Saturday, July 20, 2013

Hobby Update - Iron Daemon

So Im trying to decide what I should do about the cannons. I defiantly want the side mounted. Im debating on how to do the power supply. 


First option is to place them on the back like the cannon is supposed to have. That isnt really converted, and the stone doesnt really fit well with the wheels. 

So the second option is to centrally mount one stone, probably on the center chaise, at the top center. This would men having wires come out from the back the guns, around the wheels. Not exactly the best construction, but then they are mad scientist rats. 


Something like that. The downside is that i will need to connect the wires before i paint it and that means that the guns will be weirdly pre-attached, which could make painting hard as the flop around. 

I also finished installing the spokes on the front wheel. 


Here are some pictures if what ive got so far. Of course the various large pieces are not yet glued together. As you can see the wheels aren't all quite facing at the same angle. Much of this is just because these pieces aren't meant to go together. 



To help resolve  this situation I have done some modification. 

First, I removed some of the center chaise of the warplightning cannon in order to tuck in the rider. 


I then removed a few chucks off of the doom wheel frame. The rear items i removed in the last post, but i still wasnt happy with the way the frame was fitting into the center wood, so i took off a little off the front. 


Lastly, a problem ive realized i missed was cleaning up the center wheel before installing it. Im going to have to figure out how to remove it - and i put it in the works possible location. 


Leaving it in would just make driving awkward. I dont need to remove the gear, but the metal brace has got to go. 

I hope you can now get a good idea of how its all going to go together in the end. I am still looking for any suggestions you may have. I do like that the center is going to be empty, at least for the first one. 


June CoC – Round 2 – Simon Lambert – Tomb Kings

Scenario: Head Hunters
Deployment: Battlelines

Special Rules: Ignore normal 100 points for general.  When general dies, nominate another character to be the general (must follow normal rules, such as leadership and characters must be eligible – so no assassins).  If all possible general characters are killed, score 500 points instead of normal 100.


The List:

Archan the Black
Liche High Priest, Dispel scroll, obsidian amulet, level 4, lore of light

16 Skeleton Archers, full command
10 Skeleton Archers
10 Skeleton Archers
5 Skeleton Horse Archers
5 Skeleton Horse Archers
5 Skeleton Chariots, musician, standard, banner of eternal flame

6 Necropolis Knights, musician, banner
Khemrian Warsphinx

Necrosphinx
Casket of Souls
Screaming Skull Catapult
Screaming Skull Catapult


Tomb Kings and I was excited… seeing the list, not so much.  9 levels of magic, and after having a rough time with light wasn’t looking for second round and dominating death wasn’t going to be a breeze either.  Plus, looking at the table there was impassible in three of the four corners, forcing me to play the center.  I knew this would mean I was going to have to eat combo charges.  My goal then became to draw things out in different directions and try to overwhelm one unit at a time as they charged me to prevent a combo from being set up.

For magic, I picked up Bless with Filth and Plague on my scroll caster, Cloud of Corruption and Vermintide on the other level 2 and the level one picked up wither.  His level 4 god Pha’s, speed, net and Shems with Archan taking soulblight, spirit leech, fate of bjuna, purple sun and doom and darkness.

For deployment I put a rat on each flank, and 4 in the center, two on each side of my just slightly to the right ogre horde.  Simon put archers and fast cav on each flank, the necro knights on left, a monster, the chariots and the other monster on the right.  The characters went in their bunker in the back, along with the centered casket and paired catapults on each side.  I saw that the catapults were both within 12” of the casket, as was the general and decided to keep one unit of gutters in reserve to walk on the back edge.  I put a unit of gutter runners on the left to hold up the fast cav, and the other in the unit to try to pull out the necro knights or be able to walk past them should they not charge in.

We roll off and I get the first turn.




I move up slightly to be in better counter charge range for the necro knights.  The darts move up to threaten the small units and pull the bow shots.  The gutters move up to try to take out a catapult.  The center gutters stay still as they are in position to shoot the warssphinx and still hold up the necro knights.  For magic I only have plague in range of the chariots and so I chuck 6 at it with a 8/3 phase.  He lets it go off to hold those three dice for casting.  I get a wound on chariot.  In shooting I put 5 wounds on the left catapult (yay!) and then he rolls 3 6s, keeping it alive (dang).  I then put 6 wounds on the warsphinx (yay!) and he saves 4 (really?!?).  So with that depressing shooting phase we move onto his first turn.



