This year’s Warmaster sickness

          So way back when all this BS started. I was going to buy a painted army. I would use that army to play at AdeptiCon and a few pick up games here and there. Thereby increasing the number of games I would get for my troubles. That was it! I had other stuff going on and no time to cycle another system across the painting table.

         Last AdeptiCon I was issued a loaner. I played with the New England group with a loaner. Then shorty after found a big completely painted Tomb King army for nothing. Which I expanded. Then glued magnetic bases to the bottom. Next I started to rebase and paint the army.

         There went an easy solution.  Which quickly preceded to exploded into a total cluster of unrestraint. I could try to explain my ruination as the resin/plastic/lead crack problem that I am known to have.
          It is more so the down and dirty speed and quality of the Warmaster system. As a gaming rule set/system, it is quick to learn. Yet there remains a depth to it. Strategically challenging. One can replicate historical battle maneuvers with an accuracy to actual results. Including but not limited to the trick battlefield deployments. Most importantly! It has an existing stable player base.

         All along and continuing with the desert theme, I start a Araby army sourcing historical minis. The WM Araby are more Ottoman Turks than actual desert peoples. Using Old Glory I chose all Persian troop types.

         After returning from Japan, of course I just had to buy a Samurai army. Yep I bought Jap terrain too!

        Note: 3 armies that are now unfinished. A Tomb King that requires the basing at the very least completed. An Araby that is 600 points painted. A Samurai army in route, to be smuggled into the house.

It doesn’t end with that.

         In between last Xmas and AdeptiCon 2018, I started looking at ancients in 10mm. 10mm because who in the seven frozen hells can paint that many 28mm. I tried and failed. Boxes of 28mm lead are some where.
         Why not use Warmaster and/or HC? I could host Con ancient games, right? I am an Old Glory Army member.
         I responsibly picked a time period. Responsible in the idea that the period chosen would allow for multiple basic troops to cross from regional power to regional power.
         Irresponsibly I purchased in bulk Rep Rome, Cartho, AtG/Successor, Spanish, Hannibal, Pyrrhus. All of which remain 95% bare lead in baggies.  

         And then there is the terrain. I have a cubic ass ton of 15mm stuff for ACW RF&F. And a bunch of items kicking around. The Old Glory 10mm Viking Village stuff for example. I got in a trade 8 years ago got painted up. I need to complete the river sections. Dusted off all the fields.
           Then I bought a secret weapon table, Military discount. Some Dust Babylonian items, arabic tents, 10mm desert buildings, greek type ruins, a Greek/Roman-ish temple. All of which sits raw and boxed.

         Exactly! Next year will be a 10mm year. I will have to finish multiple armies. What, like 6? And a butt load of terrain. I am so fucked. I need a plan!

Saddness

Castle Arts is closed! In a fit of broken heart-ness, I reached out to the owner. He agreed to sell the left over stock to me. I bought everything he had, 900 + Euro. I will soon be up to my tits in samurai.

Net Epic Armageddon Tau Vs

         Last time I went with the list above.  I noticed that I had to select a Broadside as BTS and that one of them was riding in an Ocra. Bad news, hard choices. I had little in the way of protection for those Broadsides. Overwatch sure, but its one and done then your getting engaged.

Zero pictures. Completely forgot.

         Continuing the training with Broadsides. I dropped an Orca for a set of Cudas, the AX-01 for Tiger Shark and Kroot, 1 set of suits + Recon for Fire Warriors and Path Finders and drones onto the tiger. Fire Warriors w/ Path Finders become the BTS, break 10.
         I will got to 14 activation from 13. 6 off board to 5 form the original. The plus one activation coming from the drones on the Tiger. With only 8 on board activations, I will suffer first turn. I think I will miss the AX-01’s killy-ness.
         I will try to castle up with the Broadsides, supporting each other with over lapping fields of fire. The Kroot will hang out as a screening force to punch the punchy. The drones and Stealth suits will create their normal side show silliness behind the lines. In this game, I will go for TSNP, DTF and grab BTS or Blitz if left out in the wind. If I get T&H it would be all luck!

