonably likely to turn up at some point. In my opponent's deployment zone, knowing my luck so far. 

                      Kraken wins the deployment and picks Hammer & Anvil. In a wild turnabout of deployment, I'm the one who goes with a refused flank (Defiler in the bottom-right corner, infantry surrounding it, Terminators and Tzaangor in deepstrike), while Kraken spreads his forces out across the board.

                      Well, not all the way across. The bulk of my forces went front and centre, ready to seize a handy turret in the middle for cover. But I did put the tanks on the wings, mostly to spread my presence across the field and make it harder for those rascally deep strikers to spoil my day. 

                      Only one melta squad going into deepstrike (wonder who they'll be gunning for), and by keeping all his transports empty, Kraken finishes deploying longer after me - which results in me taking the first turn.

                      Turn 1

                      We're off! I have that Valkyrie marked for death, so I waste no time in gunning for it. My Defiler holds steady while the rest of my infantry shuffle around and my Exalted Sorcerer edges into his glorious 24"Smite range.

                      Before that can happen, and despite past experience, I drop in my Occult Terminators directly in front of both Valkyrie and Battle Cannon Taurox. Kraken wastes no time in popping stratagems to take a shot at these cheeky deepstrikers and one of my Terminators is already down a wound.

                      I retaliate in the Psychic phase, throwing down all my usual buffs on the Defiler, then trying out a Smite on the Valkyrie, just to get the ball rolling before shooting starts. To my delight, a cast it with an 11, then score 6 whole wounds off it. Imperial Ingrid is not looking as impregnable as I once feared.

                      When the shooting starts, the Defiler then blasts away and takes the Valkyrie down to its last couple of wounds. I decide to split-fire with the Terminators (I never learn) and shoot up the Taurox, while sending a couple of Hellfyre missiles into the sky. By this point, I reckoned the Valkyrie would be so degraded, I could safely focus on bigger threats.

                      In rapid-fire range, with Veterans of the Long War in play, and good AP, I was expecting to do serious damage, but I roll horrendously and barely chip the paint. Conversely, my missiles perform excellently and bring down the Valkyrie! First blood to me and the unit I feared the most is off the board!

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                      Warhammer 40k battle report - Maelstrom of War - Tactical Escalation - 1000 points - Thousand Sons vs Militarum Tempestus.

                      However, I'm still peeved at not really harming that Taurox, so I declare a charge, reckoning my Power Swords ought to cleave through that armour. More stratagems, and I lose two Terminators to Overwatch before getting them to complete the charge with a command point re-roll.

                      Vengeance for Cadia! and Defensive Gunners! The twin rallying cries of the Militarum Tempestus!

                      In combat, I'm able to hack a few more wounds off the Taurox, but the Force Stave whiffs its attack, and that's what I really counting on to rack up damage. Not the best end to the turn, but at least it won't be firing next time.

                      I'm already feeling quite comfortable about the game - one and a half vehicles dealt with, and just some puny humans left to mop up.

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                      Warhammer 40k battle report - Maelstrom of War - Tactical Escalation - 1000 points - Thousand Sons vs Militarum Tempestus.



                      Well, as opening moments go, that could have been a lot worse. Losing the Valkyrie has at least preserved some of the rest of the troops. And the Terminators feel like a flop - they could easily have wiped out any of my infantry they chose to with that firepower. Wasting it on merely damaging the tank was foolish. 

                      The big infantry squad peg it into the tower, as the Gatling Taurox cautiously moves into cover on the right flank. The Battle Cannon nips out of combat and behind some ruins on the back line, and the plasma gunners line the balcony above the Terminators and bide their time. The Inquisition express an air of deep concern in these same Terminators, and all of them pop over to see what's happening. 

                      The Psychic phase is a blur of smites, most of which earth in the Scarabs, and then the shooting phase sees them plasma'd apart to the very last, thanks to the 'Bring It Down' order. Elsewhere I also nearly wipe out the Cultists with gatling spray, and even take down a couple of Rubrics with sheer weight of fire. I'm missing that battle cannon, though, and worried about the Defiler - those long range smites are a real problem!

                      Long term, though, I am most worried about Victory Points. My objectives drawn are typically poor, and I'm already a handful behind. But we're not done yet...


                      Turn 2

                      My poor Terminators - they really seem to operate best as flat-track bullies. They can gun down the weaker stuff, and act as a tactical surprise, but they do tend to crumple in a fair fight (it doesn't help that I keep rolling 1s for their armour saves).

                      But I'd written them off anyway, and I still think this Imperium force can be dealt with at range. Especially as my objectives are to just defend the one in front of my Defiler, or seize the one that's a leisurely stroll for my Rubrics.

                      So I just batten down in my deployment zone, and keep the Tzaangor in my pocket for another turn. I cast the usual round of Psychic buffs (no super-Smite this turn, sadly, but I do scratch the Gatling Taurox) and let my Defiler's guns go to work.

