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

Wednesday, September 11, 2024

Saskatoon Warhammer Store - First Anniversary Event!

Our local Warhammer Store is one year old! I have to admit, it's opening completely eluded me - and it wasn't even a mini-gaming friend that clued me into it's existence - it was a librarian that works at the nearby branch library!? I don't think I even first visited it until December...? Or January...!? (it was January, I checked...).

Since then I've made a LOT of trips out there to play Warhammer Underworlds (including my first Warhammer Underworlds tournament!) and more recently, Age of Sigmar (Spearhead)... and I probably would have made it to MORE if not for soaring temperatures and absolutely toxic air from wildfires a province (or two!) away this summer! 

The event started on Saturday (and goes on for a week). I'd originally planned to head out there on the weekend... but, after a week or two of reasonable temperatures, the daytime highs soared above 30°C again (it think it was 33 on Saturday and 32 on Sunday).. so that, and I figured the store would be a bit busy, I decided to wait until Wednesday to ride out there. 

One of the things going on was a mini game where you could bring ONE Warhammer 40K unit and set it up 12" away from a Imperial Knight Valiant... and see who could do the most damage or blow it up quickest before the Valiant took you down! 

I brought out my Shadowsword - which has not seen action for YEARS! 

Beforehand, I'd looked up and compared the current data sheets (as I have only played a handful of games of 10th edition and definitely have not used the Shadowsword in the last two editions, nor faced any knights!)...

The image above is ©2024 Games Workshop and used here without permission (but is from a PDF that can be downloaded for FREE from the Warhammer Community website!) 

I figured... If I got EXTREMELY lucky and got to make 4 shots with the Volcano Cannon (Attacks d3+1 and rolled a 3) and then had average or above average to hit rolls (BS 4+, so half hitting = 2 hits) AND wounded with them (Strength 24 versus Toughness 13, so on a 3+... It could happen) AND it failed both 5+ invulnerable saves - or 4+ if he used the Rotate Ion Shields strategem! (or I rolled a 6 to hit, because the Volcano cannon had DEVASTATING WOUNDS - critical hits are mortal wounds - versus vehicles!)... and didn't make any Feel No Pain 6+ rolls (or I managed to hit it with the Lascannons a few times... I MIGHT be able to take it out in the first round (the challengers get to shoot first!)... MAYBE... because if I didn't, I was pretty sure the Shadowsword would not survive a round of shooting from the Knight... 

Because the Knight Valliant is a BEAST!!

The image above is ©2024 Games Workshop and used here without permission (but is from a PDF that can be downloaded for FREE from the Warhammer Community website!) 

I don't think he was trying all that hard to WIN... We were each supposed to have a Command Point at the beginning of each turn...and for some reason he did NOT use the Rotate Ion Shields Strategem... 

Mind you, I completely forgot to use the Command Re-Roll Strategem for my shots with the Volcano Cannon... which might have changed things... 


Also I don't think he made use of the Feel No Pain 6+ from the Knights Indomitable Heroes rule... 

On round one I rolled a ONE for my attacks roll (D3+1) so I got two attacks with the Volcano Cannon. One missed, but the other was a critical hit! Dealing 12 Mortal Wounds! (Feel No Pain, statistically SHOULD have reduced that to 10). A single shot (of nine) from the Twin Heavy Bolters got through dealing two more damage (14 total) and a Lascannon hit and got through for... 5 more...? (19 total!) not enough to bring it down! 

A few shots got through against the Shadowsword, a few were actually saved and a total of two damage was dealt!? Somehow he totally MISSED with the Thundercoil Harpoon!?

On my second turn I got three attacks with the Volcano Cannon. Missed two, hit with one... which he saved against!? GAH!? Luckily I got a shot with the Twinned Heavy Bolters (+ 2 Damage = 21) and another Lascannon shot hit... and did just enough to finish it off!!