Nothing like that happened. We played a mission, not the tourney set piece battle. 6 different valved objective counters spread out across the table. And NO GARRISONS. And I forgot about my tellie stealths! I never did plan to be mobile.

        I got table! First turn 75% failed to activate. Second turn was not so bad but all the same. The skyray become magnets for destruction. I may have to try hiding them in units or drop them completely.
        No more drones or Tiger Sharks. I had always played the Tigersharks made an attack run while dropping drones. Wrong. They can only drop drones, nothing else that turn. Don’t know how many people got cheated with that one?

I will play the same list again. One can’t tailor a list for a special mission or opponent. Next time pictures!

Warmaster "Finishing an army" part I

 

         I need to finish projects. There are half started, almost finished armies kicking about. Once cleaned up and cleared off, World Eaters, Samurai, & 20mm Colonial is next.

          Starting with the Warmaster Tomb Kings. Which was a painted and complete army. Then I had to go and screw with it.

1 old and 1 new set of birdies.

1 new command stand.

1 repaired and repainted Dragon with priest

Epic

         More Epic. More Tau? Why not. Xmas came early. I got a new supplier and with it some items for HH 30K. They are a total bitch to put together. I had to use that “zap it” shit to harden the glue on contact.

         Hopefully this next year will see the 30K World Eaters finally finished. Which then puts forward what HH 30K army to start next. Some where sits the custom DAs, BAs, & Wolves.

Today will be warmer and dry. Hopefully I can prime without breaking out the airbrush.

          If you were paying attention in a Warmaster posting, you would have noticed more Tau. I picked up some Devilfish and more Hammerheads.

NetEA 3000 points Tau Vs Sisters

         This time out I have shelved the giant 2DC suits. They are wonderful attention magnetics. Every player seems to dread those big bastards. They steal something from me every time out. I love the Tau for the risk Vs reward. With the 2DC suits your playing a bait and switch trick.
           I need to get a handle on how best to work the Broadsides. The rest of the list will flux around getting the most out of them.
          This learning event, the Fire Warrior are holding down the pine. I will field 3 detachments of suits and 2 Broadsides detachments. One of each will be rolling in an Ocra. 
My list
Kal’s Sisters

         We did not play the standard tourney scenario. The game was corners, half long edge & 18 inches up the short side.

Garrisons & Deployments

Sister’s right flank gets a Pentinent Engine
Sisters Garrison their left flank with 2 detachments of Pentinent Engine
Tau Garrison the left flank with Broadsides (non BTS) and Path Finders

 Turn 2 action;
         Sisters roll up my left flank. Tau swings the door shut on the right flank. A diagonal game turns length wise with Blitz objectives all the way across the table.

        The Tau Telli Stealth onto the Sister’s Blitz & BTS. The Sister BTS breaks, breaking the Stealths in an engagement. The Tau Broadside BTS brushes off the Flak to land on the Blitz smoking the BTS.

          Flying Nuns Telli onto the backside of the Boardsides Garrisoned. In a sexy Nun gang bang, the Broadsides & Pathfinders are mauled/broken.
Tau win 3-0. Blitz, BTS, T&H

Lessons Learned;

* Don’t place your BTS (Broadsides in an Ocra).
* Garrisoned Broadsides in terrain are as tough as ticks
* Garrisoned Broadsides in terrain need a supporting unit. Same as tanks need INF. Not as a screen but as a ML disrupt, shoot them up, overwatch. Once charged they are finished.

Warmaster Tomb Kings Vs Dark Elves

          This time around the dragon priest and birdies are out. I believe, I have developed a solid understanding of their tactics and how to abuse them best. Today I am working of the usage of the Sphinx and Cavalry.