                      Unfortunately, I get a bit greedy with my targeting. Even with the Daemonforge stratagem in play, I would have needed a pretty good run of luck to take out both Taurox - but that doesn't stop me trying.

                      Through a combination of bad rolls and good armour saves, both armoured vehicles come through without a scratch. If I had targeted the one that didn't benefit from cover, I would have almost certainly seen a result - as it is, despite snagging a few Victory Points, I've essentially squandered a turn and handed the initiative back to Kraken.

                      Curse you, fate!

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                      Warhammer 40k battle report - Maelstrom of War - Tactical Escalation - 1000 points - Thousand Sons vs Militarum Tempestus.


                      Bunkering down is exactly what I hoped they'd do - if I got pounced on in my back line again, although I'm confident I'd deal with it, I'd have almost no board presence. With that in mind, it's time to drop the Melta Squad and see if I can't ambush the Defiler now that the Cultists are out of the way. 

                      The Inquisitors and their teams advance up the board, hugging cover but not really getting into range to threaten anything, so it's a quiet psychic phase. The Plasma squad follows them. 

                      Shooting goes well (mostly) - although the Melta squad fluff their rolls a bit, the Cannon Taurox gouges the Defiler for a goodly chunk of damage, and the Rubrics lose another pair of dusters, despite their cover. But I still haven't actually scored anything beyond a paltry one point for having functional psykers. At least there's not many of the enemy to actually get through! I could yet table my way to victory.


                      Turn 3

                      This is the turn where my Tzaangor have to deploy, and that suits me just fine, since there are three juicy Victory Points to be had in the middle of the table (Seize and Defend Objective 2) and I need some fast-moving objective-secured infantry to push the Imperium off.

                      So I drop the beastmen within minimum charge range of the plasma sqaud, and fly up the Daemon Prince for good measure.

                      All the usual goodness happens in the Psychic phase (there's nothing particularly dynamic to report when you're just gaining invulnerable saves, attack re-rolls, extra movement and a free re-roll for anything - but trust me, it really increases your effectiveness) and in the Shooting Phase, my Defiler learns his lesson, takes singular aim at the Battle Cannon Taurox and blows it away.

                      Multi-charges abound in the Assault Phase - the Deamon Prince hits the Scions, while the Tzaangor target the Inquisitor (making sure they leave enough of a trail back to the objective).

                      The result is a bloodbath, although the Daemon Prince actually leaves on Scion alive (surely so he can tell the tale of slaughter, not because my dice rolling sucked). The Tzaangor throw everything into the Inquisitor (continuing their glorious character-killing streak) and do so much damage that not even his Acolyte feels like jumping in the way of it.

                      So that's one point for the objective, and two more if I'm still claiming it next turn. I note with some concern that, in my rush to tear up the vile Imperials, I have put my Daemon Prince a lot closer to the enemy that anyone else ... hope that doesn't come back to bite me.

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                      Warhammer 40k battle report - Maelstrom of War - Tactical Escalation - 1000 points - Thousand Sons vs Militarum Tempestus.


                      Wretched mutations! Blasphemous Beasts! 

                      Well, this clearly can't stand. I pull the remaining acolyte and plasma sarge out of combat, as they'll only die otherwise. The remaining characters muster round the Daemon Prince in a formation the tactical manual calls 'Circle of Smite'. 

                      This pays dividends! Between Smites, Inferno Pistols and Storm Bolter fire, the Daemon Prince is left looking distinctly tatty. And better, with supporting fire from the tower and the remaining Taurox, the Beastmen are also in bits. When the close range mugging commences, it's a matter of moments to finish off the Daemon Prince with a combo of force weapons. The rest of the Beastmen ought to vanish under morale, I'm hoping. 

                      That lone Melta guy even manages to hurt the Defiler, although not for much. His team didn't do their job, exactly, but I can see Stylus stressing about them, so they've achieved something in terms of thorns in sides, I suppose.

                      In the Morale Phase, I have to spend my last two command points to ensure the surviving three Tzaangor don't scamper off on their bird-goat legs. That at least does get me the Victory Points for defending the objective, and I can't really begrudge the command points - I've been stealing so many from Kraken's stratagems, my six points have been used at least ten times.

                      Other than the wretched Defiler, there really isn't much left of the foe! Although I'm not in great shape either, and the VP gap is ever greater.


                      Turn 4

                      The objective cards are starting to make fun of me: I draw two Thousand Son-themed ones, which should be good for bonus points, but scoring them will be difficult. 