Like I said, if he was trying harder, it probably would have turned out entirely differently! But I'll take the wins where I can!! Ha! 

There was a second mini game that cold be played called Rat Race - which involved up to four Skaven racing to get some cheese!? I didn't end up playing that one.. 

I, of course, bought some stuff... 

I've bought a LOT of Games Workshop product this past year. Not a lot of it has been at the Warhammer Store... (I did buy the Hedonites of Slaanesh box there...) and was feeling a little bad about not supporting the store that I've actually played games at... So.... 

NONE of this was stuff I really needed AT ALL - at least, not right now! It's all stuff I'd been thinking about for a while, and figured I'd eventually get... but, like... NEXT YEAR!? 

There are a few things missing from the picture... Games Workshop doesn't do any sales... ever... but they do have promotional things available at certain times - like store anniversary events, so I thought I'd pick up enough stuff to get a few of the things.. I was a little worried that going on the Wednesday, they may have run out of the promotional items on the weekend... but as it turned out, NONE of that stuff is in stock DURING the event!? There's just a barcode that's scanned to add the things to the order and however many are required are shipped to the store AFTER the event to be picked up later?! 

So, in addition to the the Saviors of Cinderfall box and Sylvaneth Vanguard box, I bought Brakki of the Gilded Key - one of the two 2024 Store Anniversary Miniatures (an Auric Runesmiter - which is a playable archetype in Soulbound!). And all that got me three of the bonus things; a pait of pins (which I'm pretty "meh" about), a folding dice-rolling tray (which are always handy...) and a measuring guage (which also looked kind of handy!?) 

Wednesday, November 2, 2022

Epic 40K - MOAR Stuff

I've had a PILE of old "Epic" scale 40K miniatures on and around my workbench for the last month, and, occasionally, I've painted a few things, here and there... 

The main impetus was originally to have markers to show were units were in a Wrath & Glory Role-Playing campaign I was planning to run this fall - where all the players are members of an Astra Militarum Leman Russ tank crew... Unfortunately, we haven't really gotten past character creation, as I ended up being sick the one weekend we did have planned at the end of September... and then there were no days that would work in October... Maybe this month. Next weekend is looking like a possibility...?

Anyway, once I started working on Astra Miliatarun stuff and some opposing Orks... and I found out how quickly I could knock some of these things off... I just started digging out more and more of the stuff - with megalomaniac dreams of MASSIVE APOCALYPSE LEVEL conflicts!?

This is what I've finished up since I last posted about these in September... 

The new stuff... 

Or stuff that was on the workbench and was finished up. Technically, some of it isn't NEWly painted, I was just rebasing things to jive more with the numbers that are allowed in units in the most recent Apocalypse rules... 


Astra Militarum

Leviathan Command Vehicle

This is the only Astra Militarun stuff I finished up. I'm not entirely sure if I'll pretend the Leviathan is something that exists (perhaps a Stormlord...? With extra sponsons...? And pretend that giant gun just fires case shot and effectively works like a vulcan mega-bolter...?) or just make up some rules for it...?

I do have a second company of Leman Russ tanks on the workbench - along with a few support vehicles (self-propelled artillery, mostly) 

Here are all the Astra Militarum items I have painted so far. 

In addition to the aforementioned partly finished second company of Leman Russ tanks and assorted support vehicles.... I also have about two more platoons of Infantry (to finish up a company) and a Mortar Squad and a couple of Special Weapons Squads (Snipers) 

CHAOS

More new things - a few Khorne Chaos things... A Skullmaster, Herald of Khorne on Juggernaut to lead the small contingent and a pair of Khorne Daemon Engines. The one in the back ins a Brass Scorpion. Not sure what to call the one on the left...? 

I have one more Daemon Engine to finish up and a few more of the Khorne Marines mounted on Juggernauts (Which I'll just call Khorne Bloodcrushers) 

Also for a burgeoning Chaos force - a Chaos Sorcerer and a few Chaos Landraiders. 

