Thursday, October 4, 2012

How to magnetize an Eldar Heavy Weapons Platform


This is almost identical to the War Walker as they use the same weapons and the slot that they are usually glued into are the same.
 
 
Materials
Heavy Weapons Platform
 1/16 by 1/32 size magnets (12 per platform)
CA glue
1/16 size drill bit
Old hobby knife blade.
 
 
Managing your magnets (I am putting this in again)
Okay, there are lots of ways to do this, but what I do is put my stack of magnets on a spare tool or whatever is handy and LEAVE them there. I pull them off one by one, so I know the polarity direction at all times. I know a lot of people mark them or scratch them but for me the marks always rub off and are you really going to sit and scratch 100 or more 1/16 X 1/32 magnets. Really now, who has that kind of time. If you ever forget what the polarity on the model is, just take some of the magnets off the tool, test them against a magnet that is already glued in (and dry-or it will pull out) and now you have your polarity again.
 This is major league easy-the easiest model I have magnetized. Everything is pre-sized and you will only drill into the slot and tab that are already there.
1)      First, build the model completely except for gluing in the weapon.
2)      Drill two small holes in the slot that the weapons tab would normally slide into. Dont' worry if it is a little ugly-it is going to get painted over and the weapon sits on it anyway.
3)      Next, drill similar holes in the same place on each of the tabs on the weapons.
4)      Now it is time to glue in the magnets (see "how to magnetize a war walker for pics of this process).
a.       So this is how I do it. I take an old hobby blade (you won’t be cutting with this again after it gets glue on it). I use the blade to slide between the first two magnets. Now you know that the upside on the magnet on your blade is the same as the upside on the stack. If that is the side that goes “down” into the hole you just put it there, wait a couple of seconds and slide (don’t lift) the blade from the magnet. If you need the upside to be the one facing out, then slide it off of the blade to it’s hole. IF you ever lose track of the polarity (the magnet flipped or whatever) just drop it back on the stack and it will reorient.
b.      Place the magnets into the weapon slot
c.       Place the magnets into the weapons with the opposite side down.
 
5)      There you go, wicked easy.

Wednesday, October 3, 2012

Dark Eldar Vs Grey Knights Battle Report


Battle Report  1250 points: Grey Knights vs. DE.
 
I will apologize up front that I do not know Grey Knights well, so may have some of the names wrong.

 
The armies:

 
HQ

Duke Sliscus

Haemonculus Hexrifle, venom blades

Haemonculus Hexrifle, venom blade

 
Troops

9 Wyches, RF in a Raider

5 Wyches, HWG in a venom with SC X 2

9 Warriors, HWG in a Raider, SR, night shields

 
Elite

4 Incubi in a venom, SC X 2

 
Fast

5 Scourges HWB X2

 
Heavy

Ravager

Ravager

 
Grey Knights

HQ

Some large paladin dude with a big warhammer who had a two plus save with a 3+ FNP and lots of special rules.

 
Troops

Grey knights squad of 6 with heavy weapons.

Grey knight squad of 6 (grey squad)

Grey knight squad of 6 (red squad-not sure exactly what these were, but had a power hammer and a power sword among other stuff)

 
Elite

5 paladins in a land raider (HQ here too)

 
Heavy

Grey Knight Nemisis Dreadkinght

 

 
Mission: Purge the Alien

Deployment: Normal

Special Issues: None.

Warlord Traits: He rolled and got the furious charge in my deployment zone

                        I then rolled and got the reroll reserve rolls. Big help with no reserves

 

Terrain was already there. A couple of buildings and some hills.

 

I won first deployment.

 

He failed to steal the initiative. My combat drugs were +1 strength. We forgot about night fighting.

 

I deployed split between the two far corners where there was cover. In the far right I put a ravager, the raider with wyches and a haemonculus and the venom with wyches. In the far left I put the raider with warriors and the duke all around them. Next to them was the venom with the incubi and a haemonculus around it. The scourges were in the building in the corner that the vehicles were behind.

 

He deployed a squad on the hill in his far right corner with the squad with the psycannons behind it. His land raider and his dreadknight were near the middle back and his other squad was in a building on his far left.