                      The first objective is to kill 9+ enemies - which was a lot easier last turn when there were plenty of Imperium footsloggers in the open. The second is to cast 2, 4 or 6 Psychic powers for 1, 2 or 3 points respectively. Ordinarily I could do this in my sleep, but with the Daemon Prince gone, I only just about to get the minimum number cast (I refuse to give up my more expensive spells in favour of spamming out stinky Smite - we have some pride in this Legion)

                      Other objective cards are nicer - I once again have to hold an objective in my own deployment zone, so what's left of the Rubric squad doesn't have to exert itself. The Defiler also auto-heals sufficiently to find its mark and tags the last melta Scion with bolter fire, before turning its big guns to tear apart the Gatling Taurox. Once again, it's proved itself the last big beast standing.

                      However, I'm still pushed back into my corner with just three Tzaangors as my advance force. I charge them into the assassination party that took down my Daemon Prince, they kill the Primaris Psyker, but the Acolte soaks the wounds done to the Xenos Inquisitor and they are cut down in return. 

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                      Warhammer 40k battle report - Maelstrom of War - Tactical Escalation - 1000 points - Thousand Sons vs Militarum Tempestus.


                      We're limping towards the foe, now. Without vehicle support, heading into the one-monster gunline that is the Defiler is certain death. All my remaining characters do this anyway, although I get shut down in the psychic phase thanks to the overwhelming number of enemy Deniers.

                      In shooting, I focus everything I have left on the Defiler, which is really just the four Hotshot Volley guns in the tower. A plink here, a plunk there - it's slow but steady work, and the king crab just needs one good push to tip it over the edge.

                      Time is against us here, however. There's a vital supply drop I can't miss coming up in about twenty minutes (I need to pick my girls up from daycare), and I'm so far behind on points that tabling is my only option for a win. Again! I nearly concede, but with superfast rolling and a total lack of careful thought about decisions, we pitch into the last round.


                      Turn 5

                      Quick decisions! Everybody hide!

                      That's pretty much my plan, as I find myself on far weaker tactical footing than I expected. Most of my assets are gone (even the Defiler's feeling the pain) and while I was dealing with the Scion vehicles, his infantry were gunning down most of my army.

                      I push my three remaining Rubric Marines into a ruin, then scamper my Warlord as far out of reach as he can manage, because I might just get tabled here.

                      What's left of my firepower blasts away at the big squad of Scions, but they're nestled in the ruined tower and aren't easy to shift.

                      All that remains now is to sit on my Victory Points and hope I've done enough.

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                      Warhammer 40k battle report - Maelstrom of War - Tactical Escalation - 1000 points - Thousand Sons vs Militarum Tempestus.


                      There's just one hope left - the wounded Xenos Inquisitor and his Force Sword. I pelt forward and ready him for a last-ditch charge. 

                      Not before smiting, of course! That sneaks through the wall of denial, and claims another wound off the spider tank. Of course, there's still Overwatch to survive.

                      The lascannon hits! I'm doomed. 

                      No, I only take a single wound, so he's somehow still standing. Then the battlecannon hits as well!

                      And again, it's just a single wound! Lurching and limping through the hail of fire, the Inquisitor makes a long-bomb charge through the snowy craters and starts hacking. 

                      Although he's a fierce hacker, he needs sixes against that armour. Against the odds, I get a hit through, and leave the Defiler on its last two wounds. That's all it needs, though, and it effortlessly picks the Inquisitor up in one claw and finally squishes him. 

                      There was some shooting in the background, I'm sure, but against that cinematic demise I can't quite recall what it achieved. Not much, I suspect, maybe a Rubric or a wound off the Defiler? Not enough, at any rate, and with my last valiant effort well and truly spent, the game is the Thousand Sons'.


                      Final thoughts

                      Wow! For a game that I thought was in the bag after the first turn, that became my closest game in the tournament! After the all-melee armies of Tyranids and Nurgle Daemons, this army was a very different prospect and I may have struggled to switch gears to deal with it.

                      Fortunately the objective cards were with me, and allowed me to sit on a big stash of victory while Kraken was forced to chase the game. A 6th or 7th turn would have been interesting. I think I would still have won, but it may have come down to my warlord cowering in cover as the rest of my army got shot away (not the first time I've taken that path to victory).

                      Given that this turned into a shooting match, the strongest suit of my army, I was disappointed I didn't manage to swing it! The objectives were against me, though, and even if I'd grabbed a first turn with everyone inside vehicles, I think racing towards the foe would probably have played into their superior melee prowess.

                      Mind you, I was generally too keen to castle up with this lot. Playing them faster and looser, using the manouverability of vehicles to shift about - maybe that's where I was going wrong. Ah well - I shall consider my failure on the tree of woe, as is traditional for my people. Rest assured, however, you have not heard the last of the 9th Hagan Lampreys!

                      But I was happy with how the army did, and I've really enjoyed playing it. In my many unsuccessful test games, I've felt the need for a shooty, fighty daemon engine, and the Defiler has a strong case for MVP in most games. The Tzaangor have also won their way back into my affections - I think putting a unit into the webway is going to be a standard tactic from now on.

