Date: 18th and 19th February, 2012
Venue: Warhammer World, Nottingham
Age Limit: 16+
Details: For a good reason to come and use those new ‘toys’ you received over Christmas come and play in a friendly 2000 point tournament of Warhammer 40,000.
The weekend will involve 5 games at 2000 points and will include many prizes including the Oxford Minotaur’s war axe.
After the competitive games on Saturday you will be able to play some social games or just relax after day's gaming.
If you want to take part you will need to bring a fully painted 2000 point Warhammer 40,000 army, dice, tape measure, templates and rule books.
This is a Nova style event currently with 110 places.
Tickets: Tickets cost £40.00 per player, and includes lunch on both days.
Tournament Blog: http://jollytoysouting.blogspot.com/
Contact: For more information please contact OGC at: http://www.oxfordgamingclub.co.uk/ or email royemunson@hotmail.com
Rules pack: http://www.oxfordgamingclub.co.uk/rulespacks/OGC_jollytoys2012.pdf
Monday, 27 June 2011
Sunday, 5 June 2011
Henchman Squad
I've been building converting a deathwatch marine squad for the Grey Knights. Going by the old deathwatch kill team rules they can either be led by a marine captain or librarian but the GK codex does not include these (in power armour). The GK codex though does include an Ordo Xeno's inquisitor. As the deathwatch are part of ordo xeno's this seams like an ideal choice.
As the army will include an inquisitor it can also include a henchman squad. As these squad can be quite characterful and 'fluffy' I'm going to have one!
Now for the composition of the henchman squad I first thought about including a shooting squad. e.g. gun servitor and monkeys. I decided not to though as most of the other stuff in my army shoots. What my army does lack though is a hard hitting close combat squad with lots of attacks.
As such I've decided to include 3 types of henchmen in my squad. Deathcult assassins, banishers and arco-flagellants. 4 DCA for high initiative power weapon attacks. 2 Banishers with eviscerator for anti vehicle. 2 Arco-flagellants for lots of high strength attacks.
Now this squad is going to be led by the OX inquisitor who will have rad grenades and hammerhand. This will mean on the charge the unit will hit with -
16 I6 S5 power weapon attacks
4 I1 S8 power weapon attacks
10 I3 S6
6 I3 S4 force weapon attacks
Now as must infantry has a T3 or 4 and the inquisitor has rad grenades that's potentially 14 hit that will cause ID. After being hit by this squad I don't think much will survive.
As the army will include an inquisitor it can also include a henchman squad. As these squad can be quite characterful and 'fluffy' I'm going to have one!
Now for the composition of the henchman squad I first thought about including a shooting squad. e.g. gun servitor and monkeys. I decided not to though as most of the other stuff in my army shoots. What my army does lack though is a hard hitting close combat squad with lots of attacks.
As such I've decided to include 3 types of henchmen in my squad. Deathcult assassins, banishers and arco-flagellants. 4 DCA for high initiative power weapon attacks. 2 Banishers with eviscerator for anti vehicle. 2 Arco-flagellants for lots of high strength attacks.
Now this squad is going to be led by the OX inquisitor who will have rad grenades and hammerhand. This will mean on the charge the unit will hit with -
16 I6 S5 power weapon attacks
4 I1 S8 power weapon attacks
10 I3 S6
6 I3 S4 force weapon attacks
Now as must infantry has a T3 or 4 and the inquisitor has rad grenades that's potentially 14 hit that will cause ID. After being hit by this squad I don't think much will survive.
Monday, 16 May 2011
Rapid Strike 2011 - Review
I attended Spiky clubs 1 day, 40K tournament Rapid strike 2011 on Sunday and came a, what I consider, respectable 20th out of 44. The day consisted of three games at 1500 points. I achieved 1 win, 1 loss and 1 draw.
Game 1 - Jen Chapman – IG
Jen had – Griffin, punisher, demolisher, valkery with command squad, outflanking stormtroopers, outflanking ‘blob’ squad with al harim
Capture and control – dawn of war
Result – Draw, I achieved all 3 bonus points. (kill enemy HQ, be nearest centre, have a scoring unit in enemy deployment zone)
Highlights – at one point in the game my dreadknight killed 32 imperial guardsmen, which had outflanked, in 1 go.
Game 2 – Leo Midwinter – Dark Eldar
Leo had lance and poison spam
Sieze ground (4 objectives) – Spearhead
Almost got tabled – 2 bonus points
Highlight – Leo stole initiative. I couldn’t pen armour, and when I did, I couldn’t damage vehicles. My dreadknight died for the first time. 1st time in 7 games, and people said he’d die easily!
Game 3 - Andrew Bampton – Ork Warbikes
Adam had – 2 big nob biker squads, each led by warboss
Annihilation – pitched battle
Big win
Highlights – my first shot from the assassin killed a painboy, he killed assassin and dreadnought then turbo boosted around the table. I ran after him and shot lots. He conceded mid turn 7
All in all a good tournament and a fun day.