I have about 10 Elements of Chaos space Marines (which, technically, would probably fit in these five landraiders!? but there'd be no room for the Sorcerer or anyone else). They will all be Emperor's Children - like my regular scale Chaos forces... I could probably use some of the spare marines I have and paint them as Heresy era Emperor's Children. 

I also have an assortment of other Epic chaos stuff... The old Epic Chaos forces had some really weird stuff, tho...  Marines (that look like Thousand Sons) mounted on Steeds of Slaanesh (which I'll just call "seekers") ?! Marines riding on Screamers of Tzeentch?! the Khorne Bloodletters look like HUGE ogres... Piles of Chaos Dwarves (Maybe I'll just use those as more Chaos Space Marines?). Beastmen (which I could use as "cultists", if there aren't apocalypse stats for the Beastmen that came with Blackstone Fortress) 


Adeptus Astartes

These rolled off the workbench, but they are definitely just rebased. I originally had four bases of three... which I changed to two bases of five terminators, plus two captains in Terminator armour. 

The Marines so far... 

Still have another five Rhinos and another 10-15 elements of Marines based and ready to go. Probably another 15 elements worth of marines that could be based and painted (those might become Emperor's Children, though...) I also have a handful of bikes and speeders and drop pods and commanders to do, but that's about it for Marines. 


Orks

New Orks - mostly. I'm pretty sure the Killa Kans were painted before and I rebased them from two elements of two, to one element of three and one element of one... to match the unit sizes allowed in Apocalypse. Also, two Warbosses (the one on the larger base would be used as the forces Warmaster), and a Big Mek with Shock Attack Gun, and Nob with Waaagh Banner. 

The Orks so far

I have 8 units of orks on the workbench - to fill up those trucks! 

In additnion to these, I have another 19 original ork sprues (each with 3 Trucks and 20 Orks) which could make 38 MORE units of Orks... and... well... way more Trucks that I could ever hope to use (adding in the few loose ones I have, there are over SISTY!)!? I also have two of the newer sprues, which have more of the Bosses and Nobs, a few gretchin and bikes and buggies and guns... 

I also have a MEGA GARGANT and a Stompa and some more Morkanot/Gorkanot type walkers... 


And then there are all the Eldar... 

And Squats.... 

And Titans.... 

All of which I haven't really even been thinking about, lately... but probably should!


Will there be MORE of this in the near future...? I don't know. I will probably finish up the Leman Russ tanks and 8 elements of Orks, but for the rest of the year I'm really trying to finish up some Warhammer Underworlds warbands - as that's a game I'm likely to actually PLAY!!!

IF we actually get the Role-Playing Game going... AND the epic minis DO come in useful, I might get motivated to paint some more... 

IF somehow I got playing Epic Apocalypse and was having fun with that, I might also get motivated to paint more...

We shall see.... 


Thursday, July 18, 2019

Assault on Ynysafallon

Orion stopped by for another game of Apocalypse on Wednesday evening... and this time he brought his KNIGHTS!!

Ynysafallon - Imperial World
3.545.019.M42
Without warning, The forces of the Biel-Tim Fleet fell upon the Sons of Lott Questor Imperialis Household as they rested at Ynysafallon. The Knights and their squires barely had time to mount their machines of war before taking fire from the Aeldari. they were suddenly in a desperate fight of the Honour of the household - and their very lives! 


