wh39kStatusButtons (3)

BUTTONS! (err.. ahem I mean, “status effect markers”)

wh39kStatusButtons (2)I wasn’t planning on posting anything today, but I already knew one of my posts for next week.  You see, back in the day I was flirting with the idea of making effect markers, but the templates I had worked up were a little too ornate.  Well, I finally sat down and worked up some simpler designs, and bit the bullet and placed and order for them.  They were expected to arrive on Thursday, which wouldn’t have been in time for a blog post this week, but in a twist of events, they showed up a couple of days early.

When I saw the USPS tracking say they were here, I snuck down to the mailbox this evening after the kiddos went to bed and dumped them out on my table.  Again, these aren’t perfect pics, but I think they show the quality rather well.

wh39kStatusButtons (1)My initial thoughts:

  1. I think they came out rather well in general.
  2. The designs I made proved to be a little too big for the buttons, in that some of the text barely overlaps the sides–but it’s not enough to make me want to reprint them.  This seems to stand out most on the “Swooping/Flying” markers.
  3. Some of them aren’t properly centered (presumably manufacturing mistakes).  Again, not so much that I’d complain about them.
  4. After texting them to a friend, his first question:  Where are the “Soulblaze” tokens?   DOH!

But yeah, I think they look rather good as a whole.  Naturally, I like the Tyranid buttons the best (I tried to leave most of them rather generic, but figured tokens for codex specific effects could be fancy–hence why the bugs and Space Marine traits look special).

My button making connection proved to be rather affordable–so I know I’ll wind up making more in the future.  I can also make the templates available to others should they be interested in them.  Just lemme know…



Vengeance Weapons Batteries Redux

Last month I posted pictures of my Vengeance Weapon Batteries along with a wishy-washy follow-on debating the merits of painting the other two in the set.  Well, the completionist in me ultimately won out and I opted to paint the other two.

wh39kVengeancex4I opted to paint these in a different, but hopefully complimentary scheme so I can distinguish them on the battlefield.  Not that there’s any real point in the rules at this point, but I’d prefer not to repaint them again in the future should the need arise, so I just went ahead and did it.  The only difference in this scheme is that I painted the little houses (sarcophagi?) around the skeletons in red instead of yellow–everything else is functionally identical (although I did paint the giant skulls more cleanly as well).

I apologize that I never seemed to take some proper photos of these, but I did snap a quick shot with my camera-phone, so hopefully those will do for now.  The good thing is that it at least shows a good comparison of the two.

It’s not clear to me which color scheme I prefer.  Granted, they’re not all that different, but there’s definitely enough to be able to tell.  I find that the red ones look much better with the battle cannons on them, while the yellow ones look better with the punisher cannons.  The scheme is basic enough that they’re interchangeable, but I do prefer them that way.  Other than that, I don’t know that I really have a preference.  I suspect that in general use, I’ll use the yellow ones as they look better with my army, but I do prefer the battle cannons, so maybe I’ll use the red ones?

With that in mind, it doesn’t look like it really matters which I use as both have minor cosmetic benefits.  Which do you prefer?  (and no fair saying that they’re both too bold and primary).


Full Moon with Clouds at Night

The Fall of Morrsleb (The Rules)

It’s been far too long since I’ve played in an Apocalypse game (fifteen months, to be exact), and even longer since I’ve hosted one at my house (almost a full three years ago).  So, with our friend Blaine coming back to town, it’s time to have another throw-down.

I’ll work on fluff for this particular world/theme in the future, but for now, I thought it best to get the rules out in advance.  So, without further Adieu: here are the preliminary rules for the game:

  1. Full Moon with Clouds at NightArmy composition:
    1. Player should make an army that comprises of no more than 4,000 points using the most current edition of rules available for each respective unit.
    2. Players should bring copies of the rules for all units in their list (PDF, Print-Out, digital copies, are all valid—just so we can reference them if need be).
    3. Units, formations, and detachments from GW (including Forgeworld) are allowed. Home grown units/formations are not. There is no limit to the number of detachments or formations that may be included in an army.
    4. All armies must include a valid “warlord” (HQ) unit.
  2. Rules for the psychic phase during a multiplayer game:
    1. Determining available Warp Charge:
      1. During the psychic phase, each team will roll a single die to determine the amount of extra warp charge.
      2. Each player on the team will generate warp charge per the number of levels of psychic mastery in his/her army.
      3. Each player will then add an additional amount of dice as dictated by the roll at the start of the phase to their total to determine their final amount of warp dice.
    2. Deny the Witch
      1. Each player will have their own set of dice with which to attempt to deny psychic powers.
      2. Only one attempt may be made to deny each casting of a psychic power. Teams are expected to collaborate as to who will attempt to deny each power.
      3. Players can only benefit from modifiers to their dice roll if they are the target of the spell. If attempting to nullify a spell that is affecting another friendly unit, you would need a 6 to deny—regardless of whether that friendly unit had any bonuses.
      4. Excepting above, players can combine dice to attempt to deny psychic powers. If different rolls are required by different players, please make note of that before any dice are rolled.
  3. Rules for painted models:
    1. Each player will be able to choose from a short list of available Universal Special Rules (USR). Each completely painted unit with in his/her army (determined at the time of deployment) will benefit from that USR.
    2. It is up to each player to determine what constitutes “completely painted unit.” In general, it should include multiple colors of paint and a base job. We are all adults, so we’ll be using the honor system.
    3. The rules apply to entire units and are checked at the beginning of the game. So if a unit is painted except for one model, and that model later dies, the squad will not benefit from the USR for the entire game.
  4. Personal Objectives:
    1. Personal objectives will be in use for the game.
    2. Personal objectives are missions that apply to each player and will help to set the theme (explaining why a diverse group of armies have appeared to fight on a single battlefield) and gives players an alternate method to achieve victory.
    3. The actual objectives will be unique for each player and will be dealt out randomly to each player before deployment.
    4. Players are not allowed to share their personal objectives with any other participant (including team-mates) until the game is over.
    5. Players are encouraged to coerce their team-mates throughout the game to help assist them to accomplish their personal objective. For example: If my personal objective was to destroy all super heavies on the table, I should encourage people to kill those super heavies even if it might not be the best move for my team mate at that particular time. Coercion should be done in such a way that it’s not obvious that I’m trying to get them to complete my objective for me.
  5. Changes to Objectives & Victory Points:
    1. The objectives for the game will not be static.
    2. Objectives will have a way of potentially enhancing the psychic phase of the game.
    3. Unlike previous Apocalypse games where we used to score points at the end of every player turn, we will only be scoring victory points at the end of the game. There will be an additional method where players can score victory points throughout the game, but it will require effort to do so.
  6. Time Tracking:
    1. Please plan to play an eight hour game (not including setup, deployment, tear-down, etc.)
    2. Chess clocks will be used for the game, each team will be configured to have 4 hours of play time.
    3. When time runs out for the first team, the other team will have the option of calling it or having one more player turn for their side.
  7. Extras:
    1. Food & Drink:
      1. In my experience, these things work best when they function as a pot luck.  People can bring a dish to share with everyone (crock pots work great for this).
      2. We won’t have an official break in the game for eating, just eat when you feel like it.  That way, we can keep the game play continuous and get out as early as possible.
    2. Miscellaneous:
      1. We’ll need at least one additional table, and if anyone has a spare grass matt (or suitable table covering) that would also be appreciated.
      2. I can provide six chairs, but it would be best if someone could bring an additional two folding chairs.
      3. We’ll be playing on a cement floor, so please wear comfortable shoes.  Standing for 8+ hours can be hard on your feet.

