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Wednesday, May 13, 2015

Horus Heresy Project: Emperor's Children Xiphon Interceptor


I had just completed the assembly of the Forge World Xiphon Interceptor and I'm looking forward to getting this easy to assemble kit painted. I think the quality on recent FW products has improved considering the fact that my lascannons came nice and straight. I only have to fill some gaps in the wings and vertical fin.

I'm a big fan of brass etched iconography and added enough on so there would be no confusion as to which legion this fighter belonged to. I might add some smaller decals in places when I'm almost finished.

I decided to paint the pilot separately since I wanted to detail the cockpit interior
Rules wise I think this fighter will be a good counter to the Fire Raptor, which will be included in one of my friend's heresy army in the near future. I get a jink bonus for added defensive bonus and my rotary missile launcher rolls 3 dice instead of 1 on the vehicle damage chart.

Monday, May 4, 2015

Horus Heresy Project: Tactical Support Squad



My Emperor’s Children army continues to grow with the addition of a tactical support squad. Currently in 30k most armies that people are playing are marine legions. This may change down the road as 30k opens up to more xenos choices, but until then it is good to be running some plasma gunners in any army. This unit is quite high in points for just 5 marines so I’m looking at getting them a transport in the near future to give them some added protection and mobility.
 
As far as painting technique goes I’m getting more comfortable with applying some source lighting on my models. I like how the plasma coils pop out more because of it. I decided to model the sergeant with a combi-bolter because I wanted him to stand apart aesthetically and didn’t want to lose him to an overheating gun.
 
I haven’t used this unit in a game yet because I’ve been holding myself up to a very high standard of only using fully painted models in my 30K games so I’m excited to bring this level of firepower in. Hopefully I won’t suffer from plasma overheating to often!

Tuesday, April 28, 2015

Horus Heresy Battle Report: 600 points



The Emperor's Children getting pwn'd

The Horus Heresy campaign moves onward! At 600 points my army is really starting to come together and have a unified look. Although I plan on using some Mechanicum allies down the road, right now I am running a pure Emperor’s Children army based around the loyalist elements. In my first 600 point game I faced off against some Salamanders that confused my army with the traitors so we battled and it was bloody…

My army consisted of Saul Tarvitz, 10 Legion Marines with power sword wielding sergent, and 10 assault marines with one basic marine wielding plasma in addition to a sergeant armed with a power fist.






I fought against a Salamanders army consisting of a bare bones Preator (using Pride of the Legion), 10 Legion Marines without upgrades, and 5 Firedrake Terminators.

Our mission was Hold the Relic and our deployment was long table edges. The terrain density was moderate.



Turn 1 was spent mainly in positioning. I realized that I deployed poorly since I was too spread out trying to cover objectives across the battlefield, while Matt (the Salamanders general) decided to group up his units together so they hit in unison.








Turn 2 I tried to pick off some of the Salamanders marines on the periphery with my assault marines. I got one kill (insert sarcasm)! In exposing my unit to return fire on the following turn I lost a whopping 7 marines due to Fury of the Legion bolter fire. I would say that from this point on it was an uphill battle for my poor army.



Turn 3 I finally got my other unit with Saul Tarvitz into firing range of the Firedrakes and I tried desperately to get a lucky kill. My assault marines that survived took to cover in order to mount a counter attack.

The Salamanders had already claimed the objective and were moving the terminators in to finish me off.



 By turn 4 the Salamander Fire Drakes Assaulted my Legion Marine Unit and hastily beat them down without suffering a single wound in the assault. Saul's Charnable Broadsword was not very effective against the terminators.

Without a realistic way to snatch victory from the jaws of defeat I conceded victory to the Salamanders.




I try to use a loss like this as a useful lesson for the next game. I believe it would have been better to hold back my assault marines until later in the game instead of exposing them early to massed bolter fire. I definitely spread myself too thin and will keep that in mind when we play our Horus Heresy battle at 1000 points. I also keep thinking that my lack of Rhinos or Drop Pods is detrimental and may be including them in the near future.

