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Lord Hanaur

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Everything posted by Lord Hanaur

  1. Ynnari were just so unfun to play against. Blech. I'm happy that it's come to earth. I actually kind of want to fight one now and see what it's like.
  2. Sounds like that ride situation might be happening for you on this one.
  3. I think I just said they nerf'd and didnt ban wpamming...
  4. soooo many ingrained abilities became Stratagems in some ways TO make sure they didn't do them all game long across multiple units (or at least it made it less likely) so in some ways the Strats actually accomplished the underlying mission. EDIT: this same mechanism made spamming units a LOT less prevalent. Some units are still broken enough that you spam them. but other than troops choices, spamming has largely not been a thing which I like. Variety is the spice of life and the more units being used, the better.
  5. ITC Mission 4. I deployed first and had choice of going first. Map 1 (pointy Hammer and Anvil) Enemy was two large wulfen units and a biker unit with maxed out stormshields. Faithful 32. Castellan. Wolf Lord with a Jumppack and the Special Edition Marine (first time ever fighting him). 1 He seized. As you can imagine, that wasn't good. He managed to shoot me up but range kept his Castellan from completing his kill on an Exorcist. But ti did allow him a turn one charge with Wulfen. Faithful 32 ran towards objectives. Celestine and the Canoness joined in the fight as heroic interventions but: Storm Shields. On my turn Celestine and the Canoness continued to battle the Wulfen while the rest of my army retreated backwards and fired what few shots they could. Ultimately they killed a unit of IG on an objective but he still held more and my Canoness went down in melee, so a wash on that end. Still, not good for us. 2 The Castellan blew up my central Exorcist and chipped away at Pink and Green Squad, killing numerous, while the Wulfen closed in on my left flank where IG were babysitting an objective. The Wulfen engaged with Celestine bashed at her but couldn’t kill her. The Wolf Warlord jumped up and joined in the fight on her as well. The slow solo marine just kept trudging along upfrield. The bikers unloaded on Red squad on my left, killing several. On my turn Celestine flew the coop and alighted where the Wulfen and IG were on the left flank to slow them down. I hoped to draw the Castellans fire onto her and we even agreed that she was the closest target. His plan would then be to shoot her, kill her, have her resurrect and then charge her dead withWulfen. Celestine leaving the combat allowed a bolter storm to kill all but two of the Wulfen and wound the warlord who had joined them. The Arco-Flagellents then jumped forward and charged. The Pink Squad leaped forward and charged through all of it and into the bikers to stop their shooting. While the damage done here was REALLY disappointing and unlikely (he really rolled like a champ the entire game, and I really didn’t), the entire right flank was pretty well protected against shooting for the round. A Seraphim squad alighted to the left and tried to burninate the IG on the objective but did almost no damage. 3 Somehow he forgot his plan and didn’t shoot Celestine, instead firing the Castellan on the Exorcist (killed it), the Seraphim (killed them) and shooting some at Red Squad leaving only 2 Meltagun ladies left in Red Squad. This left his Wulfen on the left to deal with me and after the IG there shot her, the Wulfen piled on her and devoured her. She rose again! The Bikes and wulfen to my left decided to continue battering Pink Squad and the Warlord wiped two Arco-Flagellents, leaving 2. On my turn we pulled out of combat with the Bikes and the Wulfen and the Warlord. Bolter fire ensured and the remainder of Red Squad avenged themselves, killing the Warlord while the Wulfen were smashed with Bolter fire but still one stood. Arco-flagellents took cover in a nearby ruin. His insane saves continued. You’d have thought that 3+ saves were the new black honestly. Two Seraphim squads alighted near the enemy deployment zone in a ruin and out of sight of the Castellan they were dangerously near. St. Celestine flew over to help with the ongoing combat to my left but ended up with nothing really to do as the targets she could reach had been mostly removed and it was just a charge too far. 4 The last Wulfen made a dash for Purple squad at the rear, my Engineers. The wulfen o nthe right surged forward and killed the two Dialogus in the open. Celestine was left wideopen by the failed charge and obliterated by the Castellan along with the Exorcist on my left taking wounds. It was on its own over there with an Arco Flagellent now. The Bikers opened fire and Red Squad disappeared. Green Squad joined them. Yellow Squad got the rest of the Castellans attention as well, bringing it low but not gone. What was left of my army opened fired on the Wulfen coming at them on the right side (now central) and did considerable damage. Not enough, but it stung him. Both Seraphim leaped over to take shots on the IG on the rightmost objective and when that failed to kill them (again…the dice were just…) they charged and assaulted the IG. Only 4 survived with their Company Commander and they killed a Seraphim each. Of course. 