Showing posts with label crimson fists. Show all posts
Showing posts with label crimson fists. Show all posts

Sunday, August 3, 2014

Space Marine Sternguard


At long last, I finally got my Sternguard assembled!  Just in time for a classic Crimson Fists versus Orks battle today!  I've had these Scibor Miniatures Spartan heads for over a year.  (Maybe two?)  And I figured about that long ago what I wanted to do for a heavy flamer model too.  Now it'll only be another 30 years or so until I get them painted up! 


The sternguard sergeant didn't turn out quite as nice as I'd hoped.  I used a Blood Angel Sanguinary Guard torso for him and a gladius-hilted power sword.  I'm not a huge fan of the big ammo hopper on the boltergun but wanted it to stand out as more than a standard issue weapon. (Might eventually cut that off.)  Overall, I do like the style but he looks too bulky.  Not as agile and sleek as I'd like.  I'll add the power pack on his back once I've painted the helmet crest.


For my heavy flamer specialist, I used the battle crazy head and gave him two-fisted flaming fury.  His right hand has a bit of a gangster kink in the wrist, making sure he spreads his fire around as wide and cocky as possible.  None of these pictures give us a good look, so I took a few shots.  He, too, isn't quite as impressive as I'd imagined, but maybe after I get some paint on them they'll smooth out.  

 


I've always wanted a way to make the Sternguard Vets stand out and now I have it.  Can't wait to see how many orks they down with their poison-tipped, flaming explosive ammo!  

Friday, February 7, 2014

CFKT II: Crimson Fist Kill Teams part 2

I can spend hours coming up with kill team combos and cool black-ops characters to fill the most important spots on the roster.  Here’s a few characters I came up with so far (by no means an exhaustive list):


Warhawk.  There’s nothing in this sector that walks, crawls, or dies that the scout sergeant Warhawk hasn’t cut down from afar.  His rebellious streak is expressed by his red mohawk hairstyle, his mean streak by his deathly silent sniper rifle.  Scout sergeant with camo-cloak, sniper rifle, and Guerilla Spec: Preferred Enemy special rule.


Big Chuck.  Chuck should have been dead a hundred times over by now, but he just keeps coming.  He’ll walk right out of cover, his heavy bolter “Betsy” belching death across no man’s land, screaming right along with her.  Either a Tac or Sternguard marine upgraded to Heavy Bolter.  Options are Weapon Spec: Split Fire, Indom: Relentless or Indom: Feel No Pain.  (I’ve used Relentless and next time will go with Split Fire – there are few single KT models that require all three heavy bolter rounds to bring down.)


Frenzied Freddy.  An assault marine with zeal bordering on the Khornate, brother marine Frederick Kruger wields two terrible chain swords to get the job done as messily as possible.  Assault Marine or Vanguard Vet equipped normally with the Combat Spec: Shred special rule. 


Sergeant Maverick.  A grizzled sergeant with frontier flare, Mav is a two-gun pistolier known for making quick decisions and quick work of his enemies.  Sergeant or Veteran Sergeant with two plasma pistols (or one and a grav-pistol, I suppose).  Probable Kill Team Leader.  

*  *  *


My buddy J and I actually played a couple short games of Kill Team last weekend. 

Game 1 was my Crimson Fists (sternguard and scouts) vs his Word Bearers (chosen and cultists).  Once we were set up it pretty much became a shooting match, which I had the advantage in.  My snipers and a missile launcher scout were set up in a nice nest in the ruins while my sternguard maneuvered around and switched ammo as appropriate.  Even under cover of darkness, the sternguard left no save available to their prey, spraying dragonfire rounds (no cover save) at cultists and vengeance rounds (AP3) at Chaos Marines, while the snipers (led by Warhawk) picked off the enemy one by one.  The loyalist marines only lost a few models while wiping out the Chaos incursion to a man.

Game 2 we switched up: my Dark Eldar (scourge and true born) vs his Space Wolves (grey hunters).  This was a king of the hill game and while I was trying to be sneaky and subtle, the Space Wolves just formed an armored walking line on their edge of the deployment zone and strolled right up onto the hill.  I figured myself a goner from the start but by the end of turn two it looked like I might very well win!  My poison-throwing elves killed almost half his force, but once my Draco leader got into close combat, I found out that a power weapon is a waste of points in the hands of a delicate dandelion-eater.  Even with me generally rolling very well and him rolling pretty bad, the Space Wolves took and kept the hill and killed all the pesky Eldar.