 

Turn one DE: First I did a switch and loaded the Duke with the Incubi on the venom, leaving the pain token behind and loaded the warriors and the Haemy on the raider, leaving the 3+ poison shots with them. I moved all my vehicles to just at 36 inches and spread out. My scourges went to the mid point on a hill to try and keep some cover but could not quite get in range of the land raider. A venom put 12 SC shots into his dreadknight and he took one wound. My raider to my right could only see the dreadknight and gave it a second wound with the DL. My ravager wiffed at his land raider. The haemy on the right took a shot with his hexrifle at the dreadknight and missed. On the left of the board concentrated fire took out the front squad of grey knights completely (the grey squad).

 

Turn one Grey knights: First he used an orbital bombardment (apparently GK can have that as a weapon) and it exploded my raider with the warriors-I only lost one or two to the explosion. He move his dreadknight and his land raider forward. His heavy weapon squad remained stationary and he moved his other squad out of the house but still in cover. He cast some psychic power to make his heavy weapons squad be able to hit anything within 24 inches despite line of sight, but they were out of range of everything. His land raider put a HP on a venom and killed two scourges. His dreadknight put a hull point on a ravager. I made a lot of jink saves that round (but pretty much failed them the rest of the game).

 

Turn 2 DE: I moved everything some, just to keep line of sight and jink. On the right side of the board my ravager exploded his land raider. My raider wiffed but my hexrifle hit the dreadknight but he made his save. My venom fired into his paladin squad that came out of the raider getting 4 wounds but he saved them all. On the left my ravager killed a paladin. My scourges fired their weapons into the paladins but did nothing.


 

Turn 2 GK: His orbital bombardment wrecked my venom with the incubi but failed to kill the scourges. He moved his paladin squad forward along with his dreadknight. His other squad (red) came around the corner and his heavy weapon squad stayed where it was. He wrecked my venom carrying the wyches after hitting with one pen and several glances. Saved the pen (preventing an explosion) but got hull pointed. His heavy weapons unit destroyed my ravager over on the left that I had moved a bit too close to them in order to get the shots off that turn.

 

Turn 3 DE: My wyches that exited the wrecked venom in mid-back field moved 6 inches strait at the paladin squad. My lone surviving ravager moved a little. My scourges moved forward a bit. My raider on the right moved forward a bit. In the shooting phase, my scourges failed to do anything of value. My ravager killed his dreadknight. I unloaded everything else into his paladin squad but came up empty. My wyches rolled a 2 on the run roll so I rerolled and got a one…

 

 

Turn 3 GK: His red squad shot up my raider managing to immobilize it. His heavy weapons unit killed all but one scourge who ran. He shot into my 5 wyches sprinting at him managing to only kill three.

 

Turn 4 DE: My 9 wyches and Haemy unloaded from the immobilized raider towards his red squad. My incubi and the duke moved forward to get ready to assault the paladins. My two wyche unit moved forward for the same. The warriors moved up close enough to get in rapid fire range of the paladins. My scourge ran away a little more. In the shooting phase my one raider wiffed as did my ravager. My squad of wyches on the right fired their splinter pistols into the red squad killing one and the haemy killed one with the hexrifle. The squad of two wyches and the warriors failed to kill any paladins, but the haemy with the hexrifle on that side killed a paladin. The duke failed to wound with his blast pistol. The 9 wyches and haemy on the right assaulted the GK squad. His overwatch failed to kill any and the wyches killed them all, taking no wounds. The squad of two wyches charged, making him expend his paladin overwatch on them-failing to kill either of them. Then the incubi and the duke charged. He used some kind of psychedelic grenade that made my two wyches initiative one and my incubi/duke leadership 2. In the combat, the duke was base to base with his HQ they managed to wound each other a few times but both made all their saves. The incubi managed a wound on a paladin. His other three remaining paladins managed to kill one wych. The last wych with the RF managed to actually kill a paladin. I won combat, but he was fearless and doesn’t run.

 

 

Turn 4 GK: His heavy weapon squad did that magic shooting around corners thing and killed 4 or 5 warriors. Close combat was a draw.


He then conceded as my other squad of  wyches were about to join combat and my ravager and warriors were going after his heavy weapon squad. Very fun game, but GK have a lot of interesting rules and psychic stuff that he cast all along causing a lot of interesting effects. I have decided I like hex rifles, after all, and FNP is still valuable enough to bring a Haemonculus or two.

