Showing posts with label Capnmoe. Show all posts
Showing posts with label Capnmoe. Show all posts

Monday, March 20, 2017

Introducing the LEGION OF DOOM!!! Chaos' Answer to Super Friends.



With Adepticon fast approaching, our current resident hope for winning the 40k Championships this year lies with Bill Keys and his Super Friends list. For those of you who are unfamiliar with this army list, it's essentially a combination of Dark Angels, Space Marine Librarius Conclave, and Space Wolf Thunderwolf Characters that combine to create an unkillable/unstoppable unit of frustration and douchebaggery. Seemingly, the only way to win against it is to not play at all.


I was tasked with creating an army that could counter Super Friends in order to give Bill some competitive practice. It would need a shit load of psykers + high strength beat sticks + stupid gear that gives you ridiculous invulnerable saves. Thus was born The Legion of Doom. Using Super Friends as a model, I've combined the best equivalents from the Chaos Space Marine, Daemons, and Khorne Daemonkin into one singular ass-smashing machine. The list:

Cyclopia Cabal Formation (CSM Black Legion)
ENDLESS HATRED: Units that have the Veterans of the Long War special rule have the Hatred special rule, and can re-roll failed To Hit rolls in every round of close combat when attacking units that contain any models from the Armies of the Imperium.

Shroud of Deceit: At the start of each of your Psychic phases, select one model from the Cyclopia Cabal to lead it in a dark ritual. That model can attempt to manifest the Shroud of Deceit psychic power, below. For each other Sorcerer from this Formation that is within 12", add one dice to the Psychic Test – these dice do not cost any Warp Charge points.

SHROUD OF DECEIT......WARP CHARGE 3

Shroud of Deceit is a psychic power that targets a single non-vehicle enemy unit within 30". The target unit cannot be locked in combat. You can immediately make a shooting attack with that unit as though it were part of your army.

HQ
Chaos Biker Sorcerer – 170 Points

  • Force Axe
  • Veterans of the Long War (+1 LD and Hatred Space Marines)
  • Sigil of Corruption +25
  • Level 3 +50
  • Spell Familiar +15 (Reroll failed psychic tests)
  • Bike +20

Chaos Biker Sorcerer – 170 Points

  • Force Axe
  • Veterans of the Long War (+1 LD and Hatred Space Marines)
  • Sigil of Corruption +25
  • Level 3 +50
  • Spell Familiar +15 (Reroll failed psychic tests)
  • Bike +20

Chaos Biker Sorcerer – 170 Points

  • Force Stave
  • Veterans of the Long War (+1 LD and Hatred Space Marines)
  • Sigil of Corruption +25
  • Level 3 +50
  • Spell Familiar +15 (Reroll failed psychic tests)
  • Bike +20

Chaos Jump Pack Sorcerer – 170 Points

  • Force Axe
  • Veterans of the Long War (+1 LD and Hatred Space Marines)
  • Sigil of Corruption +25
  • Level 3 +50
  • Spell Familiar +15 (Reroll failed psychic tests)
  • Jump Pack +15
  • Melta Bomb +5




Daemons of Chaos CAD
HQ
Kairos Fateweaver – 300 Points (Warlord)

  • Mastery Level 4
  • Re-Roll Warp Storm
  • Re-Roll 1 dice per turn
  • CAN ONLY USE 1 HEAD PER TURN
  • Right Head (All of Change, 1 Pyromancy, 1 Divination, and 1 Daemonology)
  • Left Head (All of Change, 1 Telepathy, 1 Biomancy, and 1 Daemonology) 

Herald of Tzeentch – 70 Points

  • Paradox +25 (S user AP4 Melee, Concussive, Warp Contradiction: Once per turn, when taking a Psychic test, the bearer can pick up and turn all of the dice he has rolled to their opposite side instead. For example, if he rolled a 5, 3 and a 1, he could turn them into a 2, 4 and a 6 respectively, thereby harnessing 2 Warp Charge points.) 

