Showing posts with label Tournament Prep. Show all posts
Showing posts with label Tournament Prep. Show all posts

Wednesday, 22 February 2017

Pre-Tournament Update (The final last gasp)


Good Morning Ladies and Gents,

Apologies for the delay in getting something up but as always the joy of personal life impacts, such as work, and health have impacted myself in writing for the past 2 weeks. But we shan't dwell on such matters, let's get down to the nitty-gritty of why we are here - to see the shoddy state that is my army for the Birthday bash tournament!!!

This will be a short post as I'm pretty bushed even without painting a whole new army for the event (like some people Ian...), but see! I have actually been busy...

Night time painting without appropriate lighting... Excellent... 

There was a few painting aspects of my Necron models such as the carapaces that I wasn't very happy with, so in desperate mad dash, I've recoloured all of them in Caliban Green (this not a nice paint to work with,  it has a tendency to streak badly even after watering down). Not having as much time as I would like, I would edge highlight all of these areas for the event, but alas I had a lot of basing to complete as well.

I feel that the force looks much better than it was,  however the warriors definitely need stripping or replacing as they have been over painted several times in the last 8 years.

Right now I just have some minor repairs to do on the Canoptek Tomb Stalker as I managed to knock an arm off (would just happen wouldn't it...).

Otherwise have a wee look at the Force I'm taking to the Birthday Bash Tournament! Next time hopefully I'll have something up that is more up to my current standard of painting, and as always apologies for the shoddy camera work!











The event is this Saturday,  and I'll get as many photos of the armies attending and how I faired in the event (for good or for ill!). If you want to follow the post event run down from Dave Weston,  pop over to 40kaddict.uk
Also I have been working on St Celestine and the Geminae Superia, and I'll hopefully have these completed soon! 

Until next time, 
Jonathan 

Monday, 6 February 2017

Battle Report: Clash at the NWGC (Dragons Eye Vs. Krakaddict)


Good Evening Ladies and Gents,

Today we are going to have another stab at actually completing a battle report (fingers crossed this all goes well), this is a 1500pt battle between myself running the Maynarkh Dynasty, and Ian from krakaddict.blogspot.co.uk, running his new Space Wolves list. As you are aware,  we are both heading to the Birthday Bash, so getting some test games in is essential for Ian (as it is a completely new army for him), and for me to try out the changes to Imperial Armour 12.

The Armies

Necron Maynarkh Dynasty 
1500pts CAD, No Allies, No Lords of War. Total Army Cost:1500pts

HQ
Kutlakh the World Killer

Elites
X1 Canoptek Tomb Stalker
X5 Charnal Lychguard with flensing scarabs

Troops
X5 Maynarkh Immortals with flensing scarabs
X10 Maynarkh Warriors
X10 Maynarkh Warriors

Fast Attack
X2 Heavy Destroyers

Heavy Support
X1 Doom Scythe
X1 Doomsday Ark

Space Wolves 
Combined Arms Detachment Space Wolves: Codex (1500pts)

HQ
Iron Priest, Helfrost pistol, Tempest Hammer

Iron Priest, Helfrost pistol, Tempest Hammer

Elites
Dreadnought, Blizzard Shield, Fenrisian Great Axe, Smoke Launchers, Venerable Dreadnought

Wolf Guard Terminators
4x Wolf Guard Terminator, Assault Cannon, Chainfist, 3x Power Fist, 3x Storm Bolter
Wolf Guard Terminator Leader, Frost Sword, Storm Bolter

Troops
Blood Claws
15x Blood Claw, 15x Bolt Pistol, 15x Chainswords
Stormwolf, 2x Twin-linked Multi-Meltas

Grey Hunters
4x Grey Hunter, 4x Bolt Pistol, 4x Boltgun
Razorback, Twin-linked Heavy Bolter
Wolf Guard Pack Leader, Chainsword, Storm Bolter

Grey Hunters
5x Grey Hunter, 5x Bolt Pistol, 4x Boltgun, Meltagun
Razorback, Twin-linked Heavy Bolter

Fast Attack
Thunderwolf Cavalry
Thunderwolf Cavalry, Frost Axe, Storm Shield
Thunderwolf Cavalry, Frost Axe, Storm Shield
Thunderwolf Cavalry Pack Leader, Frost Axe, Storm Shield

Maelstrom Mission:
The mission was Cleanse and Control (rolling for deployment type).