          The Sphinx proved difficult and not worth the points when I first started playing. Now that I have actually read the rules and know them fairly well, I expect the Sphinx’s performance to be worth it’s points. Also I took two in the list for today’s game.
          The plan is to use them as shock troops. Those unit which steam roller the enemy. As Elephants would have been used. In the back of my head they will be most like my Epic Tau Stealth suits. As in they will hold my opponents attention, while the important operations are ignored.

         Cavalry? But its ancients dummy and Cavalry is Cavalry. Don’t go over thinking its historical track record and proven usage. In this case, we will not be exploring ancients application of cavalry, but the rule system’s/stat line for cavalry.
         Normally, like most players, I use them in a brigade of 4. The frontage ( CAV being based short edge. 20mm x 3stands=60mm x 2 units for a frontage of 120mm. An INF unit has a frontage of 120mm 40mm x 3 stands=120mm) allows for maximum contact during an assault/charge. 18 attacks with 6 support.
         What? Yes! This all started with some internet chatter about uselessness of 5 up save cavalry. You can find the discussion if you want to. Normally such chatter is only pure entertainment. The point was well made. Enough to make me rethink my established opinion on usage.
         Even more so, if one is a Tomb King player. Our Cavalry is 2 attacks not 3. We suck total donkey balls. No Cold Ones here, as those nasties are the opposite end. What we have and other armies is a unit (2-3-5 or 3-3-5). A block of 3 stands that is 10cm faster and with a 1 better save Vs. INF unit.
          Therefore today I plan to use them attached to an INF brigade Vs a cavalry wing brigade as the usual. What I believe the 5+CAV will do is increase the threat range. If your enemy is willing to get in bow range, well then the CAV is in ponce range.

On to the game!

My list:

Kal’s list;

The game was called due to time. It was a total clown show. Together we failed well over half of our command rolls.  Kal’s general failed so many time he was down to leadership 7. I failed the first roll 9 times. Nothing was moving. Even less happening. His right flank completely failed to activate. My right flank won’t move. Then my left took the day off. The flanks saw little to no action with the show in the center.

Lead Porn kind of sort of in order

Cherry picking "update II"

         With the Tau army I repainted while in Japan. It was ebaying time. I shot the moon, listing it at 700. Yeah its high as hell, but fuck it. It is xmas time. Someone has granny xmas money to piss away. After 4ish relishing cycles it sold.

         Earlier this year I bought another Tau army. The price was cheap enough I could rape the treasure it was by parting it out. I am balls deep for 635 after shipping. 215 days later I have managed to sell 290.00 dollars.

75 for the Ocra
125 for the Mantra
30 for the Cuda
60 for 6 HammerHeads

         About a year in total time. That puts me at 990 total for an army I paid 635 for and cherry picked the best items for me.

Warmaster Battle tracker

         In most Warmaster games one plays to break. We hardly ever use scenarios. Being so, I tend not to pay attention to my losses or the enemy dead. Which is the goal right. You must kill enough unit to break. Maybe turn 1 -3 is not so important, but after? Not paying attention could cost you a victory!

           We all have those total speed bump units. Others we restrict LOS with. Ones we use as bait. All 2 too many! Those cheeky bastards will cost you in the end.

          I created a battle tracker, break point tracker. Something to help out an old man. The base is scrap plastic card. I used cork to build up the ground, in which I would bury the dial counter. A $1.99 fish tank Egyptian head, Tomb King extras, and some chinaman palms to finish it off. About 2 hrs on and off total?

        I think in the future some poor bastards will be added on their way to pronate themselves to their new master.