Aeldari Forces of the Biel-Tim Fleet

Asuryani Battalion Detachment - Biel-Tim Fleet (as Biel-Tan) 
HQ 
Farseer - 4 PL - War Master
Warlock - 3 PL

Troops
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL

Elites
Howling Banshees (5) - 5 PL


Asuryani Battalion Detachment - Biel-Tim Fleet (as Biel-Tan) 
HQ
Autarch (+ Warp Jump Generator) - 6PL - Warlord

Troops
Rangers (5) - 5 PL
Rangers (5) - 5 PL
Rangers (5) - 5 PL

Fast Attack
Warp Spiders (10) - 12 PL


Asuryani Spearhead Detachment - Biel-Tim Fleet (as Biel-Tan) 
HQ
Warlock - 3 PL  - Warlord

Elites
Wraithguard (5) - 8PL

Heavy Support 
Wraithlord (Bright Lance) - 6PL
Wraithlord (Missile Launcher) -  6PL
Wraithlord (Scatter Laser) -  6PL

Asuryani Super Heavy Auxiliary Detachment - Biel-Tim Fleet (as Biel-Tan)
Lord of War
T'chylmylwynbil - Tempest Heavy Grav-Tank (as Scorpion) - 30 PL


Asuryani Super Heavy Auxiliary Detachment - Biel-Tim Fleet (as Biel-Tan)
Lord of War
Dilytichylmywil -Tempest Heavy Grav-Tank (as Scorpion) - 30 PL


Asuryani Super Heavy Auxiliary Detachment - Biel-Tim Fleet (as Biel-Tan)
Lord of War
Mwalatacyndil - Tempest Heavy Grav-Tank (as Scorpion) - 30 PL

Aeldari Total: 180 Power Level



The Sons of Lott - Questor Imperialis Household 

Super Heavy Detachment - The Sons of Lott
Lord of War
Sir Gawaine - Knight Valliant - 30PL
Mordred the Bastard - Knight Gallant - 25PL
Pertolope the Green - Armiger Warglaive - 9PL

Super Heavy Detachment - The Sons of Lott
Lord of War
Sir Agrarian - Knight Crusader - 29PL
Sir Garrett - Knight Errant - 24
Ironside the Red - Armiger Warglaive - 9PL

Super Heavy Detachment - The Sons of Lott
Lord of War
Sir Gaheris - Knight Castellan - 30PL
Perymones the Puce - Armiger Helverin - 9PL
Persaunte the Indigo - Armiger Helverin - 9PL

Questor Imperialis Total: 174 Power Level



THE GAME

Orion was keen to try the Pincer Attack scenario (which I had played last week as the defender). As my force had the higher Power Level, I was the attacker!

Rolling for Warmaster traits, my farseer got Fearsone Reputation (Enemy units -1 Ld when within 6") - wasn't sure that was going to be all that useful, considering how squishy my HQ units are! Th Imperial Knights Faction ability is that each leader in a Super Heavy Detachment gains the WARLORD key word and gains a Warmaster trait. The warlord that is designated Warmaster gains TWO Warmster traits! So, Sir Gawiane (the Warmaster) gained Master Strategist (Increase hand limit of Command Assets to 12) AND Master Crafted Weapons (+1 to Wound Rolls - which was BRUTAL!), Sir Agrovain gained Inspiring Presence (+1 Ld for friendly units within 12"), and Sir Gaheris also gained Fearsome Reputation.

All three of the Knight Super Heavy detachments were deployed on the table in a 18" wide area down the centre of the table. Then I deployed all the Eldar in 9" deployment zones along the short edges of the table - and left the Battalion detachment with the Autarch, Warp Spiders and Rangers in Reserve.


TURN ONE

Despite rolled a d6 to my d12, the Knights gained the initiative for the first turn (and a bonus d3 Command Asset Cards) this was very, very bad for me...



The Battalion detachment with the Autarch, Warp Spiders and Rangers arrive to secure an objective. I was DESPREATELY hoping they might be able to go BEFORE being shot to bits... but with the Knights winning the initiative, that was kind of a silly hope... At least in apocalypse they aren't IMMEDIATELY removed and some get to shoot back!



Sir Gawaine in his Knight Valliant (on the right), along with  Mordred the Bastard in his Knight Gallant (on the left) and Pertolope the Green in his Armiger Warglaive (Trailing behind them) activated his detachment first.

