Showing posts with label Grey Knights. Show all posts
Showing posts with label Grey Knights. Show all posts

Wednesday, April 6, 2022

Allies of Inconvenience: Bonus- Post Adepticon Road Show

Join Evan and Chris for their on the road ramblings as they now return from Adepticon 2022! The last of our road show episodes, come along for our shenanigans as we generally goof around to pass the time and cover our amazing time at Adepticon 2022. As with all roadshows, this is unedited and will have background noise, but maybe you'll feel you are along for the ride on your commute!

Listen/Subscribe on any of the following platforms


Friday, July 30, 2021

Allies of Inconvenience: Episode 31- Drukhari, Grey Knight, Thousand Sons and Ramblings

Super delayed in publishing, recorded 2 months ago at time of publishing. Sorry, but still join us as Evan, Chris, Ian and Jason go over their recent hobby progress and then discuss their thoughts on Drukhari, what they wish to see in Grey Knight and Thousand Sons, a bit of a rant on Kruel Boyz, and other mad ramblings. 

Listen/Subscribe on any of the following platforms



00:00 Intro
04:00 Hobby Progress
35:57 Drukhari Discussion
57:55 GK and 1k Sons Discussion
 
Songs and Soundclips
Blue Mark- Atlan Urtag
Kaap mere- Bugotak
All Clips: Men In Black

Friday, January 22, 2021

Discordian's 2021 Hobby Plans

   

Discordian here, with a random list of things to work on to start the year off. And boy is it random.

Battlefleet Gothic

2 Cruisers

6 Escorts

2 Cruisers

6 Escorts


This one is and will be an easy one to finish, half of it I finished the first week of this year.

But last year I had a super awesome friend 3D print a Dark Eldar fleet from STL files.


I even made a couple of Dark Eldar Impalers from Dark Eldar Impalers

Aeronautica

2 Tigershark Bombers

2 TIgershark AX

6 Barracudas

Ground Assets?


This might take a little time because my tau scheme is mostly white...

and white sucks to paint.


Dark Eldar

7 Wyches

Archon

Beastmaster

1 Kheradruakh Conversion

3 more Grotesques?


I really liked the new Shadowstalkers and figured they'd make good Wych stand-ins.
Wanted to make better Archon to match my Mandrakes using this guy

I made these from those FW Daemons, I keep going back and forth on weather I want more


Tau

4 Gun Drones

2 Marker Drones

Shaper

5 Rail Rifle Pathfinder Squad

3 Tanks (Devilfish/Hammerhead)

2 Piranhas

2 Remoras

1 Tigershark Bomber

2 Baracudas


So a lot more of this unfortunately....
For my piranhas, because I hate the ski-doo look


Eldar

1 Dire Avenger

2 Jetbikes

1 Warlock

1 Wraithknight


Dire avenger was easy. Now mostly I just need to repaint a whole Wraithknight.....


Grey Knights

2 Twin Heavy Bolters


I already had two of these for razorbacks, but I have no idea what happened to them. So I have the hulls and the mounts all set, just need to paint some guns because I'm an idiot.


Harlequins

10 Troupe conversion models

3 Special Starweavers…..


I picked up a box of Nighthaunt Revenants last year, and built them up last year. Now I just need to paint them.

Friday, December 25, 2020

Imperial Armour Compendium Critical Review: Part 4- Grey Knights, Inqusition, Adeptus Mechanicus, Adeptus Custodes

A Continuation of our 11 part review of the Imperial Armour Compendium. This time we are diving into the Grey Knights, Inquisition, Ad Mech and Custodes portion of the book.

I am really trying to not be salty in this, and I am going to be as factual as possible but maintain a critical eye, the intent of which is to inform you and maybe, just maybe, let GW know we notice and care about this stuff. The details matter in an expensive hobby like this, and if it takes a small time blog to hold them accountable then so be it.

This review will be an in depth 11 part series, and I will update and link each successive article below, so keep checking back for updates.