Herald of Tzeentch – 100 Points

  • Exalted Reward +30 (Grimoire of True Names)
  • Disc of Tzeentch +25 

Troops
10x Brimstone Horrors – 30 Points
10x Brimstone Horrors – 30 Points

Fast Attack
3x Screamers of Tzeentch – 75 Points




Khorne Daemonkin CAD (Death Star Will Generate Blood Tithe)
HQ

  • Chaos Biker Lord – 160 Points
  • Bike +20
  • Sigil of Corruption +25 (4++)
  • Lightning Claw +15
  • Power Fist +25
  • Mark of Khorne (Rage and Counter Attack) 

Herald of Khorne – 125 Points

  • Furious Charge (+1S on charge)
  • Hatred Slaanesh
  • Hellblade (SU AP3)
  • Juggernaut of Khorne +45
  • Greater Locus of Wrath +25 (Hatred) 

Troops
8x Chaos Cultists of Khorne – 58 Points

  • Mark of Khorne (Rage and Counter Attack) 

8x Chaos Cultists of Khorne – 58 Points

  • Mark of Khorne (Rage and Counter Attack) 

Fast Attack
10x Flesh Hounds of Khorne – 160 Points

  • Collars of Khorne (+2 to deny the witch rolls for the unit)
  • Furious Charge (+1S on charge)
  • Hatred Slaanesh
  • Scout
  • Fearless 


TOTAL – 1846



The idea is to combine the Cabal, Flesh Hounds, Herald Of Khorne, and Lord of Khorne into a single deathstar. The list generates 20 warp charge and 22 powers. By taking summoning on the Paradox Herald I can add to that by guaranteeing a successful summoning of Pink Horrors every turn. Alternatively, should I get the proper power, I can summon Screamers to zoom around and capture objectives. Priority on powers is generally:

Invisibility
Endurance
Sanctuary
Cursed Earth
Iron Arm
Hammerhand
Warp Fate
Misfortune
Enfeeble
Prescience
Summoning Type Powers

The top 3 powers are a must. Anything else just adds to the utility of the main deathstar. Summoning will be taken every game by the Paradox Herald and Fateweaver's heads. Fateweaver is also guaranteed Prescience. At peak performance with ideal powers the deathstar will be rocking a 2++ re-rollable with a 4+ Feel No Pain and Eternal Warrior. The unit is Fearless, can scout, and has Hatred. I feel like the only thing it lacks that Super Friends has, is Hit and Run. Which admittedly, is a big deal, but I feel like it still stands up when you consider that every unit killed by the death star generates Blood Tithe for summoning D-Thirsters. There's also my re-rollable Warp Storm that can have some pretty interesting effects on the game.

We put the army through its paces recently to see how well it held up to 40k's current unbeatable army. Below is a quick summary of the game.

We played Mission 1: Marduck's Teeth from the Adepticon 2017 missions packet.

Legion of Doom deployment.
Super Friends deployment.

The Legion had round one. The Deathstar creeped forward staying out of charge range of the Super Friends. 3 Screamers were summoned and the Deathstar powered up.


The Super Friends moved up and ate a unit of Cultists.


After powering up and and summoning more Screamers, the shit hit the fan in round 2 as the Deathstars finally met each other.


The Legion comes out on top killing one of the Wolf Guard Battle Leaders. The Super Friends then Hit and Ran out of the combat like a bunch of pansies.


The next round saw them charge back in. As you can see the Legion hit them so damn hard that one of the models was knocked off of its base and clean into orbit. Reports are coming in that it can be seen floating outside one of the widows near the international space station. Rallied by their fallen comrade, they killed off a handful of Flesh Hounds in their turn and my ensuing turn. They then Hit and Ran again like a bunch of hookers.


Super Friends then multi assaulted my 2 units of Brimstone Horrors and Heralds which they thoroughly trounced.



The Legion charged back in and the 2 units continued their tickle fight slowly chipping away at each other. My remaining unit of Cultists also entered fray. After pooping on the Cultists, Super Friends attempted to Hit and Run again but failed to roll enough distance to leave the combat.


