I am very excited. My FLGS is going to start a new escalation. I am so excited that I purchased five sets of terrain and 200 odd models and have begun the process of painting them all.
Tyranids, bugs, the hiveswarm. This will be my first time piloting the army. I have gone with this list for the 500-point game. League rules state that unless I use whatever units I start with, I must keep them throughout.
My paint scheme will start with a desert tan base coat (aka wraith bone). Hit them with a solid red oilwash that gets wiped off. Do the carapace armor with a color-shifting paint. Most of the weapons and claws will be acid green. I went to Hobby Lobby and purchased some alien looking plants and rocks to really push the models out of this world.
Vanguard Onslaught
Neurotyrant Warlord
105
Gargoyles
85
Exocrine
135
Raveners
75
Zoanthropes
100
My final list will be as follows. I wasn’t originally planning on Raveners and Zoanthropes, but I had to make the leader work in my army. I think we will see the neurolictors go away. They seem a little underwhelming.
To give me a break from the Bolt Action / Horus Heresy indoctrination. I put my collection of 15mm ancients to work and set up a game of DBMM.
Conclusions
I forget how balanced DBMM actually is. I am very new to the game and don’t have all the rules down. Especially having to teach myself. But the game was fun, over 3 hours tops, and hinged on critical moments. It gives me the feeling of an actual battle.
Pip allocation is a huge factor. Huge. A bad pip roll will ruin the engagement for you.
Carthage did win. It was a near thing, any given combat failure would have resulted in a different result.
I picked Rome 216-203 BC vs Carthage After the roll, Carthage was the aggressor.
C and c
RegCv (O)
Hannibal reg cv
1
53
53
Sub general
RegLH (O)
Reg LF
2
25
50
lybian spearmen
RegSp(O)
reg sp o
18
5
90
numidian calv
IrrLH(O)
irr lh o
8
4
32
merc javelins
RegPs(S)
reg ps
9
3
27
libyan calv
RegCv (O)
Reg cv o
4
8
32
Bolt shooters
RegArt(O)
Reg art
2
8
16
Camps
IrrBge(I)
Irr beg
1
4
4
span merc calv
RegLH (O)
reg cav o
4
8
32
span merc foot caetrati
RegPs(S)
reg ps
2
4
8
span merc foot scutarri
RegAx(S)
reg ax
12
5
60
elephants
Irr El (I)
8
12
96
Qty
Points
500
C and c
RegCv(O)
Reg cv
1
28
28
Sub general
RegCv(O)
Reg cv
1
27
27
Ally general
RegCv(O)
Reg cv
1
18
18
roman cav
RegCv(O)
reg cv
5
8
40
roman hastati
RegBd(O)
reg bd
36
7
252
veletetes
RegPs(S)
reg ps
18
3
54
triari
RegSp (S)
reg sp
9
7
63
greek archers
RegPs(O)
reg ps
2
5
10
arty
Reg Aty (O)
arty
1
8
8
The Carthage Commands were;
Hannibal- Libyan Cavalry, Numidian Cav Sub General 1- Spearmen, Elephants, Bolt Shooters, Mercenary Javelins Sub General 2- Span Mercenary
Rome Commands C and C- Hastati, Triari Sub General- Cav and Arty Ally General, Veletetes and Greek Archers
Set-Up
I played on a 6×4 board with a couple of hills and roads (randomly generated) and a river.
I put the Romans in the triple-axis formation with a skirmish screen. The Cavalry took the right flank.
Carthage was set up with a single skirmisher, two elements of spears, then an elephant the next block over. To their right flank were the cavalry and, in reserve, the Spanish mercenaries.
Bound 1
Carthage had an amazing Pip roll which allowed their forces to push up the field rapidly. The Roman dice were 1, 1 and 2. The cavalry immediately put the Romans under pressure. A deep analysis would reveal the battle was lost on this first bound.
Rome did what it could with their movement. They pushed forward the skirmish screen. Took advantage of the weak left flank on the Carthaginian side with an aggressive cavalry move.