On Simon’s turn 1 he puts the necro knights into the gutter runners, as I had hoped.  He takes 2 wounds on the stand and shoot and passes his test.  My plan was to have this, then counter and take them out, leaving me just the monsters and chariots to have to get through.  I thought it was a good plan.  Then he gets a 10PD/5DD magic phase, adding 5 dice to his roll.  I even channeled.  I allow Pha’s to go on the necro knights to prevent speed of light… which he then miscasts on.  Miscast wounds the wizard and kills 5 archers.  It also costs him a mighty 1 power die.  I dispel doom and darkness and then scroll the casket on my gutter runners.  The catapults open up and kill a packmaster and put a wound on the rat ogres.  The archers kill three gutters and they flee, which did not make me happy.  The center-right dark loses its packmaster, also not making me happy.  The gutter runners fail their fear test and then die to a man, never striking back.  Does seem he was adding full attacks for the riders though when it should have been only 1.  I figured that out later in the game.

For my turn 2 I started to press.  On the left I tried a long charge with a rat dart into the fast cav unit, but fail.  I put the rat ogres into the necro knights.  This was the plan, though I did second guess with those spells up.  I didn’t want to give him a chance to get up doom in addition to those spells though so I pressed on.  My level 1 did take a wound due to the trees on the charge.  On the right, the packmaster less unit charges the chariots, which was not want I wanted.  Chaff, not pursuit assistance.  I also put a dart into the flank of the necro sphinx in the hopes that I would make my panic and keep him from counter charging.  (Note: his saves in turn 1 were key to keeping stuff alive, and his shooting on turn 1 made that damn dart hit the chariots… the second having a longer term impact, but both not being great for me).  My gutters on the left rally and my other gutter unit doesn’t come on the table.  I roll a 10PD/6DD magic phase.  He scrolls wither, dispels bless with filth and then allows plague on his casters unit, saving 3 dice.  Plague kills 2 archers thanks to great rolling on toughness tests and his magic resistance.  My gutter runners flee from the monster and he passes his pursuit roll (dang).  The dart doesn’t die to the chariot’s and he pursues into an easy charge for the rat ogres.  In the combat, he kills my general and puts 2 wounds on the other bone breaker.  He also kills off the level 1 caster.  I drop the snakes to 3 wounds and we move on to next turn… but wait, he says he forgot the unit had a banner (they did) even though it wasn’t modeled.  This caused me to have to redo my reform as he put another model onto the table. I reform 3 front.

I think this was a huge mistake.  I should have given the necro knights my flank, and faced the oncoming counter charge.




On Simon’s turn 2 what I feared happened.  Both monsters and the chariots all counter charged into the rat ogres.  And they all made it.  Sad.  A 10/4 magic phase (it hurts!) had me failing to dispel soulblight, the casket obliterating the gutter runners (and a dart panicing off the table because of it).  He also puts his buffs back onto the necro knights.  His bow shooting doesn’t do anything and his catapults banics a dart by clipping off 1 rat.  Then the combat.  Well… yeah.  I drop a few chariots, drop the necro knights to 1 wound and then…. Die.  Because I didn’t reform I don’t get to remove models the best way and I end up with more than half in the forest… and therefore no steadfast.  I then run and get run down.  Because of the mission, that unit was worth 2317 points, which locks in the major win for Simon.

But wait… I still have a few rat darts on the table and a unit of gutter runners off the table.  And as I never quit despite the state of the game we go onto…



My turn 3, 3 of the 4 running rat darts rally.  A unit of rat dart charges the horse archers on the right.  No gutter runners.  I lose a few giant rats but win the combat.

