Finally received the last of the bits I wanted in order to convert the Slaanesh Lord for my Noise Marine army. I detest the Chaos Bike, both in concept and in execution. In fact, I detest bikes (ravenwing, white scars, scout bikes, blah blah blah). Who rides a freaking motorcycle into battle and then rides around on it while in a melee? No one, that’s who. On top of that lunacy, the models are entirely unimpressive. So, “Iron Horse” it is. In fact, that will be the name of this warband; Iron Horse. I will have another magnet on the model before it is finished in addition to the two already on it (left shoulder, weapon in right hand). The third magnet will go either on the right or left flank of the iron horse so I can display special wargear/weapons (such as the Burning Brand, etc.). The model will also pull double duty as a Steed of Slaanesh if need be.

Noise Marine Lord Front

Noise Marine Lord Right

Noise Marine Lord Magnets

Quick post: I have some copper and bright gold accents to add here and there, a dirty wash, and my first EVER gem to paint. I’m still problem-solving the base (has to be functional first, ‘cool’ second). I chose to not mount the cannons on arms (they are magnetized, and can be put on arms) in order to emphasize the titan factor. Looks good to me.

Wraithknight with Cannons

First off, no pictures (at all) for this report. I was openly weeping at the end of turn one and didn’t stop crying until I snatched victory from the jaws of defeat. Actually, I kept crying, but for a different reason. Round 2 was very emotional. In any case, I completely forgot to take pictures.

Round 2: Hammer and Anvil deployment. Automatic Night Fighting on Turn 1. Night Fighting on Turn 2 on a 4+. Deployment allowed anywhere in player’s table half (1″ from opposing models). Initiative seized on a 5+. Crusade, random number of objectives. We end up with 4; two in my deployment zone, one mid-table(ish) and one in my opponents table half.

Opponent’s List: 3 Annihilation Barges, Ghost Ark, 10 Immortals, 2 squads of 10 warriors (or thereabouts), Night Scythe (transport version), Lord with mind-shackle scarabs and resurrection orb. Some C’Tan thing, 5 or 6 scarab swarms.

Warlord Traits: I get to add 1″ to my run rolls. My opponent gets to Outflank with whatever unit his lord joins. He puts him in the Night Scythe.

My Psychic Powers: Warlocks got Conceal, Conceal, and Embolden. Far Seer got Guide, Prescience and Perfect Timing.

My Deployment: I win the roll to deploy first and get a good amount of cover on my end of the table. I put one warlock in each Guardian squad (Embolden with the squad the Far Seer joins). Even though I can deploy up to the table half, I treat it as normal and set up my defense line 12″ back. I have a single-story ruin to my left that I do not occupy, area terrain in the middle (with an objective marker) where I deploy my Wraith Knight and Far Seer squad (Bright Lance), and a two-story ruin on my right that I put two guardian squads in. Both the Dire Avenger Exarch and the Avatar are in base contact with the quad gun. The Distortion Cannons are front and center, right at the defense line. Jet Bikes are in reserve.

Opponent’s Deployment: Having gotten a look at my deployment and knowing Night Fighting would be in effect for at least the first turn, my opponent deploys a strong flank. 3 Annihilation Barges and the C’Tan dude crowd together just around the corner of a two-story ruin, right at the limit of his table half. The ruin was completely on his half of the board, otherwise I might have considered deploying something there. In the ruin went the Immortals and the Scarab Swarms. The Scarabs were completely out of line of sight on the ground floor, but in reality only maybe 13″ or so from my Distortion Cannons. The flyer is (of course) in reserve. The Ghost Ark deploys well back on his table half and almost completely out of LoS behind an impassible building, but fairly close (one turn of moving at most) away from the objective on his table half.

Turn 1 Summary: So, my opponent steals the initiative with a natural ‘6’. His Immortals don’t do too much. His Scarabs pop out of nowhere and head straight for my Distortion Cannons like __________ heading for ___________ (fill in the blanks with your favorite idiom that describes the way in which someone or something goes after something they or it wants very much). The Annihilation Barges put four wounds on my Wraith Knight (which makes MAYBE a single save). The Scarabs easily survive the Overwatch from the artillery crew (taking 1 wound), and then kill two or three guardians for very little damage in return. Regardless, everyone involved is Fearless so it goes nowhere. For my turn one, I move my Wraith Knight away from the barges (but cannot make it into the two-story ruin to my right). The Knight shoots at the Immortals and puts three down but two stand back up again. The Dire Avengers (Shimmer Shield and Power Maul) leave the quad gun and prepare to counter-charge the scarabs. I move the Avatar toward the barges and their C’Tan escort. No shooting from anything else does anything at all. In the close combat, the Dire Avengers remove a base or two (three wounds done) and then lose everything but the Exarch (including the remaining artillery crewman). Still Fearless, he sticks in. I have thrown good money after bad and my tears flow like ________________ (as above, please complete this simile with your favorite expression).