  • Part 1- Book Overview
  • Part 2- Space Marines
  • Part 3- Astra Militarum
  • Part 4- Grey Knights, Inquisition, Adeptus Mechanicus, Adeptus Custodes
  • Part 5- Imperial Knights, Titan Legions, Chaos Knights and Chaos Titan Legions
  • Part 6- Chaos Space Marines, Death Guard, and Chaos Daemons
  • Part 7- Craftworlds and Drukhari
  • Part 8- Necrons and Orks
  • Part 9- T'au Empire and Tyranids
  • Part 10- Death Korps of Krieg Focused Discussion
  • Part 11- Forgeworld Warhammer Legends
Kicking off with Grey Knights and their TWO Datasheets. Of particular note, with the new FAQ, both these units no longer have Adeptus Astartes as a Keyword, but instead of Sanctic Astartes. Interesting indicator of things to come for Grey Knights, and definitely makes stratagems and keywords clearer in the future, closing opportunities for abuse. It is sad that the Doomglaive and the Vortimer Razorback are stuck in legends, but fortunately if you have these models they can still be used as a Venerable Dreadnought and a Razorback with Twin-Heavy Bolter (which isn't half bad as a support tank now). And I still find it incredibly odd that the only army with a full page of art in the whole book is Grey Knights. 
  1. Grey Knights Thunderhawk Gunship.  Same treatment as the Adeptus Astartes one. 710 MASSIVE points decrease and no Martial Legacy. Missing stats on the sheet for a bunch of base wargear. Have to refer to the codex for Airborne, Hard to Hit, Hover Jet and Supersonic. Attacks went from 6/4/3/2 to 6/D6/D3. Lost a point of BS at its highest bracket. Has a rule to specify you ALWAYS measure to the hull which is important after Aresgate in competitve 9th edition. Hellstrike battery got the same bonuses as on the Fire Raptor and Storm Eagle. Thunderhawk heavy cannon went from D6 damage to D3+2 and blast. The Turbo-laser Heavy 3 instead of D3 and gained a point of AP, but damage went to flat 6 instead of 2D6, and lost its ability to do D3 mortal wounds on a wound roll of 6. Lost its invulnerable save which is BIG IMO.  Cluster bombs did get alot better, procing on a 4+ instead of 5+ now, and up to 18 dice instead of 12 or 3D6 vs Vehicles/Monsters instead of 2D6.
  2. Land Raider Banisher. 70 point reduction. This used to be the Vortimer pattern land raider redeemer, but renamed for some unknown reason., my guess is to avoid any potential <Land Raider Redeemer> keyword abuse potential. Attacks on the lowest profile went from 1 to D3. The Flamestorm cannons did become incinerators, so that is a nice touch. But the Psycannons lost 2 shots, but went up to 2 damage. Considering that Heavy Bolters did too though, this isn't as amazing, but since they are still S7, they are more likely to wound. It is a nice improvement, but it is still a Land Raider in a world with Repulsors, so take that under advisement. 

