Wednesday, April 2, 2014

Another epic POV (non porn) shot!

Since nobody has submitted any epic photos, I'll post another one of mine.

2 years ago the Astro guys held an epic apocalypse game of Orks vs Imperium. To battle the Green Tide, I brought the Green Wall. I think I had something like 8 Salamander Dreadnaughts. They held the line against countless Stompas for 2 turns. This photo depicts my Mortis Pattern Contemptor flank marching to eradicate some of the Ork footsloggers. If I remember correctly... he didn't do much. But it was a cool pic non the less!

Wednesday, March 26, 2014

This just in: Assault Ram useful for once!

I just wanted to throw up this short quick little post of epicness! For those of you who know me, you'll know that I love my Assault Ram. You'll also know that it the most useless piece of shit model, when in my hands. I believe Rob L has even nicknamed my Assault Ram "The Muffin Launcher"!
But last night, for the second time ever, was good (The first time being when it rammed Big Seans Warhound titan and blew it up!)! My Assault Ram actually 1) hit a target 2) wounded the target 3) deleted the target!



The unit in question was 8 BA Assault Marines, a Sanguinary Priest and a Librarian. The Assault Ram caused 29 s6 ap4 wounds and 9 s8 ap1 wounds! Killed every single model... and just barely!!!! The very last cover save was for the very last model!
The BA unit had just deep struck the turn before, and were therefore all clumped up in a lovely Magna-Melta shaped blob! Charles Lined them up along the table edge as they died. Thanks Charles!

If you have any epic stories that can be expressed by ONE picture, submit them to me (picture and write up) and it will featured on the website. Email submissions to Greg@40kegger.com

Wednesday, March 19, 2014

Mike & Jordan VS Rob & Lance: FIGHT!!


He could feel the massive psychic entity that was the Hive Mind.  It’s tendrils of conscious thought extending out to touch the Tyranid synaptic creatures.  The runes that covered the floor around him began to glow as the ritual progressed.  The hundreds of pacified psykers chained to the altars began to thrash and scream as their life force was drained from them.

If this ritual was successful, Veritas would be able stretch a strand of his own consciousness into the rivers of information that flowed from the Hive Mind and gently manipulate certain Tyranid creatures.

As the ritual grew in intensity a whirling gust of power formed with Veritas at the center raising him into the air.  The power surged through his body, blood pouring from his nose and eyes, an inhuman shriek of power and pain erupting from his throat only to be cut off by bloody phlegm and vomit spewing forth.  As the ritual reached it’s peak, the chained psykers exploded with a shower of gore and Veritas dropped to the ground and was still for a long time.

Veritas opened his eyes to see the scarred face of Proelium, the veteran of his chosen guard.  Veritas whispered only two words before a fit of coughing seized him, but Proelium knew what to do.  He rushed to prepare the army to fight, his own stimulant injectors pumping him with adrenaline, the words “It worked” echoing through his mind.



So the above little story should give you an idea as to how this game went, or at least how it started.  Mike and I both got Puppet Master.

Here is the deployment.

The poor quality picture is due to poor lighting conditions of an unfinished lighting situation.

Mike and I got turn 1 and we both moved up being careful to stay far enough away to not get assaulted right away.  Mike’s shooting was a little lackluster killing a couple hormagaunts with his vindicator.  Mine was far better.  I was able to use my oblits to pop the truck that had the meganobs in it, and I successfully used Puppet Master



to shoot the Exocrine into the side of the Battlewagon and kill it.
So essentially I almost totally neutralized the Ork army for at least a turn as all of it’s mobility was gone and it didn’t have any ranged shooting.

Their turn was spent moving forward as fast as possible.  The Hive Tyrant moved up on top of the “skyshield” in the middle of table and it had lost a wound to the Warp Table.  It was able to shoot up the side armour of the Vidicator and wreck it.

