Tuesday, 27 June 2017

8th Edition Tankbustas

As those that know me will testify, I just love the Tankbastas. I love the very idea of them. They want to go out there and maul vehicles. It is so understandable and just so Orky! They have rokkits and rokkit pistols and tank hammers and bombs of every sort and of course my real favourite Squig bombs!

The Best!
There can be 15 boyz in the unit and you can add 2 squig bombs for every 5 boyz. The boyz are all armed with S8 Rokkit Launchas. They can swap in close combat stuff but I prefer to attack from distance. As usual the downside here is the BS of 5 meaning you need 5+ to hit. So that is an average of 5 hits per turn for the 15 boyz probably needing 3+ to wound but....

Each squig bomb, and there are six, has a BS of 2 and a range of 18". They are single use as explode  with the bomb. They have S8, AP-2 and D6 damage. Now that is pretty cool indeed and their deaths are ignored for the purposes of morale.

If we close the distance to the target the boyz can use Tankbusta Bombs with R6", Grenade D3, S8, AP-2 and D D6. Not bad for Orks and the D3 grenade is a big help to increase the volume of hits as is the D6 damage, especially against multi wound vehicles.

Da Boyz
The unit also benefits from 'Ere we go (re-roll failed charge rolls) and Mob Rule (use the leadership characteristic of any unit within 6")

The thing that really sets them apart though is the Tank Hunters rule. This means that they can  re-roll failed hit rolls when attacking vehicles. Oh yes indeedy folks. This really gives them an edge. In effect it doubles the number of hits achievable.

And for the Squigs .... they hit on a 2+ with a re-roll. In my book that is six guaranteed hits then. For shooting this is as good as it gets!

Now just imagine that there is a particular vehicle that you really want to take out. Weirdboy use Da Jump to move the Tankbustas within 9". Deploy the Bomb Squigs and throw the Tank Busta bombs. So what are we talking as averages against a T7 vehicle?

Bomb Squigs - 6 hits needing 3+ to wound so that is 4 wounds D6 should make it 12 and AP-2 should mean only a 6 will save so with 2 saves that is 10 wounds.

Tankbusta bombs - 5 hits, re-roll the 10 miss's another 3 hits, thats 8, D3 grenade should make it 16 hits needing 3+ to wound call that 10 wounds, D6 should make it 30 and AP-2 should mean only a 6 will save so with 5 saves that is 25 wounds.

In summary - No more vehicle - it is merely a pile of smoking metal with some very happy Tankbusta Boyz standing nearby taking selfies.




Friday, 23 June 2017

8th Edition Loota's

It is a well known fact that Orks are CRAP at shooting. BS of 5 so needing 5+ to hit after which you have to Wound and then the opposing unit gets a chance to make armour saves. The math tell you that this does not add up to much damage.

So how on earth do you get to lay down some serious ranged damage. May I have the pleasure of introducing the Ork Loota.

Loota's
The unit can include 15 Loota's They are armed with Deffguns with R48", Heavy D3, S7, AP-1 and D2.

Things to note: -
1) 48" range. You can stand outside the range of most opposing units and still be effective. This is an important advantage.

2) Heavy, D3. You roll one dice and apply the outcome to the entire unit. So you will have either 15 shots, 30 shots or 45 shots. Volume baby. Likely 33% hit so 5, 10 or 15 hits. Lady luck will have play her part. Heavy makes the unit static so consideration can be given to put the unit in a transport for added mobility and protection. Likely a Battle Wagon to optimise the number of troops in the unit.

3) S7 so when to hit you are likely to be doing damage. Probably wounding on 3+, 66%.

4) D2 so that is doubling the damage if the target has multiple wounds.

5)AP-1 reduces the armour save by one.

That is some tasty output.

Up to 3 Loota's can be replaced with Spanner's. Spanners come with the Mekaniak special rule that allows them to repair a vehicle would once per turn. So it might be worth swapping out one of the Lootas for a Spanner. Bearing in mind that we want these guys operating from distance consideration could be given to arming him with a Souped-up-weapon. Maybe a Kustom Mega Blasta with R24", Assault 1, S8, AP-3, D D3. I think I would likely stick with the Loota's myself.

I think it is safe to say that many an Ork general will be including some Lootas.

Thursday, 22 June 2017

Da Boyz are back in town - WAAAAAAGH!

This blog started as a Waaaaagh so this brings us full circle.

It had to happen, the 8th edition has been published and I have been to get my copy. So what does it mean for the green skins? It's all change in the 40k world but is it a good thing? 7th edition was a disaster for Orks. They were pretty unplayable. These are my first thoughts on the new rules.

