28 Jun 2009
DKK Heavy Support
21 Jun 2009
Relictor Force so far...
While I was at it, I thought, hell that would make a nice picture - and voila! Enjoy. Now I need to finish some HQ, Elite and Fast Attack choices.
Only my old 2mp camera so pictures will not be the best qualty but big-ish pictures are available in the sidebar album 'Finished Relictors'>>>>>>>>>
19 Jun 2009
Relictors Tactical Squad VI - first half done
Next on the list after this squad will be my Assault Troops, adding to the 5 man sqd I painted eons ago - I think the challenge might be to paint those the same style as the assault troops I painted back then, they were something like the 3rd-8th models I'd ever painted.
We'll see...
10 Jun 2009
3000pt Ultramarines VS Relictors Batrep
The Relictor force pretty much used Siph's entire painted collection to date, 4 of his 5 Tac Sqds, 3 Vindy, 2 Landspeeders, 2 Predators, Sternguard and Drop Pod, Dred, Assault Sqd with Chaplain and Assault Termies with Librarian plus 'ole faithful Thunderfire Cannon. To counter Pornstarjedi's obvious love of Marneus Calgar, Siph took a Calgar-esque leader. We limited it to 1 mighty hero and a loose FOC (Relictors bought all their heavy armour).
Pornstarjedi took a Crusader with Assault Termies, Landraider with Termies and Calgar, Pred, Whirlwind, 3 Drop Pods, Sternguard, Tac Marines, Assault Sqd, Devastator Sqd, 1 Vindy and a Thunderfire of his own. Pornstar had 3 drop pods in reserve and Drop Pod assault on the cards...
The Relictors advance over half of the table unopposed.
Siph's notes - Rhino walls can be excellent at slowing down Assault Termies and their Landraiders!, Assault Cannon wielding Termies are still good (everyone including me seem to have a CC 3+ Inv save Termies now), Chaplain with Jumppack still rocks!
Jedi's notes- Devastators are pretty poor coming out of a DP, especially on the first turn, over 200 points wasted! Terminators are pretty good working with a Tactical sqd to clear and claim an objective. Also the new true LOS rules allows you to play a very 'non-space marine tactic of hiding behind cover, very useful when you've got lascannon, auto cannon and demolisher rounds coming in! Marneus will have his revenge Mr Horridus!!
7 Jun 2009
Ultramarines Vs Relictors 10 man confrontation
The game was pretty frantic, with Siph cursing the dice gods once again. Siph's initial attack down one flank resulted in four dead Relictors, falling to bolter shots and close combat. This left 8 UM, against 6 Relictors.
The Relictors changed tactics to sit within the ruins and wait for the UM advance. Spurred on by the earlier success the UM advanced forward! - Could they deliver the killing blow?
The final showdown was fought in a crater, 3 relictors charged into 2 UM within the crater striking both down to the loss of 1. The final UM, armed with the missile launcher watched on, and in a desperate charge for victory dived head long into the waiting Relictors. The dice gods smiled at Siph, as he took two wounds to nothing killing the final UM.
31 May 2009
AOBR Relictor Marines
25 May 2009
Ultramarines Vs Relictors 1200pt Battle Report
Two 1200pt armies would battle over the ruins looking to take and hold 4 key objectives. There was one in each corner, just within deployment zones. The Ultramarines were first to deploy, a five man scout sqd, and a five strong Terminator assault sqd were positioned in the middle of the UM's deployment zone. A Whirlwind, and a 5 man Assault sqd with a jump pack/relic blade equipped Captain were positioned to the left side. The Relictors deployed within the ruins in the centre, taking both objectives. The Thunderfire Cannon was positioned in the middle of the R's deployment zone. A Razorback sat on right flank. An Assault sqd and Chaplain deployed slightly to the left. In reserves the UM had 3 drop pods, 2 containing 10 man tactical sqds, and 1 with a dreadnought. The R's had a 5 man Terminator assault sqd, and a drop pod of 7 Sternguards. Let battle commence!!
Turn 2... The drop pod UM Tac Sqd and Dred open fire at the nearest Rel Tac Sqd and Razorback destroying the tank and slaying 2 marines. The Whirlwind takes aim at the thunderfire, with a direct hit! a four is rolled for armour penetration thus only a glancing hit (I wished I had consulted the rules properly- a glancing hit on artillery unit destroys it outright!) a 6 is rolled on the vehicle damage chart, which is reduced to an immobilised result, the return fire from the Relictor lines and support from the Thunderfire sees the UM combat sqd being annihilated.
Jedi's training points- Thunderfires can be lethal, however the beast should of been destroyed after the Turn 2 Whirlwind salvo. Drop pod assaults are a great way to start a battle, two drop pods crashing down and troops charging forward from the start, however these units are vunerable to getting destroyed in the oppositions next turn. My biggest mistake however is with lightning claws, For charging I should have 4 attacks, with a re-roll for failed hits to wound.. not 2 rolls!!
Siph's training points - Plasma Pistols (and all Pistols) are effectively Assault 1 up to 12" so sergeants can move, shoot and then assault. Sternguard can disembark (move) from a drop pod and rapid fire their bolters up to 12" but can't assault on the turn they disembark. Most importantly - reserve rolls are carried out for each unit in reserve, not one roll for everything - could of got those assault Termies on a lot sooner! The Chaplain should have separated from the assault sqd and assaulted the remaining UM combat sqd holding their objective, thereby contesting it in turn 4.
Jedi's unit was my captain, a suicidal charge into a full tactical squad, with a thunderfire cannon in waiting turned the tide, in contesting an objective.- I suppose thats why he is the captain!
Siph's unit of the match goes to the Thunderfire Cannon and Techmarine. 4 Scouts, a whole Tac combat sqd and a Termie casualty, not bad shooting for 100pts.