(I'm mildly disappointed that Sir Pertalope's Armiger wasn't painted all green...)

(very mildly - I was just so excited to face a whole army of such beautifully painted knights!)

(Well... almost all beautifully painted)



Mordred the Bastard advanced towards the Wraith Detachment, blasting away at them with Heavy Stubber and Icarus Autocannons - with little effect.



Sir Gawain and Pertolope the Green advanced on the Rangers and Warp Spiders and laid down some serious hurt on them! So many blast markers!



Luckily I got to activate next and got my other battalion - which also had troops in the open to start!



I got them into the defensible terrain of woods (and controlling one of the objective markers!). They took some pot shots at the knights with there Shuriken weapons, but only managed to get eerie attention




Banshees practising How Not to be Seen!



Sir Agravain, on the right, in his Knight Crusader (with Avenger Gatling Cannon, Thermal Cannon, and a Rocket pod), Sir Garrett, on the left, in his Knight Errant (with Thermal Cannon and a Reaper Chainsword), and Ironside the Red, between and slightly to the read, in his Armiger Warglaive.



The Lance advanced on the Aeldari - Thermal cannons were fired at Dilytichylmywil - the Eldar Tempest Heavy Grav-Tank. While smaller weapons and the Avenger Gatling Cannon were directed at the Dire Avengers in the woods.



Yikes! Dire avengers surrounded by Knights - Sir Garrett's Reaper Chainsword was used to clear cut the woods and Sir Agravian tried to stomp on a few of the little blighters that tried to escape to the other side of the woods.



The wounded Warp Spider and Rangers ducked into the adjacent ruins - and managed to land some telling blows on Pertolope the Green's Warglaive



Sir Gaharis and Persaunte the Indigo hammered on the Rangers and Warp Spiders in the ruins as well as taking some shots at Mwalatacyndil with Perymones the Puce.



The Wraithguard took up firing positions in the ruins while the Wraithlords advanced on Mordred the Bastard - and the Objective Marker.



T'chylmylwynbil, the Tempest Heavy Grav-Tank fired on Sir Gaharis causing some potentially critical damage



Mwalatacyndil returned fire at Perymones the Puce.

Dilytichylmywil fired upon Sir Agravain.

In the Damage phase Mordred sloughed off his damage markers from eh Wraiths. Sir Argavain failed saves versus both large and small blast markers inflicted by Dilytichylmywil. Sir Gaharis used Armour of Contempt to save him from the four large blast markers T'chylmylwynbil had left on him, and Perymones the Puce was utterly destroyed!

Two units of Dire Avengers, along with the Warp Spiders and two units of Rangers were rendered combat ineffective by the severe blows dealt against them, the shattered remnants of these units endeavoured to slip away amongst the smoke and fog of war to the rally point for extraction through the webway. All three Tempests took damage from the fire of the Knights... None of them critically... yet.

I ended the turn controlling THREE of the Objective markers! Two because of troops with Objective Secured, and the third because I had two Wraithlords within 6" to one solitary Knight. Troops with objective secured could be a serious throw in the side for knights... if they could survive long enough!



TURN TWO

At least I got the initiative this round...



Before even activating anything I started off with a few Command Asset cards - my Autarch hurled a vortex grenade at Pertolope the Green - but did minimal damage...



I also used the Guide psychic power and Swordwind on the Wraith... which did basically nothing, due to excessively bad dice rolls... it could have been nasty - the WRaithguard were rolling d12s to hit and any hit counted as two - and their weapons are Destroyer weapons that leave Large Blast Markers for each wound... but they did NOTHING!

Sir Gawaine's Lance used the Full Tilt Command asset to do some serious maneuvering and tried to bring the pain to the Wraiths, that were turning out to be a serious thorn in their side (and, if they could roll anything but ones, potentially a serious threat!?) When the dust settled from their activation each of the Wraithlords had at least two Large Blast markers on them!