My beloved 'Ard Boyz are gone. They have been a mainstay for years and, if I am reading the codex right, they the are gone. RIP. They were the first thing I went looking for. Downhearted, I flicked on through the pages. Things got better, much better.....

Da Boyz
STATS
First up, Da Boyz are now S4 and I like it.

FEARLESS
The Mob Rule ability means that the units can use the number of models in the unit instead Leadership for morale. The allowable unit size is up to 30 so this is encouraging the Green Tide. We can be Fearless again. Superb!

Note all template weapons are gone from the game so no need for all that spacing out Da Boyz to maximise the 2" allowable gap. Much better for the green skins and for playing generally.

MOVEMENT
Move is reduced to 5", boo hiss. There is now an Advance option where the unit can move forward a further D6". Charge is a 2D6 test and the 'Ere We Go ability allows this to be re-rolled. There is a 3" Piling In allowance and a Heroic Intervention allowance of 3" for Characters.

So basically move 5", Advance D6 say 3" (8" total), Charge 2D6, with re-rolls, should be 8" (16" total), to Move within 1" of the enemy (17" total) then everything else comes Piling In and uses Heroic Intervention for characters. Yip - that is potentially a good long way!

Disembarking vehicles has to be done before the vehicle moves. So no more racing Da Boyz forward in Trukks and jumping out for some choppa fun. Alternatives need to be found.

Wierdboyz can now choose their Power of Waaagh discipline. Da Jump is a real possibility as a unit can be moved to within 9" of the enemy.

Stormboyz are interesting too. They have a 12" move. They can Advance and Charge the same turn (with some downside but ...). They also have 'Ere we Go and Mob Rule. Upto 30 in a unit. Gosh. So using 12" instead of 5" above thats 24" total. Potential to be in combat during the first turn.

Kommandos can sneak in behind the enemy. He, he. I have used this to my advantage before.

When it is all done units can Consolidate a further 3" towards the enemy.

FIGHTING
I have been having a look through the latest fight rules the first thing that strikes is that Initiative is gone so Da Boyz can hit first when they charge. A proper first for Orks. Yipee!

Waaagh
Overwatch is still a pain, but such is life.

And so to dice......Da Boyz get 2 attacks, plus an attack for using a Choppa (3A's), plus an attack for Green Tide (being more than 20 models in the unit) (4A's), A Wierdboy with Warpath plus another attack (5A's), add Ghazghkull Thraka with his Great Waagh so Da Boyz can Advance and Charge in the same turn and you also get plus one attack for every model in the unit (6A's). I am making that 180 attacks plus the extra ones for Nobs and Boss's etc. Throw in a Waagh Banner and you get plus one to the hit rolls. I mean seriously! (not sure how this will work out points wise but even the thought of it.....)

I think I am going need some more dice and a bloody big bucket to throw them :-)

I am also going to need more models and I just never thought that would be the case with all the Orks currently in my possession.

SUMMARY
Da Boys are back in town - Waaaaaagh!!


Sunday, 16 April 2017

Monty Python - a day out with Zombicide Black Plague

A day of fun and frolics and all in the name of Monty Python and the Holy Grail. A little light background information for those that need some prompting. 'Run away' goes the cry. Myself and the Dark Templar paid a visit to Michael Awdry of 28mm Victorian Warfare fame.

I played 'lucky' Tim the Enchanter and Sir Galahad.

Tim the Enchanter and Sir Galahad
The models are Michael's pride and joy and it was his idea to substitute for the Black Plague models. What things of beauty they are. We partnered them with the appropriate cards from Zombicide Black Plague and we were good to go.
The rest of the crew
For those with a good eye you might want to check out Michael's post when they were shown to the world. Some lovely pictures of each model that really does his paint job justice. Arthur king of britons and One, Two ... Five.

Back to back
The models were a joy to play with and soon we were taking down zombies, runners and everything that the game could throw at us.
Sir Galahad standing tall
We blew the first game. Entirely too confident and full of mirth and risk takings we hit the reset button started again. This time we proceeded with a little more caution and began to 'tool up'. We laughed and joked and got stuck in.

A line of Abominations
We were playing multiple abominations and multiple necromancers and they just seemed to come all at once. Truly amazing.

We stuck to our task racking up the kills. Tim managed to get the Earthquake spell, which was new to me. The spell allows you to knock over all actors in a square such that they lose their next activation. Huge impact! I loved it. 
Sir Lancelot at work
Sir Lancelot was the hero though. He ventured out to take on the abominations which were worth 5 points each and so he soared towards Ultra Red.

By the end we were just having so much fun and when we did hit Ultra Red it was like someone had turned on a fire hose of zombies. We even thought we were going to run out of models at one stage. We didn't and finally we completed the mission.

A fabulous day out. A huge thank you to Michael. 