Turn 2 Summary: Night Fighting ends. The Night Scythe does not come on. The Annihilation Barges annihilate my Wraith Knight. My Avatar gets three wounds knocked off. My Far Seer’s squad takes four or five casualties. In the close combat, the Dire Avenger Exarch reveals himself to be a waste of points. Two bases of Scarabs consolidate toward a guardian squad. For my turn two, I move my Far Seer squad into the two-story ruin with all due haste (and some extra haste too, let’s be honest). The Jet Bikes do not come on. My Avatar moves into Melta range of one of the barges. I put guide and prescience on guardian squads and wait for the scarabs to charge, figuring that rerolls on Overwatch will take care of the few wounds remaining in the swarms. The Avatar hits twice but fails even to glance with either shot. I spend time shooting the C’Tan dude (figuring it will counter-charge my Avatar) and take a couple of wounds off of it. In the Assault Phase, the Avatar easily destroys a barge, blowing it up.

Turn 3 Summary: The Night Scythe still does not come on. My opponent ignores my Avatar during the shooting phase. He begins moving the Immortals to the ground level of the ruin so they will be in position to take the central objective marker, but gets a very poor roll (3″ or so). The Ghost Ark comes out of hiding and heads toward the nearest objective marker. The barges sit tight and tear stuff up. In the Assault Phase, Overwatch does, indeed, take care of the Scarabs. The C’Tan charges my Avatar. I -think- the Avatar hit with one of his shots on Overwatch and did a wound, then proceeds to Smash for 2+ to wound rolls (not so much for instant death), miss with all but one attack and either failed to wound with the one that hit or else it was saved by the C’Tan (Things are fuzzy, ok? I was watching this through a veil of tears). At any rate, the C’Tan snickered and butchered my Avatar. For my turn three, the Jet Bikes come on. I bring them on near the ruin. Shooting takes out the C’Tan. I turbo-boost the Jet Bikes to what I think is a ‘safe’ spot behind a hill mid-field. I finish the turn controlling 1 objective marker, with the other three uncontested.

Turn 4 Summary: My opponent rolls a ‘1’ for his Night Scythe. I politely inform him (through my tears) that reserves are automatic on Turn 4. He is pleasantly surprised. He puts the flyer at the edge of the area terrain in my deployment zone (the one between the two ruins) with an objective marker. Interceptor ALMOST gets it done, taking two Hull Points off. Living Metal or It Will Not Die (whichever) does not restore it at the end of the turn. The Lord and a squad of warriors deploy from the Night Scythe directly onto the objective marker. The Immortals get a HORRIBLE difficult terrain roll trying to get out of the building toward the mid-field objective marker. The Ghost Ark shoots the crud out of my Jet Bikes. They don’t break, but I’m left with only one. Two of my guardian squads take wounds, one of them goes to ground. The Immortals get a HORRIBLE run roll of one inch and are still not fully out of the building. For my turn four, I put prescience and perfect timing on the Far Seer’s squad and adjust them so they’re within 12″ of the warrior squad in my back-field. I put guide on the Scatter Laser squad that did NOT go to ground. I shuffle them around a bit to improve their chances of survival (the Annihilation Barges are parallel to my defense line, so I’m not getting cover from it anymore). I pull the Jet Bike all the way back to the very corner on my right where it cannot be shot by anything. The Far Seer’s squad puts a few wounds into the Warriors, but only result in 1 or 2 models actually being removed. The Scatter Laser squad glances the Night Scythe to death. At the end of turn four, my opponent controls one objective and I control one objective.

Turn 5 Summary: The Immortals get another dismal difficult terrain roll. The Warrior squad in my back-field re-positions so the Lord will tank all wounds. His shooting does not do too much (conceal Warlock and going to ground for the Guardian squad actually holding the objective). His Immortals get a run roll that leaves them OVER 3″ away from the mid-field objective marker (less than 4″ though!). For my turn five, the Far Seer casts Guide and Perfect Timing. The squad moves as close as possible to the objective marker currently held by the Lord. I move the Jet Bike toward the mid-field. My Far Seer’s squad puts two Bladestorm wounds into the Lord’s squad. His Lookout Sir rolls are good and then he tanks the rest of the wounds without failing a single one. Battle focus puts the Far Seer’s squad within 3″ of the objective. Because of the way the Warriors had been positioned (with the Lord in front), there was enough room to get close without taking a risk and assaulting. The Jet Bike turbo-boosts to the mid-field objective. The game ends. At the end of Turn 5, I hold two uncontested objectives to my opponent’s one.