When the dust finally settled at the end of the game. Super Friends split up and took objectives winning them the game 28-12. My strategies weren't the best since I drank almost an entire 5th of Gin during this game, but the proof of concept for the Legion of Doom was at least a victory in my mind. The Legion killed a Libby, Wolfguard Battle Leader, Ravenwing Command Squad, and all of his Fenrisian Wolves. The Super Friends only managed to kill 6-7 Flesh Hounds from my Deathstar. I generated 8 Blood Tithe for a D-Thirster but unfortunately it was after my last turn. I had 3 units of jet bikes (Screamers) zooming around the board grabbing Maelstrom objectives. My failings were in protecting the Grimoire Herald and focusing on objectives. I can't wait for a rematch. Hopefully the practice will serve Bill well at Adepticon.

Tuesday, December 20, 2016

Toys For Tots Tournament


Well, it was that time of year again. The Fantasy Shop in St. Charles, MO hosted their annual Toys For Tots tournament this past weekend. I always love going to this tournament every year. It supports a great cause and you get to have a day of fun. The weather was a bit dicey but I wasn't going to let that stop me from playing. I hadn't played a game of 40k since October when my son was born. That's also the reason posts from me have been slow. Sleep is a hot commodity around the house so I devote a lot of free time to that now.


It was 1500 point ITC tournament. Three 2 hour and 15 minute rounds. After an entire year of playing nothing but my Space Marine Battle Company, I was ready to mix it up and play something different. So, I busted out the Imperial Knights. Here's the list:

Baronial Court
Cerastus Knight-Lancer – 415 Points
  • Sanctuary +15
Knight Gallant – 330 Points
  • Melta Gun +5 
Knight Paladin – 380 Points
  • Melta Gun +5 
Knight Paladin – 375 Points


Round 1 saw the Knights pitted against Tyranids/Genestealer Cult.  The missions were Emperor's Will and Maelstrom Objectives. I was not prepared for the Genestealer Cult shenanigans but the raw power of the Imperial Knights was too much for them to handle. Though I lost 2 Knights in the battle, I still won the game 9 to 1.


In round 2 I faced off against Grey Knights/Space Marine Grav Centurions in a pod. It was Purge the Alien and Maelstrom Objectives. I didn't think I would win this game but my opponent played a little bit too conservatively overall. He also managed to kill 2 of my Knights, but by that time the only thing he had left on the board was his Centurions. All I had to do was keep my Knights out of his 30" threat range to win the game. Final score was 10 to 1.


Round 3 was a showdown against Harlequins. The missions were Big Guns Never Tire and Maelstrom Objectives. Man was this an awesome game! Here's a quick turn by turn summary that my opponent posted on GameMidwest.com:

"Both Shadow Seers got Fog of dreams which saved my butt. One thing to point out is that my shooting was next to ineffective the entire game. Haywire grenades were the only ranged weapons that really did anything.

Turn 1
Adam got first turn and killed a Void Weaver(with a 3+ re-rollable Jink save), a Star Weaver, and 3 of the 5 troupe that were inside. Knights caused a bike unit and another Star Weaver unit to Jink but didn't destroy or kill anything else. I was well hidden and Adam couldn't get a lot of shots off.

I came out of hiding and got Fog of Dreams off on one of the Dual Battle Cannon Knights. Both the remaining Star weavers moved 12” then Turbo Boosted to get right up in the Knight's faces. Adam had no flamers so I was lucky there. One bike unit turbo boosted behind him. I knew Adam would have to deal with them and pull 1 Knight away from the group. Divide and Conquer!

Turn 2
Adam blows up both star weavers but I got lucky and only lost 4 harlequins between the 2 units. One unit only lost 1 model. The bikes I threw to the back were wiped out. Oh well. Adam charged 1 of the units and killed them but they put 3 HP on him before going down.

Shooting did nothing but I got Fog of Dreams off on his Warlord. The other one I casted with 4 dice and got 4 ones. I blitzed the Solitaire (SO should have saved that for turn 4) and the 2 Harlequins from the first blown up Star Weaver into the Knight Gallant that can throw vehicles. It was the same one that only had 3 HP left, and they killed him. His explosion scattered off the board. The 4 Man Troupe unit failed a charge on the Warlord.