Deployment 
Dawn of War, No Night Fighting in effect. Space Wolves to deploy first,  and take first turn. Necrons failed to size the initiative.

Turn 1 Space Wolves
Objectives: Secure objective 1, hunt for glory and secure objective 4


Having placed each of his rhinos at each of the space wolves board sides, the wolves looked ready to claim objective 1 with the first of his razorbacks, and to tie up objective 6 to start the game off. The Necrons had set up in a standard wall format against the wolves using the scenery to limit the firing arcs from the space wolves. The wolves turn ended with a smattering of heavy bolter shots from the razorback by objective one forcing a failed reanimation check on the Maynarkh Warriors by Kutlakh and his retinue, with one of the undead killing machines being sent back to the stasis crypts.


Ian Finished the Turn claiming secure objective 1.

Maynarkh Dynasty Turn 1

Objectives: Secure objective 1 secure objective 6, Scour the Skies

Having weathered the opening salvo from the space wolves, the Necron advance began. The Maynarkh Warriors began to stomp after the Thunderwolf Cavalry that were bearing down on them at speed, as Kutlakh and his Charnal Lychguard cohort swept round to follow the warriors.

The Immortals preceded to March off towards objective 4 held by one of the Razorback, whilst the second Maynarkh warrior squad held objective 6 in the bottom corner digging in.

The Necron shooting phase was much more devastating for the Space Wolves compared to their first turn. The Doomsday Ark drew a bead on the razorback by objective 1 and with a lucky scatter, scored hits on the razorback, and the Thunderwolf Cavalry, as the heavy destroyers poured sick green gauss fire into the razorback.

The conflagration vaporised 1 of the Thunderwolves, and the Iron Priest and his unit bailed out of the smoking wreckage of the razorback. With no units in range to charge the Necron first turn ended. Scour the Skies was discarded at this stage.


Turn 1 Result: Space Wolves 1/Necrons 1

Turn 2 Space Wolves

Objectives: Hungry for Glory,  Secure objective 4, The Heroes of Fenris

Having felt the initial wrath of the Doomsday Ark, the Space Wolves made strategic moves to start hugging the terrain. Unfortunately for Ian the Stormwolf had decided it wasn't ready to come on the field yet also.


The remaining razorback backed up whilst the Terminators proceeded to lope towards the immortals. The Thunderwolves now proceeded to get into charge range of the warriors beside them also. From behind the ruins where objective 1 hid, came the might of the Venerable Dreadnought, smashing through the wall. Clearly it wanted to get in on the bloody action as well.

Pot shots from the Thunderwolves,  the Iron priest and his unit, causing no wounds as the Necrons broken bodies wove back together. On the other side of the field, the rampant howls of the Terminators echoed across the battlefield as they poured shots of autocannon fire and stormbolter shots into the Immortals, their bolts backed up by the fire from the razorback, felling all but 2.

Finally the Space Wolves were now in range to assault the Warriors,  only for the unit to fail their charge, with the resulting overwatch taking down another of the Thunderwolves. Ian forgot that the Thunderwolves had the fleet special rule, which would have meant the unit getting into combat this turn.

More luckily for the Space Wolves,  the Venerable Dreadnought smashed into the Necron Destroyers wiping them out.

Maynarkh Dynasty Turn 2

Still having to secure objective 1 and 6, the Necrons pulled Big Game Hunter from the deck.

