Since GW released Blood Bowl I am really into this game. It’s weird, but I never really found it appealing enough to try it before, but that release swayed me, I bought a box set and i never looked back, with PS4 version also regularly played in my home. Continue reading
Author Archives: mightyminiatures
Couple of days ago I finally received my preordered Kings of War Historical wargaming rules. They had been released by Mantic Games and present their foray into historical wargaming. I do have to say it was a good move on their part. Continue reading
Some time ago I started playing Kings of War. As usual i tried different armies, on the beginning having lots of fun with Abyssals, but then discovering old “imperial” looking dwarfs and as a result I ended up with a dwarf army (pictures to follow). I took part in a local tournament (2k) and took a following list: Continue reading
When I started playtesting new Demons for (Warhammer) 9th Age I realised that I needed second Herald of Tzeentch (or rather Harbinger of Change) that would be flying on disc. I only had one so far. As usual i had a sudden moment of inspiration when I was doing something completely different (converting buses for Dropzone commander Resistance forces ) and my eyes rested on bag of tzeentchian bits 🙂 I used parts from Burning Chariot and due from Chaos Shrine. It can work for for Demons and Chaos Warrior armies.
Warhammer Fantasy Battle was one of my favourite systems in the wargaming world and i was an avid player and a tournament organiser locally in Brighton, sometimes venturing slightly further to play. I loved 8th edition (for all its shortcomings) and I was extremely annoyed with GW for nuking my favourite system and replacing it with Age of Sigmarines. don’t want to dwell too much on my opinion about the new system, suffice to say it is very low and I don’t intend to play it. There was not a single game of AoS down my club since the “apocalypse” as well. Continue reading
Long time ago I got bored with seeing always same armies at 40k tournaments that I was attending. It seemed that a lot of players would simply always take what is absolutely best and skip other stuff, leading to a situation that when you played against certain armies, you pretty much could tell what units they will have without even looking. Warhammer Fantasy community was dealing with same situation earlier, but it always seemed like it was more keen on comping things and trying something different, whereas WH40k community was more conservative and wouldn’t do things outside of GW remit. Continue reading
This Sunday I took part in a small local tournament that was meant as a testing ground for our new comp (link to it: http://z15.invisionfree.com/Brighton_Warlords/index.php?s=46d9b88acf34d9c01a8909b1d56ab5fd& )
This is the list I took:
Warboss: 140 (-3)
Big Mek 92 (-2)
Shokk Atakk Gun
1x ammo runt
12x Boyz 129 (-1)
nob with power klaw and bosspole
dedicated trukk with battering ram 35
10x gretchin 35 (+1)
10xgretchin 35 (+1)
12x Tankbustaz 186 (-3)
3x bomb squigs
dedicated trukk with battering ram 35
5x meganobz (2x killsaw) 230 (-2)
dedicated battlewagon (battering ram, killkannon, big shoota) 150 (-2)
5x deffkoptaz (3x buzzsaws) 225 (-1)
3x warbuggies 75 (-1)
4x mek gunz (2x smasha gun, 2x kannon) 126 (-2)
6 extra crew
2x mek gunz (2x traktor kannon) 72 (-3)
2x extra crew
2x ammo grunt
vengeance weapon battery with battlecannon 85 (-1) COMP 21
I played vs Tyranids, other Ork army and finally vs Imperial Fist. Lost first one due to allowing relic to be moved away, got smashed in a second one due to my mistakes and also atrocious dice rolls and won last one significantly vs Fists.
Let’s have a look how each unit performed.
Warboss- his task was to form a unit together with 5 deffkoptaz, be a flanking force or a quick punch in the enemy line if needed. By game 3 I came to grip with a tactic of using him properly- hug the terrain, hide as much as possible and then emerge to wreak havoc. He did ok as a harassing force vs Tyranids as well, but deffkoptaz could have probably done it themselves. In general this is an interesting, fun unit to use, but you have to be careful with it. No invulnerable saves make him sensitive to power weapons, so be careful how you use him. Lucky stikk helped a lot, but perhaps finking cap could be used as well with some success. Needs more playtesting.
Big mek with shokk atakk gun- it did well. nothing too spectacular, but definitely was a worthy addition to the list.
gretchin- well, those guys were mainly tasked with keeping objectives and with enough threats in my army list, they survived every single battle!
Boyz- they did ok, again nothing spectacular, but pretty reliable counterattack unit. Trukk helped their mobility and staying alive as well.
Meganobz- those guys did well as predicted, they will be definitely a staple of my lists!
Tankbustaz- gotta love those guys. Fragile, but they do pack a punch and trukk makes sure they get to the point they need to be. Just have to be careful with them.
Deffkoptaz- good enough, but need more playtesting to see if 3 buzzsaws are actually worth taking or not.
Warbuggies- cheap, reliable, outflanked every single time with them, grabbed objectives for me and killed some stuff- what more do you need?
Mek gunz- smasha gunz and kannons were great, even managed to damage a landraider with them by rolling high on S for smasha guns. My 2 gun traktor kannon anti-aircraft battery did nothing entire tournament as there were no flyers to go against and they failed to hit almost anything on snap fire.
Vengeance weapon battery was good- it was bit of a pain not to be able to choose targets too much and but it did force people tpo move in a certain way (not to have their more fragile units too close) and it kill plenty of stuff, so definitely worth taking in that kind of shooty list where it helps other shooty stuff.
Mob rule didn’t affect me too much in that tournament, so can’t really say much about it. All in all orks play great, good fun and I am definitely going to play them more from now on!