On Simon’s turn 3 his chariots charge a dart, which flees.  He makes up a 12/6 magic phase.  I dispel the casket which he throws 6 at.  His shooting kills a rat dart.  My rats lose the combat and get caught.
On my turn 4 the gutter runners come on.  They throw it all at the casket which goes pop.  It then takes out the wounded catapult and puts a wound on the other.  It fails to hit the archer unit through.  I set myself up to either charge the archer bunker or the other catapult (and then run off the table).
On Simon’s turn 4 a rat dart flees the warsphinx.  A 9PD/4DD magic phase has me dispelling shems but net goes off.  I forgot about Net and probably devoted more dice to shems that I should have preventing me from keeping the runners from getting net cast on them.  Risky…
But it doesn’t matter because time is called.  Suffice it to say, I lost.  0/20

Friday, July 19, 2013

Hobby Update - Iron Daemon

Spent the evening cleaning mold lines and dry fitting shit together to see if I could figure out how this thing was actually going to fit together... And i think its going to go together pretty much as I envisioned. I do think i will need to cut the driver, but thats fine. 


Chaise dry fit together. Im going to take off a lot of the outer doom wheel frame, like the little wheel harness and the tanks.

 

Some other angels. 


Dry fit with wheels. Im going to put spokes inside the front wheel. The dozed little spikes are a huge bitch to work with. Keep jabbing my fingers. I got the pieces cut, but am waiting until I get home abs have green stuff to help hold it. 

  
Pictures are poor because thats also my hand holding it together.  There is also some white tacky stuff helping, butit wasn't   enough. This weekend Im going to see what else I can get because im not sure of the connection spot between the doom wheel chaise and the wooden cannon frame. 

After I get this part set up as Id like I will put in the warpstone core, which will go rear top of the wooden frame. Last will be the warplightening cannons, which will go outside the rear wheels. I also have plans for using up some of the other bits. 

Any suggestions?

Also, I believe this is my 100th post to actually post, though I have a backlog of 10 on the battle reports. 


Thursday, July 18, 2013

June CoC – Round 1 – Henry Griep - Empire


Scenario: Meeting Engagement
Deployment: As book with the exception that, like Dawn Attack, characters are assigned prior to rolling for deployment.
Special Rules: None

The List:

Arch Lector, warhorse, enchanted shield, dragon bane gem
Wizard Lord, warhorse, level 4, lore of light, talisman of preservation
Grand Master, warhorse, crown of command, sword of might, charmed shield

Captain of the Empire, warhorse, dragon helm, dawnstone, iron curse icon, bsb
Battle Wizard, warhorse, level 2, lore of beasts

14 Inner Circle Knights, full command, standard of discipline
10 knights, full command
5 Knights, musician, banner

4 Demigryph Knights, musician
4 Demigryph Knights, musician
5 Pistoliers

Steam Tank


So first round, and there is that steam tank right up front of my ‘oh shit’ list.  And to keep it company is a whole bunch of 1+ armor saves to go with my lovely max of strength 6.

We roll off for spells and I pick up Cloud of Corruption and Plague on my dispel scroll caster, my other level two gets wither and bless with filth and my level 1 gets pestilent breath.

Henry picks up Curse of Amhier and wildform on his level 2 and his level 4 gets Banishment, Net, speed of light and Pha’s protection.  That’s 2 spells that mess with my ability to do stuff and 3 that effectively makes me -1 to hit in combat.  Ugh.



We roll off and I deploy first.  Also means I will most likely go first.  Also means he will be able to counter me.  To help compensate for my wanting to be aggressive but also not wanting to get ganged up if he steals I refuse flank with the buildings allowing me to deploy on the line but then able to devote my chaff to protecting only one flank.  I roll and only one unit of giant rats doesn’t come in.

Henry goes to deploy and rolls 1s for all three of his knight units, and with that all his characters.  If the mission would have been normal this would have been huge as I would have gutter runner’d his wizards turn 1, but it also would have mean I would have had characters stranded.  It’s a good change to the mission despite how the normal would have helped me.  Henry had put all his characters but his level 2 caster into the unit of Inner Circle knights.  His level 2 when into the 5 man unit.  To counter my deployment, Henry put his demis on either side of his steam tank with the steam tank up front (close enough to force the frenzy check but not close enough to actually let me in).  He put his fast cav off on the right flank, not sure why.