                      But the real star in my army has to be the Psychic Phase - when I had a good run of power, I did well in my games. When fate abandoned me, I started to struggle.

                      Well done lads, you did us proud back home.

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                      Warhammer 40k battle report - Maelstrom of War - Tactical Escalation - 1000 points - Thousand Sons vs Militarum Tempestus.


                      And best of all, I get my giant man-hands on the WoffBoot Cup!


                      Whereas I delight in retention of my own trophy of choice. 

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                      By the power of Greyspoon!

                      Trading Places: Thousand Sons vs Militarum Tempestus

                      Back to the Virtual, but you might recognise the combatants.


                      Yes, it's me, Kraken, but confusingly wearing the army of another (namely that of I, Stylus). After losing in straight sets all through the Woffboot, I wanted to give the Militarum Tempestus a final chance to prove that they don't suck, and that meant losing their greatest limiting factor - me!

                      Reversing Genotype!
                      It's All-Skype Fight Night!

                      Armies

                      Easy enough - it's exactly the same forces as the last battle report, only we've swapped generalship. Tonight, I command the Thousand Sons, fresh from their Woffboot Victory, whilst Stylus takes control of the Scions. 

                      This should be an interesting challenge: in theory, I know the strengths and limitations of the Thousand Sons list. I also know what I was most afraid of in my opponents' armies at the Woffboot, which means I should know what to use. Also, if I lose, my real army will win, so how could I lose?

                      Sadly, the real army has gone home, so tonight the Stormtroopers are being proxied by a rotten selection of Primaris Marines and fantasy monsters.

                      The Tumultuous Creed: Thousand Sons

                      • Exalted Sorcerer, Force Stave, Inferno Bolt Pistol, Frag & Krak Grenades
                        Warlord: High Magister
                        Relic: Helm of the Third Eye
                        Prescience, Death Hex, Smite
                      • Daemon Prince with wings, 2 x Malefic Talons
                        Gaze of Fate, Warptime, Smite
                      • 6 x Rubric Marines, Force Stave, Warpflame Pistol, Inferno Boltguns
                        Weaver of Fates
                      • 10 x Tzaangor, Tzaangor Blades, Brayhorn 
                      • 10 x Chaos Cultists, Shotgun, Autoguns, Heavy Stubber
                      • 5 x Scarab Occult Terminators Force Stave, Inferno Combi-Bolters, Power Swords, Soulreaper Cannon, Hellfyre Missile Rack
                        Glamour of Tzeentch
                      • Defiler, Battle Cannon, Twin Lascannon, Defiler Scourge, Defiler Claws, Combi-bolter
                      Points: 1000 | Battalion: 6 CPs

                      9th Hagan Lampreys: Militarum Tempestus & Inquistion

                      • Tempestor Prime, command rod and chainsword,
                        Warlord: Grand Strategist
                        Relic: Kurov's Aquila
                      • Primaris Psyker, Force Stave
                        Nightshroud, Psychic Barrier, Smite
                      • 10 x Tempestus Scions, 4 x hotshot lasguns, 4 x hotshot volley guns, 1 x vox/laspistol, Tempestor with boltpistol and chainsword
                      • 5x Tempestus Scions, 1 x hotshot gun, 2 x plasma guns, 1 x vox/laspistol, Tempestor with power sword and plasma pistol
                      • 5 x Tempestus Scions, 1 x hotshot gun, 2 x melta guns, 1 x vox/laspistol, Tempestor with bolt pistol and chainsword
                      • Taurox Prime, twin autocannons, Taurox battle cannon
                      • Taurox Prime, twin hotshot volley guns, Taurox gatling gun
                      • Valkyrie, two heavy bolters, lascannon, two multiple rocket pods
                      ---
                      • Xenos Inquisitor, Inferno Pistol, Force Sword,
                        Smite, Terrify
                      • Malleus Inquisitor, Condemnor Boltgun, Power Sword
                        Smite, Dominate
                      • Xenos Acolytes, 1 with stormbolter and chainsword, 1 with laspistol and chainsword
                      • Malleus Acolyte with stormbolter and chainsword
                      • Daemonhost
                          Points: 1000 | Battalion + Vanguard: 7 CPs  | Militarum Tempestus trait

                          Game 4: Race To Victory


                          Another new scenario from Chapter Approved, and I like this one: the game ends when one player achieves ten objectives (actual objectives, not victory points). 

                          You then count and compare victory points afterwards, but given there is an additional bonus for reaching ten objectives, it really is a race to the finish.

                          Terrain


                          My kitchen table is 6 feet long, but not quite 4 feet across. 6x3 might not be the traditional shape, but it's actually a good size for thousand point battles I find.


                          Scattered with snowy terrain, we've got another wintery ruined city to squabble over.

