Sunday, January 26, 2014

Land Raider Crusader WIP, Part II

Much to my disappointment, between the holidays, a vicious cold that ran through my family, and burnout from finishing my Terminators, I got very little done on the Crusader between late November and this weekend. However, I found myself wishing for a Land Raider in nearly every game I've played over the past two months. Thus, I decided to buckle down and get some painting done.

With three to four hours of work per night, starting Thursday evening, I finished the majority of the interior. The logical portion of my brain understands that much of my work will be difficult to see, but I've since found that the logical portion of my brain isn't the part that determines whether or not I'm satisfied with the results.

Since I finish off the interior the same way I finish the exterior (i.e., with a heavy wash and then a dry brushing to clean it up), most of my work isn't quite photogenic yet. However, I've very nearly completed the engine:


I experimented with Typhus Corrosion on the various pipes leading away from the engine block and was very happy with the result. The new technical paint is perfect for recreating the brownish crusty look you find on exhaust pipes, turbine blades, steam generators, etc.

Friday, January 10, 2014

The 2013 40K Cabal Tournament

[The following post was graciously provided by Sam, the Cabal's Necron player. Your humble blog administrator has made a few additions and edits where appropriate]

Cabal Escalation 2013 was hosted by Bryce on December 7th. The tournament was staged as “combat patrol” style battles with gradually increasing point limits. The final victory was awarded according to accumulated victory points.

The combat patrol style restrictions were based on the Adepticon rules, with a few variations. The rules were as follows:
  • Force organization at all point limits thusly:
    • 0-1 HQ
    • 1-3 Troops
    • 0-1 Elites
    • 0-1 Fast Attack
    • 0-1 Heavy Support
    • 0-1 Wild Card (used to supplement some other category)
  • No unique characters
  • No model with more than 2 wounds
  • No unit sizes greater than 20
  • Vehicle restrictions thusly:
    • Dedicated transports may have armor values up to 12.
    • All other vehicles may have armor values up to 11.
    • To accommodate Necrons the vehicles were treated as having no Quantum shielding (effective armor 11) and given a point reduction.
I will present the armies, scenarios, and highlights of each game by round. Unfortunately, as I was playing Necrons, I don’t have the full details from the other games.

Scenario 1 – Eternal Darkness (400 Points)
While deploying to an uncharted area, you have missed your drop zone by many miles. All sensors are unfamiliar with the territory and the area is bathed in darkness. Your scouts have informed you that they have spotted an enemy force of unknown size in the area. It is your job to capture an enemy unit for “questioning” to further your knowledge of the enemy forces.

Victory Conditions: First Blood, Line Breaker, Kidnap Enemy Unit (2 Victory Points)

Kidnap Enemy Unit – To kidnap an enemy unit, the kidnapped unit must have been beaten in close combat by 2 or more unsaved wounds AND have at least one model left in the unit. If these conditions are met the unit is considered captured and the player who captured the unit cannot capture any further units for the rest of the game.

Imperial Guard:
1 Platoon:
  • 5 Man Platoon Command Squad; Commander w/ Laspistol & Close Combat Weapon
    • Chimera transport w/ Heavy Bolter and Multi-Laser
  • 7 Man Infantry Squad; Sergeant w/ Laspistol & Close Combat Weapon
  • 9 Man Infantry Squad w/ 1 Grenade Launcher; Sergeant w/ Laspistol & Close Combat Weapon
  • 1 Heavy Weapons Team w/ Heavy Bolter
  • 6 Man Special Weapons Squad w/ 3 Demolition Charges
1 Scout Sentinel Squadron w/ 3 Scout Sentinels, each w/ a Multi-Laser

Ultramarines
6 Man Tactical Squad w/ 1 Flamer
6 Man Tactical Squad w/ 1 Flamer; Sergeant w/ Plasma Pistol & Chainsword
  • Razorback transport w/ TL lascannon
5 Man Devastator squad w/ 4 Missile Launchers, Sergeant w/ Bolt Pistol & Chainsword

The Guard render the Razorback weaponless very quickly and secure First Blood by blowing up the embarked Tactical Squad with Demo Charges. However, that Razorback survived and started tank shocking the Guardsmen left and right. The Scout Sentinels and Devastators traded fire for most of the game, ending with the Devastators dead and the Scout Sentinels in Linebreaker position. The second Tactical Squad gets charged by two units of Guardsmen and loses the Sergeant when his Plasma Pistol overheats during overwatch [this seems to happen more often than not]. The Ultramarines pull through in the end, winning the combat and capturing the remaining Guardsmen. The game ends with carnage strewn across the battlefield and 2 victory points apiece.