Kill Team is fun, fast, and furious, but I couldn’t go to just playing that.  KT is kind of like the celery hearts in the produce section of the grocery store: it cuts out the before and after and gets right to the good part.  The disadvantage of this is that purifying your 40K game down to just the action reduces the strategy, planning, and finer points of game play to just about nothing.  (Well...  yes and no, but it's certainly a smaller, faster, more immediate game.)  Sometimes I want that, but not all the time. 


Tuesday, April 23, 2013

Heavy Handed: Homemade Thunderfire Cannon REMIX

Last year sometime I blogged in my "Heavy Handed" series about my homemade engine of destruction.  I recently revised that in order to post elsewhere (a much more popular blog than my own) after having rediscovered some in-progress photos on a thumb drive that I didn't know I had anymore.  So here it is again, with more step-by-step pictures!



I wanted the incredible firepower this contraption spits out (4 blast markers per turn) but didn’t really want to spend the money on the very expensive and bulky GW model.  So I started figuring out how to make my own.

The first element I came up with was using a large syringe for the primary cannon piece.  I had access to lots of syringes (though not a drug addict), and so grabbed me a 12mL artillery piece.  My plan was as roughly illustrated below: saw out the middle, sand down the inner edges, and glue the ends back together.





I then glued vehicle kit bits on to give it more character.




The quadruple barrels are just drinking straws painted black with silver edges.  For the track I used (you guessed it) epic-scale landraiders!  Bought a handful of them for cheap on ebay.


These I stuck together using paperclip clippings.  The rocker in the middle is a turn-screw bit from my old desk (the one my then-girlfriend now-wife sat on when it was up on its side in a storage module, breaking it to smitherines – she’s not big, I swear, it was just a cheap desk).


So for literally a few bucks I had myself a very workable and decent looking engine of destruction!



The Tech Marine comes with a full harness, which I tried to somewhat represent with the addition of another servoarm-drilly-bit (and hope those I play with don't get offended cuz it ain't the official 4-armed harness).  I painted his armor lighter blue washed with darker blue to stand out as artificer armor.  His head is appropriately bionic and his big hand (can’t really equip with a power fist) fits well as a Crimson Fist icon.





I call this picture my “Dr. Doom” shot—he just looks like an evil plotting supervillain from this angle. 

Monday, January 21, 2013

Angels of Death



I know I have included some shots of my Crimson Fist Assault Marines before, but I've never run a post featuring them.  And just today I finished a project long in the making of giving my sergeant/captain some cool blue wings, so I thought I'd give the boys their due.



My flamer-toting marine is armed here with a new Blood Angels' style hand flamer.  He used to have one of the hand flamers from way back in the 80s (or 90s?), but when this new improved version came out, I had to upgrade him.  He also has a little loin cloth and a flame-colored knee pad to make him unique.

You'll notice none of these models are exactly the same, they all have some small change of color or head or weapon that makes each a unique character.  I do that as much as I can, though it's not possible with all models (partially due to sheer numbers).



This is Jose Wales, my plasma pistolier.  Sometimes he's a sergeant, sometimes he replaces the flamer.


This rough customer I call Freddie Kruger.  For general games terms he's usually just another marine, but I once used him as a sergeant counting as having a lightning claw (so no extra CCW but he got to reroll wounds due to his vicious twin chainswords).  I picked this head becuase it calls Hannibal Lector to mind.


I've always called him Diomedes after the badass of the Iliad but it doesn't quite sound right.  He is my usual sergeant with twin lightning claws and melta bombs, but sometimes I run him as a full captain.  I liked the look of the normal jumppack but wanted to try the recent Blood Angel Sanguary Guard wingpack on him.  Not quite sure I'd love it, and because I like the ability to change looks on my guys, I magnetized both packs.


And now I feel silly for doubting how cool he'd look with big blue wings!  Very happy with how it turned out, though it was a bit of work.  The wings look like they are actually supposed to connect to the backs of the S-Guard themselves, not their packs, so I had to use some greenstuff to secure the wings to the jumppack. Turned out totally worth while though.  Now I almost HAVE to take him as a captain next time just to justify his tricked out ride--er, uh, his badass wingies.

Saturday, January 5, 2013

WAR STORIES (and the end of 2012, part 2)


J and I played two games in about the last month or so, both smaller point values and still quite long games that never reached turn five (we are SLOW).  Our molasis-like game play stems from not playing 6th ed enough and having to reference the book too often.  Sixth ed has also made me doubt everything I knew about 5th (which I knew pretty well), so I always have to double-check.  I also would have to check some game notes while writing these quickie battle reports, because I don’t remember everything that happened.  We’ll just hit the highlights.