Mwalatacyndil and T'chylmylwynbil poured fire on Sir Gaheris, while Gaheris and Persaunte the Indigo returned some fire, but mostly hammered the Rangers in the ruins! Mwalatacyndil snuck forwards to take control of one of the Objective markers.



Sir Agravain and his lance continued to try and winkle the remaining Dire Avengers and Howling Banshees out of the woods



Orion having almost as bad or luck with the dice rolls as me - just couldn't get those Dire Avengers contesting the Objective!



Dilytichylmywil fired upon Sir Agravain again.



The Dire avengers and Howling Banshees fought back relentlessly - and actually scored some hits on Ironside the Red.

in the Damage Phase, Sir agravain took two more damage (for a total of four) luckily he passed morale as a failure would have carried him off the field of battle. Sir Gaheris also took two damage - having no more Armour od Contempt to save him. Ironside the Red and Persaunte the Indigo each took one Damage.

Mwalatacyndil was too severely damaged to participate in the battle further (losing control of an Objective Marker), while Dilytichylmywil was reporting critical damage. Another of the squads of Dire Avengers - NOT the one contesting the Objective - was taken out of action as was one of the Wraithlords. A second Wraith lord took one damage. The Warlock leading the Wraith detachment had suffered Perils of the Warp and was no longer able to continue.

Again, the Eldar were holding three of the Objective Markers (Objective Secured and Defensible Terrain FTW!) gaining the Eldar a second Victory Point! But knocking out Mwalatacyndil took out a detachment, so the Knights also scored a Victory Point!


TURN THREE

The Eldar once again had the initiative and started off playing a pile of Command Asset cards. The Farseer used Smite on Sir Agravain. Tears of Isha was used to return a lost wound to the Wraithguard. Qucken was used to get the Farseer and Warlock moving - so they could consolidate their position in the woods with the remaining squad of Dire Avengers. and the Conceal psychic powers was used on said Dire Avengers. Orion has used Laserburn and that put blast markers on the Farseer and Warlock... I had a bad feeling they'd be out soon, hence using all the psychic powers I could!!



The Farseer and Warlock (and Dire Avengers) went first - to get the Farseer and Warlock back into cover before the Knights acted and blasted them to bits... The Warlock actually managed to damage Ironside the Red with his Witchblade.



Mordred the Bastard continued to hammer on the remaining Wraihtlords with his Thunderstrike Gauntlet - and the Wraithlords struck back with their wraith bone fists and the Wriathguard fired into the melee with their Wraithcannons! Sir Gawaine unleashed a flurry of fire on the Ruins in an attempt to finish off the Rangers and Autarch taking cover within. Pertalope the Green tore at the building with his chainglaive.



When Sir Agravain activated his lance and started firing on Dilytichylmywil, I used Phantasm (and Asuryani Command Asset to move him... elsewhere... unfortunately he was still in range and view of others and so still got hammered on (if it survived, the tank would control an objective marker, though...)

Sir Agravain, Ironside the Red and Sir Gareth all hammered on the Dire Avengers and Farseer in the woods.

T'chylmylwynbil raced forward and RAMMED Persaunte the Indigo and shot him with their starannon while blasting Sir Gaheris with the Twin-Pulsar.

Sir Gaheris mostly fired at Dilytichylmywil, who returned the fire - both grievously damaging each other.

In the Damage Phase... Sir Agravain was lost! As was Ironside the Red - he actually passed his save, but failed morale - because Farseer Thymiltelyir - the Warmaster with the Fearsome Reputation was there within 6"!! (and I thought that would never be used!). Sir Gaheris and Persaunte the Indigo were also lost - which finished off a Super Heavy Detachment (+3 Victory Points for me, for a total of FIVE!). Mordred the Bastard also took two Damage...

