yeh i know what ya mean i had a week off work so was hoping i would get them in time for then but tht didnt happen i saved 30quid on the order like so its a shame cos for what i ordered i wouldnt be able to save tht much anywhere else lol. also was going to give me the chance to play my orc army too
GW seem to be doing there best to put there head in the sand (Closing down the main GW facebook account and Disabling all comments on youtube etc) and ignoring everyone.
They run an oppressive, totalitarian style organisation which doesn't even allow (for example) their employees to have facebook pages; it's as if they read 1984 and thought to themselves "this doublethink idea sounds like a laugh, let's structure our entire company policy around it".
They run an oppressive, totalitarian style organisation which doesn't even allow (for example) their employees to have facebook pages; it's as if they read 1984 and thought to themselves "this doublethink idea sounds like a laugh, let's structure our entire company policy around it".
welll i did a order on giftsforgeeks and it turns out its only 5quid more so i might use them in the future if they are any good lol are they reiable and will let ya know about order delaiys and wat not lol
Yeah, there are still good discounts out there. It's just that 30% is a lot and makes for a really tempting deal. Not going to make that mistake again, though.
I'm not even 100% sure I want to make the same order elsewhere. Chances are I won't get it in time for the couple of days I had freed up to be able to do some work on these, so it's not like there's any rush.
The order I placed with Dark Sphere on tuesday and the reorder from Element Games I placed yesterday both arrived today. Some shops are just quicker than others it seems.
Ugh. Something has come up and I'm not going to be able to play any games this weekend as I will be away from the house for most of it. Huge apology to Newts, sorry it's at such short notice.
I should be able to wrap up my final two games from Thursday night onwards, whenever Newts and Woogie are free after that. Following one exhausting weekend, I'm also looking forward to some quiet time with a few models to paint. Only trouble is, they're not the ones I was originally planning to get... >.<
2x Dreadnought close combat weapon, 2x Rokkit launcha (20pts)
Our first 6th edition game so a lot of new rules to keep track of. We rolled on the 6th edition mission table and got a Purge The Alien (basically annihilation) with a Hammer and Anvil deployment (deploying on the narrow edge, up to 6” away from the centre line) Gooner won the roll and chose to let me go first, I deployed with my Pathfinders in the trees ahead of my force, the Fire Prisms took up firing positions down the right and centre, and my two Wave Serpents on the left. The jetbikes were kept in reserve. The War Walker squadron was outflanking.
Gooner deployed across the width of the zone, one battlewagon on the left full of Boyz, Lootas on the hill, large squad of Shoota Boyz in cover in the centre, Deff Dread behind the generator and two Battlewagons (one with Ghazghkull Thraka and the Meganobz down the right flank. One Trukk with Boyz and the Bikerz were kept in reserve.
The Striking Scorpions infiltrated just behind the Pathfinders in the trees. Eldrad Ulthran then pulled the old switcheroo (His ability, Divination, let's you redeploy D3+1 units after deployment has finished) so I moved all my vehicles over to the right flank, leaving half his army some way to move!
We rolled for Warlord Traits, Gooner rolled Master of the Vanguard letting any units within 12” roll an extra dice when they run, choosing the highest...sadly Meganobz can't run! I rolled Conqueror of Cities giving all my units Move Through Cover and Stealth when in Ruins, but sadly there was only one ruin and it wasn't in my deployment area! Oh well.
Deployment:
Turn 1:
Eldrad cast Guide on both Fire Prisms (Unlike most Psykers, Eldrad can cast the same power twice in one turn if he wishes) letting them re-roll missed hits. He also cast Fortune on the Pathfinders giving them a re-rollable save. The Pathfinders opened fire on the Lootas, killing three and the remainder turn and ran! The Fire Prisms shot at the Battlewagon but couldn't penetrate AV14 (I didn't take Fire Dragons because I thought the toughest I'd face would be Trukks! Of course Gooner then brought THREE AV14 vehicles with him!!) The twin-linked Bright Lance on the Serpent also shot at the Wagon but missed (and here we have the first problem with the Eldar codex, all their vehicles are expensive...yet BS3) The Bright Lance is the same as the Dark Eldar Dark Lance in that it counts anything above AV12 as 12. I was also equally poor with it as the Dark Eldar in the league!
The Lootas rallied, everything else advanced on the Eldar. The Big Shoota on the Battlewagon managed to kill a Pathfinder (even with a 3+ re-rollable cover save!)