Wednesday, April 8, 2015

Horus Heresy Project: Emperor's Children Chaplain







My Emperor’s Children chaplain is now complete. I originally wasn’t planning on including a chaplain into my army, but started to like the idea of having one because of some of the background in the early Horus Heresy novels includes an Emperor’s Children Chaplain by the name of Charmosian.

File:ChaplainRosarius.jpg
Chaplain Charmosian


Spoiler Alert! Charmosion dies in the battle for Istvaan III so I thought that my Chaplain would be his replacement in Fulgrim’s Honour Guard later in the Heresy.

I was able to grab an old metal chaplain off of ebay, which is no longer in production. I considered the new plastic version, but opted for the better priced option. I liked this particular model because it required minimal converting since his armour is Mk 6, very new during the Heresy. I added some etched brass on the banner and pauldron, and then painted in typical chaplain colors.

Forge World currently doesn’t have a heresy era chaplain kit so converting is really the only option right now. This was an easy and cost effective addition to my army and will add a bit of variety in my presentation.


Monday, March 23, 2015

Horus Heresy Project: Ancient Rylanor in-progress


I recently built up an Ancient Rylanor for my Emperor's Children army. I had tentative plans to include him in my army down the road, but a generous friend of mine donated his Emperor's Children Contemptor to me so I thought, "why not?" and started this side project. My loyalist Emperor's Children will be pleased to have Rylanor supporting them from here on!



Original Rylanor artwork


Rylanor doesn't have an "official" model, but he does have rules listed in Horus Heresy Vol I: Betrayal. He is equipped with a Kheres Autocannon and a CCW with in-built flamer. Building him was fairly easy now since I have built 2 contemptors before him. In my experience it's best to start with the feet first and work your way up. The Forge World Contemptor has excellent posability which is a blessing and a curse. I have had to break parts a few times just to repose it just right. It's good to be conservative with that super glue!

Since I didn't have to do a lot of conversion on the model itself I decided to add a more flare to the base itself. I liked the idea of special characters getting additional decoration in order to set them apart from the basic units of my army.

 

I might just move Rylanor up in the paint schedule since he is one of my favorite characters from the novel series. Hopefully I will have painted pics to show off here in the near future.

Thursday, March 19, 2015

Axis & Allies Global 1940: Part 2



Turn 2 alignment

This article is a return to my previous article giving an overview of the complexity of playing a Global game of Axis and Allies. Take note that since I was the Axis Player for all 2 nations I will be mainly composing this article from the Axis point of view. The players on the Allied side were newer to the game so I did have a slight advantage, but I took care to advise when I saw them leaving me an opening for an easy win. This was largely a learning experience for the newer players.

On the 2nd day of A&A 1940 Global I wasn’t too sure how the game would go. On one hand Germany was in a weak position. They didn’t have any air power or navy and were barely holding on to all their original territories.


Turn 5, Japan has the allies boxed in

Italy on the other hand was in a strong position which is nice for a change because Italy tends to be the weakest Axis Power, but on the rare occasions Italy is able to capture the Mediterranean and most of Africa they are definitely a force to be reckoned with.

Japan was in the best position of all the Axis powers at turn 4. China was blocked in to one last territory, UK in the East had no navy and could not break out of their last 3 territories, and US and ANZAC were not able to threaten Japanese naval supremacy. Also of note, the USSR decided to not threaten my northern Asian territories so I didn’t have to worry about them like I was early in the game when I didn’t have my position established.

By the end of turn 4 was where a lot of things on the map that had changed. I started rebuilding a German navy since the US had located their Atlantic fleet down near the Mediterranean and the UK fleet consisted of a cruiser and a transport. They could still scramble so I started with 2 subs, which then grew to 4 in later turns. Not having to deal with a real invasion threat from the west allowed me to focus more on the East fight the USSR. The UK began to ramp up production in the South Africa minor facility since Italy had almost captured all of Africa. I had to pull Italy back in the face of a combined US and UK counter attack in Africa. Since my Italian Fleet was about the same size as the US fleet I wasn’t too worried about Italy getting beaten up.