Sunday, 15 May 2011
It's been awhile
It’s been a while since I posted so this might be a big one (post that is!)
I’ve decided that I’m going to attend a local 1 day tournament, which happens to be this Sunday! I was thinking I take my marine to this as I wouldn’t have much time to play test my grey Knight and also I didn’t really want to paint a whole army in a month! When I got my hands on the new ‘dex and models though I changed my mind.
So far I’ve managed to play 5 ‘test’ games and even though my win/ loss record isn’t that good they’ve all taught me something.
Game 1 – Ben’s Imperial Guard – Big Loss
Ben’s army wasn’t the standard leafblower but did have griffon and contain a couple of leman tanks.
I had only just got my ‘official’ copy of the codex and none of the new models yet. As such I was using a list I’d quickly thrown together:
Grand master
Brotherhood champion
10 purifiers
10 terminators
5 terminators
Dreadnought – 2x TL autocannon, with psybolts (psyfleman)
Ben stole the initiative, lemen russ shot killed all 10 purifiers. Terminators made their way across the battle field and killed a couple of units.
What I learnt – Termintors are beast in close combat, I need stuff to take down big tanks, GM’s not that good.
Game 2 – Paul’s Chaos Deamons – Loss
Paul’s army was a mix of daemons including a soulgrinder
As I had now read the codex, and got my new models, I started tailoring my list, mainly for anti daemon:
Libby
Big squad of terminators
2x small strike squad in razor back
5 purifiers
Dreadknight
Psyfleman
Paul got, and took, first turn so I couldn’t warp quake him. I decided to stand back and shoot. Paul came towards me and killed most of my men. At one point my purifiers cast cleansing flame and suffered a perils of the warp!
What I learnt – Don’t stand back and shoot, GK’s kill daemons in CC. Libby is GREAT (especially sanctuary power), dreadknight is pretty good.
Game 3 – Bert’s ‘nids – Big Loss
Bert is one of, if not the, best gamers at the club.
Bert’s army – mix of big guys and little guys. Stuff of not was doom of malentai, deathleeper, tervigon, and quite a few spores.
My army was the same as game 2.
I won, and took first turn, got warp quake off which forced Bert to drop his spore away from me. Deathleeper at a lot of shots, and survived, than ate quite a few terminators. I force weaponed a few big dudes, basically threw the dreadknight away, my dreadnought instant killed doom, the rest of the guys swamed over me.
What I learnt – purifiers aren’t that good, got killed too easily! Dreadknights personal teleporter isn’t that good.
Game 4 – Simon’s Ultramarines – Big win
Simon run a fairly standard SM list – assault terminators and captain in land raider, vidicator, couple of dreadnoughts.
My list –
Libby
Big squad of terminators
2x small strike squad in razor back
Vindicare assassin
Dreadknight
Psyfleman
I’d decided to drop the purifiers for a vindicare assassin, I also swapped around some wargear.
Everything went to plan, terminators and dreadknight DS on time, turn 2, and on target, tanks to servo skully. Although in took the assassin several turns to kill the vidicator, he did hold it up all game, also managed to blow the turret off a predator. The dreadknight was an absolute handful for Simon. With a heavy incinerator and heavy psycannon the tactical squads were no problem, then finished off the predator with his sword.
What I learnt – sever skulls are great for pin point teleports, dreadknight is even better than I thought, vincare is good, can be excellent (I got a penetration of 29 for 1 shot!)
Game 5 – John’s Chaos Space Marines – Loss (almost draw)
John’s another big player at the club, he’s very knowledgeable, more than happy to share this knowledge which makes games ‘v’ him very educational.
Johns army – Kahn and daemon prince leading 2x 10 man CSM squads (1 in rhino), 9 Tzeench terminators, 2x oblitirators
My army – As game 4
Daemon prince ran towards me killed stuff then died, CSM squad died when my dreadknight showed up (deep struck turn 4), terminator arrived (deepstruck turn3) killed an obliterator then died to mass plasma from the terminators. Instant killed Kahn with dreadnought
What I learnt – DS’ing is not reliable, doesn’t turn up when you want, reinforced that servo skulls are needed for accurate teleport, reinforced how good the dreadknight is.
Summery
Librarian is a must for his force multiplying powers.
Assassin is most for anti vehicle.
Dreadknight is a must if you want your opponent dead.
Psyfleman is a must for light vehicle killing and special character instant killing.
Don’t stand back and shoot.
Think A LOT before deciding to DS, terminator and dreadknight need to be killing stuff not sitting off board.
Tuesday, 29 March 2011
Codex: First thoughts
I’ve had a backup copy of the grey knights’ codex for about a week now and have been messing around with various different builds. I’ve been focusing on the 1500 points level as I’ve got a tournament of that size mid May in which I plan to blood the Knights.
The most obvious thing that I’ve noticed with the new ‘dex is that even though the knights are cheaper you still don’t get many of them! Where as a space wolf grey hunter is 15 points a standard knight is 20. Now I personally think 1 on 1 that extra 5 points is more than worth it for it get you a storm bolter, force weapon -1 LD as psychic powers cast at you, the ‘deep strike’ USR and the hammerhand (+1S) psychic power. All this for 5 points, and -1A.