Unluckily for the Space Wolves, Necron reserves showed no hesitation in coming onto the board, with the Doom scythe coming on from the Necron board edge and the Tomb Stalker outflanking to objective 4 where the second razorback had remained under unmolested.

The Necron warriors proceeded to March towards the now fleeing (Ian disagreed that this was a tactical decision) Thunderwolf,  as Kutlakh and his retinue moved up ready to turn the Venerable Dreadnought into tiny pieces. Having forgotten about the Necron immortals,  they remained in position. Still holding down the objective in the back field the second unit of warriors continued to sit quietly.  The Tomb Stalker moved six inches to get close enough for rapid fire range with its gauss flayers.

The shooting phase began with the Doom Scythe deciding that the Terminator squad now had to go, firing its death Ray and twin linked destructors, felling all but one of the soon to be rampaging wolves. The Doomsday Ark fired once more only for the shot to scatter just out of range of Kutlakh and his unit (danger close indeed!). Further shots from the Necron warriors pattered off the Venerable Dreadnought,  it's frost shield turning away all of the incoming fire. The Tomb Stalker rapid fired into the back of the razorback glancing all but one Hull point off the vehicle ready to assault next turn.


Having only Kutlakh's unit in charge range they shambles forward ready strike at the Ancient war machine... This did not go well... Feeling confident going into the assault,  with a possible 20 warscythe attacks from the Charnal Lychguard,  they were promptly knocked down to only 2, with every swing of the deadly scythes and kutlakhs blade being turned aside by the frost shield,  this was going to be a make or break fight to take down the dreadnought!

Turn 2: Space Wolves 1/Necrons 1

Space Wolves Turn 3
Objectives: Secure Objective 4, Hungry for Glory, The Heroes of Fenris

The Space Wolves were now ready to start striking back at the Necrons in force, yet the stormwolf carrying the 15 blood claws was still nowhere to be seen.

The Iron priest and his unit currently hiding in the now badly damaged razorback hopped out ready to start firing on the mechanical monstrosity that was about to start tearing up their transport.  The remaining Terminator his pack now devastated,  began the March to sweep down the last of the immortals, whilst the last Thunderwolf moved to join the fight against Kutlakh.


Starting off the phase the now Lone wolf Terminator shot at the immortals,  leaving only one left to be assaulted.  The Iron Priest,  and his squad of Grey Hunters, fired non stop into the Tomb Stalker but only managed to take off a wound.

As the assault phase opened, the lone wolf charged with all the ferocity that he could muster,  only for the flickering fire of the immortals gauss blaster to kill him in overwatch, the Necron was soon to move on impassively at the passing of another hero of fenris.

In the prime ticket fight of the battle, Kutlakh and his unit were once again badly mauled as the Dreadnought swung his mighty frost axe, pushed around amusingly like a rag Doll,  the Lychguard placed themselves in front of the deadliest hits falling for their Overlord.  Incensed by this the Overlord retaliated, somewhat impotently as he only removed a single Hull point. It looked like the Overlord soon would fall to the fallen Space Wolf hero.

Maynarkh Dynasty Turn 3

Objectives: Big Game Hunter, Secure Objective 1, Secure Objective 6

Turn 3 for the Necrons was going to be make or break now with the death of the Lychguard, something had to turn quickly for the Necrons. The warriors began to move up to support their embattled Overlord,  whilst the remaining Immortal continued to shambles towards Objective 4.

In the shooting phase everything changed, with a bead on the Iron Priest and his unit the Doomsday Ark fired a blinding shot of light,  which promptly scattered over Kutlakh,  the venerable Dreadnought, and some of the Iron Priests unit. The Space marines with the Iron Priest were promptly vapourised, and the Dreadnought took a devastating hit,  unable to turn the shot away the Ancient was left standing immobilised, his servo motors damaged by burning green fire... Kutlakh seeing the advantage, ducked in behind the dreadnought in the assault phase stabbing the warrior to death,  finally retreating from the burning wreckage towards the warriors. Unscathed, his metal body black charred in several places, he had survived by the (not so much) skin of his teeth!