Tuesday, October 2, 2012

How to magnetize an Eldar War Walker-the wicked easy way.


There are two basic principles at play here.

1)      I am cheap and hate having my options limited. I also like WYSIWYG for my models as much as reasonably possible, but don’t see a reason to buy two or more models just to have different weapons on them.

2)      I don’t have a ton of time. Like most dads, my life is busy and the little free time I get, I want to play. Don’t get me wrong, I love painting and modeling, but I just don’t have time to do it for hours. Life is full of choices, and if I am modeling, I am not playing, etc. Like with my models, I like choices, so simple, fast magnetizing is the way to go.

 

Materials

War Walker

 1/16 by 1/32 size magnets (14 per Walker)

CA glue

1/16 size drill bit

Old hobby knife blade.

 

 

Managing your magnets

Okay, there are lots of ways to do this, but what I do is put my stack of magnets on a spare tool or whatever is handy and LEAVE them there. I pull them off one by one, so I know the polarity direction at all times. I know a lot of people mark them or scratch them but for me the marks always rub off and are you really going to sit and scratch 100 or more 1/16 X 1/32 magnets. Really now, who has that kind of time. If you ever forget what the polarity on the model is, just take some of the magnets off the tool, test them against a magnet that is already glued in (and dry-or it will pull out) and now you have your polarity again.

 

 

This is major league easy-the easiest model I have magnetized. Everything is pre-sized and you will only drill into the slot and tab that are already there.

1)      Take the shoulder pad and drill two small holes in each end of the slot that the weapons tab would normally slide into. This is almost the right size already, so there is very little to take off.

2)      Next, drill similar holes in the same place on each of the tabs. Since it is presized for the slot, there really is no measuring needed. Just go to the two ends and it will match up close enough.

3)      Now it is time to glue in the magnets.

a.       So this is how I do it. I take an old hobby blade (you won’t be cutting with this again after it gets glue on it). I use the blade to slide between the first two magnets.
 
Now you know that the upside on the magnet on your blade is the same as the upside on the stack. I then slide it to the tip of the blade if needed. If that is the side that goes “down” into the hole you just put it there, wait a couple of seconds and slide (don’t lift) the blade from the magnet. If you need the upside to be the one facing out, then slide it off of the blade to it’s hole. IF you ever lose track of the polarity (the magnet flipped or whatever) just drop it back on the stack and it will reorient.


b.      Place the magnets into the shoulder slots. Make them all the same and if you are doing mulitple models this will enable you to switch weapons between all the models.

 c.       Place the magnets into the weapons with the opposite side down.
 
Be careful about polarity in these two steps as it is hard to pull them out. IF you do flip them it is much easier to get the magnets out of the slot than trying to dig them out of the drilled hole in the tab.

 
I had two war walkers and two heavy weapons platforms and after magnetizing all of them, I have four of each weapon type ready to go. Mixing and matching is easy now.

Friday, September 28, 2012

Back in the Reaver Saddle

So, it has been several months and my son and I still play. We have moved from the icy cold of Alaska to the humidity of Washington DC. Even so we have kept building our armies and have been playing and painting. I will do my best to keep it updated and will focus on the latest goings on in our wargaming lives.

Below was our latest battle, done over several nights. For those of you who play as a family, we have found that playing a turn a night after diner works very well. It is not a huge time sink and short enough for my youngest to stay engaged and lets up play high points games despite a busy life.

Jetbike Madness in the Canyon of Death


Battle Report #5 2000 points: Necrons vs. DE AKA: Jetbike Madness in the Canyon of Death

 

My son dared me to do a jetbike army, so I used every jetbike I had, and had to proxy for a couple. I made my list thinking I had more eldar bikes than I did. We also decided to use the modular hills that have only received their base coat, but elected  to use them anyway. We put them in a sort of canyon formation with high ground on the corners, middle and middle of each side. Two spires are on either side of the middle hill.

 
This is my first time using this program to map the movements, so forgive if it is a little messy, I am still learning.