Turn 3
Adam's shooting was ineffective here as one of the Knights was across the board dealing with the bikes. One Dual battle cannon shot at the Death Jester but with a 2+ cover he was good. Adam ran his Warlord. A Knight Paladin attempted to charge a Void Weaver but failed a 4 inch charge.

I got Fog of Dreams off on 1 knight (Adam was cursing that power and the Solitare at this point jokingly). The 4 man Troupe and the Solitaire charged his warlord and killed him. A Death Jester and a Shadow Seer both charged a Knight Paladin and between throwing the grenades and close combat, caused 3 wounds. He had a Void Weaver just behind him and was more scared of that, so he put his shield in the rear. The knight whiffed his attacks but then stomped the Shadow Seer. They were too far apart for him to get both and only rolled 1 Stomp. The Death Jester held the one knight in close combat to keep him from shooting. Another Shadow Seer had to fall back to my table half to take an objective.

Turn 4
Adam finished off the Death Jester in close combat and the other Knight killed the 2 man Troupe that was holding an objective near the back.

The Solitaire and his new unit that he was moving with(He couldn't join them because he's not an Independent Character), then charged another Knight Paladin and put 4 wounds on it. He hits the Solitaire 3 times but the Solitaire saves them all. Adam rolled poorly for stomps only killing one of the Harlquins. He was mostly concentrating on trying to kill the Solitare. The Death Jester and Shadow Seer attempt to finish the other one off and got it down to 1 HP. The Death Jester failed his charge and the Shadow Seer was killed in close combat after failing to take the last hull point.

Turn 5
The one mobile Knight Paladin moves onto one of my Big Guns objectives and shoots the bikes hiding in the back taking one of his Big Guns objectives. No wounds caused but he kills the Death Jester with Heavy Stubber fire. The Solitaire and unit kill off the other Knight Paladin in close combat but the explosion kills the Solitaire and 2 of the troupe. Only thing left standing is the troupe master.

Troupe master moves 6”, runs 6”, Then makes a 9” inch charge on the Last Knight. I only need to roll a single 6 on 5 Dice but I fail and get cut down in combat.

The game ends with 1 Knight with 1 HP and a unhurt squad of bikes.

Primary = He wins 4 Points
Maelstrom = I win 4 Points
Adam Got Slay the warlord
I got Slay the Warlord.

Best Game I ever Played it was fun as heck. The Solitaire was truly my MVP of the Day."

The final game was a tie 5 to 5. 

Overall standings for the tournament were:
1st Mike McGuiggan (Harlequins) tied with Adam overall but won because of Strength of Schedule
2nd Adam Warnecke (Imperial Knights)
3rd Jeff Naumann (Space Marines)

Here's few pics I took of some of the other tables:







Wednesday, April 20, 2016

Adepticon and the 2016 Warhammer Championships


My first Adepticon is in the bag. It was a fantastic experience and I can't wait to do it again. Between the Lonely Havocs and the Gateway Gamers, our area group managed to take home a few awards and earn some top ranks.



Gateway Gamers team of Avery Windau, Jeff Berdar, Doug James, and Mike Horner took a 10th place finish overall in the Team Tournament as well as one of them winning a top player award in the Badab War Narrative Campaign. Congrats to the Gateway Gamers!


Our very own Squoze took home top honors for painting in the Necromunda event. Good job Squoze!

As for me and the 40k Championship, here's the recap:

My List:

Gladius Strike Force (Faction: White Scars)
Battle Demi-Company

HQ
Kor'sarro Khan - Moondrakkan
Elites
5x Space Marine Command Squad - Apothecary, Bikes, Grav-Guns
Razorback
Troops
5x Tactical Squad - Grav-Gun, Combi-Grav
Razorback
5x Tactical Squad - Grav-Gun, Combi-Grav
Razorback
5x Tactical Squad - Grav-Gun, Combi-Grav
Razorback
Fast Attack
3x Space Marine Bikes - 2x Grav-Guns
Heavy Support
5x Devastators - 2x Grav-Cannons and Grav-Amps
Rhino - Dozer Blade