The Doom scythe preceded, to fly over head banking towards the second razorback.
The warriors fired again once more at the Thunderwolf, finally felling rider and mount.


The Tomb Stalker clicked its mandibles in anticipation, but something held it back (rolled snake eyes to charge the razorback and forgot the rerolling for fleet!) so the razorback would survive this turn. One IWND roll and the Tomb Stalker and it was back to full health.

Turn 3 Space Wolves 1/Necrons 2

Space Wolves Turn 4

Objectives: Secure Objective 4, The Heroes of Fenris, Hungry for Glory

To the sounds of whooping and the dolorous tunes of Ride of the Valkyries,  the Storm wolf with the Blood claws finally arrived on the field! Flying across the board to disgorge the yapping Blood Claws in the Necron back field within striking distance of Objective 4.

Having seen the beating that the dastardly Necron Overlord had taken, the Iron Priest made ready to assault him before he could join his warrior unit,  Helfrost pistol and bolt pistols failing to hit there mark, or failing to fell the xenos, the Iron Priest assaulted, declaring a challenge to the affront to the blessed machine that was the Necron.

The Stormwolf began its fusillade by crippling the Doomsday Ark, and removing 3 Hull points, and firing the twin linked frost cannon at the Necron Warriors, which also the blood Claws began firing into with bolt pistols, only by going to ground did the Maynarkh Warriors only manage to lose 4 of their number.


In the assault phase the Iron Priest challenged Kutlakh to an epic duel, in which kutlakh failed to reduce any if the iron priests attacks. However kutlakh promptly dispatched the Iron Priest over killing into the rest of the unit (however Ian had just scored 2 victory points for that challenge to take the lead!). Kutlakh consolidated towards objective 1 and would be there next turn.

Maynarkh Dynasty Turn 4

Objectives: Big Game Hunter, Secure Objective 1, Secure Objective 6

The Maynarkh Dynasty turn began with Kutlakh sweeping forwards to take Objective 1, with the Warrior squad beginning to sweep around towards the blood class assailing the second warrior squad. The singular immortal moved closer to objective 6 but stayed just out of range for the moment,  while the Tomb Stalker moved into range of the remaining razorback.

In the shooting phase the crippled Doomsday Ark fired a broadside at the Stormwolf but failed to hit with any shots. The warriors about to be attacked by the blood claws only could stand up for now.

The Tomb Stalker having failed to charge last turn rushed the razorback (I remembered fleet this time but didn't need it), and wrecked the vehicle. The Tomb Stalker would have to kill the Long fangs next turn to claim objective 6.

Turn 4: Space Wolves 3/Necrons 3

Space Wolves Turn 5

The Space Wolves were now slightly on the ropes but had a chance to claim objective 4 and position for line breaker.

The blood claws moved to charge range needing 7 to get into combat with the depleted Maynarkh Warriors,  while the Stormwolf entered hover mode and positioned to ensure line breaker if the game ended.


The Stormwolf blasted Las and Helfrost shots at both the Doomsday Ark finally destroyed the xenos construct, and the Warriors,  who cowardly went to ground once more to stay alive. The long fangs shot pummelling fire into the Tomb Stalker,  but only managed to cause a wound on the mechanical beast.

The blood claws moment to shine came and assault was called... But they rolled a failed charge and didn't move. The turn ending at this point.

Maynarkh Dynasty Turn 5

Objectives: Big Game Hunter, Secure Objective 1, Secure Objective 6

The Lone immortal began the Necron turn by sidling up closer to the long fangs whilst kutlakh made for the Space Wolves board edge in the movement phase, with the shooting phase being particularly non existent or useless (the Maynarkh warriors approaching the blood claws failed to hit in rapid fire range... Idiots...).