If you have any questions, please let me know.

Wh39kvBrandonOrkz (10)

Batrep: Orks vs. Hive Fleet Proteus (1888 pts)

I was hoping to be selling my Orks this week, but something came up that prevented me from being able to sit at the computer for long periods of time.  So, instead, I’m dusting off an older Batrep that I didn’t get around to posting earlier.  Keep in mind, this is still 7th edition, so it’s not like it’s *that* old…

Brandon always used to be a regular in my Friday night games, but after he had a kid and work schedules changed, he’s been sadly absent as of late.  Luckily, he was able to show up this week (and, it sounds like he’s going to be able to start attending on a more regular basis as well).  I also had the day off, so we started the game early (which was good, because it took rather long).

For point values, we opted for 1888 because our last game was at 1777.

Brandon’s Orks

  • Wh39kvBrandonOrkz (2)HQ:
    • Warboss w/ Da Finkin’ Kap, Powerklaw, ‘Eavy Armor, Attack Squig, & Bosspole
    • Painboy
    • Weirdboy (Da’ Krunch & Frazzle)
  • Elites:
    • 6x Burnaz inc. 2x Mekz
    • 6x Nobz in ‘Eavy Armor inc. 3x Big Choppa & 1x Power klaw
  • Troops:
    • 20x Shoota Boyz w/ 2x Big Shootaz & Nob w/ Klaw & Pole
    • 20x Shoota Boyz w/ 2x Big Shootaz & Nob w/ Klaw & Pole
    • 30x Choppa Boyz inc. Nob w/ Klaw & Pole
  • Fast Attack:
    • 15x Stormboyz inc. Nob w/ Klaw & Pole
    • 4x Deffkoptaz w/ twin-linked Rokkits
    • 6x Warbikers inc. Nob w/ Big Choppa & Pole
  • Heavy:
    • Morkanaut w/ Kustom Force Field
    • Battlewagon w/ Killcannon, 4x Big Shoota & Reinforced Ram
    • Deff Dread w/ 2x Big Shoota & 2x Klaws

Continue reading

Wh39kvSeanO (17)

Batrep: Eldar vs. Hive Fleet Proteus (1500pts)

This week, a few new faces showed up to Friday Night Games, including a guy named Sean, who’s relatively new to 40k in general, but is apparently a quick study.  Sean has never faced Tyranids, so he was offered up as a sacrifice to Hive Fleet Behemoth by Sam, and Sean graciously agreed (well, at least to a game).

Shawn’s Eldar Craftworld

  • HQ:
    • Wh39kvSeanO (3)Eldrad Uthran
    • Spiritseer
  • Troops:
    • 5x Rangers
    • 3x Jetbikes w/ 1x Shuriken Catapult
    • 5x Wraithguard w/ D-Scythe in Wave Serpent (Brightlances)
    • 5x Wraithguard w/ wraithcannon in Wave Serpent (Scatterlasers)
  • Heavy Support:
    • Fire Prism
    • Wraithknight

When I told him that I took pictures of everything and wrote-up battle reports on my blog, he opted to bow out in favor of me playing against a painted army, which I got a kick out of.  The truth though, is that if I only played against painted models, I’d be getting very few games in.

His list gave me some flashbacks to my “game” against Danny from a while back.  Danny included a few more aspect warriors, and lacked the big models/vehicles, but otherwise, this was similar.  His list was clearly designed to destroy vehicles and large targets, which wasn’t good for my monstrous creatures.  He didn’t have a whole lot of answers to deal with swarm armies though, so there was a potential weakness I could exploit.  In total, he had a very low model count and had lots of high strength, low AP weaponry, with a good deal of mobility. Continue reading