1. ELDAR vs. SPACE WOLVES:  I think it was about 1500 points or so, maybe 1250.  The object was to grab a relic at the center of the board and take it home. 

The Eldar deployed in a spread-like-cream cheese pattern; in other words, too thin.  The Space Wolves quickly took the center of the board with a drop pod strike, a landraider full of blood claws, and some pouncing thunderwolf cavalry. 



Lightning strikes accompany the arrival of the SW warlord, a formidable Rune Priest, who took possession of the relic in the first or second turn.  I seem to remember a lot of lightning being called down but I don’t think it ever amounted to much (J’s dice have some unknown grudge against him that continues to this day).  The Dire Avengers, always one of my fave units and never meeting my expectations, started out too far from the action to ever be of much use.  The Eldar’s expensive ghost warrior Wraithguard all fired their reality-tearing wraithcannons at the the landraider... and as usual, failed to do squat before they were returned to the grave.  Even at T6, when a wave of 15 savage bloodclaws led by Lukas and a Wolf Priest slams into four lousy wraithguard and a warlock, they don’t last long. (actually, i think the warlock hung on and survived, thus robbing me of the chance to shoot at the bloodclaws on my turn!) 



My guardians died early, as they are apparently trained to do, then broke and ran off the board despite the warlock’s Embolden which allowed him to reroll the failed morale check!  First I rolled an 11, then a 12!  Thanks for coming along, fellas. 



The elusive Harlequins actually did their jobs well.  One of the TW Cavalry models was killed by the Deathjester’s shrieker cannon, thus the wolf and rider exploded in a gory fireworks display, and the THC failed their pinning test.  The shaken wolf riders crouched behind their rock and waited for the harlies to summersault into combat.  Clowns died but finished the wolfriders in the process.  They then turned toward the savage mob of bloodclaws (while trying to dodge frag missiles from the long fangs up yonder) and met them in battle.  ...I don’t quite remember but I’m pretty sure the harlies didn’t survive the next shooting round and following melee.

The wraithlord did what giant construct monsters do best – it charged the landraider and in two round of kicking and smashing, destroyed the supertank by hand.  Go-o-o-o Wraithlord! 

The Eldar HQ – a jetbike-mounted farseer riding along with Shining Spears (not pictured) -- came out of reserve, zipped across the board, and charged the long fangs in their nest in the back, killing them with laser lances.  Then the farseer caught a plasma bolt to the back of the head and met instant death from a grey hunter. 



The game ended in turn 4 I think, due to time, with J having the relic and more VPs.  Score one for the Space Wolves! 

**

2.  CRIMSON FISTS vs DARK ELDAR: Only 1000 points, as we knew it’d take forever, and it did.  I think we only completed turn three.


I didn’t get any pictures but was able to field an (almost) entirely painted force at that points level, so I have taken pics post-battle.  I had two HQ captains with an assault squad and sternguard, a tac squad, snipers, a predator, and a razorback.  J fielded a Haemonc with wracks, wyches, and warriors, all in their own raiders, plus a talos pain engine and beastmaster with khymera and three reaver jetbikes.  And J found out that playing Space Wolves and DE are two very different things.  The DE’s superior speed got them engaged in the first turn, which turned out to be not such a good idea.  Two raiders delivered the wyches and haemonc/wracks right to me, where I downed both transports (one destroyed by sniper rifle fire!)  and engaged.  I really expected to take more casualties than I did there, but again the marine power armor and T4 are so damned tough!  (Which is why i want to try DE/E myself for a while.)  The haemonc challenged my pistolier captain, apparently to save his wracks from some wrath cuz the haemonc ain’t no fighter.  He died and a handful of wracks retreated, leaving my captain and 2 sternguard alive.  Similarly my assault sarge met the hekatrix’s challenge and died at her hands, but the wyches lost the combat overall and ran.  The assault Captain would go on to fight and kill the beastmaster’s lot and then fight the talos (the fight he was itching for).  In the end the assault team was lost and the Captain died under the Talos’s chain snares, but it was a helluva battle. 


The reavers took out my predator’s autocannon in turn one, then the tank’s heavy bolters killed two bikers.  The last biker would live to harass my men for two more turns, including a dirty picking off of my tac squad’s heavy bolter man; popping out of cover, shooting him in the back, and then popping back inside the ruins.  The tac squad concentrated on the Warrior’s who had taken an objective at the top of the highest ruins, but couldn’t thin them out enough.  The predator charged the building in an attempt to bring it down and immobilized itself.  Thus the Warrior’s won the day. 


In the end the Dark Eldar won: 4 victory points to 2!!  (objective plus linebreaker vs kill the warlord and first blood)


Two fun games for sure, and two victories for J!  If only we could learn to play a little faster....