I deploy my scouts to take out his shooting (and chaff) and claim the right board edge early.


We roll off and he does not get the steal, so I go first.  I pass my frenzy check and declare no charges.  I move up to just outside 12” on the steam tank in the hopes that he doesn’t roll high.  I use his lack of wizards to cast plague and put 2 wounds on the demis.  I then take off the pistolers and put 1 wound on the non-plague unit of demis.  I leave my rat dart off the table, on purpose, but it was probably a mistake.  I either should have brought him on right away, or kept him off longer to chase down fleeing units.  The sad part about going first is that I had to move up my rat ogres without knowing where those knights were going to be.  This means that the building was no longer protecting my flank.  But I couldn’t just sit still or else that cannon would just keep picking off characters.

Henry’s turn 1 the right demis charges a rat dart, which flees and redirects into another.  The other unit of demis moves in for a turn 2 charge.  I hold to force the demis away from the rat ogres.  The steam tank then rolls high and hits into the rat ogres (dang).  The knights come on the table, with the big unit getting into position to take advantage of my exposed flank.  The 10 pack comes on to try to deal with gutter runners and the 5 man takes center to get the wizard into position.  A 8/8 magic phase sees Henry failing to cast Pha’s on the demis, allowing me to control the rest of his magic.  We fight combat, but I fail to pass my fear test, putting my characters on 5s.  I then stupidly forget to attack with my rat ogres (so no big surprise I lose the combat and my frenzy) – we roll it later and I would have done 3 wounds which would have changed the game… but no going back after the turn ended even though it wouldn’t have affected anything.


My turn 2 and I have not charges.  My darts all rally.  I get lucky, and make a march block text on the left dart, allowing it to spin around and chaff the knights, protecting my flank.  I roll a 3/2 magic phase and Henry scrolls my cloud of corruption.  I kill a knight from each of the smaller units with gutter runners.  I pass my far against the tank and put another wound on.  I win the combat, but he doesn’t care.


Henry’s turn 2and he charges some gutter runners, I kill 1 to the stand and shoot and then the trees help as well (but alas, still 1 wound short of a panic test).  The Demi’s join into the front of the rat ogres.  He forgets to charge the rat dart on the left keeping the knights blocked up.  An 8PD/6DD magic phase has me dispelling Pha’s, scrolling speed and wildform going off on the demis.  He then only does 1 wound to the rat ogres.  I do 3 wounds to the demis.  He then rolls to hold.  The knights versus gutter runners has him making his saves and running me down and over into a giant rat unit.  Henry had also reformed his demis to try to sneak by the rat dart blocking knights and sneak a few guys into the front.




My turn 3 and I put a rat dart into the unit of demis for the static combat.  A 7PD/6DD phase has him dispelling both Bless and Cloud and me failing to cast wither.  I put down 3 knights on the wizard’s small unit and they flee.  The rat dart dies to the 10 (now 8) pack.  I kill another demi, win the combat but once again he passes and my leadership doesn’t matter.  Because the rat dart went in, my killing the demi meant that he had to pull the model still in base with the crown of command from combat.  With 1 wound left this spared him from getting attacked that round.  Phew!  I had also reformed my left rat dart to block both the knights and the demis.



Henry’s turn 3 and he finally puts his knight bus into the rat dart.  The baby knight unit keeps fleeing.  The second unit of demis turns around to start to think about gutter runners coming around behind.  A 10PD/6DD magic phase has me allowing net on a central unit of gutter runners.  I then dispel Pha’s and fail to dispel speed.  He then puts reroll wounds and flaming on his knight bus for fun.  I pass my fear test against the stank.  Thrott eats it.  He wins combat by his musician and I fail and run.  He fails to catch me though.  The chaff ides.  Henry realized mid-turn that he forgot to generate his steam points and asked if he could.  I didn’t say yes or no, but simply asked if he was going to let me get those rat ogre attacks on his tank – which he had denied me before.  He decided not to roll his steam points.



My turn 4 and the rat ogres rally, yay.  The giant rat unit doesn’t rally.  A 9PD/6DD magic phase has me fail to cast wither on 3 dice (just needed to roll a fricken 5).  He then dispels cloud and I fail to cast plague.  Shooting doesn’t see him roll any 1s.