Warmaster Revolution 2000points Tomb Kings Vs Dark Elves

         Another game with Kal. We banged two out on Thursday. Friday was re-enrollment for healthcare. WTF? Every year I have to do this shit? SO late post.
This my 2nd game with the Warmaster Revolution rules. We did not use the half move or scout rule. Is it cleaner? Not really. Faster? yes. It does a fine job of checking the abuses and daisy change gang banging engagements.
Deployments
Tomb King
Dark Elves
         In this game I tried some Alexander the Great BS. My first turn I did a line shift right. Placing my right flank in terrain. AtG did this to nuff the chariots he was facing. Kal had no chariots. I did it to over weight his left flank. 
          As in my center would be in front of his left flank, my right flank overlapping the same left flank. To ensure my now overlapped right flank did get run over, I refused the flank. The refusal was anchored at the pivot with an artillery formation. While the move was covered be flyers and a dragon.
         Of course the refused flank group failed to follow the rest of the army on T1. A lone cavalry unit was sent out to cover the failures. T2 they got it together. As the right flank then failed orders.
        The right flank refusal, worked better than expected. Kal’s witch elves were just off center on my left. They assisted in failing orders twice in a row. Then they started passing and ate that right flank.
Those 2 lone units of skeleton INF way out in no man’s land are raise the dead. The bust stand missing it’s minis was my dragon. He took a pre game nose dive and suffered terribly from gravity.
        My center looking just off center from the Dark Elves.
         The witch elves on the left are steam rolling everything. My left center brigade is pushed up to feed the Elves. As the chariots are about to slam the center and feed the cold ones on the right.
Tomb Kings won
The game was decided not by my AtG bullshit, but more by the dice. Kal’s flanks had trouble from the start. Which hung units out to dry. The dragon and flyers, the center chariot brigade took advantage. I kept the weak INF back in supporting roles. While the dice plagued him with zero saves and only 1 or 2 hits when he needed them or when I should have been brush off with little effort.
Tomb King lessons
Chariots are just ok. Cavalry are not cavalry, more like fast INF. The flyers and dragon/priest combo are mean. With raise the dead, the combo is broken!

NetEA Tau Vs Sisters

         Back from Japan and Honolulu. This week I am on phone support. It was planned as my inlaws flew in Wednesday. I request a comp day for it and that shelved my ability to travel for the week. Lucky me Kal also has nothing to do.

         I got me a Tau space ship. Just had to take it out for a spin. And why not planet fall a Mantra full of big nasty suits.

My list; (failed to get a shot of Kal’s)

The plan; 
         Tellie the stealth suits right straight up the center into his face and drop the Mantra on a flank. Then the big suits jump out for melt party. This would be quick or a total tabling. With only 10 activations the big suits would easily get gang banged.

Objectives and Deployment;
         Objectives went down as predicted. Kal’s Blitz in the center and his other two in a wide triangle near the 50yd line. My blitz snuggled the left flank and the other two off center to the left as close as I could to the Blitz. 
         One Pathfinder was garrisoned. I left the right flank and center empty, castling around the Blitz. Kal just about filled his deployment zone. Then plan “A” seemed doomed. I was grossly out activated with 6 activation off board. 
Where the meat hits the metal;
        The plan quickly changed. Everything would come in turn 2. Kal’s army being a up close and personal, in your face, punchy sort. I prayed he would advance. Which meant the 4 units on the board were bait. I would give up my Blitz, Defend the flag, and TSNP points. (2 for Kal, minus 1 for me). Which meant I had to take his blitz, BTS and T&C. While deducting his TSNP. 
         Turn 1 the Tau were under performing and taking a smacking. The garrisoned Path Finders and the Riptides were beat up (down 3 dc)  and broken 1st turn. One PF and the Riptides rallied. R’vanra never shed the blast markers.
        Turn 2 the Spaceship blasted the BTS and broke it. The Mantra planet fell onto the empty right flank. The suits remained inside. One stealth suit went after T&C. The other the BTS. I lost my deployment zone with only 2 broken Riptides hiding by my blitz. The stealth suits were down 40% but bounced a couple of assaults. 
        Turn 3 I lost my blitz and DTF. Everyone back there at the start were slaughtered. I bearly smoked Kal’s BTS. It took the last stealth, fighters, and mantra. I took Blitz and T&C with the Y’vahra and the Mantra. Everything else was died or broken.

I won’t ever play the list again. It is a one trick pony with good dice. It plays itself. By design your trading victory conditions. Just as long as you smoke the BTS, the game is won.