Tuesday, November 13, 2012

THE HYPERION CAMPAIGN (Part 2 of 4)




Where is Part 1, you ask??  This four-part campaign is being posted over two blogs, mine here at BrinksChoasTheory.blogspot.com and over at CreativeTwilight.com where blogger Thor has graciously invited me to guest-blog a bit over there. 

In the first blog entry I described my idea for running a multi-battle campaign.  Now we get into the Hyperion Campaign itself.  Please keep in mind that I wrote this more than a year before 6th edition came out.  I’ve done my best to adapt it but am not all that familiar with 6th ed yet.


Episode I:  The Icarus Platform

He who controls this orbital facility will dominate planetfall and the surface.

Points:  1500

The Board:  This is the interior of a space station in disrepair, which is difficult to portray.  It should be somewhat of a cityscape, though may also have large high-ceilinged chambers and distribution bays.

Deployment:  One HQ and two Troops within 12” of your board edge.  If any of them can infiltrate, scout, or outflank, feel free.  All other units (save the Advanced Party) are in Reserve, even other infiltrator units.

Units:  As this is a quick insertion on a relatively small orbital facility, the only vehicles allowed are Walkers and no units classified as Flyers or Flying Monstrous Creatures, as there isn’t enough room inside the station for them to maneuver without hitting a bulkhead.  Nor can there be any Artillery units deployed on this mission.  (“You want to blast us out of orbit?”)  All other unit types are acceptable.

First Turn: Roll off to see who deploys and plays first.  After deployment but before the first turn, the opposing player may try to Steal the Initiative, succeeding on a 6.

Objectives:  Roll D3+2 objectives and take turns placing them on the board with at least 12” between each.  These represent control nodes and each are worth 3 Victory Points.  Mysterious Objectives apply but treat Skyfire Nexus as Nothing of Note, since there are no Flyers inside the station.  Secondary Objectives Slay the Warlord, First Blood, and Linebreaker also apply for 1 Victory Point each.

Victory:  The player with the most Victory Points at the end of the game wins.  At the end of turn 5 roll for a turn 6, and then for a turn 7 (variable game length rules).

Special Rules:
            Advanced Party: A fourth unit (in addition to the HQ and two Troops) may Infiltrate at deployment, having been sent ahead of all others to secure a beach head onboard.  They need not have the Infiltrate ability, but do now. 
            Boarding Parties:  Due to the lightning-fast nature of such an operation, Fast Attack choices count as scoring units for this battle.
            The Dark Side:  The platform begins play on the dark side of the planet Hyperion.  Turn One uses the Night Fighting rules.  At the beginning of each game turn thereafter, roll a die.  If the current turn number or lower is rolled (1 or 2 on turn 2; 1, 2, or 3 on turn 3; etc.) the platform has rolled onto the bright side of the planet and Night Fighting ends.   


* * *
Episode I was the only piece of this campaign puzzle that Ben and I got to play before I was ordered to move to hot-ass Texas.  As described in the blog entry at Creative Twilight, we played my Crimson Fists against his Dark Eldar.  In a very quick narrative, it went something like this:



After Action Report, Icarus Station:
            The Fists were lead by Captains Diomedes and Maverick, the assault master and pistolier, respectively; superheroes extraordinaire.  They were not privy to the Dark Eldar’s presence on the station, and so deployed slowly.  The biker squad they brought along, thinking the station was empty, especially took their damn time (didn’t arrive from reserve until turn 5); they, along with their shuttle pilot, decided to get drunk instead and so showed up late to the party.  Too late to be much help, as it turned out.  Captain Dio must have been drunk too because he never managed to hit with more than one of his four attacks at a time...  Anyway, as the marines deployed into the dark orbital platform (night fighting in effect) they heard a terrible bellow: The DE’s unit of grotesques went berserk in the first turn, killing a few of their own warriors before imploding on themselves.  At least the dice gods were scorning both of us equally all game, though the marines had a terrible time of it all...
            I deployed Captain Maverick’s command squad, sniper scouts with Chiron (Sgt Telion), and my tactical squad, which split into combat squads: the plasma cannon taking up a rear firing position while the sarge and flamer went mobile.  My sternguard were my advanced party, deploying behind an impassable wall which they would spend 3 turns dancing around until finally half of them would squeeze off a few rounds just before the whole squad would get liquidated by a haemonc just as they’re about to get some action.  The 5-man tac team would get jumped and butchered by summersaulting Incubi, who charged, beheaded them, and then jumped back behind some warriors before the marines could even swing back.  Never in the game did I get a charge off – the DEs were always on top of me first, robbing me of my charge.  I did win combat a couple times and routed them, but they rallied and came back before I could follow-up.  The only unit I could have charged was some warriors who I instead accidentally wiped out with pistol fire on the way in, so no charge.  In fact, Maverick’s famous two-pistol bravado never once fired (see this blog entry to get the skinny on this character), and Dio’s jump squad moved their 12” from reserve and later made a 3” consolidation move, but that was it for movement on my jump squad.  You see, I had failed to prepare myself for DE warp portals – in the first turn they were set and opened and from there any chance at thinning them out at range went out the window.  The night fighting did disappear after the first turn, but it didn’t matter much.
            Chiron, the super-sniper-scout, did make use of his special ability to allocate his own shots, taking bits out of an opera singer heamoculus (great converted model, wish i had a picture).  My devastator squad fired their heavy weapons plenty once they came in but their fire wasn’t that helpful in the end.  Two reaver jetbike squads twice bladevaned the plasma cannon detachment, who were then killed by wyches.  And that damn biker squad...  You see, they were all enjoying a beer in the boarding craft on the way over (remember we thought the station empty), including their pilot.  They docked at the wrong port and only one marine bike at a time would fit through the airlock.  So 6 half-drunk bikers pushed 5 big-ass bikes one at a time onto the station, thus they didn’t show up until turn 5.  They did, at least, take part in the vengeance rounds (5 and 6) at the end of the game, during which they, the Devs, and the scouts all fired what they had at the Haemonc and 3 grotesques that liquidated the sternguard squad.  The bikers in turn 6 charged toward the Grotes, did a quick spin-out and eliminated one of the reaver squads.  But at that point there was no saving the game—Dark Eldar controlled 3 of the 4 objectives, all along the mid axis and I couldn’t contest enough to prevent their victory.  So I just killed as much as I could (the “vengeance rounds”). 
            But I skipped over the best part.  The real battle was on the other side of the board, where I felt like I was being slaughtered, but I guess Ben did too.  It was my two HQs and their mean close combat marines versus a hell of a lot of dark eldar.  The dice favored no one, else it might have ended sooner.  Two captains, a fancy command squad, and 7 assault marines fought incubi, warriors, wyches, a haemonc, and a huge hellion squad led by the hellion super-HQ.  (Wow, I guess my boys did do pretty well after all!)  The marines all died in the end but they took quite a few xenos with them and lasted till turn 6.  As usual with our games, there was a huge dog pile on one spot of the board where the blood got ankle deep.
            So in the end I had only the devastators, bikers, and scouts left, and no objectives.  Had we been playing killpoints it would have been a very close game, i might have even taken it, but the eldar had firm control of the station’s command nodes.  The Icarus Platform went to the Rancid Blade.  

* * *

I wrote that right afterward, and must have been both tired and disappointed – the tone was kinda harsh, doncha think? 

So after the Platform is taken by one player, the fight goes down to the surface of planet Hyperion.  Tune in this weekend at Creative Twilight for the next episode of the campaign...

Thursday, October 4, 2012

Rogue Trader Crimson Fist Terminators

My life has literally been in Chaos lately.  We bought a house, which was a struggle the whole way, then moved this weekend and had to get my son and step-daughter into new schools, on top of the hectic whirlwind that is my usual daily life.  (If you'd like to hear most of the tragic details check out my writer's blog).  So while I'd like to paint my "Royal Flush" Imperial Fist honor guard champion, or finish the last two models of my crimson fist devastator squad, or even paint my greater daemon with concubine that I came up with, I ain't doing any of that.  My guys are all in boxes and my paints in a separate box.  But I do have these photos I took not too long ago of classic termies I bought and painted.  I have since purchased too many more terminator models that I figured on painting up as Death Wing vets, whenever that happens.  Meanwhile, I do like these models and how they turned out.



Notice the old-school librarian.  I believe these models date back to the first Space Hulk game era.  Bulky lead boys but still look cool.  I planned to put them on the updated bigger bases... someday.


Back in the day these are what passed for force weapons and psychic hoods.

Hopefully before too long I'll have my house set-up with a nice, well-lit place to paint.  Wish me luck.

 

Sunday, September 16, 2012

Rainy Sunday on Rynn's World

So after posting about deadlines and being so busy, I woke up today and it was actually RAINING here in San Antonio.  That makes maybe 10 times in the year that we've lived here?  And it is STILL raining, nice and steady, about 6 hours later.  So I decided that on a nice, cool, rainy Sunday, I was doing some painting damn it!