Battle Demi-Company
HQ
Chaplain - Space Marine Bike, Hunters Eye
Elites
5x Space Marine Command Squad - 5x Melta-Guns
Drop Pod
Troops
5x Tactical Squad - Grav-Cannon and Grav-Amp
Rhino
5x Tactical Squad - Melta-Gun, Combi-Melta
Drop Pod
5x Tactical Squad - Melta-Gun, Combi-Melta
Drop Pod
Fast Attack
3x Space Marine Bikes - 2x Grav-Guns
Heavy Support
5x Devastators - 2x Grav-Cannons and Grav-Amps
Rhino - Dozer Blade

10th Company Task ForceTroops
5x Scouts - Sniper Rifle
5x Scouts - Sniper Rifle
5x Scouts

Game 1: Space Wolves (Kyle Chapin)


Deployment: Vanguard
Mission 1: King of the Hill (Cumulative Points by being within 12" of the center of the table)
Mission 2: Emperor's Will

Werewolves and dudes riding bears. Scary stuff. He won all the rolls, chose his side, and decided to deploy and go first. He was using the Deathpack formation from the new Start Collecting Space Wolves box. It basically allowed any unit within 12" of his Wolf Lord to run and charge. Which essentially set him up for a turn one charge with fleet. I deployed back to what I thought would put him just out of range. Turn one he dropped his pod right on my front line and blew up an empty Razorback giving him first blood. His 3 units of Thunder Bears all moved up along with the Landraider containing Wulfen. Unfortunately for me, he rolled really well for his run rolls and was in range for charges with his HQ unit and the Wulfen. As luck would have it, he failed both fleet charges needing something like 9" for both.


My two pods both came in and did work. My command squad with 5 meltas took out all but 1 of the Wulfen and my Tactical squad immobilized and stunned the Landraider taking it down to 2 hull points. My bike Command Squad charged his Grey Hunters killing all but one. Shots from Devastators, Razorbacks, and Bikes would kill one of his Thunder Bear squads. He had broken a Rune Priest off of his HQ unit to take out some Scouts I had infiltrated behind his army. He clearly didn't get the memo that Scouts are the shit. They would take him down in a hail of gunfire.

In his turn 2 he would fail a 4" fleet charge with his HQ unit and the last of the Wulfen died on overwatch. After that it was really just a clean up game for me. I ended up table him on turn 4 getting a full 30 points.

Game 2: Eldar


Deployment: Dawn of War
Mission 1: Divide to Conquer (Two 12" radius cumulative scoring areas. One for each player. Controlling or contesting the other players gives more points.)
Mission 2: Double Kill Points

My second opponent of the day brought something very similar to the list that won the Las Vegas Open in February. 45 Warp Spiders with scatter bike support. The one notable difference was the lack of a Wraithknight. I won the roll to choose sides and he won the roll to choose who deployed and went first. He chose to have me go first. I set up and he decided to null deploy. The game started and I moved half of my force onto his objective and half onto mine. During his first turn he dropped his pod onto my objective with a Tactical Squad and Librarian. Their shooting killed 1 bike. Turn 2 hit and I jumped up 5 points for being on both objectives. I wiped out the pod, Tactical Marines, and the Librarian netting me 6 more points. His turn 2, all except three of his Warp Spider squads came on. He managed to take out some bikes and some Razorbacks this turn. We would go on trading units back and forth heavily for the rest of the game.


Sadly for him, only a hand full of his units were objective secured while nearly all of mine were. I was smart enough to target those units first and wipe them off the board. This meant that I was usually scoring 6 points a turn on objectives alone since he couldn't contest them. While he got a ton of kill points I managed to do the same. In the end I also won this game with a perfect 30 points.

Game 3: Khorne Daemonkin (Kelsey Haley)


Deployment: Hammer and Anvil
Mission 1: Meat Grinder
Mission 2: Crusade

Let me just start by saying Kelsey Haley is an awesome guy. We started the game with him pouring us a couple shots of some pretty stellar scotch and it wasn't the last one we had. Kelsey was running 8 Maulerfiends and a Brass Scorpion in the Hellforged Hunting Pack formation. Good times. I felt like I had met Kelsey before. It wasn't until the end of the game when I realized that I've watched Kelsey in a few battle reports on the Long War Youtube channel.