Our turn again and Mike sets up his cultists to shoot at the Hive Tyrant hoping to ground it so we can Puppet Master it but fairs way better and kills it with his cultists.  Yep you read that right.  Mike’s 20 odd cultists manage to inflict 5 wounds on the flying beast and Lance has the decency to fail 3 of them.  I get my Sorcerer within range to use The Last Memory of Yuranthos on 3 units and kill around 20 models.  Mike’s 2 units of marines move up, bail out, and shoot the shit out of Lance’s big Hormagaunt squad.  Things are looking pretty good for us right now.

I make a monster of a bone head play and charge my Maulerfiend into the battlewagonless Orks hoping to get into base contact with the Warboss so my Lasher Tendrils can deny him 2 attacks and I could win on combat rez.  Well that does not work and the Warboss punks the Maulerfiend hard.



I’ve never used the Maulerfiend before and now have a slightly better understanding of what he can and can’t do.  Thanks Rob!



The cavalry arrives for Lance and Rob in the form of both Dakka Jets that come on and almost annihilates a whole squad of marines.




The Exocrine shoots up my rhino and I have to bail out which allows Rob and the battlewagonless orks make a decent charge and get in my face.  I challenge with my Lord and he accepts with his Warboss who proceed to slap each other around and do nothing.  I do, however, kill the rest of the squad making him fall back but I fail to sweep him.

The rest of the game goes like this…





Except they weren't cute puppies.

…with the exception of these 3 spectacular things that happen.  First, my warlord dies to a dangerous terrain check and Perils of the Warp.  Second, Mike uses Puppet Master to shoot the Exocrine at the Warboss who just re-grouped.  And lastly, the very last bullet that was shot in the game killed the last cultists who just happened to be holding on to the relic, and it was shot by an Ork Nob.

So, the game ended a tie, as the Relic usually does I find.  We managed to keep one of our warlords alive and kill both of theirs but still cough up enough faction points to make it 8-7 for Chaos.


The fancy warp storm chart didn’t really come into play except when it put the wound on the Hive Tyrant on the first turn.  After that it killed 2 or 3 hormagaunts, made my Chosen squad stubborn and gave the Champ Shred, and it did NOTHING for 5 rolls.

Had a good time and other than a long drive out to Rob's place it was a pretty quickly organized game, considering needing to get 4 players on the same schedule.

Thanks to Lance and Mike for making the long trek and thanks to Rob for hosting and supplying beers, although it was just me and him drinking them.

Happy gaming til next time!

Sunday, March 9, 2014

Beer league Apocalypse - Back to beginings

Those of you in the 2013/2014 40kegger Beer League know that that our wind up will be a game of Apocalypse. It's going to be held where it all started. I was going through my videos today and found this old gem. It's from our first big Apocalypse game. Thought I'd share it again to get everyone's destructive juices flowing!


Thursday, February 20, 2014

Jordan VS Garth: FIGHT!!




    As the drop pod doors opened, Azreal and his command squad stepped into madness.  Directly before them was a monstrous beast, flesh and metal fused together with dark sorceries, spewing fire and death off in the distance.
    Azreal’s command squad didn’t need to be told what to do and leveled their melta guns at the beast.  A sudden eruption bathed everything nearby in fire and through the fire came the response of the enemy.  2 hulking figures, no longer resembling anything natural, covered in eyes, tentacles, appendages, and bulging muscles raced towards them manoeuvring over the rubble and wreckage without issue.  From all directions came bolter rounds and solid rounds dropping Zeirael, and just before the 2 daemonspawn of chaos hit their lines a feeling of dread fell over Azreal’s mind.  So powerful was the feeling that it took everything in his power just to defend himself as the creatures slammed into his squad tearing Lucius to pieces.
    As the icy feeling on his soul release it’s grip, he was further dismayed as the spawn disappeared before his eyes and Brontes was torn down next to him, beyond the help of the apothecary.  Despite not being able to see his foe, his wild swings managed to find their mark.
    Before he could recover from the assault of the daemonspawn, Azreal is swarmed by cultists and traitor space marines and he knew that he would not break their lines in time.  He would have to settle knowing that he at least crippled the army by destroying the gun behemoth.