Necrons
5 Warriors
8 Immortals w/ Tesla Carbines
2 Heavy Destroyers
1 Annihilation Barge w/ Tesla Cannon

Grey Knights
5 Man Strike Squad w/ 1 Psycannon and 1 Daemon Hammer
  • Razorback transport w/ TL lascannon
5 Man Strike Squad w/ 1 Psycannon and 1 Daemon Hammer
  • Razorback transport w/ TL lascannon

Necrons cower for the first round and the Grey Knights can’t do much with the high value targets in cover. The Destroyers come out and try to burn a Razorback for First Blood, but are ineffective, while the Barge does minor damage. In turn two the Lascannon fire burns through the Annihilation Barge, awarding First Blood, while Storm Bolters and Psycannons start to pick away at the Necron infantry.

The Destroyers manage to blow one Razorback before succumbing to fire along with the Warriors. The Immortals recognize that only Linebreaker will award a tie and begin a mad rush for the enemy. They take heavy fire, but some lucky resurrections get them a few inches closer. They barely make it into combat with one of the Strike Squads just outside the Grey Knights deployment zone. The remaining Razorback takes up a blocking position, hoping to keep the Necrons out.

In the final turn the Necrons kill the last two Marines who barely fail their armor saves. The Immortals need 6 inches from consolidation to get one robot into the deployment zone around the Razorback, and they get it! The game ends with 1 victory point apiece.

Orks
20 Boyz w/ 19 Shootas and 1 Big Shoota
20 Boyz w/ 19 Shootas and 1 Big Shoota
10 Lootas

Tau
9 Man Fire Warrior Team
3 Man Stealth Team, each w/ a Burst Cannon
3 Man XV8 Crisis Team, each w/ a Burst Cannon & Missile Pod
1 Piranha w/ Fusion Blaster

*No data returned; all combatants presumed KIA.*
[As I understand it, the Green Tide rolled over the opposition, as usual.]

Scenario 2 – Interrupt reinforcements (500 Points)
While scouting the territory, you encounter an enemy insurgent. Knowing that they are aware of your forces you know you must stop all communications with their command to prevent any enemy reinforcements to the area.

Victory Conditions: First Blood, Line Breaker, Destroy Communications Tower (2 Victory Points)

Communication Tower - T7 , W2, Sv3+, Stealth

Imperial Guard
1 Platoon:
  • 5 Man Platoon Command Squad; Commander w/ Laspistol & Close Combat Weapon
    • Chimera transport w/ Heavy Bolter and Multi-Laser
  • 7 Man Infantry Squad w/ 1 Grenade Launcher; Sergeant w/ Laspistol & Close Combat Weapon
  • 9 Man Infantry Squad w/ 1 Grenade Launcher; Sergeant w/ Laspistol & Close Combat Weapon
  • 1 Heavy Weapons Team w/ Heavy Bolter
  • 6 Man Special Weapons Squad w/ 3 Demolition Charges
1 Scout Sentinel Squadron w/ 3 Scout Sentinels, each w/ a Multi-Laser

5 Man Storm Trooper Squad w/ 1 Meltagun

Necrons
5 Warriors
9 Immortals w/ Tesla Carbines
2 Heavy Destroyers
2 Canoptek Wraiths w/ 2 Particle Casters
1 Annihilation Barge w/ Tesla Cannon

The first turn progresses as a comedy of errors. Necrons steal the initiative and move aggressively towards the Guard. This backfires as 1 of the Destroyers bashes his main processor out on some difficult terrain and the other fails to hit anything. The Annihilation Barge and Immortals unleash the Tesla guns on a squad, hoping for First Blood, but only kill a few Guardsmen. Least effective steal the initiative ever.