I win.

WIP: Chaos Noise Marines

August 7, 2013

Quick post of a test model for my Noise Marine army (cleverly color schemed to be compatible with the inevitable slide to Nurgle, amirite?). Demon yellow base coat, oily steel, black, red (eyes), and the light wash from army painter. I use a satin to seal it. Wash knocked the yellow down too much, so I will be thinning it by 1/2 or more. Also included are my recently rescued CSM bits (a couple of days in Superclean rid them of rather poor Night Lords and Khorne Berzerker paint jobs, so that I could repaint them with my own mediocre scheme!) featuring a mélange of new and old pieces that add up to Blast Master supremacy.

Test Model Noise Marines

Blast Masters

 

Note: I love capitalizing stuff and throwing in Completely Unnecessary Punctuation; don’t judge.

Round 1: Dawn of War, 3 objectives on the mid-line (one center, the others 12″ from right and left table edge). Primary Mission: 1 Victory Point for each objective controlled by a scoring unit at the START of the player’s turn. 3 Victory Points for each objective controlled by a scoring unit at the end of the game. First Blood, Slay the Warlord and Line Breaker also in effect.

Opponent’s List: Mostly Mechdar, but quite a mish-mash that included 1 Falcon, 1. Night Spinner, 1 Fire Prism and 2 Wave Serpents. HQs were a Far Seer and the Avatar of Khaine. Troops were 2 squads of Guardians and 1 10-man squad of Dire Avengers (Exarch had Dire Sword/Shuriken Pistol). Also an Aegis Defense Line and a Quad Gun.

Warlord Traits: Useless and forgettable.

Opponent’s Psychic Powers: I don’t remember what my opponent rolled; his Farseer was dead at the end of turn one.

My Psychic Powers: Warlocks got Embolden, Conceal, Conceal. Far Seer got Doom, Guide and Prescience.

Opponent’s Deployment: My opponent deployed first. Far Seer deployed with a guardian squad on the ground behind the defense line, along with the avatar. The Wave Serpent with Guardians deployed to my left (across from an objective marker) and the Wave Serpent with Dire Avengers deployed to my right (across from another objective marker). The Night Spinner deployed well back with ruins for cover. The Falcon deployed in the center back. The Fire Prism deployed to my right.

My Deployment: I deployed the Wraith Knight in area terrain on the left side and the Avatar just to the right of center. I deployed the Distortion Cannons, with a Warlock (Conceal) in area terrain (crater). I deployed my Far Seer, one Warlock (Embolden), and one of the Scatter Laser Guardians to the left of center and the two other Guardian squads (one with a Conceal Warlock) in a three-story ruin on the right. I put the Quad Gun on my defense line and position the Dire Avengers to man it. I kept the Jet Bikes in reserve.

Round 1 Deployment

 

Round 1 Deployment Ruins

 

Turn One Summary: My opponent’s Far Seer failed to cast his first power, rolled a perils on the second power, and spent his last warp charge to avoid taking a wound. He shot at four (?) different targets in his turn, not doing significant damage to anything except my Avatar, putting 2 wounds on it. In return, I cast doom on his deployed Guardian Squad (with Far Seer attached), and annihilated them all with a combination of shooting from the Distortion Cannons (Prescience) and the Wraith Knight (Laser Lock). The Bright Lance (Guide) took a hull point off of the Fire Prism.

Turn Two Summary: My opponent disembarked his guardians onto a hill within 12″ of my Wraith Knight and on an objective marker. They produce exactly 6 Blade Storm wounds. The Knight fails all of his invulnerable saves. I cry a little. The Dire Avengers disembark and between them and the Wave Serpent they rode in on, kill the Avatar (who had moved out to try a long turn one charge against the Wave Serpent, but failed). I cry a little more. The Conceal Warlock with the Distortion Cannons earns his keep as their cover saves prevent them from taking any wounds from the Night Spinner. The Fire Prism fires one of the Guardian squads on the right (in the ruin). Finally, his Avatar makes a successful charge against my Far Seer’s squad. He issues a challenge and I accept with my Warlock. The Avatar disarms my Warlock who gets revenge by surviving the first round unscathed (two rerolls from the Guardians come in very handy). In the bottom of turn two, my Jet Bikes come on (I bring them in on the left and turbo-boost to the right). Distortion Cannons (Prescience), Doom, and the Quad Gun reduce my opponent’s plucky Guardian squad to 1 + the weapon platform; he makes his morale check (no longer in range of his Avatar). On the right, I move a squad out to be in range of the Dire Avengers, but do not dislodge them. Battle Focus is insufficient for my squad to get back into the ruin. The Bright Lance (Guide) immobilizes the Fire Prism, which still has very good firing lanes. The Warlock survives another round of close combat with the Avatar.