Bound 2
Rome seized the initiative and maneuvered their triari to take on the Carthage Cavalry. Carthage had to use their largest dice to counter the Roman cavalry threat.
Bound 3
The two flanks become a mess. Spanish mercenaries take on the Roman cavalry hoping to delay long enough so the main force can break Roman lines. The Carthage Cavalry nears victory when the triari arrive.
Bound 4
I must have missed the picture… the lines have crashed together, the Carthaginians sweeping away the Roman skirmish screen.
Bound 5
The Spanish mercenaries are holding while the Carthaginian Cavalry attack failed miserably. The Roman lines are on the brink of collapse.
Bound 6
Both sides have lost commands, and the Roman Cavalry and Spanish Mercenaries continue their death grind. The Romans stabilized the line using the left over trari.
Bound 7
Technically, battle was over at this point, Carthage destroyed enough units to win. I kept playing because I was enjoying myself.
A few more images are below of the continuation. I will most likely play another game soon, Greece vs Persia, or maybe 100 years war. We shall see.
September was rough. I refereed 36 soccer matches in 5 states and 12 cities. I was a soccer referee from Thursday to Sunday every week. I have two more weeks of intense officiating.
This week, starting Thursday, I referee two matches two hours away. (4 total drive hours). Then I drive six hours for a single game (10 total hours). I drive four hours for another game (14 total drive hours). I’ll drive two and a half hours for the final match. (16.5 total drive hours) followed by a three-and-a-half-hour drive home. (20 total drive hours)
I will referee from the time I get to each site until the time I leave, a total of sixteen hours. Over the weekend, I will work 36 hours, sleep in hotels, and recover for the next day. I should clear about $2,500 for the weekend making everything ok.
This means I have been unable to play games or hobbies to my usual extent. I did accomplish a ton of things, though.
A. Used Warlord Army Builder to create every list to complete the Stalingrad campaign. Their army builder is switching to 3rd edition, and I want to game in 2nd.
B. Completed a game of DBMM (battle report to follow)
C. Painted the Following Models (70 total)
Soviet airborne (Happy with)
Base German green brown vallejo primer Zen idf Israeli desert sand vallejo primer Wash earth shade Hats contrast skeleton horde Guns contrast black. Drybrush silver Base Vallejo russian mud Terrain static grass landscape series Yellow flowers
Soviet Guard Squad (Not happy with)
Base german panzer grey primer Zen nato green primer Sponge on vallejo model air dark brown Wash camoshade Vallejo diorama European thick mud Terrain static grass green Autumn leaves
Soviet Infantry Base (medium happy with how they turned out) Base German red brown primer Zen russian green primer Wash camo shade Dry brush model air gunship green Vallejo diorama European thick mud Terrain static grass green Yellow flowers
German Infantry Squad (very happy) Base black primer Zen grey primer Base vallejo German field grey Drybrush light grey Vallejo thick mud russian mud Tan static grass Army painter swamp tufts
I also camo airbrushed a German Tank. It was my first attempt at doing something like this and I wasn’t super happy with it. My color ended more red than brown as intended. (also why I didn’t bother with the pilot or paiting the tracks or any detail work)
Another thrilling engagement for the Horus Heresey Series. It took me too long to get this particular game in.
The Ravenguard started off aggressively and with ample destruction. However, clever maneuvers to negate the Lord of War Fellblade and strike a crucial counter-attack doomed them by Turn 4. The Word Bearers were victorious, and this plays nicely into scenario 4, where the Ravenguard is backed up by a river in a desperate struggle for survival. The battle played out very similarly to the Bolt Action version, where each side picked a flank to focus fire and efforts . The strength of the deep strike played a major role here, just like the flanking assaults in Bolt Action.
Conclusions and Thoughts
It was my first time bringing out the Gal Vorbak; wow, they impressed me. The terrain was a little thick which negated the Fellblade, the three turns it got to shoot, something did die. They just were not the optimum targets.
The Scenario As with the Bolt Action Version, there is a small river separating a subdivision of the city. The Word Bearers have been ordered to push back the Ravenguard, while the Ravenguard have been ordered to seize both sides.