The Last of the Dire Avengers was lost along with the Farseer, but the Warlock managed to survive! T'chylmylwynbil was also damaged and I had to use a Divine Intervention Command Asset to keep him on the table! Dilytichylmywil had sustained too much damage and was put out of the fight (+1 Victory Point for the Knights - for a total of two). The last of the Rangers also made their retreat - carrying of their wounded and dead.

At this point two of the Objectives were contested, and the Eldar held one - so one more Victory Point for the Eldar (for a total of SIX!)

Things weren't looking good for the knights at this point... but my hold on things were tenuous - at best! Two of my detachments were reduced to a single character model (that probably wouldn't last long) and T'chylmylwynbil was damaged (though not critically, yet) and the two Wraithlords were down to one wound each... so... that's four detachments that could easily be finished off (+4 Victory Points) and deny me the ability to hold objectives... the knights, on the other hand, had Sir Garret still looking strong, and Sir Gawain's entire lance was still on the field of battle and fighting hard!


TURN FOUR

Turn four was quick and brutal... The Eldar DID have the initiative, for what it was worth...



Over at one objective it was Adrellewi the Warlock  and his Witchblade - striking from the woods - versus Sir Gareth and his clearcutting Reaper Chainsword and a whole pile of dakka... you can imagine how that went...



Mordred the Bastard laid the smack down hard on the remaining Wraithlords.



T'chylmylwynbil shot at... someone.. I forget who and didn't make note of it...?

In the Damage Phase T'chylmylwynbil took two damage and failed a morale test which was enough to say "nope!" and bugger off to the rally point (+1 Victory Point for the Knights). The Autarch was finally taken out of action - after reviewing the full blast of Sir Gawain's Thundercoil Harpoon - finishing of that Detachment (+1 Victory Point for the Knights). Adrellewi the Warlock amazingly passed all save rolls - but failed morale and decided to call it a day... finishing of that Detachment (+1 Victory Point for the Knights). The last two WRaithlords were also finished off... which lost them control of that Objective.



Pertolope the Green controlled another objective.



and Sir Gareth controlled a third...

Controlling three objectives gained the Knights ANOTHER Victory Point - tying the game at SIX VICTORY POINTS EACH! What a round for the knights...

As the only thing I had left on the table was the critically wounded unit of Wraithguard and there was no way they could either single-handedly control more objectives than the knights and/or finish off another detachment on the fifth and final turn... they decided to call it a day as well and retreated from the field of battle.

What a game!!! A nail-biter right to the end! After Other Tim's Marines conducted a rather one-sided genocide of my Eldar in our last game, I was rather convinced that they were utterly useless in this game and wouldn't have a chance, ever... but this game me... well... some glimmer of hope!

Thanks to Orion for bringing out his fun and fluffy knights for the game (get that last Lance painted, yo!!)


Coming Soon to Tim's Miniature Wargaming Blog:

I'm hoping to get a game in with Finnegan and his Orks tomorrow afternoon, so hopefully there will be a report for that.

I also just learned that one of my oldest gaming pals, that I haven't seen in... a decade(!?) will be in town this weekend and is looking to meet up for a game - so hopefully there will be a report on that as well!

On the painting front... I'm all over the place!? I've been doing a bit of work on Necromunda gangs and my own knights and Imperial guard... and getting none of it finished!? Not sure what will get done first... or done at all...


Monday, July 15, 2019

Further Mistakes Were (NOT!) Made

Gentle Readers (and other people that somehow ended up here...?), I do try to not live down to the very worst stereotypes about gamers... I HAVE been trying to rein in the spending and get stuff done... deplete the lead mountain, rather than adding to it.  I have to admit, I have gone a little overboard in the last couple months - with all the Necromunda stuff I picked up... and then the Apocalypse stuff.... and a couple things FOR Apocalypse detachments... And then I told myself, that was IT - no more spending for the rest of the year. Maybe even the next couple years! Sweet Mother of Zeus, I have ENOUGH to paint!!