HQ wise there are some very nice special characters, trouble is there high point cost. At 1500 points I can’t really justify the outlay for one of these. As such I’ve decided to go for a librarian. Why - the brotherhood champion only has 1 wound, the grand master is far better than the brother captain (and for only 25 points more) but I don’t think either can get there points back in this size game and the inquisitors are out as I want knight only. For this size game I want a force multiplier than can help me get the most out of my small army. I know the GM is a multiplier but not by enough IMHO.
For troops I’ve got for 2 strike squads and a terminator squad. Strikes squads as there, IMHO, worth there points and terminators as they are both hard as nails and fluffy.
I’ve decided to include a dread knight as the model is cool, rules are bad either! I’ve given him a personal teleporter, even though at 75 point it’s not cheap, as I can’t resist the thought of a grey knight monstrous creature jumping, literally, up and down on the enemy.
All I’ve got to do now it wait for the models to get delivered, paint them and playtest them!
Tuesday, 15 March 2011
Squeeling like a little girl
I'm excited.
Yes, at last there arrival is imminent.
Just ordered the following
2 X 5 man power armoured grey knights
2 X 5 man terminator armoured grey knights
Grey knights Codex
Dreadknight
2 X Razorback's
Terminator Librarian
Venerable Dreadnought
lots of resin bases
that together with the stormraven I ordered about a week ago, the 20(ish) unmade power armoured dudes I've got at home and my existing knights should give me a nice size GK army, to start with that is.
Hopefully will have enough of this made up for a tournament in may I'm off too.
Will post pictures as soon as.
Yes, at last there arrival is imminent.
Just ordered the following
2 X 5 man power armoured grey knights
2 X 5 man terminator armoured grey knights
Grey knights Codex
Dreadknight
2 X Razorback's
Terminator Librarian
Venerable Dreadnought
lots of resin bases
that together with the stormraven I ordered about a week ago, the 20(ish) unmade power armoured dudes I've got at home and my existing knights should give me a nice size GK army, to start with that is.
Hopefully will have enough of this made up for a tournament in may I'm off too.
Will post pictures as soon as.
Thursday, 10 February 2011
Genuine Rumours ????
I've been reading several rumour on the new GK 'dex over the last couple of weeks but to me there has been something not quite right with any of them, either something out of place or obviously wrong.
Stumbled across some new rumours this morning that I feel might be accurate(ish)
------------------
Lord Draigo: WS 7 BS 6 S 5 T 5 W 4 I 5 A 5 Ld 10 Sv 2+ Points - 275
Wargear: Titan Sword (S 10 vs Daemons and Psykers), Storm Shield, Frag and Krak Grenades, Psyk-out grenades
Special Rules: Lord of Titan (Allows you to take Paladins as troops), Psychic Mastery 2, Eternal Warrior
Powers: Hammerhand, Psychic Communion, Cleansing Flame
Wargear: Titan Sword (S 10 vs Daemons and Psykers), Storm Shield, Frag and Krak Grenades, Psyk-out grenades
Special Rules: Lord of Titan (Allows you to take Paladins as troops), Psychic Mastery 2, Eternal Warrior
Powers: Hammerhand, Psychic Communion, Cleansing Flame
- Amazing stat-line, but very costly. Strength 10 against Daemons and psykers isn't anything too exciting for me, but Paladins as troops is awesome if Grand Masters in general don't bring that upgrade. He has a decent power selection, with the Purifier power and Grand Master ones. I'm assuming he is an Independent Character, but he may not be. I really don't think he warrants a super-one man unit with that point cost, but I could be wrong.
Mordrack is looking like this:
Mordrack: WS 6 BS 6 S 4 T 4 W 4 I 5 A 4 Ld 10 Sv 2+ Points - 200
Allows you to take Ghost Terminators
Deeps Strikes first turn like a drop pod.
Has the ability to give out upgrades like a Grand Master
Mordrack: WS 6 BS 6 S 4 T 4 W 4 I 5 A 4 Ld 10 Sv 2+ Points - 200
Allows you to take Ghost Terminators
Deeps Strikes first turn like a drop pod.
Has the ability to give out upgrades like a Grand Master
- Tough to take this one with too much accuracy, as it is just a bunch of other rumors applied to one model. Also, having four wounds with only WS/BS 6 seems a bit odd, but I guess not everyone should have 7 or higher.-----
Not sure where these rumours originated but I can't claim credit to them.
To me Lord Draigo sounds/ looks like a grand master SC and has the stat line and tools to kick ass. Seams like he's the guy that lets you take Paladins as troops. On the fluff side I'm thinking the top GM?
Mordrack looks to be to to a Grand master what Pedro Kantor is to a chapter master, gives special access to troops but basically similar.
Just some questions I have though are - What are psyk-out grenades? Is Mordracks stat line the same as a 'basic' grand master? What are 'ghost terminators'?
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