Forces get 1VP for each unit on their opponent’s side of the river and 1VP for each unit destroyed.
Army Lists
(The lists were equal when I originally built them)
Ravenguard
3000
Word Bearers
2850
Damocles Command Rhino
150
Praetor Cataphractii
140
Strike Captain Alvarex Maun
140
Gal Vorbak Squad
550
Contemptor Dreadnought Talon x2
350
Mhara Gal Dreadnought
240
Deliverers Squad
225
Terminator Cataphractii
175
Assault Squad
145
Assault Squad X20
265
Assault Squad
145
Tactical Squad
100
Tactical Squad x18
250
Tactical Squad
100
Dark Furies
150
Sabre Strike Squadron
150
Javelin Squadron x2
180
Storm Eagle Gunship
210
Proteus Land Speeder x3
180
Deredeo Dreadnought Talon
205
Land Raider Proteus
235
Land Raider Spartan
250
Legion Basilisk
200
Sicaran Squadron
365
Fellblade
650
List Choice
Both sides used assault marines to move across the river. I also felt the gunship could help transport that Gal Vorbak to a crucial space. The Ravenguard pushed with their land speeders, emphasizing their speed, while the Word Bearers wanted to counterattack when holes opened in the Ravenguard lines.
Deployment
The Word Bearers needed to limit the Fellblade’s effectiveness, as they had little that could even dent it. 14 Armour with 12 HP is a challenge. I placed the Gal Vorbak inside the warehouse. I think thematically having the Ravenguard “surprised” with the new mutants would be a little shocking.
The Ravenguard wanted to get their heaviest units across the board and hold them while using their two units of assault marines and a single unit of furies to disrupt the situation.
Turn 1
The Ravenguard Fellblade knocks out the hammerfall bunker. I wanted to make sure there were options to get the assault marines in the backfield. It was also one of the only units in line of sight. I could have taken out a sabre tank instead. There were very few casualties and most units were just positioning, and checking sightlines.
Turn 2
Heavy shooting here, the Fellblade knocks down the Gunship. The Ravenguard Landraider destroyed the Sicaran. The Ravengaurd are very aggressive with their land speeders and have dropped in their assault marines. They have also pushed with the Rhino carrying the Deliverers. The Word Bearers countered the tactical marine advance on the railroad bridge with their own terminators and they moved their own land raider into position to cover the bridge along with the daredeo dreadnought.
Turn 3
The Word Bearers have turned the corner. With some clever movement, the Word Bearers took the Fellblade out of the game; the Fellblade did not have a line of sight with its lascannons and had to take a hopeful shot against the Deredeo Dreadnought but missed. The Word Bearers destroyed most of the speeders for the Ravenguard, destroyed an entire assault squad, and pinned the unit of tactical marines as they tried to cross the railroad bridge. They also destroyed the command rhino attempting to deliver the Deliverers. Finally, they landed 20 assault marines behind Ravenguard lines. The Ravenguard didn’t really do anything helpful.
Turn 4,
After this turn, I called the game. I could not see a path forward to victory for Ravenguard. The Ravenguard lost their Land Raider, lost all their assault squads, and did zero damage to the Mhara Ghal Dreadnought who tied up both Contemptors. The Ravenguard did manage to kill a Sabre, a tactical squad, and, maybe a terminator.