                          Deployment



                          Stylus 'wins' the roll-off for Objective placement. Nobody wants to win this, it means the other player gets to pick deployment zones, which most of us feel is a stronger advantage. We dutifully scatter vital strategic spots across the field, then I pick the short edges for our deployment so we're fighting across the longest possible distance. 

                          Both of us have shooty armies, so it probably helps us both, but it also means I can pick the end with the massive ruined castle on a hill, which I reckon will make a nice firebase. 

                          Once we're done, it looks like this:


                          The Scions are the bigger army, but Stylus has cannily stuffed all the transports full or kept people back in deep strike, so he finishes deployment first and then gets first turn. Off we go!

                          Scions Turn 1


                          And we're off! My first three orders are largely useless - seize two objectives that are far out of reach (one of which the enemy are camped upon) and kill a Psyker (they're plenty to choose from, but they don't go down easily).

                          I need to close up the shooting distance, even at the expense of accuracy, so all my vehicles speed downfield.

                          My only foot troops are the Tempestor Prime and Primaris Psyker (who both need to be on-field so I can capitalise on their abilities) and the Daemonhost (whom nobody will share a transport with) - they creep up behind the Taurox, using them for cover.


                          And then I notice the Daemon Prince has been left hanging on the extreme flank. I was always nervous about this happening to me, so I'm more than happy to exploit it. 

                          Down drop the plasma-armed Scions and with 'Vengeance For Cadia!' on their lips, they supercharge and let rip - taking the Daemon Prince down to his last wound!

                          (if I'd remembered the 'Storm Troopers' doctrine, I would have scored even more hits - but let's not get greedy, that was a very effective round of shooting and now that Deamon Prince is going to feel very skittish about Overwatch from anything).

                          The rest of my army then fails to do any meaningful damage to the Thousand Sons. That was disappointing from my big guns, and I now have to weather the counterstrike.

                          Thousand Sons Turn 1



                          Hmm - clearly leaving your Daemon Princes out to dry is a rookie error. The taste of plasma must be washed away with the taste of crunchy parachutist!

                          Luckily, I draw some good objectives. First is grab objective 5, handily already standing underneath my cultist squad. Next is objective 6, which I know the Scions are after too, right in the middle. And last is the psychic destruction of at least one unit. If only there was a small and fragile unit near my psykers, out there somewhere ready to be smitten.

                          Also, there are some tempting enemy leaders out there. So as the Rubrics stride up into the middle of the ruined castle, I drop the Terminators down on objective 6 and then the Tzaangor in behind the Scion characters, back in their own deployment zone. The Daemon Prince and Magister scoot confidently forward, ready to take out the Scion intruders.

                          The rest of the turn unwinds as planned - the Plasma Scions vanish in a hail of smites, the Defiler and Terminators nearly kill the Valkyrie, leaving it on three wounds, and the Tzaangor manage the long-bomb charge on to all three of the lone characters, murdering both Tempestor and Primaris Psyker, before lapping over on to the Gatling Taurox. Only the Daemonhost survives, clinging on by a thread.

                          How did I not see that I'd left my characters prey to the Tzaangor? I pulled that trick every battle!

                          This is a good turn for scoring! All three objectives, plus First Blood and Slay the Warlord, for 5 VPs. Good, but it's early days yet. 

                          Scions Turn 2


                          I'm already down a Psyker and my Warlord? Tempestor Prime, you can't die!

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                          Do Not Grieve

                          What's worse is that the Tzaangor have consolidated into my Gatling Taurox, shutting down its firepower while they try and steal the windscreen wipers. Even worse, that ruddy Daemonhost has stubbornly refused to die, and has been surrounded by beastmen, which means it can't fall back, so I can't even shoot the encroaching Tzaangor (so guess what armoured fighting vehicle they'll be tying up next turn?)

                          My new orders aren't helping me either: I have to seize the objective in my backline - the one currently behind a wall of Tzaangor. If my Daemonhost would oblige me by suddenly manifesting the ability to fly, it could both leave combat and get me a victory point. But the selfish bugger just heals all its wounds instead. I'm pretty sure that's a Tzeentch daemon in there.


                          Let's soldier on: I disembark my Inquisitor crews from the smoking Valkyrie and move them into charge range of the Scarab Occult Terminators. I pull the Gatling Taurox out of combat, after disembarking the Scion squad and moving them into rapid-fire range of the Scarab Occult.

                          My Battle Cannon Taurox stays put, now it has range on the Defiler. My Valkyrie stays put, so it can use a Jury Rig stratagem to nudge itself up an effectiveness bracket.

                          And for the final move: a surprise grav-chute assault worked well last time, and Kraken has doubled my choice of targets, so I drop in my Melta Squad on the flank, pretty much where the Plasma Squad met their end. I make landing so that the Melta operatives are closest to the Exalted Sorcerer, relying on small-arms to plink the Daemon Prince.