Kelsey won the roll to choose sides and to deploy/go first. In his first turn he moved everything forward. Shots from the Brass Scorpion took out a unit of bikes. My turn one, the 5 melta gun Command Squad and a melta/combi melta Tactical Squad came in near the Brass Scorpion. I basically fired everything I could into the Brass Scorpion this round and blew it up. It had to happen asap or it was gonna mulch me.


In his turn 2 he assaulted with all of his Maulerfiends. One of them blew up to a lucky melta gun overwatch. I think another would get immobilized by a grav-gun on the charge. Lucky stuff for me. The others all made their targets. If I recall correctly, he destroyed a Rhino, Razorback, a unit of Scouts, and Tactical Squad. One tactical squad survived an assault and hit and ran out. In my turn I either immobilized or blew up all but 2 of his Maulerfiends. Knowing that he couldn't pull out a win with only 2, he conceded the game. Another perfect score of 30.

At this point I'm thinking, "Holy shit! I may actually make top 16 at my first Adepticon."

Game 4: Chaos Daemons (Nick Nanavati)


Deployment: Dawn of War
Mission 1: Cumulative Objectives (Each objective was worth 2 points if you were on it at the start of your turn, starting round 2.)
Mission 2: Crusade

Nick was running a Daemons CAD and the Burning Skyhost from the War Zone Fenris book. It consisted of 9 units of Screamers and 1 Herald on a Disc. From what I can remember, his CAD had Fateweaver, Nurglings, and 2 Heralds on Discs. I'm fairly certain there were a couple other units as well but at the moment I can't recall. He also had an Imperial Bunker with a Comms Relay. His Screamer star was pretty standard. Grimoire, Invis, unkillable, etc. I won the roll to choose sides and Nick won the roll to deploy first and choose who went first. We both placed objectives in a small triangle in the opposite corners of our deployment zones. He castled up in the corner with all of his objectives. He surround his Heralds to ensure I wouldn't be able to kill any. I deployed half of my army on my objectives and the other half directly across from him. I reserved all of my bikes including my command squad. I chose not to scout because I felt that it would just be feeding him units. Screamers poo on light transports in assault. He ended up giving me first turn and the game started.

It was night fight so he was jinking for 3+'s re-rolling 1's which is tough to kill, especially on 2 wound models. I would have had to eat through 8 Screamers before getting to the Heralds. I decided that I would just ignore that unit and make an attempt at killing Fateweaver. Both pods came in contesting 2 of his objectives. I poured every shot I could get in to Fateweaver. Sadly, I couldn't finish him off and left him alive with 2 wounds. I also killed 1 Screamer and 2 Nurglings. Having brought a ton of Grav weaponry to counter Eldar, really backfired on me in this round. They only wounded on 6's since daemons have no armor saves. Sad times. In his turn one he took half of the Screamers and lined them up down the entire left side of the board. If my outflank reserves came in on that side they would die immediately from the inability to come on 1" away from any of his models. I definitely didn't see that one coming. It was a fantastic play. Fateweaver flew forward killing a marine with vector strike. His Screamer star powered up and became unkillable. He used it to multi-assault a drop pod and a unit of Tactical Marines killing both.

At the start of turn two I grabbed 6 points for holding 3 objectives. I attempted to drop another pod on one of his objectives but scattered off. The 2 units of the bikes came in. One would die to his screamer wall and the other came in on the opposite edge. Shooting would see me drop another wound from Fateweaver and kill a couple Screamers. Fateweaver attempted to kill some Rhinos with psyker powers and failed. His turn 2 he grabbed 2 points for objectives. He attempted to deep strike in a unit of Nurglings, misshaped, rolled a 1, and lost them to the warp. He attempted to bring in the second unit in the same place and misshaped again. This time I got to place them and I put them in his back corner where he deployed. He assaulted and killed both pods as well as a unit of Tactical Marines.