Inquisition is next up with their two dataslates. Lok was never really a good competitive choice, but Rex had his uses, particularly in Custodes lists. He still has some play in him, but was needlessly nerfed IMO. 
  1. Inquisitor Solomon Lok- No points change. Frankly, with the number of things discontinued in Imperial Guard, I'm surprised he stayed around. For one, he is dead. He died in the Imperial Armour he showed up in. They try to make it seem like he may not be dead in his fluff blurb in the compedium, but he was last seen charging a Heirophant with a satchel of demo charges and no way off the planet so yeah... not sure there is a way out of that. Anyway he has no statline change, but his pistol gained a point of AP and his powersword is +1S, which makes him S4 in a T4 meta, so that is good. Unfortunately, he lost his 6+ to ignore wounds and in general isn't very useful as an inquisitor without Psychic powers. The model is cool, and I'd suggest just using it as a ordinary Xenos (or really any ordo) inquisitor.
  2. Lord Inquisitor Hector Rex- 10 point reduction. Lost a point of WS but gained an Attack and a Wound. Went from cast 2 powers and denying 3 to casting 2 denying 2. His storm shield got the same change all storms shields got, which given he is in terminator armour is mathematically better in most cases. His shield now also gives him a 5+ to ignore wounds, which makes it odd that they took it from Lok. His bolt pistol gained a point of AP and his custom sword, Arias, gained +1 S making him S5 in combat. It also wend from D3 damage to flat 2 damage, unfortunately it went from doing a mortal wound against Daemons for every successful hit to doing a mortal wound for every successful wound. Over all a Nerf, but still not a terrible choice at 100 points. 
Next Up Adeptus Mechanicus. Its a shame we will never get Fires of Cyraxus. Here was a chance to port in some of those amazing 30k models, even if they just gave them legends rules, but unfortunately nope. An interesting thing is that the Secutarii got the <TITAN LEGION> keyword as a faction keyword but unfortunately there is no detachment in the game that has a LoW and elites choices in it, and there are no specific benefits for that keyword and there are no HQ units that can take that keyword. Fortunately they kept their rule that they can be in a Ad Mech detachment without ruining the <FORGE WORLD> keyword of that detachment. It will be nice if in the future there are more expansive rules for <TITAN LEGION> and they can all together replace <FORGE WORLD> so you can have all the Ad Mech units in a real Secutarii army (and allow them to ride in any transport). It isn't totally useless though, as they can perform Heroic Interventions if they are within 6" of a friendly Titan of the same legion, and can move 6" if they do so. It is really a great addition. I would be worried about them not being able to keep up with a titan, but really titans stay still in 40k because their weapons have such great ranges. Keep them nearby to a titan to protect against things like Sanguinary Guard.
  1. Secutarii Hoplites- Previous Rules for them here from FW. 1 point increase per model, so 10 points more for the squad. Still a steal at 100 points with a 5+ Invuln and the mag inverter shields. Other than the mentioned heroic intervention and keyword changes above, not other difference. 
  2. Secutarii Peltasts- Previous Rules for them here from FW. No point changes. Lost the ignis blaze profile for their gun than gave them the ability to fire their weapons at targets out of line of sight, but both other profiles gained a point of S and the Flachette profile went from Rapid Fire 2 to Assault 3, but went down from 24" to 18". Still overall an improvement for their gun IMO. Not sure how much utility they bring to an Ad Mech army, but they definitely improved from what they were.
  3. Terrax-Pattern Termite- Same treatment as elsewhere. 44 point increase. Gained 4 wounds.  Attacks went from 6/D6/D3 to 3/D3/1, which is a big nerf for the Drill. Drill also lost its cascading mortal wounds and instead just went to D3+3 damage and D3+6 vs vehicles. This may be better, but its less flavorful IMO and is majorly offset by losing attacks. For some reason they finally included storm bolters here. Volkites gained 5" and they do mortals on a wound of 6. Heavy Flamer and melta cutter gained the game wide bonuses all flamers and meltas have been getting, but melta also went from heavy D6 to heavy 5 and gained 4" of range. So the drill got better at shooting, but worse at drilling, which seems to be the point. In the latest FAQ it also gained the ability to transport Secutarii units.
And finally Adeptus Custodes! The Forge World rules for 8th are all here and not in the previous Index. Really one of the only factions in the book that saw no nerfs, and maybe even improvements, over their previous rules.
  1. Custodian Guard w/ Adrasite/Pyrithite Spears. No points change for Adrasites, 5 point increase for Pyrithite. Really the only noticeable change is Pyrithite got the same melta changes (D6+2) all other melta has been getting in 9th. I haven't been seeing them used a lot in custodes lists, but really that comes down to Allarus and Dawneagles being better. However, I think some clever lists can really employ these guys and they have some more play in them in the 9th ed meta than they did in the 8th ed one.