5 The lone wulfen remaining from the tattered squad ran to get ready for a charge on Purple Squad (again my engineers back there) and the other larger squad slammed into Uriah Jacobus and the Mistress of Repentance my Warlord. They held their own but took wounds. The bikers again rained shots on the Teal Squad that had shot up their wulfen buddies. The Castellan finished the remains of the yellow squad, crippled the Exorcist which somehow still lived, and crippled Teal Squad. The Seraphim continued their battle against the IG on the right objective and killed all but one IG, and wounded the Company commander. We lost two Seraphim for our efforts. Lord have mercy…but he didn’t. On my turn, the Seraphim finally waxed the last IG, giving them control of the objective. The Company Commander remained but now it was just a matter of time. The butchered Teal Squad took one more swipe at the last Wulfen but couldn’t kill it. The Exorcist moved and tried to charge the IG on the left most objective in a comical effort to do something cool before the end. Purple squad did nothing and were good little Engineers, scoring me a point. The Arco Flagellent…I just forgot he was there or he could have charged with the Exorcist to glory. 6 The Castellan bellowed in mild annoyance and then deleted everything but the Seraphim, and the Bikers deleted what it didn’t. Remaining were the Arco-Flagellent in hiding, the Serpahim on the right side battling it out with the Company Commander, and a couple members of Teal Squad standing defiantly. The Seraphim broke off to linebreak while the other squad stayed to fight for Last Blood…but the dice again were not in our favor and the Company Commander lived. Final score; 34-18 Forces of the Imperium. The list is 14-2. Still pretty good. I need to think about this Castellan encounter a little. The Seraphim are there with flamer pistols but they aren't producing a lot of results. Admittedly poor rolling contributes to that, but it is still a concern and wounding on 5's makes them iffy. They are primarily in the list for dealing with Gretchen chaff to open up a way to get at Lootaz or to take objectives, or linebreak etc... But I may have to just give them a bigger stinger and let them carry the Meltapistols again. Doing that requires a much more circumspect approach to deep striking them but it may help augment the Exorcists efforts. In this game I didn't really shoot at the Castellan. But degrading it would have helped. Unfortunately the seizing and then turn one charge did tie my hands a bit. using Celestine to slow the advance of his Wulfen was important and it worked, which allowed me more fire to pour into his impossible to kill stuff. But at the end of the day I think I would consdier just focusing down the Castellan to degrade it. Exorcists are very unreliable and 4+ invul is what it had so it was debatable whether I could have one enough in time but I suppose it wouldn't have hurt. Multiwound 3+ invuls on Wulfen in your face ooooor... T8 4+ invul downfield? No great choices.
  6. 13 of 16 filled and lots of time left. Should be fun.
  7. Okay had another game with the Sisters o Battle. Short synopsis here: This was a rematch. He brought Mortarian, Typhus and the boys. The game was far more competitive than the last one we fought. He brought the heat and killed sisters aplenty. His ability to shirk off damage allowed him to plow into me with his Helbrute, Mortarian and Typhus, but it was far less devastating than it could have been thanks to a Canonss.. The Sisters pummeled the Poxwalkers before that, and his Plague Marines on the left as we pretty much kept moving left to get distance form his other stuff. Helbrute got to mix it up and did some work with that Lascannon and his fists. The Seraphim were used to lock up his Plaguecrawler and take an objective. I ONCE AGAIN forgot to deploy one of my Seraphim. Geez. HIlites werre that I locked down his Psyker phase hard with the Brazier in both rounds 1 and 2. Big time.. Because of it , Mortarian was slightly less annoying to have to kill, but he's never gone down easy. The Psyker phases were pretty clutch for my Canoness. Another fun thing happened in the last round when the Exorcists fired 18 shots in one round (and still managed to only kill tweo Terminators)! That was unheard of. Once Mortarian was down, Typhus was isolated and facing my whole army. He epically took it from them, but Celestine dashed in to finish the job, barely. Unlike our previous match, where he ended with just a damaged Plagueburst Crawler on the board, he actually did still have a Plague Marine unit, the Plague Crawler, and a terminator left. Final score was 29-11, Sisters of Battle Victory.