Lets set this up right off the get go.  Garth chose Run and Gun Recon for his mission, and I chose Cut the Head off the Snake for mine, and we both chose Slaughter and Withstand for faction points.  Garth had his core plus 2 full tac squads in drop pods and a scout squad.  I had my core plus another chosen squad in a rhino, 2 spawn, 2 oblits, and the forgefiend.

I knew that Garth would have to come to me to win so my plan from the start was to castle up in a corner using all the models I had to take up as much space as possible so he couldn’t drop in and nuke my Forgefiend turn 1.  Garth deployed his scouts in a ruin in the centre of his deployment zone.

Turn 1 I shuffled around a bit…



…and now everything looks like this



Garth drops in his 2 tac squads on his side of the table, combat squadding them to picking up resource points but throwing my game plan right out the window.  I am now going to have to go get him, breaking up my battle line and give Azreal room to drop in.  There is some shooting and stuff but not a whole lot happens.

I make a bold move turn 2 and move up to make an assault on one of the combat squads.  I am also able to multi assault and get the drop pod, in doing this I am hoping to get the extra kill point, and not kill all the marines so I can finish them off in Garth’s turn and not get shot at.  I issue the challenge and win giving be a victory point, but drop pod explodes and kills my powerfist.  Well dammit.



One of my oblits comes in and drops in behind his scouts and leaves 2 alive.



Garth does exactly what I was afraid of and drops Azreal and his 3 Meltagun toting command squad next to the Forgefiend blowing him to smithereens.



I FAIL to kill all the marines I assaulted turn 2 and will now be stuck in combat during my turn 3…FUCK!!  Some other stuff happens.

Turn 3 starts off with a fantastic set of psychic powers.  I cast Hallucination and got the result where the target unit can’t do anything, and I had cast that one on Azreal and his command squad.  Then I set up my cultists and a unit of chosen move to shoot the shit out of the command squad and dropped 2, the spawn drag down another in assault.  I also get a plasma cannon shot off on to his other combat squad and get his second hero.  I know I’ll have to keep Azreal busy, or kill him, if I want to win this game because Garth really only has 2 units left that can get into my deployment zone. 

Garth grinds on in the combat phase with Azreal and plinks a couple wounds off elsewhere with some shooting.  He is also booking it for a resource marker that I placed on the top floor of a building that’s just outside my deployment zone.  I figured he might go for it because he was talking about how he wanted to get a roll on the magical chart.  So I guess I kinda got some inside info, I like to think it’s due to good intel and scouting.

For the last couple turns I manage to mob Azreal with cultists and my remaining chosen just long enough to keep him out of my deployment zone.



Garth collects the rooftop resource marker  making that 4 and I manage to wipe out the scouts with a powerful Psychic Scream

After the dust settles, Garth manages to collect 18 resource points and 8 Faction points.



I earn 9 resource points and match Garth’s 8 Faction points, but I also manage the win.

All in all a good game, as always, against Garth.  I play him often and notice how much of a better player he is every time I play him.  Looking at the lists, he easily could have beat me if he had decided to be more aggressive in getting his units into my deployment zone.  Because I had turtled in a corner, he should have overwhelmed the other corner in my deployment zone and shot the crap out of me.  However, he decided to collect the resources and picked up a ton, easily enough to get him his roll on the legendary traits tables.

I should have covered myself better and not allowed Azreal room to drop in my lines, that cost me my forgefiend and 175 points that only saw 2 turns.

Thanks for the game Garth, a good time was had by all.




Happy gaming.

Tuesday, February 11, 2014

40KEGGER 6 Registration Now Open

 
May 24 and 25, 2014
Winnipeg, MB, Canada
 
 
 
 
If you would like to be part of this event, send an email to Greg@40kegger.com and request to be placed on the mailing list. You will be sent an email with registration details.

Full Event Info available on our website.