  2. Sagittarum Custodians- No points change. Also no significant change. Only difference being the Bolt Volley went up 1 damage, following suite with heavy bolters. But the fact tables got smaller in 9th and improvements in terrain rules have really made these an amazing Troop choice for Custodes.
  3. Aquilon Custodians- 5 Point decrease for base wargear and Twin Adrathic destructor, but no points change if you run Talons and Firepikes. Infernus Firepikes went up to 15" from 12", gaining 3 like every flamer weapon in the game. While not as big a deal for them, since they were already over the 9" threshold for deepstrikes, 15" is impressive. Solerite power guantlets changed like all powerfists to flat 2 damage from D3.  Really the only problem with Aquilons is they aren't Allarus...
  4. Contemptor-Galatus and Achillus- 5 point reduction for the Galatus, no change for the Achillus. Gained an attack and a wound and gained Guardian Eternal like all SM dreads, reducing damage by 1 to a min of 1 for all attacks. The Galatus Warblade's shooting range increased 4 inches and the Achillus Dreadspear went to flat 3 damage for shooting, which is a big improvement from d3 Damage. The spear's melee profile also went to D3+3 from D6. The Achillus lost impaling lunge unfortunately, but the other gains it got outweigh that. While I like the improvements to the Galatus more, I feel the Achillus still has more use to a Custodes Army. It is just better at killing vehicles, where as the Galatus shines best against infatry, and Custodes already handle infantry superbly with every other unit. Deepstriking or outflanking a couple of Dreadnoughts though really can ruin your opponent's day.
  5. Agamatus Custodians- 5 point reduction per model for base wargear and adrathic devastator. 20 point reduction over all for the las-pulsar. Otherwise no changes. Really the only reason you don't see these in play is the fact Dawneagles are just cheaper, points and dollar wise. That and the Achillus can do the job of the Las-pulsars for less points with more damage reliability.
  6. Venatari Custodians- No points change. Only change is the lance went to flat 2 damage from D3 damage. But these are still Custodes with a 3+ save and Jetbikes still exist... sooo yeah. Cool models, not bad rules, just not the optimal pick. 
  7. Pallas-Grav Attack- 10 point reduction. In the past I didn't rate these all that well with the Caladius around, but with the way vehicles and cover work in 9th, they have more play in them and can really be a nuisance to your opponent and pair really well as support for Vertus Praetors.
  8. Telemon Heavy Dreadnought- No points change. Gained Guardian Eternal WHICH IS GREAT, especially when you consider the Leviathan lost a point of T. Its explosion also only does d3 mortals instead of d6. He is a very large investment still in a meta with more and better ways to deal with big vehicles,, which is why you see Contemptors popping up more, but this guy is still great and you will see Custodes players running them. 
  9. Caladius Grav Tank- No points change. Only change is the loss of gravitic backwash, which is really unfortunate, especially with the changes to overwatch in 9th edition. That and the point reduction on the Pallas really made 2 Pallas worth it sometimes compared to a Caladius. But these are still great tanks and still have their uses in the game IMO. Maybe not as the super stars they once were with all the improvements to melta and other anti-tank weapons, but still not a bad choice.
  10. Coronus Grav Carrier- 15 point decrease, no other changes. Its nice, but this is still an 18 wound model, which is a liability in 9th. And its a transport for a faction with jetbikes and a universal ability to deep strike. It just doesn't have great uses. Cool model. Great for Crusade and Narrative play. But just not something you will see much in match play. Never have and likely never will. 
  11. Orion Assault Dropship- No points change. Attacks nerfed like all the Astartes Aircraft down from 6/4/2 to 6/D6/D3. Otherwise no changes. When it comes down to it, this has the same downside of the Coronus- you are paying a lot for unnecessary transport capacity. 9th ed table are just too small to need it and you have so many ways to come onto the board now. What you really need is more firepower which leads to the... 
  12. Ares Gunship- Up 20 points. Same attack change as the Orion. The infernus firebomb also changed. You now roll 1 dice for each unit instead of 1d6 for each model in the unit up to 20 (or 3d6 for a vehicle and monster). It still is a 4+, but instead of 1 mortal wound it does D3. Big nerf against horde armies. An Ork mob of 20 boyz on average would have taken 10 mortals, and now suffers 2 mortals 50% of the time. Not really standing out to me as a FIREBOMB. The trade off is now it is each unit within 6" of the point you dropped it, but most of the time that is only 1 or 2 units, and against hordes, like those orks, you are still not going to average the same number of wounds. Weirdly, it really took a massive conflagration bomb and made it a great character sniping weapon, especially clustered support characters. Besides that though, this thing has some great uses in 9th BUT remember, anything that doesn't fit in the deployment zone (and this and the orion won't for some missions) can't do anything 1st turn. This will limit it in comp play, but it is still really good.
That is it for part 4. Sorry these are coming so slow. They take a bit to write, but I hope they are informative.