                          The shooting phase starts well - the Battle Cannon Taurax smashes a big chunk of wounds from the Defiler, and knocks a couple of Rubric Marines off the castle. Things go less well when I target the Scarab Occult with the Valkyrie, Scion squad and Inquisitor team: despite the buckets of dice I'm rolling, the cover save, All Is Dust rule, and Terminator armour mean that I'm needing Kraken to roll 1s, and he really doesn't want to. I think I may kill a single Terminator, and only after he'd been softened up by a Smite in the Psychic phase.

                          (I'm sure they die a lot easier when I play them - maybe I need to drop them in cover?)

                          But now for the main event: my Melta squad takes up the call of 'Vengeance For Cadia!' and shoots down the Daemon Prince with a hot-shot lasgun. The Exalted Sorcerer then takes two meltas to the face and suffers 11 wounds, which is almost enough to kill him three times over.

                          In the Assault Phase, the Inquisitor Squad charges into the Terminators. I hesitate about sending the Scions in against the Tzaangor, decide I have to chance it, but then fail the charge (they clearly knew better than me about their odds against Tzaangor).

                          In the Fight Phase, my Force Weapons fail against the Terminator armour, and I only do a wound. Although their Power Swords aren't much cop either, and they only take down an Acolyte.

                          Elsewhere, the Daemonhost kills a Tzaangor before being torn to pieces, which certainly saves him from the courts-martial I had planned.

                          For all that, it's been a pretty good turn - I score Witch Hunter and Slay the Warlord. Added to that, I've shot away both characters, which I know are crucial to Thousand Sons' effectiveness.

                          All I need now is some objectives I can score. My big worry is that Kraken will just pile on his lead and win the scenario.

                          Thousand Sons Turn 2



                          Right. Doubling down on my 'isolated character flank' strategy has not paid off, and if we've traded queens, so to speak, my army is definitely the worse off for the swap. 

                          The Defiler rumbles forward into cover, the cultists sweep right to bring guns to bear on the Melta troopers, and the Terminators stay locked in combat. The Rubrics shuffle about a bit, training guns on the melta guys as well.

                          Without my psychic powerhouses, the psychic phase is a bit weak, and I either fail rolls or get shut down, so no nice smiting of enemies or boosting of marines. Shooting is even worse! Damaged and reeling, the Defiler gets no hits at all, and the cultists and Rubrics between them can't even wipe out the melta scions. Both the specialists are left standing, which I suspect bodes ill. 

                          In combat, the gentle whiffing of rolls sees the Terminators just push ahead of the Inquisitors, but they can afford the damage more than I can. The Tzaangors make some nice paw prints in the back of the Gatling Taurox, but they aren't really designed to take out tanks, so it's not that surprising.

                          Kraken then helps me out by pointing out I can use the Fight to the Death stratagem, rolling morale on a D3 rather than  D6 for my truncated melta squad. Good thing too, as my sergeant was dead, and when I rolled a natural '5', it would have meant me losing my remaining two meltas. Instead, they remain to wreak mischief in the back line.

                          Objective-wise, I'm still well ahead. I score two points for holding three or more objectives (6, 1 and 3) but the rest aren't looking likely - I discard the option of advancing out of my deployment zone and all its lovely cover, and objective 4 is a bit of a stretch right now, but I'm stuck with it.

                          Scions Turn 3


                          It's a strange turn of events, but this battle feels as if it has gone from a potential drubbing for me, into back in the balance.

                          Although my orders don't agree: my new card is Regimental Pride, and asks me to use one of my characters (of which there are two) to kill an enemy one (of which there are none).


                          But at least I can now move away from the Tzaangor. This time, my Battle Cannon Taurox pulls away from the fray, the Gatling Taurox swings around for a better shot at the Defiler, and the Scion squad moves to hose down the beastmen. My two remaining Melta gunners move forward into range of the daemon engine, like the big bloody heroes they are.


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                          Big bloody heroes

                          I'm itching to get to shooting, but I'm glad I remembered the Psychic Phase, since my two Inquisitors team up to Smite the Scarab Occult back into dust. I even rolled boxcars for one result, but let the result stand, since I have more pressing need for Command Points and it was worth the backlash of a wound to wipe out the Terminators (it was the only way I was going to hurt them).

                          Shooting time! I'm torn about where to use Vengeance for Cadia, but decide it's best used in numbers, and give it to the Scion squad about the blast the Tzaangor. That may have been overkill, as all the blue beastman are dead before the Volley Guns have even got going. That's the second unit destroyed this turn!

                          The news gets better, as my two melta boys need no re-rolls to hit the Defiler twice, wound it twice and have Kraken fail his daemon saves. It's down to just three wounds when they're done!

                          The Valkyrie only contributes one more wound on the Defiler, but I have higher hopes for the volume of fire from the Gatling Taurox - so much so, that I split my fire, putting only the hot-shot volley guns into the deamon engine, while the Gatling cannon spits up at the entrenched Rubrics.