Assault was going to be key, with the Tomb Stalker crashing into the Long Fangs,  it's mandibles and claws ripping the space wolves to shreds, claiming objective 6 finally.

And with that the turn and the game ended!

Final Result: Space Wolves 4 / Necrons 5

Post Game Thoughts:

Wow! That game was great! Ian played the space wolves amazingly for his first time with the army, and I will admit I was lucky taking down the Venerable Dreadnought,  I honestly thought it would never die and kill my whole army!

The addition of the frost shield and all those attacks make space wolf dreads terrifying!
Overall I think both forces were evenly matched and the game could have gone either way.  The Maynarkh Dynasty list also didn't feel particularly over powered and worked well.

Element Games,  where the north west gaming centre is held looked amazing since its refurbishment (forgot to get a decent picture... Sorry!) it had great atmosphere, scenery and a very helpful tavern wench who supplied beer right to the table! Good times. Of everything at element I only had two minor gripes,  one was that the board we played on didn't have an available mat,  so the MDF board top did take a bit away from the game,  and that the store managed to lose 14 copies of Blood bowl which myself and Ian were going to pick up after having a game,  though I'm sure our wallets (and wives) were happy at this outcome.  Overall I had a great day,  and as always had a great game with Ian who is a pleasure to play against!

Pop by the Krakaddict.blogspot.co.uk to catch up on Ian's thoughts from the game, I'm sure he'll have something together soon!

So I hope you enjoyed my first battle report, I definitely have a new appreciation for other bloggers and Games workshop for putting their own together,  as this was a bit of a slog,  but well worth it! I doubt I will be getting battle reports done for the Birthday Bash event but I'll definitely get lots of photos!

Until next time
Jonathan

Friday, 27 January 2017

Tournament Prep: I feel like I'm forgetting something...


Hello Ladies and Gents,

Welcome back, today we're talking about how my tournament prep is going for the upcoming Birthday Bash 2.0 event at the end of February. Things should really be starting to be pick up for myself at the moment, particularly in getting my army ready, unfortunately new shinies always seem to get in the way of actual progress...

So what's been happening? Well first off, I have only managed to rebase paint the carapace on my Necron Doom Scythe. I really should at least get the edge highlighting done soon,  but I've been distracted by both the Mistweaver Saih, and Canoness Veridyan (this all stemmed from my recent article on Female models in wargames... It happens sometimes).

Progress by baby steps

First up we have the Mistweaver Saih,  and I've been watching some YouTube videos on how to improve my painting. Unfortunately I feel that I have spent an inordinate amount of time on her skirt, but damn I think it looks fine!


As you can see I have started to work a bit on the staff,  but the next major point to work on is reapplying Abaddon Black to the legs, and start adding Celestra Grey to the smoke she is held aloft on.

Next up, is my version of Canoness Veridyan. A beautiful sculpt, but one I felt would have benefited more from being in plastic. I had some issues with getting her glued together (Yes I did wash the model first), and may have caused some major rage on my part. The only other major issue is the wiring attached to the skull on her power armour,  power plant.  This is a ridiculously small component,  which unfortunately did not survive the model getting accidentally knocked off my work station by the mother in law (and back to the gluing we went...), which resulted in the part going missing. For now I'm happy to just not look for it and get the model done.


Painting wise,  I have gone for a slightly different tone with the Canoness. Similar to the colour scheme of the Order of the Argent Shroud, I have started with a base of Celestra Grey, wash with Coelia Greenshade,  then progressive light dry brushing of Celestra again before a glaze of Ceramite White. There is some more glazing to do, so I haven't decided whether extreme highlighting will be required or not. I am very pleased with how her face came out it's just a shame I can't get a decent photo! Still a lot of work to do but I'm very happy with it so far.

Post the slightly failed, attempted trip to Warhammer World, myself and Ian from over at krakaddict.blogspot.co.uk will be heading up to Element Games to get a test game in with each of our forces for the Birthday Bash, all being well I can try and get some sort of battle report from this up and we can see how the Maynarkh Dynasty fares against the Space Wolves! Pray to the Omnissiah that overzealous tech priests don't delete the "scrap code" from my equipment again hahaha!