 
The armies:

 
DE

 
HQ

Duke Sliscus

Haemonculus: Hexrifle

 
Troops

9 Wyches: RF, HWG in a Raider, Splinter Racks-Haemonculus starts here

5 Wyches: RF HWG in a venom with SC X 2, NS

20 Warriors: SC X 2 Duke starts here

 
Elites

4 Incubi, the Duke will eventually travel with these in a venom with SC X 2, NS

 
Fast

3 reavers with HL

3 reavers with HL

6 Reavers with HL X 2

 
Heavy

Ravager

Ravager

Razorwing, 2 DC, FF

 
ELDAR Allies

HQ

Farseer on jetbike, runes of warding, singing spear, spirit stones 2 cheap powers to roll new ones

 
Troops

3 Guardian jetbikes with a warlock on jetbike. Embolden, singing spear

3 Guardian jetbikes with a warlock on jetbike. Embolden, singing spear

 

 

 
Necrons

 
HQ

Anrakyr the traveler

Harbinger of the storm

Lord with Res Orb, MSS, war scythe

 
Troops

15 Warriors

15 Warriors

 
Elite

10 Lynchguard

 
Fast

5 tomb blades TL tesla carbines

3 Wraiths with whip coils

 
Heavy

Triarch Stalker

Doom Scythe

Doomsday Arc


 

Mission: Big Guns Never tire

Deployment: Dawn of War

Special Issues: Mysterious objectives

Warlord Traits: We both rolled Precepts of Deception

Terrain: As above

Ability rolls: I rolled for psycher powers and got misfortune and puppet master, but traded puppet master of psychic shriek. I then rolled for combat drugs and got to choose between a 1 and 5. No problem, I took the extra attack.

 

 

Deployment: He won the roll off and elected to go first. He was primarily middle focused and clustered around his objectives. It was a wall of necrons. He held his tomb blades and his doom scythe in reserve. I focused to the left side of the board, hugged as far away as I could and keep his big guns out of line of site. I put the duke where he could get on the venom first turn. I held my razorwing, both squads of wyches and both squads of eldar jetbikes in reserve. The Eldar Farseer was with my squad of 6 reavers. He did not use his Precepts of deceit and neither did I. We rolled for mysterious objectives and he got 1: Nothing Special 2: Scatterfield and I got 3: Sabatoge (yeah-right with my 20 warriors) and 4: Gravfield generator.


 

But when you see that, think this:

 

Turn 1 Necron Horde:

He moved units forward six inches except on squad of warrios which was conga lined to the objective 1. His doomsday arc fired at the warriors wounding 4 but only killing one due to cover saves. He fired his tachyon arrow at a ravager who also made its cover save. He had nothing else in range.

 
 

Turn 1 Kabal of the Bloody Claw:

In the movement phase the ravagers moved to get a better LOS on the doomsday arc. The venom moved forward and the reavers all positioned for their turbo-boosts. In the shooting phase the two squads of reavers boosted over the lynchguard (couldn't get an angle on the warriors) causing 9 hits but only killing two, one of which stood back up. The squad of 6 reavers caused 18 hits, killing four warriors and the venom added three more from splinter cannon fire. Only one stood up. The first ravager caused two pens on the arc, but due to entropic armor caused no damage. The second did exactly the same, but that was all four hull points so the arc was wrecked.

 

Turn 2 Necron Horde:

The doom scythe cam in aiming for a ravager and the tomb blades came in right next to the reavers at the base of the hill. The lynchguard turned and headed towards the squad of 6 reavers with the farseer. The wraiths turned around and came back towards the reavers on the middle hill top. In the shooting phase the doom scythe's death ray immobilized the ravager on the hill and the tesla destructor took another HP with a glance. The warriors on the right side fired into the reavers on the hill killing one, as did the warriors on the left side of the hill. Yeah 3+ jink save. The tomb blades fired their twin linked tesla carbines into the three reavers at the base of the hill fired their five weapons and caused 7 hits, killing two. The cryptec fired his something I don’t know the name of, killing one reaver. In assault phase the lynchguard charged the squad of 6 reavers, the tomb blades the squad of reavers at the base of the hill and the wraiths the reavers on the hill. The reavers and farseer caused two wounds which he saved. The lynchguard then killed three reavers. The wraiths killed the single reaver they charged. The tomb blades killed theirs with the hammer of wrath.