I looked at my options last night, thinking I'd like to bust our the brushes I haven't used in months, but when I saw the growing list of models I wanted to assemble and/or paint, the wind rushed back out of my sails.  It was too much.  I was overwhelmed and hadn't even started yet.  What was the point?

But the cool wet breeze got me moving today so I picked the best two of my Crimson Fist Devastator squad that still needed colors and went to work.  It was pretty quick and I decided I wouldn't sweat over the small stuff too much.  (I have to suppress my inner perfectionist and just be satisfied with my work, else I'll never paint anything and never be done.)  Right now I'm happy with the results.  Later, when the perfectionist returns and I look again under a different light source, who knows...?

I was most eager to paint my heavy bolter, and while I liked the helmeted look he had going on, I tore off his head with some needle-nose pliers and added a Rambo-esque screamer from the Sanguary Guard kit.  I like it.  Imagine him roaring at enemy almost as loud as his weapon does!



The base colors went on fast -- royal blue dry brushed with a lighter combo, black on the big bolter with a very quick silver drybrushing, then the hands and chest plate, easy stuff.  The head took the longest -- it's probably the same with everyone who paints miniatures, but I find the smallest things take the most time.  I spent more time on the head than the whole blue body, drybrushing and all.  And it really wasn't that much work -- flesh colored, then flesh and brown mix on the hair, then a couple washes till I got it the way I liked. Plus drilling a handle drill bit in the bottom to make it all easier to work on.  I am also finding that just mass producing models ("mass" being the wrong word since I turn out a dozen models a year on average) isn't good enough for me -- they almost all have to have some individual flare, some small bit of personality.  This guy's got it.




I actually salvaged this missile launcher marine's red helmet from another model who had served as a double-wielding bolter and pistol sternguard model of mine.  But when I decided to go Spartan on the sternguard squad (hopefully coming soon), I disassembled that model for parts and kept the head safe, knowing I'd want to use it on someone else.  So after a head transplant, this guy got himself a better brain for picking targets.  He was quick to paint simultaneously with the HB model, and with the same technique.  The previous owner also based this model, which is simple and looks good enough for me -- though I still didn't bother painting it.  Someday.

Whenever I get the whole squad done it'll be another "Heavy Handed" blog episode for my Crimson Fist army.  If I get another nice rainy day sometime soon, that may not be far behind.



Friday, August 3, 2012

BATTLE REPORT: Rumble in the Jungle, Part 2


In the steamy jungles of Germanium Prime there was an old Imperial outpost forgotten decades ago and overgrown with thick tangle vines.  The ruined buildings were home now to night monkeys and swarms of the deadly Godzilla mosquito…



Actually, it would have been cool to use the strange terrain rules, but as this was one of our first goes at 6th ed rules, we kept the complications to a minimum.  The board looked good, just a handful of sparse ruins among large sections of vines and plastic leaves.  The jungle itself was very thick, to the point of being Impassable Terrain – you couldn’t get a model inside it, though they could still hide along the edges of the foliage for cover.  The first turn rolled up as Night Fighting as well, which set an even better scene.  The Dark Eldar’s Orgy of Naughtiness had the first turn, with a unit of warriors set up within ruins and two venom transports slithering among the shadows, one carrying the Archon and his court, the other with five Incubi ready to pounce.  Their objective (one of two large and forgotten tech components, which both sides needed… um... for building the old Cobra weather control device—yeah, that’s it) was planted in a clearing near their edge of the board.  The Alliance for Decency had a predator and razorback positioned (five sternguard inside), neither with much to shoot at, the sniper scouts infiltrated into the ruins that sheltered their objective, and the Autarch and his Eldar jetbikers were hiding behind another ruined wall.  Azimodais, my warlord, chose not to try to steal the initiative, thus the first turn went to the Dark Eldar.

TURN 1: 

Having little on the board and nothing to shoot at, the DE has little to do that first turn.  The warriors hold their position, waiting for targets, and the two venoms snake around and advance toward the Alliance.  Then the treetops shudder and the earth shakes as the Crimson Fist drop pod makes planetfall.  It actually deviates a little bit into their turf, more than I planned, but it slams into the jungle floor and pops its hatches, ten tactical marines and their warlord psyker unload in the smoky fog.  Thanks to the new Snapshots rule my heavy bolter marine can still fire (love that rule—now heavy weapon boys can still be active in the game without giving up their shots).  The tac squad unloads into the DE warriors, who have no cover from this angle, killing a few of them (the pod’s stormbolter joins in too).  The sniper scouts have a missile launcher and he fires a frag at the two warriors he can see, taking a few more warriors out, though the DE stand resolute.  The sternguard’s razorback fires its twin-linked heavy bolters at the inbubi’s venom, though firing through darkness and foliage at a flat-out skimmer gives it a 2+ cover save, thus no effect.  The Autarch and his biker boys vault over the wall, fire at and then assault the Archon’s venom, the laser lance tearing up the small craft and wrecking it.  The DE warlord and his court of freaks unload and prepare for a fight.