How is your hobbying progressing? Have you a deadline that you are looking likely to miss,  have you got a plan? Let us know in the comments.

Until next time
Jonathan

Monday, 16 January 2017

Update: Awaken The Dolmen Gates... We we make for Warhammer World!!!



Update: looks like Warhammer World won't be happening quite yet,  Ian called up for some tables and the events team had the gall to be running an event... How dare they do their jobs 😝

Anyways playtesting will still be completed just not in the hallowed halls of nerd heaven,  I'll update again once we know where we're headed. 

The Antechamber whistled with the cold brush of air on metal and stone. The occasional dripping of what could possibly be water punctuated the silence. This was a dead place.

No.  This was a place of the dead.

Soft, sickening lights shimmered from the recessed pillars on the floors, glyphs of magma-level complexity and mathematical impossibilities shone to life upon their surfaces. One by one, the procession of pillars lit up with the light of dying suns in the wake of a giant. The heavy clanking of footfalls echoed dolorously, as they lead up to a fresco at the back of the room.

Silvered motifs of the Dead Necrontyr race adornrd the fresco facing. Depictions of the triumphs of the Dynasty in its heyday of power. Framed in the centre, what could be considered to be a humanoid female, sat resplendent upon a throne of cold metal, the bodies of her enemies under her boot heels. Her face belied her inhuman nature, eyes dispassionate and dead, compared to the life in the imagery of the rest of the fresco.

As the giant approached the wall,  the soft hissing of mechanical limbs came from the deep corners hidden in shadow as the wall began to run like mercury.  Slowly but surely the females form pulsed outwards as the rest of the metal flowed with her, until a goddess of death was all that remained. Sitting upon her throne.

Like the chiming of soft bells, she said, "It is time,  summon Toholk to awaken the gates".

None would have thought the chiming of soft bells would herald the death of a world.

*  *  *

Good Evening (or Good Morning/Day depending on where you are in the world)!


So, the Legions of The Maynarkh Dynasty (along with me), are headed to Warhammer World in Nottingham on the 28th of this month! The plan for the visit for myself, is to get a game or two in with my current list for Dave Westons Birthday Bash 2.0 Tournament (it looks like I'll be good to bring this to the event! 😁 WOOOO!!!!!!). I'll be up with my friend Ian from Krakaddict.blogspot.co.uk,  so if you're there say Hi! Other items include having a refreshing tipple in Bugman's Bar, torturing myself in the forgeworld store, and the standard trip around the Hobby Museum.


I've been once before, just after the release of the Warlord Titan,  so I am looking forward to seeing what else in new in the exhibits whilst in there.  That should give me roughly 3 and a half weeks to post about the visit and how the list played (not that I will be changing it!).

There is a good amount of fixing up to complete for the army in relation to being table top ready but a week off prior to the tourney should be more than enough time (fingers crossed).

I'll update on the progress of each unit as the weeks progress,  and I hope you pop by to see!

Until next time
Jonathan

Wednesday, 11 January 2017

40k Birthday Bash 2.0 Update: Faction Decision! (...Possibly...) Part 2



Welcomes Back Ladies and Gents to my random waffling on how to amend Imperial Armour 12, specifically in relation to the Necrons of the Maynarkh Dynasty,  for use with the current Necron Codex!

So today we are going first look at the list I am currently using,  the the following articles will look in depth at each section of the Force Org,  and what needs changing if necessary.