 

Turn 2 Kabal of the Bloody Claw:

The razorwing came on the board 18 inches. The venom with the wyches came on near the other venom. The two eldar jetbike units came in on the left side. Ravager 2 moved to the hill near objective four. The raider with the wyches and haemonculus used thier deep strike to come in near the warriors and stalker. In the shooting phase the immobilized ravager could only see the doom scythe so snap shot at it, getting one hit. He evaded but failed his jink roll. The pen hit caused a weapon destroyed-the tesla destructor. The second ravager fired at the stalker, causeing a glance and a pen. The pen caused a crew stunned. He failed his living armor roll.  The Razorwing fired two monoscythe missles into the warriors causing 14 hits and 4 hits on the tomb blades. 6 Warriors fell and two tomb blades. The dissie cannons then killed all but one of the remaing warriors which was killed by the far venom. The near venom fired at the tomb blades causing two wounds, but saves were made. Neither tomb blade stood back up. Finally the wyches in the raider fired into the warriors killing two, but one stood back up. The jetbikes turbo-boosted to the far corner. In assault, his lynchguard took out the last two reavers and put a wound on the farseer, but he stayed alive and made his leadership roll.  My sabatoged objective did not blow up.


 

The board at the end of turn 2:

 

 

Turn 3 Necron Horde:

He moved his wraiths towards the raider and jetbikes, his tomb blades close enough to get a shot at my venoms and his triarch stalker out of line of site of my ravager.  His doom scythe moved 18 inches ending up almost nose to wingtip on my jet fighter. In the shooting phase his warriors fired at my raider and with 28 shots he ended up with one glance-yeah jink! His stalker could not shoot this turn. His doom scythe then fired its death ray at my razorwing and it reached venom 2, but did not reach the warriors. The razorwing failed its flickerfield save and then exploded-scattering to the south west causing no damage. The venom made its flickerfield. Two of the tomb blades were in range of venom 2 and caused two hits, one was a glance and the other was saved-taking it to one hull point. In the assault phase his wraiths were exactly 12 inches from the jetbikes and about 10 from the raider so he elected not to charge. He kept his warriors around the objective. He challenged my farseer with the traveller. He wanted to keep in combat this turn so my venoms could not drop all their splinter shots into him in my half of the turn. The farseer caused a wound, he failed the save, but used his "go get 'em, boss" reroll to then save it. He ended up causing one wound on the farseer taking him to one. Perfect for him to kill him next turn-after my shooting phase.


 

Turn 3 Kabal of the Bloody Claw

The wyches disembarked and then the raider moved off towards the stalker and away from the wraiths. The venoms moved forward. Ravager moved over next to the objective. In the shooting phase the ravagers shot at the razorwing, but did nothing. The wyches fired into the warriors killing two but one stood up. The jetbikes turbo-boosted away to keep the three plus save and stay away from the wraiths and stalker. In assault the farseer survived again. The wyches only lost one to overwatch and one to combat killing three. The wyches won combat and the warriors ran...and the failed the sweeping advance-the warriors rolled a six and the wyches a one.

 

 

Turn 4 Necron Horde:

His warriors regrouped-no suprise with a leadership of 10. He moved his wraiths forward and to the side of his warriors so he could charge my wyches if they survived the shooting phase or my raider if they didn't. His doom scythe moved exactly 18 inches coming to rest basically over the objective next to my warriors. His stalker repositioned to get a good shot at the raider since he could not quite get in range of the ravagers. In shooting phase his warriors 20 shots into the wyches killed them all. His stalker fired its heat ray into the raider, taking a hull point and immobilizing it. The jink saved the other pen hit. The doom scythe then fired it's death ray killing four warriors. In the assault phase the wraiths wrecked the raider and the haemonculus escaped three inches to the edge of the hill. The farseer wounded, but the traveller made the save. He then hit the farseer three times but failed to wound, he then rerolled two of the too wounds and failed them again. The wyches died because they won combat the turn before but failed to make the sweeping advance on the only roll that could make that happen. Could be the cause of a loss.