Turn 3 I grabbed another 6 points. My Bike Command Squad and HQ's came in on my side of the board avoiding the Screamer wall. I killed a few screamers and tried to kill Fatewaver but the slippery bastard refused to die. He grabbed 6 points for objectives at the start of his turn. Fateweaver flew off the board. The Screamer star summoned more Screamers. Now that all of my units were on the board the Screamer wall decided to join the game. The screamers all made a bum rush towards my transports. He managed to surround 2 in assaults this turn killing them and the guys inside since they couldn't disembark while the vehicle was surrounded.

The next two turns were pretty much the exact same thing. I new after turn 3 that my only chance of winning was for the game to end on turn 5. At that point I held 2 objectives and he held 4. Had the game ended It would have been almost a tie. Sadly, it didn't go down that way. Turn 6 happened and it was the nail in the coffin. Screamers finally munched up all of the units I had on any objectives. Crusade objectives were worth 5 points at the end of the game and having all six shot him up 30 points. In the end I got 0 points and he got the perfect 30.


I finished 28th/190ish players which put me in the top 15%. Not bad for one of the biggest grand tournaments in the country and my first large scale event. The only thing that stopped me from making it to the top was getting paired with Nick for my 4th and final game of the day. Nick Nanavati has won Adepticon 3 years and been in the top 10 for the past 6. He was an incredibly difficult opponent and great to play against. It was a great game. I'll chalk that up as a win in my book.

Tuesday, March 29, 2016

Hobby Update: Adepticon Space Marines are Ready to Roll


Thank the maker I'm finally done painting this army! I knew in January when I decided that I was going to build and paint an entire Space Marine Battle Company for Adepticon, that it would be pretty tough to pull off. Hell, I even added in the extra task of creating a display board. Even though I died a little inside from the incessant grind of batch painting, I think I still managed to achieve a quality product that should score well in the painting category. I know that those extra points can be a huge boost to your score. It was my painting score at DieCon this year that pushed me to 2nd place overall. Hopefully, it will be just as helpful for me at Adepticon.








Friday, March 25, 2016

X-wing: Store Championships #1


X-wing store championship season is in full swing.  Unfortunately, I already missed one of the three I had been planning on attending. Sometimes life just gets in the way I suppose. With the System Open at Adepticon looming close, I need all the tournament practice I can get. I recently made it to the championship at Castle Perilous Games and had a great time. The crowd was small but the company was good.



MY LIST
Gold Squadron Y-wing Pilot "Stress Hog" (Twin Laser Turret, R3-A2, BTL-A4 Y-Wing)
Gold Squadron Y-wing Pilot (Twin Laser Turret)
Gray Squadron Y-wing Pilot (Ion Cannon Turret)
Blue Squadron B-wing Pilot (Tactician, B-Wing/E2)

Total: 100


My first game was against Wedge, Wes Janson, and a Stress Hog Y-wing. The initial joust saw my B wing disintegrated. I did still manage to double stress and Ion Wedge and get a Tactician stress from the B-wing onto his Y. The next round would see me take out Wedge. After that my Y-wings tore his apart over the next few rounds. In the final round he took out my Stress Hog but with my last shots I manage to take Wes down. Win 100-51


Next game was against Poe, 2x B-wings, and an A-wing. This player was fairly new to the game and that worked heavily against him. I tried to help him where I could with rules, but his lack of experience with flying his ships was what ultimately did him in. Final score was 100-25.


My last game was against a brutal Scum list featuring Bossk (heavy laser cannon, K4 security droid, mercenary co-pilot), Torkhil Mux (Moldey Crow title, blaster turret, recon specialist), and N'Dru Suhlak (Cluster missiles, lone wolf). He would end up alpha striking me and destroying my B-wing on our first pass. I slowly ate away at his ships the rest of the game managing to take out all but Bossk. Unfortunately, the only ship I had left by then was my Ion Y-wing. He would end up destroying me with 6 hull still left on Bossk.


At the end of the day I walked away with 2x alternate art C-3PO's, an acrylic range ruler, and a Challenge Coin.
This weekend is the store championships at Fantasy Books and Games. Wave 8 has also since been released and I bought into the Scum and Villainy portion. I picked up 2x Punishing Ones, a Mist Hunter, and a YV-666. Chances are high that I'll be bringing some kind of combo of those ships. I can't wait to see all of the awesome combinations people use with the new ships and cards.