  8. I'm feeling good about the majority of it. I really don't know for certain how i feel about the Castellan nerf. i am probably THE least of the apologists for it and i don't even own a single Knight model. Despite both those facts, I am a little iffy on whether this was a slight step too far. Everyone agrees that something had to give but 110 was a bit unexpected. I literally don't know what to think about that.
  9. I'm reviewing the new FAQ's to determine if we should use them since it came out so close to the event. Likelihood is we will.
  10. Testing this. Let me know if you cant view the fb link. Ive never tried doing it this way with captions on each pic to tell the story as you scroll through them. https://www.facebook.com/groups/185402052000929/permalink/461977877676677/
  11. Okay I fought the GeneStealer Cult again. Here is the list I fought andI'll write up the battle report soon. Was just too tired when I got home to write it. I have D&D and also a big Bitz Swap today, so it might be tomorrow. We shall see. https://www.facebook.com/groups/185402052000929/permalink/461977877676677/ ++ Battalion Detachment +5CP (Tyranids - Genestealer Cults) [49 PL, -4CP, 853pts] ++ Cult Creed: The Bladed Cog Specialist Detachment: Anointed Throng [-1CP] Stratagem: Broodcoven [-1CP] Stratagem: Grandsire's Gifts [-1CP]: 1 Extra Sacred Relic Abominant [6 PL, -1CP, 105pts]: Stratagem: Field Commander, Warlord Trait: Insidious Mindwyrm Magus [4 PL, 80pts]: 2. Inspiring Leader, Broodcoven Magus, Power: Mass Hypnosis, Power: Might From Beyond Patriarch [8 PL, 137pts]: Familiar, Power: Mass Hypnosis, Power: Mental Onslaught, Power: Might From Beyond, The Crouchling, Warlord, Warlord Trait: Born Survivor Brood Brothers Infantry Squad [5 PL, 68pts]: Brood Brothers Leader . 9x Brood Brother . Brood Brothers Weapons Team: Lascannon Brood Brothers Infantry Squad [5 PL, 64pts]: Brood Brothers Leader . 8x Brood Brother . Brood Brothers Weapons Team: Lascannon Brood Brothers Infantry Squad [3 PL, 40pts]: 9x Brood Brother, Brood Brothers Leader Neophyte Hybrids [4 PL, 67pts]: 6x Neophyte Hybrid . Neophyte Hybrid (Grenade): Grenade Launcher . Neophyte Hybrid (Seismic): Seismic Cannon . Neophyte Hybrid (Stubber): Heavy Stubber . Neophyte Leader: Autogun, Autopistol Aberrants [14 PL, 292pts] . 4x Aberrant (Hammer): 4x Heavy Power Hammer . 4x Aberrant (Pick): 4x Power Pick . 2x Aberrant Hypermorph (Hammer): 2x Heavy Power Hammer ++ Battalion Detachment +5CP (Tyranids - Genestealer Cults) [31 PL, -1CP, 533pts] ++ Cult Creed: The Bladed Cog Specialist Detachment: Deliverance Broodsurge [-1CP] Acolyte Iconward [3 PL, 53pts]: Vial of the Grandsire's Blood Primus [4 PL, 75pts]: Bonesword, Broodcoven Primus, Warlord Trait: Alien Majesty Neophyte Hybrids [4 PL, 67pts]: 6x Neophyte Hybrid . Neophyte Hybrid (Grenade): Grenade Launcher . Neophyte Hybrid (Mining): Mining Laser . Neophyte Hybrid (Stubber): Heavy Stubber . Neophyte Leader: Autogun, Autopistol Neophyte Hybrids [4 PL, 67pts]: 6x Neophyte Hybrid . Neophyte Hybrid (Grenade): Grenade Launcher . Neophyte Hybrid (Mining): Mining Laser . Neophyte Hybrid (Stubber): Heavy Stubber . Neophyte Leader: Autogun, Autopistol Neophyte Hybrids [4 PL, 67pts]: 6x Neophyte Hybrid . Neophyte Hybrid (Grenade): Grenade Launcher . Neophyte Hybrid (Mining): Mining Laser . Neophyte Hybrid (Stubber): Heavy Stubber . Neophyte Leader: Autogun, Autopistol Clamavus [3 PL, 55pts] Kelermorph [3 PL, 60pts] Nexos [3 PL, 50pts] Brood Brothers Heavy Weapons Squad [3 PL, 39pts] . 