First 6th edition battle report! Sorry for the lack of pictures, I wasn't sure if I was going to write this up and a lot of looking up rules means I missed a few screenshots.
Score:
Shamikebab – 0
Gooner Leroy – 0
Turn 2:
The Jetbikes arrived, moving up behind the hill. Eldrad did his Guide, Guide, Fortune combo again on the Prisms and Pathfinders. The Fire Prisms and Pathfinders killed six Lootas but the sole survivor passed his morale test! The Wave Serpent again missed with it's expensive weapon...
The Bikerz arrived and moved past the hill with the lone Loota holding it. The Wagons all advanced again, the one on the left shooting at the Pathfinders but couldn't hit the well camouflaged Rangers. The Shoota Boyz on foot started to advance on to the hill.
Score:
Shamikebab – 0
Gooner Leroy – 0
Turn 3:
The War Walkers turned up right behind the Battlewagon containing Ghazghkull and his retinue. They shot their Scatter Lasers into the weaker rear armour and wrecked the tank! To rub it in they then failed their pinning test leaving them unable to move next turn. At this point I realized I'd got the rules wrong for psykers in vehicles. They can only cast powers on the vehicle they are in or squad they are with (if in the vehicle with him) so Eldrad got out and cast Guide on the Prisms again. I was too far away to cast Fortune on the Pathfinders though... The jetbikes moved back towards the board edge (I used these rubbish all game as you will see, I was trying to get them out of my firing lines!) The Pathfinders killed the last Loota and the Fire Prisms killed the Boyz moving onto the hill in the centre. I now had both twin-linked Bright Lance armed Wave Serpents firing at Battlewagons but still couldn't penetrate. (I glanced one of them taking off a hull point) This turn gave me three victory points (one for the Battlewagon, one for finishing off the Lootas and one for First Blood for the Battlewagon)
Ghazghkull shouted at his Boyz in frustration. The Orks advanced within firing range, the shootas and bikes both targeting the Pathfinders now unprotected by Fortune. The mass firepower killed 5 of the Eldar but they held their ground. The Battlewagon on the right shot down a single Jetbike.
Score:
Shamikebab – 3
Gooner Leroy – 0
Turn 4:
Guess what? Eldrad cast Guide on the Fire Prisms again. The Fire Prism and War Walkers combined their fire-power and killed all the Bikerz. The Pathfinders killed a few Shoota Boyz on the hill. I jetted the jetbikes across the battlefield (this was bloody stupid, I got carried away with how far they can move, 12” in the movement phase, 36” turbo boost instead of shooting then 2D6” in the assault phase!) The Orks were fast approaching the Eldar position...
The Boyz in the trukk came on just behind the War Walkers (I had kind of forgotten about them) The Boyz got out and charged the light walkers. Thankfully Walkers can overwatch, so I killed a fair few, then my initiative meant I struck first and killed a few more. Unfortunately it wasn't enough and the remaining boyz glanced the Walkers to death (2 hull points each meant 6 glances killed the entire unit) The Deff Dread charged the Jetbikes that I had stupidly moved into his charge range, the Warlock managed to stun the Dread with his Singing Spear but the bikerz couldn't hurt him and one was torn apart by his Klaw. I won the combat but Walkers never flee so I remained locked in combat. Everything else advanced and the Shootas again targeted the Pathfinder, leaving only two alive. The Boyz got out of the Wagon on the right and charged the Scorpions in the trees. The Scorpions struck first though killing 9 Boyz. The Exarch challenged the nob, wounding him without reply. The Boyz killed two Scorpions but held their ground thanks to Mob Rule. The large Boyz squad got out of the Battlewagon on the left.
Score:
Shamikebab – 4
Gooner Leroy – 1
Turn 5:
Eldrad cast Doom on the Boyz in front of him (Doom lets you re-roll to wound rolls against that unit) He also cast Fortune on the Striking Scorpions. Both Dire Avengers squads disembarked from their Wave Serpents to shoot at the Boyz, they both used Bladestorm (letting each warrior fire one more shot than normal) A hail of SIXTY FOUR Shurikens with re-rollable to wound rolls? The entire squad simply disappeared in a cloud of finely chopped body parts. The Wave Serpents AGAIN failed to do anything useful against the Battlewagons. The Fire Prisms glanced, taking another Hull Point off the Battle Wagon. The two remaining pathfinders wisely decided to fall back from the Orks. The Scorpions finished off the remaining Boyz with the help of Eldrad. The Deff Dread killed two more Jetbikes and the Warlock failed to penetrate with his Spear. I passed my morale test but chose to flee, the third stupid thing I did with the Jetbikes in the game. I successfully disengaged but I had done it in my turn...so he could just charge me again in his next turn :/
The Shoota Boyz shot at the Striking Scorpions but a re-rollable 3+ save meant only 1 died. The Battlewagon tried to run over the Dire Avengers, but the nimble Eldar leapt out of the way. The Deff Dread charged the Jetbikes again and killed another one, I again tried to flee but the Dread caught me this time (Gooner needed to roll a 6 and did!) killing them all, a fitting end for them in the battle! The Battlewagon shot a Rocket at the Wave Serpent but missed again.