                          And it works! The Defiler is destroyed by volley gun fire, and I even knock off a Rubric Marine for good measure.

                          That's a lot of Thousand Sons assets lost this turn. I'm getting nowhere on objectives (though I do claim a point for the one taken off the Terminators), but my blood's up, and I reckon I might take victory the old fashioned way...

                          Thousand Sons Turn 3



                          Stylus! Give me back my legions!

                          Cultists and Rubrics left? That's not a lot. The Rubrics pull back, as do the Cultists, both to get out of the firing line and to concentrate firepower on those wretched Melta troopers. 

                          Even by focusing fire and charging, I somehow only kill one of them. Stylus saves the bugger by using a stratagem to half his morale test, and I can't even manage to finish them off! Aarrgh.

                          Correction - that was the stratagem I used last turn. I would never fail morale from taking just one causality, and certainly not with that big bloody hero with the Melta gun.


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                          Big bloody hero.

                          Scions Turn 4


                          We can draw a veil over what happened next. Suffice to say that I ignored whatever orders I was issued and moved my entire force into shooting range. My Melta Scion withdraws from combat so he can get his tea and medals.


                          Between psychic blasts and actual bullets, the handful of Rubrics and Cultists don't last very long and the field is ours!

                          Result: Tabled! Victory to the Tempestus Scions!


                          Back at HQ


                          Now, what exactly does this say about my generalship? I mean, other than what we already knew, that I'm consistently awful, despite the aid of my generally terrible luck.

                          The thing with elite armies like the Thousand Sons is that once you've taken a few key losses, their effectiveness tends to drop off a cliff. I felt I was able to chuck away grav-chute squads with impunity, and even bore the loss of my command section with no real damage done. 

                          Here, I got a really good starting turn with a decent draw of objectives. But I didn't have the staying power, and the daft mistake of leaving the generals out in the open to be murdered left me in a bad place. I couldn't buff the Defiler to make it effective, couldn't finish off the deadly vehicles and couldn't weather the firestorm coming back at me from the Tempestus guns. 

                          Use of strategems was a bit weak, too. Despite Stylus's suggestions, I didn't really use the ones that buff the Defiler from 'barely adequate' to 'capable killer'. Two rounds of whiffed shooting made it a total points sink, and it didn't ever get close to melee where it would have shone against the Tauroxes.

                          Agreed. Whenever the Defiler shone for me, it was because he was loaded with psychic buffs and stratagems. He's also a lot better in combat.

                          On the plus side, the Tempestus worked fantastically! I knew they could, and now I've isolated the problem (me) I have every confidence they'll do better in the future. They have some reinforcements in the painting queue as well, Ogryn Bodyguards for the Inquisitors that'll help them hit even harder in close combat.

                          I really enjoyed playing them! All the units seem expendable yet effective, which means you're not leaning too hard on any one element. When I finally get started with my Imperial Guard, I may find space for a couple of grav-chute shooters.

                          I think I was lucky with placement (or rather Kraken was helpful in placing my troops, as I was playing remotely). Being able to sneak into the sweet spot via grav-chute on two occasions was invaluable, and if the Tzaangors had been able to consolidate into both my Taurox' per turn, rather than just one, my firepower would have disappeared.

                          I think I also had the easier task: I've played Imperium a couple of times before, and it's always easier to learn with a shooting army. Whereas, as my my five defeats prior to the Woffboot will attest, Thousand Sons take a bit of getting used to.

                          All the same, I'm looking forward to taking the Tyranids out for another romp next. I hear good things about them...

                          Sounds like a challenge to me...

                          Death March



                          A new month. And where the hell is Spring? Why is it -10 outside? These would have been done last week, but you can't spray varnish outside in this weather. Intolerable.


                          Plaguebearers for the Death Guard, first off. Nice and quick, mostly done with washes, although the spots take a bit of time to get through.


                          They're a pretty decent paint, nothing too challenging but good results when they're done. That's always encouraging for foot sloggers. Just as well it was the Leofa minor swarm I was painting, not the serried ranks of Kas's plague cloud (which he has luckily done himself).


                          I like the musician best, with his elegant fingering and bone flutes. Nothing against the other two commanders, just that their death's heads were fiddly and annoying to paint, whereas the pipes were a swift set of drybrushes to do.



                          Leading this pack is a Herald, basically a slightly larger Plaguebearer with a swanky base to him. He's got a slightly brighter colour scheme to help him stand out, although he's taller and spikier as well. More of a booger green than the drab rank and file.