The List
1500pts CAD, No Allies, No Lords of War. Total Army Cist:1500pts

HQ
Kutlakh the World Killer

Elites
X1 Canoptek Tomb Stalker
X5 Charnal Lychguard with flensing scarabs

Troops
X5 Maynarkh Immortals with flensing scarabs
X10 Maynarkh Warriors
X10 Maynarkh Warriors

Fast Attack
X2 Heavy Destroyers

Heavy Support
X1 Doom Scythe
X1 Doomsday Ark

The List is quite elite and could be blown off the board by a lot of shooting.  The Maynarkh list really favours aggressive close combat armies, which isn't what you would normally expect from a Necron army! So with that out of the way,  let's start looking at these units,  first off today, the troops!

Maynarkh Warriors
Maynarkh Warriors are comparable to their Codex counterparts in every respect but one: they can take fencing scarabs. I won't be taking them as I do not have the points,  however as a unit they will be grand for tarpit purposes,  and hopefully some occasional tank hunting. The only amendment would be that the unit must use the re-an rule from the main codex.

Maynarkh Immortals
Again another unit which is comparable to its counterpart in the Necron Codex. The differences here is that you can only ever take one unit of Immortals (for fluff reasons) and the unit gains access to flensing scarabs.  I have taken the scarabs here as gaining shred for the first turn of combat should help improve the units killy ability. Again this only happens for the first combat phase not every combat phase. As with the Maynarkh Warriors the only amendment would be that the unit must use the re-an rule from the main codex.

Neither unit has access to any other rules, so not a lot to really reconsider here. Points wise there also is no difference between Imperial Armour 12 and the Necron Codex as it stands.

Otherwise the list can take Flayers as a troop choice, however they are distinctly inferior to their codex counterparts,  not having inherent shred,  less attacks and having to be taken in units of ten. For me I would have considered the Flaybers but I only have 5 so I'm happy to leave them for this time.

Let me know what you all think I the comments,  are these units reasonable? We'll next look at Fast Attack and Heavy Support,  and if there is time possibly the Elites as well,  before finishing up with MacDaddy cray-ray himself kutlakh the world killer!

Until next time
Jonathan

40k Birthday Bash 2.0 Update: Faction Decision! (...Possibly...) Part 1


Hello People's of the interwebz!!!

Today I come to you with some thoughts on what I may be taking to Dave Westons 40k Birthday Bash 2.0 Tournament! After much thought I have come to the conclusion that I would like to deviate a little from the standard armies that we are all familiar with to have a look at the Necrons of the Maynarkh Dynasty,  as presented in Imperial Armour 12.

The first thing to acknowledge is that using this list has not yet been checked or approved by Dave,  so I'll let him know then go from there (fingers crossed I'll hopefully be able to bring it for something a bit different). Secondly the army is, to say the least,  "bit " out of date. To this end I propose the following amendments and non-amendments (might not be correct grammar but let's roll with it) to the rules for the Maynarkh Dynasty, as found in Imperial Amour 12:


Warlord Traits:
1. Predictive Strategist
Reserve Manipulation +/-1 whilst Warlord is on the table. Many armies can use similar warlord traits,  so I don't think this needs amending for use at the event.

2. Dust and Ashes
Denying Slay the Warlord to your opponent nets you a victory point. Not too power inherently but can be a game changer.  I still think this is OK as is.

3. Blood of Ancients
Just like good old Chaos champion rule for challenges,  with the exception ICs killed in combat award victory points.  Really need Dave W to make a call on this one. Any suggestions for the communities opinion on whether this is too OP is also welcome (and if so suggestions to update).

4. Unbending Will
Reroll re-an's within 3in of an objective. . Not too shabby, I think this is grand as is.

5. Fire of the Heavens
During the shooting phase (every one!)  a unit which is a vehicle or artillery can resolve a single ranged attack at +1S! Doesn't exceed max S,  but is still a bit OP for a friendly tournament...  Maybe reduce this to one use a game.

6. Death Incarnate
Warlord and unit gain Crusader. Not too shabby,  so fine as is.

Army Special Rules


Reanimation Protocols
So IA:12 was originally written with the 5th edition codex (some call it the first 6th edition codex,  but that is neither here nor there) in mind.  To this end,  I would say all units with this rule,  must follow the rule as presented in the current codex: Necrons.