The Dark Templar has got a load more survivors that arrived in the post and I can't wait to try them out. But that is for next time....




Wednesday, 12 April 2017

Quest 7 - Blood Red - AGAIN

Yes its true we appeared to have met our match. Last week we played this quest and failed. We just couldn't figure out how it was possible to achieve a win. So the DT retired to the rule book. We had been playing with all 36 Necromancers instead of just 6! Whilst this may have made us 'hardcore' it definitely explained the loss.

So this week would be different! Now we know the rules and have discussed the quest and examined our options. This week would be different. We dealt the survivors randomly only accepting ones that we had not played recently. The aim of the game is to get all the survivors to Ultra Red! Thats a lot of killing.

Things started well. We moved forward and opened a building and started searching. Some decent weapons began to appear. We even got a torch and passed it around, as you do. Then for the first time ever the Abominarat appeared. When it enters the game it is one zone away from the noisiest square. Big surprise for Gregoire and Lord Bazak!!!

Abominarat appears
Luckily, we were up to the task and really felt like we had dodged a bullet. We pushed on and then the Ablobination made a return. His long reach makes him dangerous.

Ablobiation enters the fray
Armed with the Vampiric Crossbow Lord Bazak dealt with the threat from range. This was quickly followed by the first entry of the Abominotaur. We were afraid of this guy. He can crash through buildings. Gregoire and Dr Stormcrow were very close. We had a quick read of the rules to make sure we understood how he plays.

Abominotaur says Hi
We were lucky because he does not smash ramparts and he was penned in. Scowl was dispatched to help. The Abominotour was a distraction though and soon we had a couple of Necromancers on the table. Grin managed to make it off the board (five entry points) but we finally dealt with the beast that is the Abominotour.

Then low and behold the Abominatroll paid us a visit! He gets three activations if he has line of sight so it is important to stay hidden.

Abominatroll joins in the fun
Evil Troy was also on the board and heading for an exit. We couldn't just charge out into the open or the Abominatroll would be on us. Things were certainly hotting up. We exited Yellow and entered Orange. The pressure was building. Steady, steady.

Its getting interesting
Evil Troy makes it off the board under cover of a hordes of zombies (six entry points). If another necromancer makes it off the board, its over. Enter the Queen. 

Gregoire heroically took down the Abominatroll and we took a breath. Fallstaff and Meriell took out the Queen. Sigh of relief.

This was it, the next couple of turns would decide it. We took a step back in case the zombies got an extra turn and drew the zombie cards.

'All standard walkers get an extra turn'

Phew we were glad we had taken that step back.

'All standard walkers get an extra turn'

Damn, damn and double damn. They were on us.

Incoming
Falstaff and Merrill were first to roll and phew they survived. Having armour and deflecting dagger proved helpful.

Scowl, Gregoire and Dr Stormcrow
However our second group was overcome. We took one more wound that than we had available and that was it. We were undone.

It had been a spectacular game. Truly, we had so many abominations to deal with and in the end it was the zombies that got us.

A little read of the rules in relation to abominations showed us that we had been playing them wrong. As with the necromancers we had all the cards in the deck and we should only be adding a select few.
We have been making this game a lot harder than it was supposed to be.

Adjustments will be made for the next game, but what fun we had. Spectacular. I have got to say that Zombicide Black Plague is just one of the best games ever invented!


Monday, 10 April 2017

Abominatroll - Arrrgh!

Gaming has been getting into a weekly routine which is just brilliant. We are playing Zombicide Black Plague. The Dark Templar has been keeping the blog alive with tales of some of our exploits. We have been enjoying the different abominations that visit and the scale of some of the models is just fantastic.

A couple of weeks back the Abominatroll visited us not once but twice in the same game. He can only be killed by Dragonfire and has 3 activations if he has line of sight. Scary!

To honour his enthusiasm I got the paints out.

Arrrgh!

He is one big dude. And when you start to work up close you find that there is incredible detail. CoolMiniOrNot have excelled themselves. A really enjoyable project.
On the board
Looks better on the tiles. Love the scale. The sword looks like a pin that could do no damage.

Over the shoulder


Friday, 17 March 2017

James

An enjoyable project and I wasn't sure how the man would turn out.

James
But here he is in all his glory. He is brimming over with annoyance and attitude. 'Here zombie, zombie. I've got a surprise for you' As he waves his torch into the dark recesses and brandishes his trusty axe ready to mutilate whatever scurrying mess happens to cross his path.

I can almost hear that Sean Connery, Scottish accent from here.

A welcome addition to the growing band of painted Survivors. I did consider giving him a liberal splattering of blood. His role in the last game seemed to warrant that but then the thought of the mess I might make if it went wrong deterred me. I have let a little blood dribble onto his robe and foot though ;-)