Henry’s turn 4 and his knights charge and catch a fleeing rat dart.  This panics a gutter runner unit that fails its net test and doesn’t run.  It does lose 4 guys to the net though.  The tank fails to recharge the rat ogres, but the 2 demis do go in.  A 7PD/3DD magic phase has me failing to dispel both Pha’s and Speed, off by 1 on each.  I reform 4 wide to get back my ranks and deny him combat effectiveness on further charges.  Also lets me put my characters behind and get some higher attacks.



My turn 5 and the two fleeing darts don’t rally with 1 running off the table.  The Net Gutters do rally though.  A 7PD/4DD magic phase has him dispelling wither.  I cast cloud, killing 4 knights off the bus, a demi in combat, blowing off the small knight unit but only wounding the wizard (an making him no longer needing double 1s to rally).  I then kill 1 packmaster and a rat ogre.  In shooting I kill a knight off the 10 man.  I add more ranks in combat now that there is only 1 demi left (who just won’t die, damn magic superiority).



Henry’s turn 5 and the demis charge the gutter runners in the rear, which flee through the knights.  Tank joins Rat Ogre combat.  And that dam wizard rallies.  A 5PD/5DD magic phase has him casting Pha’s on steam tank and my dispelling curse on the rat ogres.  I drop the tank to 2 wounds and kill off the demis.


 
My turn 6 and I put gutters into the rear of the knights to try to keep them from flanking the rat ogres… but I fail.  All my darts and the gutter unit rallies.  I cast plague into the knights and he dispels cloud.  I win combat against the tank but don’t do any wounds.
Henry’s turn 6 and he puts all the knights into the rat ogres.  A 9PD/5DD magic phase has me allowing wildform and 5+ ward onto the flank knights and big bus, respecivly.  I then dispel a bubbled speed of light.  I get my but whooped but pass stubborn.  I had challenged into the front knight unit with a plague priest to deny that unit attacks and saved enough models to keep my ranks.
We add it up and I’m only down by about 200, giving me a 8/12 loss.

Tuesday, July 16, 2013

June CoC – Preparation


My initial plan was to take my QCR list, which would have comped at -2.  Alas, I did not get the painting done that I was supposed to so I had to fall back on what I had.  Not wanting to take the 10 point hit for adding in two hydras, I went back to an oldie that I hadn’t run in a couple of years.  I bring you, Rat Ogres:






 

Thrott the Unclean
Warlord, General, Bonebreaker, Shield, Talisman of Preservation, Crown of Command
Warlord, Bonebreaker, Great Weapon

 

Plague Priest, Level 2, Pox Rat, Flail, Ironcurse Icon, Dragonbane Gem, Dispel Scroll, warplock pistol
Plague Priest, Level 2, Pox Rat, Flail, Foul Pendent, Portents of Verminous Doom
Plague Priest, Level 1, Pox Rat, Flail, Talisman of Endurance, The Other Trickster’s Shard

13 Rat Ogres with 6 packmasters, master bred rat ogre,
5 Giant Rats, 1 Packmaster
5 Giant Rats, 1 Packmaster
5 Giant Rats, 1 Packmaster
5 Giant Rats, 1 Packmaster
5 Giant Rats, 1 Packmaster
5 Giant Rats, 1 Packmaster

10 Gutter Runners, slings, poison
10 Gutter Runners, slings, poison
10 Gutter Runners, slings, poison

This is a run forward and smash list, and best of all its completely built and painted.  It also encompasses a ton of my conversions, with everything but the giant rats and Thrott himself being heavily converted.  I don’t plan to win enough games to place well, but it should be fun in a stupid obvious play way.

The list does have some flexibility, such as the ability to run out characters as chaff.  The frenzy is a rough downside though.  Also the -5 comp because of the magic items punishes this list when it really isn’t -5 comp strong.  That would be the problem with composition systems though.  My list will be very match up dependent.  I see a cannon and I’ll probably lose.  Steam tank or Iron Daemon or g-d forbid a Kdaai and I might as well not set up.  2 years ago when I ran this the meta was much more favorable.