Turn 7, Italy is able to keep the US at bay
In turn 5 the Axis continued to press their gains. China was eliminated by Japan which was quite an important feat for the Axis. Sending bombers into India really helped keep the UK in check because they couldn’t repair enough to build any sufficient units in response. I even began to take away some USSR territory. Germany was able to capture Leningrad while keeping the bulk of the USSR southern units in check. At this point the US started to make a serious buildup to start countering Japan since they were almost unopposed in the East. Even though Germany wasn’t that strong with Japan’s help they could both weaken the USSR to the point of falling.

Turn 6 and 7 were enough in the Axis favor to where we decided to call the game since we had already put in 14 hours playing and it looked like an inevitable for an Axis victory. The US was positioned to try and take Tokyo with a small force, but the odds were against them and they couldn’t get through 2 rounds of combat before being defeated. With USSR having lost 2 complexes, ANZAC/UK having no fleet and all Axis doing well economically it was called an Axis victory. I really think Japan pulled this victory and if the tables are turned in a future game and I’m the allied player I will most likely send the bulk of the US forces in Japan’s direction.
 

Tuesday, March 3, 2015

Axis & Allies Global review and report


One of my favorite board games out there is Axis & Allies 1940. There are separate games for the Pacific and European theaters of war. When combined they are known collectively as Axis & Allies Global 1940 or just A&A Global. This is the most complicated version of Axis & Allies to date and that is largely due to the inclusion of neutral powers and minor powers into the global map. The original game from the 80’s only had 5 playable nations while 1940 Global has 9 albeit they are usually played in conjunction with a greater nation.
 
This is a brief review and battle report of a game that I started on 2/28 and as of the date of this article the game is still in progress. One of the challenges with A&A Global is that you need to set aside a good chunk of time to fully play out a game. I would say that most games can last anywhere between 6-12 hours. A game of Warhammer is less of a time commitment unless it’s a 4000 point battle; even then I think A&A Global would still take longer with an experienced group of players.
 
The game out of box has some room for contents improvement. There aren't any IPCs (money) slips included and nothing to represent the neutral powers. I dished out some extra money for to make the experience more enjoyable by purchasing some minis to represent the neutral nations since it is possible to attack and hold them.
 
Historical Board Gaming has an excellent selection of gaming pieces to customize your A&A game:
 
 
 
We determined that I would play as the Axis powers in this game. It was a 3 player game so it made sense to have the other 2 players run the Allies. In turn one I tried to set up an operation Sea Lion threat with Germany, but fell flat since I had failed to sink all of the UK fleet and in turn lost almost all of my air power. I had easily taken France out with my land units and left some territory for Italy to capture. I was certain after all of my combat was done that I would have to focus everything that Germany would do from this point on for operation Barbarossa so I began staging my units accordingly. Italy and Japan had strong turns in the first round. I played to aggressively contain the Chinese areas and prepared for a strong push south. Luckily for me the allies couldn't make any substantial gains at this point and focused more on unit build up.

 turn 2 in progress
 
 By turn 2 I had made my attack against the USSR and took a few territories, but held in reserve most of my armor since they were positioned well to counterattack. Italy was able to secure the Mediterranean and started a massive land grab in Africa. Italy normally struggles if the UK pours a lot of IPCs into Africa. The UK attempted to rebuild her fleet and I took a gamble with my remaining Luftwaffe and sank more of their ship in order to delay them another turn. I lost all my air, but in turn gained some time to push east. Japan was able to begin grabbing some of the valuable islands down south and started bombing the complex in Calcutta, which stymied any UK production in the Pacific.


Turn 3 saw the Axis also make another large gain and took out the US and ANZAC fleet in the Pacific. Germany struggled to make any major gains in Russia, but Italy managed to secure most of Africa before the US started landing troops in Morocco. We had to put the game on hold at this point because we had spent a lot of time getting to this point and the game is still too close to call. The Allies have a chance of knocking out Germany before Japan can score the cities needed to win.

This is the state of all the nations by the end of turn 3

My next article will follow up with the conclusion of this match and what strategies really paid off in the end.