Ravenguard
3000
Word Bearers
2850
Damocles Command Rhino Destroyed
150
Praetor Cataphractii
140
Strike Captain Alvarex Maun
140
Gal Vorbak Squad
550
Contemptor Dreadnought Talon x2
350
Mhara Gal Dreadnought
240
Deliverers Squad
225
Terminator Cataphractii
175
Assault Squad Destroyed
145
Assault Squad X20
265
Assault Squad Destroyed
145
Tactical Squad 2 Alive
100
Tactical Squad x18 2 Left Alive
250
Tactical Squad
100
Dark Furies
150
Sabre Strike Squadron 1 Destroyed
150
Javelin Squadron Destroyed
180
Storm Eagle Gunship Destroyed
210
Proteus Land Speeder x3 Destroyed
180
Deredeo Dreadnought Talon
205
Land Raider Proteus Destroyed
235
Land Raider Spartan
250
Legion Basilisk
200
Sicaran Squadron 1 Destoyed
365
Fellblade
650
4 VPs for Destroyed Units
3 Units in Enemies Backfield
7 VPs for Destroyed Units
4 Units in Enemys Backfield
Why I Called It
The very best turn imaginable would have been the following, Fellblade destroying the Daredeo +1 25% chance (no line of sight to the 2nd Sabre), the two contemptors destroying the Mhara Ghal +1, 4% chance, the Dark Furies landing on the far side and living +1 66% chance, the 2 remaining space marines winning combat on bad initiative and forcing back the terminators and praetor -2, <1% chance, which would have resulted in a +1 win for the Ravenguard.
The Word Bearers would have responded with, focusing fire on the basilisk, 75% of destroying it. +1, using the Land Raider and Tactical Squad to Destroy the Dark Furies 33% chance +1 and -1. The Ghal Vorbak charging the damaged dreadnought 18% +1 and -1 chance of destroying it. Killing the remaining 2 tactical marines. 85% chance.
Age of Sigmar 4th edition has been out for about a month, and I finally played my first game.
Conclusions
Pros – The gameplay is faster, especially compared to 40k or 2nd edition – The new app is a significant improvement over the old – Armies feel different – New command point structure and reactions – Consequences for double turn
Cons – New detachment rules will be challenging as new books get released – Simplification leads to a lack of depth – New missions were a tad confusing
Other Thoughts – Fly is a big deal – The game is about Hero’s and monsters – Know your army’s rules!!!
At first glance, the game was the same as in the prior editions. Most things will be the game you remember. I think the changes that were made helped differentiate AOS from 40k. The new list-building rules, the reactions, how command points work, and losing VPs for taking the double turn all add up to a unique game.
Since the 8th edition, 40k has always felt competitive and gamey rather than beer and pretzels. While I love a good league and competition, I would prefer to roll dice and make pew noises on a summer Saturday afternoon while trying to pull off a ridiculous combo. Age of Sigmar gave me that beer and pretzels vibe.
Using the app during gameplay was easy once you did it a few times. I would prefer one less touch of the screen when going from unit to army and vice versa, but it felt natural once you did it a few times. I have always thought that you should be able to add your opponent’s force and have a dice rolling function in the app, so if your unit A was shooting at his unit B, with this buff, here is how many casualties. I understand why they don’t. In competitive games, they want there to be skill involved in Mathhammer.
I did glance through several individual armies’ various rules, and at first, they appeared very well balanced. I am fearful that as new army books are released, we will see classic power creep, and every couple of months, it will be about the newest army.
Battle Report My friend was interested in getting into AOS, and I was itching for a match. He was looking at purchasing either Nighthaunt or Idoneth. I brought both to our battle. I built the lists based on what my friend wanted to buy rather than what I thought would be good. I honestly hadn’t even opened my 4th edition rulebook and knew nothing about the army’s special rules. Of our 3-hour session, 1.5 was spent looking up rules.
Idoneth
1570
Nighthaunt
1430
Mathlann Aspect of the Storm
330
Lady Olynder Gen
300
Akhelian King
200
Black Coach
260
Akhelian Leviadon
500
Bladeghast Revenants
150
Akhelian Morrsarr Guard
170
Bladeghast Revenants
150
Namarti Reavers
130
Chainrasps Reinforced
200
Namarti Thralls
120
Chainrasps
100
Namarti Thralls
120
Grimghast Reapers
140
Spirit Hosts
130
The entire game took less than three hours, from mission selection to set-up, 5 battle rounds, and tear down.
We used a random card from the Skaventide box. After looking through the GHB missions, we found that they were all a little rule-heavy for what we were looking for today, so we just said kill.