Flensing Scarabs 
Unit equipped with Flensing Scarabs has the shred rule for the first turn of assault in the game.  Doesn't seem to bad,  keep it as is.

Entropic Strike
Harks back to the previous codex where you could remove a models armour save or reduce the armour value for vehicles.  I suggest replacing this to the entry in the current codex,  as this rule specifically applies to scarabs (I haven't seen any other units that can make use of this rule in IA:12).

Living Metal
Wording same as in current codex. No need to dwell here.

Ever-living
The rule no longer exists in the current codex,  so for all intents and purposes this rule should be ignored for all units that have it in IA:12.

Mark of the Flayer
Roll a d6 if a Maynard overlord/or unit they have joined fails a moral check or wipes a unit in close combat. Immediately apply result from MoTF table:

Berserk
Basically what kharn does when he misses in close combat (at d3 auto hits). Hits himself if on his own for a wound.  Fluffy and not to powerful,  definitely a hazard to use Maynarkh HQs,  love it.

Remains in Control
No effect.

Transfiguration
Overlord gains fearless and rage. At end of the battle,  overlord counts as destroyed for the purposes of victory points and StW.
More of the same,  a hazard to take but love the fluffiness,  can stay as is currently.

Next time I'll post about the units I may take in the book ((depending on whether I can take this army) some units are massively over costed these days hahaha) and what it may look like for my list.

Please let me know what you think in the comments,  are the amendments reasonable? Have the things that stayed the same reasonable? Shout out and let me know!

Until next time
Jonathan

Thursday, 5 January 2017

40k: Tournament Prep, Dave Westons Birthday Bash 40k Tournament


Hi Everyone,

Hope you are all doing well now New Year is well and truly behind us now. And with the Holiday Season behind us it's time to get back cracking and get some prep done for the coming year.

In February,  I will be attending Dave Westons Birthday Bash 40k Tournament (link), it's 1500pts, CAD only,  no formations and limited Lords of War. So basically I have to decide what I will be taking to this event so that I am ready to get any necessary painting and or repairs done before the big day.

The Options
Khorne Daemonkin
A fun army to play,  I normally go a bit mental and run across the board like a lunatic to get to grips with my opponent (mission objectives be damned),  I'm sure you'll all agree this is the right way to play KDK. Currently I don't have enough any of the Bloodthirster variants,  but there is every possibility this could change...

Dark Angels
Hit hard,  hit fast, bring lots of Dakka, or maybe lots of Terminators (not very efficient but damn they look cool. I also have,  hopefully the opportunity to bring my plasma obliterator ad part of this list (as I feel it just suits the theme of the Dark Angels more than any other army), and it looks gorgeous to boot! More painting and repair work needed here,  and a severe lack of marines and scouts for a CAD only list needs to be rectified.

Necrons
Probably the strongest of the armies I currently have, but I will have to look outside my preference of the destroyer cult here. I've got more necron warriors than I could possibly need so its a case of theming the army based on other units I have (Possibly a retro wave list of warriors,  or a mecha bug list...). Still a tough nut to crack in any situation (need to check if I can take my Tomb Stalker).

Anyways,  many thoughts and vacillating is required for any person going to an event. I'll be doing some update articles as prep continues towards the big day! I will also try to get as many photos from the event too,  I can't wait 😝!!!

Other Tournament-wise,  I am planning to go to the Double-Trouble 2 Event in June,  hosted by Alex over at fromthefang.blogspot.co.uk,  in Element Games,  gaming hall,  another really interesting event,  and I highly recommend you check it out! Hopefully I can also find a good Age of Sigmar event this year as well as I really want to jump in with two feet on this new and upcoming scene! If you have any suggestions for events in the North West of England,  drop a line in the comments,  I'd love to hear about any events you attend or run!

Until next time,
Jonathan