Friday, August 7, 2020

Non-Primarch Characters that need to make an appearance/come back in 9th

With 9th edition 40k, there will be a whole new round of codicies, which means an opportunity for more and new characters to join the fray. Below I've compiled a short list of some characters from the Lore and previous Codicies that currently have no representation in the game, but definitely deserve some IMO. 
  • Lord Commander Primus Eidolon- The leader of the remnants of the 3rd Legion. Assuming there will be a Codex Emperor's Children as some point, you'd have to have Eidolon as a counterpoint to Typhus and Ahriman in the DG and TS books. I also hope we will see a Codex World Eaters, but Kharn would be the biggest dog there, and he already exists. The Soul Severed though is also still out there, and having him at the head of an army of Noise Marines would just be great to see on the table.
  • Be'Lakor- The First Daemon Prince. Technically he currently, this guy needs to be redone and in a big way. IMO next Codex Chaos Daemons, he needs to be a LOW and Supreme Commander and just be baller. He looks cool, has an appearance in a fairly recent Black Library Audio featuring Ahriman that is worth checking out, and in general just belongs in the game. Added bonus- Triple Release him for 40k, Age of Sigmar and The Old World (once that releases). It just makes sense to have the OG be bigger in the game (and may or may not help maintain the Malal mythos)
  • Captain Alessio Cortez- Missing since Third Edition. This Crimson Fist Captain was the epitome of someone who looked like they've been through hell and came out stronger on the other side. Crimson Fists used to have a lot bigger presence in the Lore and Hobby than they do today. Sure they still have Pedro Kantor, but people used to collect them. They were on the cover of the codex even (yes, there was a time it wasn't Ultramarines). Bringing back this grizzled veteran and having him cross the Rubicon Primaris, and then giving him a model in his classic bad ass pose would really help sell this army again.
  • Dark Apostle Erebus- Voted most hated man in the Galaxy for Ten Thousands years consecutively. The First and Foremost among the Dark Apostle, this Word Bearer has had so much impact on the lore, it would be a shame to bring back Daemon Primarchs and not bring back the man who led them all astray. And while I mentioned in a previous post Kor Phaeron showing up and being a candidate for the supreme commander keyword, I think Erebus would be more celebrated and reviled by the fanbase, and has a greater potential for some cool rules.
  • Asdrubael Vect- How and why the Archon of the Kabal of the Black Heart is not in the game currently, I don't know. I get we went a decade or so at one point without an update to this army, and I can't figure out for the life of me why he didn't get a new model with any of their relaunches. Time to bring back the man with the most hated stratagem in the game.
  • Grand Master Vorth Mordrak- While Voldus is neat and all, he is a pretty lame replacement for someone who could literally summon Ghosts of his fallen GK brothers and take them into battle against Daemons. Seriously, if that isn't grim dark, I don't know what is. Be neat to see him and his incorporeal pals be put into the game like Celestine and her two Geminae. 
  • Chapter Master Tu'Shan- Why are there only Two Salamander Characters in the game? There needs to be more, so I start at the top. Tu'Shan is respected by all he meets and leads one of the most noble Space Marine Chapters there is. What else really needs to be said.
  • Angkhor Prok- The infamous kroot shaper. It would be great to see Kroot on the table more IMO. They have cool fluff and their primitive avian look is neat alongside the futuristic Tau, really highlighting how the Empire is more of a coalition of races. Giving the Kroot a Character again could go a long way to making them playable and interesting. Prok specifically is the one who brokered a deal with the Tau Empire though, so he may be dead at this point, but the idea is to at least get a kroot character back into the game.
  • Captain Uriel Ventris- If Captain Titus of the Space Marine video game can't actually exist, this is the closest we will get to him. Roboute has met him and was impressed by him. Have this modern day Aeonid Thiel offer up some interesting ways for Ultramarines to play on the table. Maybe even make him a dual character profile with Pasanius, his #2, who would be interesting with his Necrontyr right arm.
  • Doom of Malan'tai/Parasite of Mortex- Probably rename them with more generic names (like all the current bugs: Swarm Lord, Old One Eye, Red Terror, Death Leaper), but successors in Spirit. The psychic phase is a big part of the game, so having a bug that is just an absolute beast in that phase make sense. And as for the Parasite, no better reason than to come out with a winged warrior kit. 
  • Old Zogwort- The greatest Weirdboy to ever live. Seeing as there is no current Weirdboy Character, it might as well be him. No excuse at this point for one of the most psychically attuned races in the lore to not have a special character who excels in the psychic phase of the game. And by excel, I mean does completely powerful yet absolutely zany Ork things.
  • Moriar the Chosen/Cassor the Damned- I list both of these BAMFs, and while for personal reasons I prefer Moriar, I would honestly be happy if they just took a note from BA history and made a Death Company Dreadnought Character again. Heck, they could even make him a Redemptor Dread for all I care. It is just cool to have a member of the Death Company entombed and battling for eternity in a huge metal monster body.