In what ended up being a very close game, my friend did just a bit more damage to my Nighthaunts than I did to his Idoneth. My black coach’s failed 4″ charge into his reavers would have changed the game. He also had an additional unit that would have been a beneficial screen.
The third Stalingrad scenario played very simply. 2 Armies with 1500 points. Each unit across the river gets you a victory point. The Germans will launch a preparatory bombardment, while the Soviets can begin dug-in. The Soviets also get 24″ of trenches. The battle is on a 6×4 table.
Results Both forces managed to get 4 units across the river. The Germans destroyed 6 units, while the Soviets only killed 3. However, the 3 units for the Germans were worth more points than the 6 units for the Soviets. I called this match a tie. The scenario played nicely as a whole. The units were forced to flow and move rather than stand and shoot like in other scenarios. Target identification was crucial. The Germans were able to stick a couple of units of Veterans on the Soviet side of the river for most of the game, and they were truly impossible to move. I didn’t like the lack of realism; turns 5 and 6 were just a mad dash to get as many units across as possible, while for the Soviets, this makes thematic sense. The Germans were a little more careful with their manpower.
Army Lists Germans Kampfgruppe Reinforced Soviets Tractory Factory Reinforced
Germans
1505
Soviets
1506
Leutnant Reg
50
Rifle Squad Inex
Free
Panzgrenadier Reg
97
Senior Lieutenant Reg
85
Panzer IV B,C,D,E,F Reg
175
Militia Squad Inx
35
Panzgrenadier Reg
108
Militia Squad Inx
35
Heer Pioneer Vet
124
Frontnik Commisar Reg
60
Heer Veteran Infantry
111
Arty Fwd Observer
120
MMG Reg
50
NKVD Squad Reg
113
Medium Mortar Reg
60
NKVD Squad Reg
155
Sniper Reg
50
Naval Squad Vet
119
Anti-Tank Rifle Reg
30
NKVD Squad Reg
80
Medium Howitzer Reg
85
MMG Team Reg
55
SDFKZ 250/10 Reg
135
HMG Team Reg
80
Panzer IV Ausf G,H,J Reg
235
Sniper Reg
50
SdKfz 250/1 Reg
75
Flamethrower Reg
55
Tank Hunters Team Reg
67
Medium Mortar Reg
60
Medium Howitzer Reg
85
M-42 Anti Tank Reg
58
T-34 Inx Tractor Factory
140
Truck Reg
54
Based on the scenario, I felt like having the Germans with a few elite sticky units would be helpful. For the Soviets. Numbers all day long. The NKVD and Naval squad would be my crossers, set up as reinforcements.
Table and Deployment
The table was 6×4 with a small river running down the middle. There were three crossings: a railroad bridge, a central large bridge, and a small bridge. The Soviets had industrial cover and trenches, while the Germans had an assortment of residential buildings. The river to the bottom is the Volga, a significant feature in the battle for Stalingrad.
The naval and NKVD squads will deploy to the top of the table in an outflanking maneuver. In hindsight, I should have had them flank from the bottom narratively. The Germans had many buildings with high sightlines, which were great for artillery observers and snipers. The German’s goal will be to pick off whatever units possible and try and overload the bottom table edge. The Soviets are all about numbers, running as many squads as possible over the bridge at the last minute.
The deployed forces
Both armies deployed their units in as much cover as possible, with the German tanks taking up major sightlines.
Round 1 was mostly positioning and clearing the many pins that the predatory bombardment had on the Soviet forces.
The German’s began their assault on the undermanned Soviet defenses, eagerly waiting their reinforcements.
The Soviets fired back, pinning multiple units and destroying a mechanized platoon as it attempted to cross the bridge.
Round 3, the German tanks move into position. At the top of the image, you can see the arrival of the Soviet reserves, which were boosting their cause.
Rounds 4 and 5 were a mad dash across the river to grab as much territory before nightfall.
In the end, both forces took far more casualties than needed for a drawn engagement.
This weekend, I continued my Hobby streak of 23 straight days by painting a box of 3D-printed Geonosian terrain, something I have worked on for a while.