So, when I was approached by a local gamer that was trying to get rid of his Imperial Guard Collection, I actually said "No, thanks, I've got enough"...

But then I was thinking of a friend of mine that I thought might be interested and so a couple days later I asked for details... What did the seller have...? what did he want for them..? I am, however, a sucker for a good deal... And, friends, it was just TOO GOOD OF A DEAL TO SAY "NO"!?

It was being sold as a lot, and this is what I ended up with...



The whole she-bang!




Now, loads of this I totally don't even need - or even want taking up space in my house - like the Hordes of Infantry... I mean, I already HAVE and entire Brigade Detachment worth of Catachans/Guaicans and then ANOTHER Brigade Detachment worth of Tallarn (and then some! I have a brigade painted - and a second Brigade worth still to do - because I'm that special kind of stupid)... Oh, and then I have YET ANOTHER Brigade Detachment worth of Valhallans (that I've barely even started painting)! So I really have no need for all the infantry... I mostly bought it for the Vehicles!!

Initially the Knight wasn't even part of the deal, but he brought it along and offered me ANOTHER deal on it that I... yeah... just couldn't refuse!? I mean, it wasn't just ANY Knight - it's a freaking Forge world Cerastus Knight-Acheron!? So... I have that now too... (and with the other two knights I bought last summer, but have yet to finish... I'll have a COMPLETE Super Heavy Detachment of Imperial Knights!!! HUZZAH!!)

I was also pretty excited about the pile of old metal Kasrkin Stormtroopers, which I will definitely paint up... How to paint them, though... and which group to use them with - Desert? Jungle? Winter? Something entirely different - because, hey, they're an attached force anyway...

The vehicles are all going to be repainted in desert colours to go with the rest of my Tallarn. I'll probably even carve Pask's hat off and make some headgear more appropriate for Tallarn. Need to add some stowage to all of them...

I also had no idea the Aegis Defence line was being included - so that was a nice bonus - and will expand my Imperial Wall of Martyrs defence lines... when... y'know... THOSE all get finished!

There are four spare plastic Tempestus Scions that I'll add to a Kill Team I've been working on!

Metal Yarrick and another plastic Commissar will find work in some detachment!



The Bag was also "thrown in" which was super sweet, because I don't really have any proper toy transport... Some of these unpainted guard might be added to Kill Teams... Not sure about the Heavy Weapons Teams...? Probably throw them in with the lots below.



Loyal 32 (well... 33 with the Commissar). I'll probably end up selling/trading/giving this lot away. Some knight player might want them for some bonus Command Points.



Painted Creed and Harker... Tempted to keep these, because they're the older metal ones...



Patrol Detachment of Tempests Scions...? The Tempestor Prime will have to walk though, because there is only space for 10 in the Taurox... maybe I'll keep the Taurox for my Stormtroopers...?

I actually just BOUGHT a Taurox - but I was planning to use it as a standard one and picked up a wheeled suspension kit from Victoria Miniatures for it (because, honestly, those tracks are just so goofy...). originally I was planning to ferry around my company commander in it... but now it might become the transport for the HQ element of a Outrider Detachment of Scout Sentinels... (Ideally, like, NINE of them... but I'll start with the three I have to start with!



and another HUGE lot of guard which will definitely have to find another home! That's enough troops for the Troop part of a Brigade... plus three commander and three command squads, four heavy weapon teams - which could be fielded as a Heavy Weapons Squad - or be included in the command squads...? and ANOTHER ten Tempests Scions...

OR... I could keep them all for some seriously HUGE games of Apocalypse! MWA-HA-HA-Ha-Ha-Ha-ha-ha-ha-haaaaaaaaaaa....!

(I don't think so...).

Coming Soon to Tim's Miniature Wargaming Blog:

Well... new stuff is always the shiniest... Maybe I'll be repainting tanks this week!!!

Probably not.. It'll probably be that Cawdor gang...