TURN 2:  

Under the new reserve rules, each roll is for a 3+ on turns 2 and 3, and then anything left enters on Turn 4 automatically.  (We didn’t look into the Ongoing Reserves stuff yet).  Due to either a communications gap or the other Naughty forces just being too eager to spill blood, all of J’s reserves come in on Turn 2.  This was not as planned, as he still has a Warp Portal yet to activate (and J was pretty pissed).  This also frightens Azi and his men, who feel they are dominating the enemy’s side of the board, until a crowd of wyches led by Lelith come on not far away, along with hulking Clawed Fiend and Beastmaster, a Razorwing Jetfighter and 3 Reaver jetbikes.  The jet glides in silently below the tree canopy and lets go with two dark lances and two monoscythe missiles, nuking my razorback; the sternguard pile out, and once again my shootiest unit is stranded on the wrong side of the board with no targets! (Always happens to them – must be their sucky commander’s fault.)  The Reavers shoot at the predator tank with little effect. 



The warriors unload on the tac squad, the first marine taking 3 hits before dying, the second not as many.  (The shoot the first man in line rule is kinda cool, though marine power armor still takes it well.)  The wyches shoot their splinter pistols with little effect and then the beastmaster and his pet charge (we forgot the new “can’t assault from reserves” rule).  Having not expended his psychic points from the last turn, we decide that it is logical that a psyker can use a psychic shooting attack as Overwatch (again, we’re muddling our way through the new rules).  Azi unleashes Psychic Shriek on the clawed fiend; he rolls 3D6 and subtracts the target’s Ld score (for the mindless beast, a 5) and the difference is wounds with no armor or cover saves (in this case, 4, just enough to do the job).  The eye sockets of Azi’s creepy mask glow green and the air is filled with a terrible scream… and the huge beast falls mid-charge, ears bleeding, his dead body tearing up grass and earth as it continues in a forward drag along the ground.  The thing’s master, hovering on his little goblin glider, is torn to shred as bolters, a flamer, and a heavy bolter all fire overwatch on him.  The incubi, having allowed the Master Blaster team to absorb all the overwatch shots, now jump from their venom and charge.  Normally these guys are marine-death but the dice were against them today.  They sliced and diced with inhuman speed, cutting down only 2 or 3 marines (including my fave power-mace wielding sergeant who didn’t get to swing!).  The marine counterattack kills 4 of the 5 incubi, Azi’s force sword cutting their armor and some tac marines getting good blows in with the blunt ends of their bolters (and bad save rolls on J’s part).



On the other side of the board, the DE Court unleash their ranged attacks, the Medusa’s gaze rotting two elder bikers right on their mounts, and then charge.  The Archon and his freakshow kill another guardian and wound the Autarch with their serrated and poisoned blades, and the Alliance Eldar, now just the Autarch and his Warlock companion, kill two of the Archon’s lackies.  The fight holds at a draw at the end of the DE turn… and continues into the Allies’ turn.  Again the Archon gets the initiative, his deadly huskblade penetrating the Archon’s chest and sucking every drop of moisture from his flesh and bones.  The dried husk of the Autarch falls off his bike still clutching his laser lance.  The Archon then points at the slow-moving Warlock; his remaining court of freaks leap hungrily onto top of their Eldar cousin, knocking him from his bike and tearing him a piece at a time out of his wraithbone breastplate. 



The Sternguard run for cover, firing snapshots at the lightning-fast Razorwing, failing to hit.  The snipers also fire on the jet, a krak missile buzzing past harmlessly.  One sniper round hits and “rends” enough to inflict a hull point of damage.  The predator tank moves into position to unload next turn on the Archon and his minions(who, by the way, consolidated into the jungle for cover). 

Azi, being a psyker of extraordinary skill, casts his enfeeblement curse (a biomancy power) on the wyches while still engaged in combat with the last incubus.  (My understanding is that most psychic powers can be cast in and out of combat, and this power, while not seeming too great at first, proves to be an awesome weapon).  The last incubus slashed the legs out from under one marine and is then crushed under the bulk of the tac squad’s assaulting bodies.  Just yards away, the Crimson Fist’s drop pod is still smouldering and firing its stormbolter into the wyches and sending out a homing signal (has a locator beacon).  Thus when the Assault Squad arrives from reserves their deep strike is perfectly coordinated.  They land in formation next to the on-coming sorority of wyches and unleash their flamer.  The huge gout of flame (along with 4 bolt pistol shots) devours seven of the ten wyches, sending them screaming into the jungle as burning silhouettes.  Lelith, however, is unimpressed.