Warlock v. Avatar

 

Turn Three Summary: My opponent earns 2 Victory Points for holding the objectives. He pushes the Wave Serpent on my left into my backfield, heading for the Distortion Cannons. He continues to do a little shooting at a lot of targets rather than focusing. The Distortion Cannons take a couple of wounds (losing one cannon).  My Dire Avengers take several wounds but make their morale check. The Guardians in the open are all cut down, but the weapon platform and the troops still in the ruin survive, and make their morale check as well. A lucky scatter kills two of the Guardians cheering for my studly Warlock; he is reduced to only one re-roll per round but still survives! For my part of turn three, I put my Jet Bikes on the objective marker on the right side (pretty much right in front of the immobilized Fire Prism and the Wave Serpent). Shooting from the Quad Gun, Dire Avengers, Jet Bikes and Guardians kills the remaining Dire Avengers. The Distortion Cannons (Guide) kill the remaining Guardian on the left. My opponent has no scoring units on the board. My Super-Lock (Prescience) manages to hold onto his Witch Blade, survive the Avatar’s attacks, then force the Avatar to make two saves (it does).

Turn Four Summary: My opponent remembers that the Night Spinner has a Torrent weapon, and moves it up to the center. He moves the Wave Serpent on my left closer to my Distortion Cannons. Determined (and more focused shooting) fails to kill off my Jet Bikes or my cannons. My Warlock survives another round of, “Dodge, Duck, Dip, Dive and Dodge.” I earn 1 Victory Point for holding an objective marker. I move both Guardian squads out of the ruin and toward the center objective marker. I drop a template from the Distortion Cannons on the Falcon but fail to do anything. The Quad Gun glances the Falcon to death. I nudge the Jet Bikes even closer to the Fire Prism and dare it to drop a template on them. My brave little Warlock finally succumbs to the might of the Avatar, but we make our morale check and stay stuck in.

Turn Five Summary: My opponent places the Night Spinner between my Bright Lance squad and the center marker, then proceeds to kill 6 or 7 with the torrent. The other squad is reduced to a single (female) Guardian. The Wave Serpent in my back field destroys the Distortion Cannons, but the Warlock survives. The other Wave Serpent kills my Jet Bikes. The last of my Dire Avengers go down. Both Guardian squads make their morale checks. The Avatar challenges, and my Far Seer accepts (can’t be shown up by a mere Warlock, right?). He is promptly and thoroughly squished. The Guardians fail their morale check and are cut down as they run; brutal. In the bottom of turn five, I get the lone Guardian to the center objective. I wreck the Night Spinner by glancing it to death with plasma grenades from the Bright Lance squad (the Warlock gets a penetrating hit with his Witch Blade, but it doesn’t blow up). The Warlock from the Distortion Cannons assaults the other Wave Serpent but fails to do anything at all to it. The game ends, I win by the thinnest of margins.

She's a Winner.

I brought the foot list below to the August 3, 1500 point tournament at Fire For Effect Games in Oshkosh, WI. Battle reports to follow in separate posts.

HEAD QUARTERS

  • The Avatar of Khaine
    –Fast Shot
    –Disarming Strike
  • Far Seer
  • 3 Warlocks

TROOPS

  • 10 Guardians
    –Bright Lance
  • 10 Guardians
    –Scatter Laser
  • 10 Guardians
    –Scatter Laser
  • 5 Dire Avengers
    –Exarch
    –Power Maul
    –Shimmer Shield
  • 1 Squadron of 4 Jet Bikes
    –Shuriken Cannon

HEAVY SUPPORT

  • 1 Battery of 3 Distortion Cannons
  • Wraith Knight
    –Sun Cannon
    –Scatter Shield
    –Scatter Laser

FORTIFICATION

  • Eldar Aegis Defense Line
  • Eldar Quad Gun

TOTAL: 1498