Score:
Shamikebab – 5
Gooner Leroy – 2
Turn 6:
One Fire Prism flanked the Battlewagon to fire at the side armour, but only managed to glance another Hull point off. The other Fire Prism and Wave Serpent failed to damage it! Eldrad cast Fortune on the Scorpions again and Doomed the Shoota Boyz. The Scorpions charged the Shootas, Eldrad challenged the Nob but could only wound him. The Scorpions killed the rest of the Boyz thanks to Doom leaving just the Nob who annoyingly passed his leadership test (leaving me unable to consolidate away from the fast approaching Meganobz!
Ghazghkull finally reached combat and bellowed a challenge, the Striking Scorpion Exarch accepted and managed to wound the huge beast before being cut down. Eldrad cut down the Nob remaining from the Shoota Boyz to get another VP. The Scorpions also wounded a Nob but were destroyed utterly in reply (sadly even a re-rollable 3+ save gets no save against Power Klaws ) The only person that had a save was Eldrad. I passed the first 8 of the re-rollable 3+ saves but I had 25 to make! This cost me big time, 1 VP for the Scorpions, then 2 for Eldrad (1 as normal and a second for Slay the Warlord)
We rolled and the game ended there.
Final Score:
Shamikebab – 7
Gooner Leroy – 5
General Aftermath:
Would one more turn have made a difference? I'm not sure. Ghazghkull wouldn't have reached the Pathfinders but may have been able to shoot them. The Fire Prisms would have been able to get to the rear armour of the Battlewagon so may have finally destroyed it.
Eldar Aftermath:
A great start that slowly got worse as the battle went on. My Deployment went exactly as planned, using the old Refused Flank to leave half the Ork force out of the game for half of it. This let me concentrate on the Lootas (the only thing that could damage me from range) early on. I could have used my units better. I spent too many turns wasting the Fire Prisms on the Battlewagon when they were far more effective at shooting units (especially when Guided) The Wave Serpents were both utterly useless and expensive. (Dark Eldar can get a Ballistic Skill 4 vehicle for 60 points with a Dark Lance that also counts as an Assault Vehicle, Eldar have to pay 135 points for a Ballistic Skill 3 vehicle that doesn't count as an assault vehicle....so 75 points for worse shooting (although it is twin-linked), less transport ability but a bit extra toughness. We need a new codex ) The Dire Avengers were good, killing a squad completely just as they became a threat. The Scorpions were amazing, mowing through two squads with minimal casualties. They can't stand up to power weapons though. The Jetbikes....oh the jetbikes. I've never used them before and I used them just stupidly. I should have used their manoeuvrability to get into good firing positions, not to fly them half way across the battlefield and die. Eldrad Ulthran is amazing, he spent the whole game casually buffing my army and his deployment skill basically won me the battle. I was reckless with him in the end, he shouldn't have been in that combat. The War Walkers died easily but in making Ghazghkull walk? Easily got their points back. I think I could have manoeuvred my army better after the initial advantage, I was a little static.
Ork Aftermath (obviously this is my view):
I think Gooner spent too much on the Nobz. That unit was a whopping 700 points and didn't get into combat until the final turn. He could have kept the Nobz down to four and got a lot more Boyz to help overwhelm my defenders. Lootas again did nothing against me (Gooner has used them before against me) as I know how dangerous they are so always target them! He used his reserves well to kill the War Walkers and having Ghazghkull in the centre could have turned the battle the other way.
6th Edition views
Our first time playing 6th. Personally I thought it was far more dramatic than 5th, challenges are an excellent addition and the wound allocation rules make far more sense (and stop a few cheesy tactics from 5th) Overwatch isn't as powerful as I thought it would be, just a nice little addition to stop the close combat rape we saw in 5th.
Update on the Dreadnaught. New green shade dry brushed over base, brown dry brushed over most silver parts (particularly moving parts), some blue and red detail added.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.