And no list of characters returning would be complete without


This Slaaneshi Daemonprince of Metal and Mayhem may have been finally caught by Ko'Sarro Khan, but that does not mean they can't concoct a scenario in which he is freed and escapes to ride once more through the Warp, all shiny and chrome. Ever a true fan favorite, there is little reason to not make an awesome warp dust fueled combat monster on a motorcycle fueled by insanity.

Monday, March 23, 2020

BFG ASC 2.0 UPDATE- CHAOS COMPLETE! 90 VESSELS!

Well Adepticon getting canceled and the Stay the F indoors movement in full swing due to COVID-19 got me to do another massive update to the ASC 2.0.
Once more, it was nice to return to it after almost a year since the last draft. In that year, I stopped work not because of lack of interest, but just every other project got in the way and life in general. Editing a massive document is tedious at times.
That being said, I finally am at a place I can actually resume work, and I have a new draft up as a result. And with this draft I am happy to say CHAOS IS COMPLETE! YAY! We are up to 90 vessels with 12 added since the last revision (2 of which are SM vessels), 9 fleet lists (2 new SM ones) and the Navis Mercantilis custom transport creator! On top of that, I did a lot of formating to make all the Notes WAY EASIER TO READ and PRINT
What is the ASC 2.0 you ask? Well for those of you who play the community updated versions of BFG (ie BFG:R or XR) it is a comprehensive compendium of additional ships (thus ASC) to be used with these systems that are not in the "official" rules but are established in the fluff or other unnofficial sources (Warp Rift, Book of Nemesis). Additionally it covers many common conversions (or easy to convert) that just fit in the game. It is a completely fun and optional thing with great hobby opportunity, supporting the long tradition of BFG being the most open game and community to fan made rules. AND even if you don't play those versions of BFG, I have gone to great lengths to provide awesome artwork, accurate fluff and some neat designs, so it is worth checking out as a generic BFG resource anyway!
Pictured are screen shots of vessels from the latest draft. ENJOY! You can learn more of all of these projects, as well as find other resources for them here, just check the files section.
(it used to all be on the specialist arms forums. RIP sweet prince) AND as always, feed back is most welcome! Please be constructive with it though, and remember, these are extra ships for fun!