3x Brood Brothers Weapons Team: 3x Mortar ++ Battalion Detachment +5CP (Tyranids) [34 PL, 613pts] ++ Hive Fleet: Behemoth Hive Tyrant [11 PL, 215pts]: 2x Monstrous Scything Talons, Adrenal Glands, Power: Catalyst, Power: The Horror, Wings Hive Tyrant [11 PL, 218pts]: Power: Catalyst, Power: The Horror, 2x Two Devourers with Brainleech Worms, Wings Genestealers [4 PL, 60pts] . 5x Genestealer: 5x Rending Claws Genestealers [4 PL, 60pts] . 5x Genestealer: 5x Rending Claws Genestealers [4 PL, 60pts] . 5x Genestealer: 5x Rending Claws ++ Total: [114 PL, -5CP, 1999pts] ++
  12. Post up like you did before and just see what happens. Someone from down south might be able to meet you somewhere and trek up. Never know until you try. 😃
  13. DETAILS: SPACE IS LIMITED (16 slots) SO PRE-REGISTRATION IS HIGHLY RECOMMENDED (see below). Entry fee is $20, and all entry fees go to prize support. ALL Prizes will be drawn for. To be eligible for the drawing, you must have finished all three games, you must have been a good sportsman and all your models must meet the three color standard. Best General, Best Sportsman and Best Painted will receive additional tickets for the drawing. Doors open at 10:00, and dice will drop at 10:30. Parking at the end of the mall (The Macy's end) closest to the shop is recommended. 2000 Point ITC Battleforged armies are allowed. All Chapter Approved is in effect. Bolter Beta rule will also be. NO FORGE WORLD RULES WILL BE USED. Models must be WYSIWYG and meet the usual ITC painting standard (3 color minimum etc...), Conversions or questions about this should be approved by the TO well ahead of time. To preregister, PM me OR post your full name, e-mail address, club you belong to (if any) and precise sub-faction you wish your ITC points to go to. We find this speeds things up considerably and reduces no shows. That's especially important since we will have limited attendance! REMEMBER: the ITC had decreed that if you take, say, an Imperial Knight with your Space Wolves, you must compete as "Imperial" and not as Space Wolves nor Imperial Knights. So when reporting your faction to me, remember that. Similar examples are when you use Dark Eldar and Eldar together they are no longer competing as either but instead as Aeldari. ITC Missions packet Favebook link
  14. Money solves many problems of course. 😃 but no, I don't think I was ever offered any kind of premium thing, ever. Or I just wan't looking. Could be. Could be... Back to the Batreps!
  15. I am able to link to Photobucket so there's that. i added a pic or two, but it looks like i deleted the ones that showed the GSC game you were interested in.
  16. Yeah I can't figure it out. I tried. tells me I can only upload 1.88mb. So whatevs. Newer cameras just don't make em that small.
  17. This site deals poorly with pics on a phone and I was under the gun. So I didn't upload them to any site to put them here and found the only wayt oget em up fast was this. Sorry. if I still have them i could email them perhaps.