The Guard respond by blowing away the remaining Destroyer, claiming First Blood. The Heavy Weapons Squad then tries to end the Wraiths with three Demo Charges. Two hit, and kill a Wraith, but one hapless Guardsman scatters his Demo Charge directly back, killing half his squad and stunning the Chimera.

In turn two the last Wraith makes a leap for the Comm Tower and assaults while the Barge brings the love, numerous hits resulting in one glancing hit and 5 penetrating hits on the Scout Sentinel squadron. Kaboom! The Immortals blast away at the hapless Guardsmen. The Guard forces are diminishing quickly, but respond with their ace in the hole: the Commandos accurately Deep Strike right onto the Necron Comm Tower, but fail to damage it. The Chimera rushes by the Guard Comm Tower and steals it from the Wraith while the remaining Guardsmen manage to destroy the Barge after a tactical error in which the Necrons trade a Jink save for higher fire power.

In the next Necron turn the Warriors and Immortals backtrack to protect the Comm Tower and start to whittle away the Commandos while the Wraith again charges the Guard Comm Tower and destroys it. The Guard are looking thin, but make their bid for victory. The Commandos again try to take down the Necron Comm Tower, but fail. In the last turn the Wraith takes up position to destroy the Chimera within the deployment zone, the Immortals and Warriors cut down the Commandos, and Bryce calls the game. Final Tally: 1 point to Imperial Guard, 3 points to Necrons.

Tau
9 Man Fire Warrior Team
3 Man XV8 Crisis Team, each w/ a Burst Cannon & Missile Pod
3 Man XV8 Crisis Team, two Battlesuits w/ a Missile Pod & Plasma Rifle and one Battlesuit with two Plasma Rifles
1 Piranha w/ Fusion Blaster
4 Man Pathfinder Team w/ Markerlights & Pulse Carbines

Grey Knights
5 Man Strike Squad
5 Man Strike Squad
1 Vindicare Assassin
2 Razorbacks w/ twin-linked Lascannons

The Vindicare Assassin is put to good use killing Battlesuits and the Tau retaliates by destroying one Razorback. The remaining Razorback and the Strike Squads bring down the Comm Tower and completely destroy the Fire Warriors. The game ends with 3 points to the Grey Knights and 1 to the Tau.

Ultramarines
6 Man Tactical Squad w/ 1 Flamer; Sergeant w/ Bolt Pistol & Chainsword
  • Razorback transport w/ TL lascannon
5 Assault Terminators w/ 1 Stormshield & Thunder Hammer and 4 pairs of Lightning Claws
5 Man Devastator Squad w/ 4 Missile Launchers; Sergeant w/ Bolt Pistol & Chainsword

Orks
20 Boyz w/ 18 Shootas and 2 Big Shootas
20 Boyz w/ 18 Shootas and 2 Big Shootas
10 Lootas
3 Big Gunz w/ Kannons, 10 Gretchin, 1 Runtherd, & 3 Ammo Runts

[Sealed by the Inquisition; it's best that the degree to which the Ultramarines were stomped not be revealed. Suffice it to say, the Ultramarines had no confidence that their 500 point list could take on a horde and were proven correct.]

Scenario 3 - Exterminatus (600 Points)
You have just intercepted a message from the Imperial Battleship Triton stating that the planet that you are on has been slated for Exterminatus. A Nova Cannon blasts the planet's surface each turn at a specified beacon location (center of the board). A single unit can capture the beacon and if held for an additional turn (until the end of the controlling player's turn) that unit is immediately teleported off planet.

Victory Conditions: First Blood, Slay the Warlord (highest leadership unit), Teleported Unit (3 Victory Points)

Nova Cannon S10, AP2, Small Blast*, Barrage
*Small Blast scatters 2d6 inches from beacon location at the beginning of each players turn. Hits from the Nova Cannon are resolved prior to the movement phase in the given turn.