                          Painting Guide: -


                          • Skins - Death Guard Green spray undercoat, then Athonian Camoshade wash, Elysian Green and Nurgling Green drybrushes. A few got either a Zamesi Desert or Dryad Bark basecoat first, but the higher tones are the same. Harald the Herald got Death World Green with Athonian Camoshade, then Moot and Niblet Green drybrushes
                          • Intestines and Open Wounds - Screamer Pink, Druchii Violet, Kislev Flesh layer, BftBG and Nurgle's Rot finishing touches
                          • Antlers and Spines - Karak Stone, Seraphim Sepia wash, Ushabti Bone layer, Pallid Wychflesh drybrush. BftBG on the spines afterwards
                          • Spots - Either Screamer Pink or Averland Sunset with a dot of Carroberg Crimson wash over it, and then sometimes a highlight of Bad Moon Yellow or Rakarth Flesh
                          • Bells - Brass Scorpion, Nuln Oil
                          • Eyes - Black with a Pallid Wychflesh dot, except the guy with the fly head who has Incubi Darkness, Nuln Oil Gloss, Glistening Green highlight
                          • Blades - Skavenblight Dinge, Nuln Oil, Dawnstone and Praxeti White drybrushes, Nuln Oil Gloss to finish
                          • Bases - PVA, Sand, Dark ochre Weathering powder, a little Terminatus Stone drybrush and Nurgle's Rot blobs


                          More Daemons to come, but I needed to mix things up a bit with something else so I didn't get bored!


                          Spring Greens


                          Yeah, I don't know what I was thinking either. Trying to vary some mostly green footsoldiers with some other mostly green footsoldiers? Good job, Kraken.




                          More commissioned stuff for Leofa, this is a quick unit of Ork Slugga Boyz. Nice kit, although the torsos are a bit monopose and clunky. A few alternative angles for pistols and axes would have helped, I reckon, but that's nothing clippers couldn't fix. Solid, chunky and brutal otherwise, just what you want.


                          Painting greenskins always presents you with the challenge of picking the right green. There's plenty more to come for this army, a smallish one of about 500 points (pending new codex), and I want to mark the different squads with individual greens as much as I can. These came out nice, though, not too bright but not too drab either. I'd use this mix again (which is lucky, I've got plenty of Massive Darkness Orcs to get through later).


                          They don't have their own champion, per se, but this guy came out pretty well, so he's got a promotion to Acting Nob. Cue as many nob gags as you can come up with, obviously.


                          Painting Guide: -

                          Basecoat - Black

                          • Skin - Death World Green, Athonian Camoshade, Elysian Green layers, a tiny bit of Nurgling Green over the face and knuckles. Lips and scars picked out with Barbarian Flesh (from Army Painter)
                          • Black Leather - Nuln Oil, Skavenblight Dinge and Codex Grey layers, Longbeard Grey drybrush on the very edges only
                          • Blue Overalls - Macragge Blue, Drakenhof Nightshade, Altdorf Guard Blue layer, Etherium Blue Drybrush
                          • Khakis - Karak Stone, Agrax, Rakarth Flesh drybrush
                          • Metalllll - Leadbelcher, Nuln Oil, Agrax Earthshade, Runefang Silver notches and buckles, a few Brass Scorpion bits picked out here and there
                          • Teef - Ushabti Bone, Seraphim Sepia, Pallid Wychflesh highlight
                          • Facepaint and Glyphs - Pallid Wychflesh. For the facepaint, this was stippled on first with an old and knackered drybrush, then picked out with highlights afterwards
                          • Eyes - Mephiston Red, Troll Slayer Orange
                          • Bases - PVA and grit, Zamesi Desert once dry, then Tyrant Skull drybrush. I'd like to come back round and put a few tufts on these, but that will have to wait a bit until I can find the ones I want


                          Looking forward to the rest of these, I like a good space Ork.



                          Green Bunions


                          Still keeping it green.





                          Nurglings! Cute as buttons, the lot of them. General Leofa has thriftily put together what looks like a pack of three bases in such a way as to cover twice the ground. The kit usually has its wobbly stacks of grinning pusbags both wider and higher.


                          They still look great like this, though, lots of nice cartoony character. Bit of a faff doing the eyes and faces (so many! so small!) but worth it. They're all so cheerful!


                          Painting Guide:


                          • Basecoat - Death Guard Green, I think, but I redid half of them in Rakarth Flesh and then picked out odd nurglings in Rhinox Hide, Incubi Darkness or Forest Green
                          • Skin - A big old wash of Athonian Camoshade, supplemented with Bieltan Green or Agrax Earthshade in places, then drybrushed with either Elysian Green and Nurgling Green (for most of them) or Moot Green and Hiveworld Ash (for a few)
                          • Horns - Karak Stone
                          • Teeth - Nuln Oil, then Ushabti Bone
                          • Eyes - watered down Black, then a dot of Pallid Wychflesh
                          • Guts/Sores/Tongues, etc - Screamer Pink, Druchii Violet, Changeling Pink drybrush



                          Nearly done with the Nurgle commission now, just a handful of mounted stuff to finish, and it's all underway.

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