Thursday, February 6, 2014

Misfits of 40k: Episode 9

DREADNOUGHTS!!

That’s right ladies and gentlemen, I’ll be talking about the walking behemoth sarcophagi that contains the nearly deceased body of a space marine.  Sounds cool right?  Then why are they so crappy?!?



Now to be a little more specific, I’m not talking about Venerable Dreadnoughts, or Iron Clad, or Furioso, or anything like that.  I mean a regular, plain, old, run-of-the-mill Dreadnought.

Now there are 2 armies that can run a basic Dreadnought and they are similar in many ways, but there differences make them uniquely capable of different things.

Lets start things off on a high note, a Dreadnought can be built to deal with absolutely any situation, whether you need him to take out massed light infantry, heavy infantry, vehicles, fliers, or monstrous creatures.  



Your basic Dreadnought costs 100pts stock no matter which codex he is bought from.  For that you get a Mulitmelta and power fist and a stormbolter or combi-bolter on a S6, A2, AV 12-12-10, walker chassis.  So as a stock item, it’s main use would be to take out vehicles or buildings at close to medium range.  However, as I mentioned above you can equip this bad boy to do anything.



The close combat Dreadnought is done best by the Chaos version, mainly due to it’s ability to buy additional close combat weapons like the Thunder Hammer and Power Scourge.  The Power Scourge being a fancy item available only to the Chaos Dreadnought is a combat weapon that puts a –D3 penalty to WS to all models in base contact with it.  There is a downside to the Chaos Dreadnought, the Crazed rule.  This forces a roll on a chart any time the Dreadnought takes damage.  On a 1, he can’t move but must shoot all his weapons twice at the unit that damaged him OR the closest enemy unit.  On a 6 he can’t shoot and must attempt to assault the unit that damaged him OR run towards it.  There are 2 big alarms that go off when considering a combat dread; first you only get 2 attacks base and second is that almost any unit is capable of killing it.  Hell a squad of guardsmen with Krak grenades will kill it in 3 rounds of combat with Krak grenades.  Which makes him more useful at smashing elite units that can't smash back.



On the opposite spectrum, both the Chaos and the Imperial Dreadnoughts can pull off a pretty good “shooty” fire base.  The gun upgrades for each are mostly the same with the exception of the Imperial Dreadnought being able to take an assault cannon and a second twin-linked autocannon.  The more “popular” shooty builds are the lascannon missile launcher combo for ranged anti tank, the plasmacannon missile launcher for anti infantry and light tank, and the dual twin-linked autocannons for anti almost everything.  The glaring problem with this one is that those same guardsmen in the previous example will kill it without losing as many models.  This is because the Dreadnought does not have a Power fist and does not ignore armour saves.  The Chaos Dreadnought has an additional drawback in that it may be forced to charge something.



So, what do we do with this thing?  Well, I think the best course would be to keep it cheap.  Generally, you can build each one of them as a multipurpose tool by simply giving them a heavy flamer upgrade.  Now they can pop tanks, kill hordes, and still work the assault phase.  A jack of all trades master of none.



For the Chaos Dreadnoughts specifically, you can go the way of combat, giving him an additional power fist and a heavy flamer, or to upgrade one of the close combat arms to a power scourge, each one running 110 total.  You have to remember though, that he can be “tar pitted” fairly easily and is a big enough threat to be targeted early and killed easily.

The Imperial Dreadnought can’t take a second power fist so the pure combat option is out unless you take an ironclad or something, but he can take the double autocannon.  This makes him pretty damn popular as a support fire base.  Since he has a 48” range he is a threat from almost anywhere on the table and has enough power to be a threat to just about anything but the toughest units.  Another bonus is that the autocannons are twin-linked which doubles his odds of scoring a hit against a flier.

Hmmm, well this episode doesn’t seem as funny as it is informative.  I’ll try to fix that for next time.

Oh, and whatever you do, don’t tell Garth that Dreadnoughts suck, he has like 20 of them.


Happy Gaming!