Ultramarines
10 Man Tactical Squad w/ 1 Flamer; Sergeant w/ Melta Bombs, Bolt Pistol & Chainsword
  • Drop Pod transport
5 Assault Terminators w/ 2 Stormshields & Thunder Hammers and 3 pairs of Lightning Claws
5 Man Devastator Squad w/ 4 Missile Launchers; Sergeant w/ Bolt Pistol & Chainsword
  • Razorback transport w/ TL lascannon

Tau
9 Man Fire Warrior Team
2 Man XV8 Crisis Team, each w/ a Burst Cannon & Missile Pod
3 Man XV8 Crisis Team, two Battlesuits w/ a Missile Pod & Plasma Rifle and one Battlesuit with two Plasma Rifles
1 Piranha w/ Fusion Blaster
3 Man XV88 Broadside Team, each with TL Heavy Rail Rifle & TL Smart Missile System

The Tactical Squad lands in the first turn, mostly survives a round of shooting from the XV88s, and assaults the Broadsides by the second, tying them up for the rest of the game. The Razorback explodes the Piranha, earning the Marines a Victory Point for First Blood. The Terminators sit on the objective and absorb multiple missiles, Burst Cannon rounds, and plasma shots from two squads of Crisis Battlesuits. For the most part the Storm Shields keep the squad in the game despite the amount of AP2 coming their way. However, the Sergeant is eventually lost, giving the Tau Slay the Warlord. The Devastators keep the heat off the Terminators by picking the Battlesuits off one by one. Two Lightning Claw Terminators are left standing when they are finally teleported, gaining the Astartes 3 Victory Points for a 4 to 1 victory.

Imperial Guard
1 Platoon:
  • 5 Man Platoon Command Squad; Commander w/ Laspistol & Close Combat Weapon
    • Chimera transport w/ Heavy Bolter and Multi-Laser
  • 7 Man Infantry Squad w/ 1 Grenade Launcher; Sergeant w/ Laspistol and Close Combat Weapon
  • 9 Man Infantry Squad w/ 1 Grenade Launcher; Sergeant w/ Laspistol & Close Combat Weapon
  • 1 Heavy Weapons Team w/ Heavy Bolter
  • 6 Man Special Weapons Squad w/ 3 Demolition Charges
  • 6 Man Special Weapons Squad w/ 3 Demolition Charges
1 Scout Sentinel Squadron w/ 3 Scout Sentinels, each w/ a Multi-Laser

5 Man Storm Trooper Squad w/ 1 Meltagun

Grey Knights
5 Man Strike Squad w/ Nemesis Falchions, 1 Psycannons & 1 Daemon Hammer
5 Man Strike Squad w/ Nemesis Falchions, 1 Psycannons & 1 Daemon Hammer
2 Razorbacks w/ twin-linked Lascannons

*No data returned; all combatants presumed KIA.*

Orks
20 Boyz w/ Shootas
20 Boyz w/ Shootas
20 Boyz w/ Shootas
10 Lootas 3 Big Gunz w/ Kannons, 10 Gretchin, 1 Runtherd, & 3 Ammo Runts

Necrons
8 Warriors
10 Immortals w/ Tesla Carbines
1 Triarch Stalker w/ twin-linked Heavy Gauss Cannon
2 Heavy Destroyers
1 Annihilation Barge w/ Tesla Cannon

The Necrons knew that they couldn’t hold the Boyz off the objective. The Tesla and Gauss slingers simply formed a line to try blasting Boyz as they approached the marker. But with half the army geared for killing tanks and some poor rolling, they just couldn’t make a statement. The Boyz marched forward with only slight losses, while the return fire from so many Shootas and incoming support from Lootas and Kannons cleaned the Necrons out by turn 3. With every Ork unit still on the board to claim the Transport Beacon the game ended with 5 victory points to the green hoard and the undead skulking back to their tomb world with nothing to show for their effort.

[I can't remember the exact scores, but Best General went to Jon and his Orks.]
Related Posts Plugin for WordPress, Blogger...