 

 

Turn 4 Bloody Claw:

My venoms moved forward, the ravager moved to the top of the hill. The Haemonculus continued to move away. My venoms fired into his warriors killing 5 with all 24 splinter shots, with one standing back up. As my rolls continued to be poor, I fired 6 shots from my Ravagers into the wraiths doing nothing. The gaurdian jetbikes turbo-boosted again. The haeme fired at the wraiths failing to hit. In the assault phase the traveller finally killed the farseer.

 

 

Turn 5 Necron Horde:

In the movement phase he move his lynchguard toward my Incubi venom, his wraiths to the middle of the central hill and he didn't move his stalker. He forgot-but couldn't get it close enough to kill anything anyway. He left his warriors in place to try and keep one objective. In shooting his warriors failed to kill the haemonculus so the stalker used its heat ray and finished the job. His wraiths tried to assault the venom with one HP left, but fell short and lost a wound to overwatch (amazing ain't it). The cryptecs one shot did nothing.

 

Turn 5 Bloody Claw:

In the movement phase the Incubi and Duke disembarked. The venoms then moved forward 6 inches and the wyches disembarked about 9-10 inches from the warriors. The warriors had moved a bit to recover around the objective getting them just close enough....the jetbikes turbo-boosted to the two objectives. In the shooting phase The ravagers managed to kill two of the wraiths. The Venoms and wyches killed four warriors, two of which stood back up. In the Assault phase the Incubi and Duke Sliscus rolled an 11 to reach the lynchguard and promptly lost one Incubi to the cryptecs lighting shield or whatever it is called. The Duke killed two lynchguard and the Incubi only one more after getting 10 hits and only one wound (and all they needed were fours). They lynchguard horde, the lord, the traveller and the crypted combined to kill the remaining three incubi but after 6 or 7 wounds on the Duke, he was still going (gotta love the shadowfield-until you roll a one). Lost combat but made the leadership. On the wyche side they rolled just enough to get into combat and ended up with a tied combat each side losing two.

 

 

Rolling for continuation we got a one: Game over Dark Eldar 12, Necron 2

 

Dark Eldar: 3 objectives, First blood, linebreaker, one heavy unit destroyed

Necron: 2 Heavy units destroyed.

 

Some things here that we would not have done if playing competitively. We would not have sent the lynchguard and Incubi against one another, but we love that battle, so do it whenever the opportunity presents itself. He left his stalker almost completely out of the game due to my ravagers sitting there and knowing I would aim both at it at the first opportunity.  I should have gone after his doom scythe with my razorwing and left the infantry to my venoms and maybe it would have survived. I was impressed with his managment of his doomscythe, which he kept right in the fight until the fifth turn. I wasted the jetbikes with poor positioning after my first turbo boost, but I never expected him to go after them as agressively as he did. I think that to be effective as a major portion of a force they need to be in larger groups than three.

Overall, a very fun, if poorly played game.

Sunday, February 5, 2012

Necron Vs. Dark Eldar 2000 point battle

The superbowl is over and so is my son and I's epic 2000 point dark eldar vs necron battle. We started with the kick off and 6 hours later were finished in a draw that saw carnage across the board, but with turn 6 we rolled a one and the game was over. At the final stand off on one end of the board were two immobilized monoliths and an immobilized raider. Two squads of twelve wytches were pounding away at the monoliths with haywire grenades. Half a squad of kabalite warriors with on dark lance was doing basically no damage. Next to one monlith was a lord going toe to toe with a haemonculus-each with one wound remaining with a cryptec nearby that had just immobilized the raider. One squad of warriors (down to four) with Trazine was sitting in the middle of the board taking pot shots from the immobilized raider and a second squad of kabalite warriors who had just exited their now burning wreck of a raider. Last in the far corner was a battle that had been going on since round two between a squad of immortals with a lord against a squad of incubi with a klavex (down to just one incubi and the klavex vs five immortals and the lord)-but the C'tan had joined the close combat after dispatching the last of my reavers in turn four.

Not much of a report, and I will get back to the saga of how we managed to end up with 2000 point armies already-along with posting more painting. We have moved on to painting the marines, but have not had a lot of time the last couple of weeks do to my having to travel.

I will post pics of the Ork Warboss and the first couple of marines this week.

Monday, January 23, 2012

Deffkopta



Continuing on in the black reach set. I worked these with the same color scheme of the boyz and nobz.