  18. Managed to get another game in with the Adepta Sororitas. This time it was a smaller battle, at 1170 points or so, so a shorter contest. He deployed first and he got first turn. We played on the Quadrants deployment. I cut out the Seraphim and tanks as well as a couple Sisters units to get it down to size. 1 He went first and advanced his army up through the middle and my forces were out,of reach but easily within charge distance after his turn one. He moved the Damon Prince to my left flank to disallow Celestine from getting the jump on him and settign up his turn two charge perfectly. His Blood Crushers swooped on my right flank and used a building to hide himself from view in preparation for their charges. As I had chosen to be quite close to my deployment vertex, it would get bloody soon. 40 Khornate Daemons faced the firing line, hissing and spitting vile curses. The Skull Cannons belched death, killing members of Yellow Squad i nthe bank ranks and testing their leadership capabilities to stand fast. Canoness F'lell, Uriah jacobus, the Mistress of Pain and the Dialogus were centered to the fore and Celestine leapt forward, intent on killing the Skulltaker hiding behind the central LOS blocker which she did, bypassing the Khornate deamons to bring her wrath to the leadership, the very fate the Daemon Prince had hoped to avoid. ALL my Acts of Faith failed. This was not optimal. The Sisters of Battle shifted left, while the Arco-Flagellents moved out of hiding and behind all of them. A dialogus advanced backwards to hold an objective but could not move fast enough. All the bolters fired into the two large units, killing most of the 40 Khornate daemons. On the far left the Teal Squad rushed in and finished the leftmost daemon squad in a blizzard of rifle butts. The first turn was over with Teal Squad well up the field thanks to their successful charge but standing right next to a Daemon Prince. The last of the Khornate daemons ried to use their banner, with a re-roll, to pas and resurrect some of their number but it was not successful. 2 The Daemon Prince smashed into Celestine with the Herald of Khorne. the Skull Cannons fired and took out more members of Yellow Squad, and forced another to fail their leadership and run. Then one of the Skull Cannons crashed into Teal squad to stop them from getting past, to the objective. The blood Crushers winged around the LOS blocker in the center and then flung themselves into Pink squad. The Prince did 4 wounds to Celestine which was better than she deserved and i made the critical decision which created a hero. I had used Heroic intervention to bring the Canoness into the fight with the relic blade of the Sisterhood. She swung, with Uriah Jacobus to lend her conviction, hitting 5 and wounding 5! They failed all saves and were obliterated in the blink of an eye. The herald took the moment to drop Celestine in her tracks, dead. She rolled a 1 to get back up so i re-rolled and made it on a 2. More bad luck but at least it worked. Teal squad battered at the hull of the Skull Cannon but barely scratched it. Celestine then jumped to attack the Skull cannon in the rear while Bolters pelted and killed killed the Daemon Prince. Other bolters moved forward and slew the Skull Cannon that had charged Teal Squad and the field was left with just the one remaining skull cannon after the herald cuccumbed to the bolter storm. Khorne conceded. The MVP moment was most definitely the Canoness. Without that event a lot more bolters would have been killed or tied up and much more damage done.
  19. hmm, after looking into this I am not sure a Bastion is going to add more than it takes away. I jujst can't really make the leap of faith to adding the bastion. Its enough points that it reduces the firepower enough whether they would have really firedat the one unit I build to put in there anyways in any given round. Them ignoring the Bastion until last is sort of the equivalent of them saving that firepower for the units that ARE exposed. Conversely, I'm unable to buff them making them less effective ad if they dont HAVE any better tragets turn one then I might just be making things easier on the enemy, giving them a good target to shoot instead of a bad one or hidden one. Theres no hiding the bastion. Im not sure what fire it would divert to be honest and the enemy can avoid that Bastion once it goes down. Another consideration. I did give it a serious knoodle though. Never ask for ideas if you're not wiling to knoodle them, so I did.
  20. That's too bad. But it's still a consideration for a Volleygun unit. They put out some decent pain. The auras and orders don't work in there which is equally uinfortunate
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