Monday, January 27, 2020

Allies of Inconvenience- Episode 24: Blood of Baal and Ritual of the Damned


Join us this month and Evan, Chris and Jason discuss their recent hobby progress and games played and then launch into reviews of the most recent Psychic Awakening Books- Blood of Baal and Ritual of the Damned- all containing 4 factions that we all collectively play!

00:00 Intro
01:52 Hobby Progress & Games Played
32:32 Blood of Baal Review
1:05:42 Ritual of the Damned Dark Angel Discussion
1:25:24 Ritual of the Damned Grey Knights Discussion

Songs and Soundclips
Blue Mark- Atlan Urtag
Kaap mere- Bugotak
Clip 1- Newline Cinema The Hobbit
Clip 2- Warhammer TV Pointy Aelves
Clip 3- Warhammer TV Ritual of the Damned
Clip 4- The Lord Inquisitor Grey Knight Teaser by Warpgazer/Erasmus Brosdau

Wednesday, May 1, 2019

Post Adepticon Breakdown Finale: 40k Team Tournament

Coming back to you with more Adepticon Coverage, this time the 40k Team Tourna,ment.

As always this is overall a great event. You meet some awesome teams, and if you do it a few times, you start to meet the same teams ever (two of the 5 teams we played against this year were teams we had faced at a previous Adepticon).

Now with our last minute change to EVERYTHING for the 40k team tournament, and one of our players as a result essentially being a 40k novice, we had a challenge ahead of us at the outset. However in the end we came in 47th out of 127 teams and had our best performance yet (overall and battlepoints). Placing above 63% of the competition IMO is excellent for bringing Blood Angels, Dark Angels and Grey Knights. Here are our lists.
Some other impressive rankings for us:
We were tied with 5 teams for 10th in appearance (which is nice since most of the models we had were just from our collection). Overall score considered, we would have been 18th in appearance.
We got 8 Line breakers, in a tie for 3rd for that with 9 other teams (8 teams had 9 LB and 1 had 10 LB). Overall score considered, we would have been 11th for Linebreaker.

Our performance listed below with some pictures
BA 1 will be Evan
BA2 will be Zach

For a detailed description of the rounds, skip to 23:07 of our Podcast coverage here or below

Round 1- W(GK &; DA), maxed /L (2 x BA), overall round win
Played against a mix of Guard and Admech vs a team we had played in the past

I completely forgot to take pictures of this round because it was just such a fun game against great guys. I will say though, whiffing with Captain Smash against a Castellan stinks.

Round 2- L (GK & BA2), Tabled /L (DA & BA1), did not 0 out
Played against Guard, Custodes and Blood Angels vs a team we had played in the past
I totally whiffed against the Custodes and only killed 1 bike with 1 wound left...

Round 3- W (GK & BA1)/W (DA & BA2), maxed
Played against Ultramarines, Orks, and Guard
The middle building made a great dice tray. Captain Slam finally performed and whacked a LR off the table like he was golfing this game.

Round 4- L/L (GK & BA2), Tabled/L (DA & BA1), did not 0 out]
Played against Daemons and CSM /DG/TSons representing the full Pantheon
This was the worst designed mission EVER. For some reason the team that got the split deployment zone AUTOMATICALLY went first. And then table quarters were controlled by models, not units, so our vehicle heavy lists did very poorly. Overall the mission made no sense.
This game Captain Slam managed to kill a GUO, but instead my siege dread whiffed against a Blood Thirster.
We actually killed more points of the enemy this game than they did of us, however, because of the mission design, we lost, but the differential was rather close.

Round 5- W/L (GK & BA1), maxed/L (DA & BA2), Tabled
Played against Ultramarines, Eldar and Necrons
This game was our most fun for all of us involved (even the DA and BA on the other table who got tabled). Since I've been reporting on Slam in all of these, this game he failed a charge, but survived getting charged by a Wraithseer and killed him for it.

And with that, here are some cool display boards from the event