TURN 3:

The Orgy of Naughtiness’s Razorwing screams above the battlefield, streaking past the ruined tower holding the marine snipers and unloading on the exposed side of the predator tank.  The tank’s armor holds, however (can’t remember if it did a hull point of damage or not but I don’t think so).  The now empty incubus venom swoops around the trees and fires on the sternguard squad, but their armor holds as well.  The Archon and his crew stick to the jungle cover, having nothing to face off against but the predator tank.  The DE reavers make a sharp turn and turboboost over the assault marines and tac squad, inflicting vaneblade and exploding caltrop hits on the assault squad.  One jump marine and the sergeant are killed, their heads taken off as the bikes burst through their ranks and then disappear.  (My super-cool, double-lightning-clawed sarge never got to do anything…)  The last two warriors also spray the assault squad with toxic splinters, maybe killing one more, though the powered armor was proving nigh-invulnerable today. 

Lelith and her last 3 wyches charge Azi and his tac squad.  Again, Azi still has a psychic power point unspent and so Overwatches his psychic shriek.  At the same time the marines are firing their weapons, the flamer creating a wall of fire between them and the Eldar.  The trio of wyches never reach the flames, dropping to the ground holding their ears, their minds bleeding out onto the jungle floor.  Lelith’s mind proves too elusive for the psychic attack, and she dodges the bolter rounds and leaps through the flames, somersaulting into the marines.  Now this is where that psychic enfeeble comes into play.  They were too close for the “always count as moving through difficult terrain” part of the curse to matter much, but Lelith’s S and T are both reduced to 2s now.  So even with her 5 bonus attacks on top of her normal attacks, even though her shardnet hair is reducing the attacks of those in contact with her, and despite the fact that her well-placed blades ignore armor, with S2 Lelith needs to roll 6s to wound these T4 marines.  Her blades strike deep under two marine ribcages, ending their lives, but she fails to wound beyond that.  And being at T2, my marines only need 2+ to wound her.  She would be brutalized by the number of hits and wounds on her, both by Azi’s force weapon and the mighty marine fists, but she manages to dodge most of the blows (she takes 2 wounds).  The combat is a draw.



 Marines’ turn.  The landspeeder deep strikes in following the pod’s beacon and fires on the rear end of the Razorwing as it’s streaking by—no hits.  (And that is the extent of the speeder’s role in this battle.  Well worth 50 pts, I’d say...)  The sniper scouts fire on the jet with another lucky sniper hit; no damage done, however.  The predator opens fire with 2 heavy bolters and an autocannon into the leafy green, blowing the Lhamaean to little bits but failing to hurt the Archon, whose shadow field deflected everything that came his way (2+ invuln save until it fails and flickers out).  The sternguard change course (now that the jet has passed over them) and advance toward the venom that shot at them.  With dragonfire rounds (ignore cover, like the jink save) and a combi-melta, they bring down the small skimmer.  (And celebrate that the 25-point-per-model unit actually did something. ‘Bout time!)  The assault squad, out for revenge, leaps over the tac squad’s melee and charges the reaver bikes, shooting down two with bolt pistols and tearing the last one apart manually.  This leaves just the final showdown to continue: Lelith again strikes with unparalleled speed and grace, but in her feeble condition she only manages to kill one marine before they finally overwhelm her (even with 3+ invuln saves in combat, she could only pass so many of them…).

The game had to end at Turn 3: for one thing, both J and myself had to get home, as this game took twice as long as normal due to location changes and looking up rules in a 400+ page book; and because by the end of this turn there was little doubt the Crimson Fists would win the game.  With Lelith’s death, the tactical squad and Azi had a clear run for the DE objective (and being Troops were a scoring unit).  Unless the Archon got past the tank and managed to reach and kill the scouts (and probably the sternguard too), the marine Objective would be safe.  The Jet was the DE’s biggest wildcard, likely causing lots of havoc yet but of little value for scoring other points.  The Rumble in the Jungle concluded and the Alliance for Decency won the day.



MVP:  I like to name a Most Valuable Player for my army (and sometimes a Boobie Prize Winner) and in this battle it was definitely Azimodais, my brain-frying, strength-sapping Librarian and Crimson Fist Warlord.