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63
Firebase issue 4 July 2007
TAU WINS THE INITIATIVE.
Turn starts with Pathfnders 1 (eastern one) coordinating fre
with Drone squadron 2 in front of assault swarm 2 and Guevesa
company 1. The Pathfnders and Guevesa sustain while Drones
advance. Drones goes frst to out fank the Tyranids moving behind
the target swarm and fre killing a single Gargoyle stand. Then the
human company fres a devastating volley killing 2 Termagant, 4
Hormagaunt and a Tyranid Warrior stands that were caught in the
crossfre from Drones. Lastly the Pathfnders shoot fring at the
warriors, but both saves as there is no crossfre. Drones advanced
too little as humans wiped the western end of the swarm. Retaining
the Pathfnder 2 also coordinates fre with Hammerheads and Drone
squadron 1 in front of assault swarm 3 targeting it. The Pathfnders and
Hammerheads advance while the Drones sustain fres. First pathfnders
move forwards a bit and fre missing completely, however one of the
Devilfshes kills nearby Termagant unit with burst cannons. Drones hit
twice, but Gargoyles save. Lastly the AMHC moves a bit forwards and
railcannons fre killing a Gargoyle, a Hormagaunt and 2 Termagant
stands. Not nearly enough to stop the swarm from assaulting.
Then its Tyranids turn. The very damaged assault swarm 1
decides to act before they are blasted apart and engages the Drone
squadron 1 in front of assault swarn 3. Fighting is quick as the swarm
overwhelms the Drones. One Hormagaunt stand is lost while all the
Drones are wrecked. Tau formations around the fght (Pathfnders and
Hammerheads) get a BM. Consolidate sees the gaunts moving around
the last Tyranid Warrior unit creating a wall of fesh between it and
Stingrays.
Then its Tau and Stingray missile gunships. First the Stingray 1
sustains at the assault swarm 3. Missiles arc over the hill and once
again the Pathfnders earn their keep by lighting targets like christmas
trees. 3 Gargoyles, 2 Hormagaunts and a Termagant units are killed in
the blasts. Retaining the second Stingray contingent also fres at the
same target. The swarm is flled with more blasts, but the Warriors
and Gargoyles make saves and only a Hormagaunt and a Gargoyle
unit dies.
On west the assault 2 decides to wreck more Drones and engages
squadron 3 head on. Confdent they pour over and bring Crisis as well
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Firebase issue 4 July 2007
as one Firewarrior unit into support fre range as well (Guevesa was
already within range). However now its once more Tyranids side to
suffer. From 9 Hormagaunts (4+ to hit) 2 hits. From 18 other FF units
(5+ to hit) another 2 are scored! 4 hits from which Tau
save 2! To add to the insult almost all humans hit causing total 3
Hormagaunts, 5 Termagants and Gargoyle to die in the ensuing melee
and withdrawal. Hive Mind reels from this remembering old engage
against whirlwinds, which it also lost. Some curses are given to dices.
In east the Firewarriors double ahead and shoot at the exposed
Warriors in the assault swarm 3, killing both. Looking for revenge the
attack swarm engages the Hammerheads. This time the Tyranids do
what they do best. 4 Hammerheads fall in the engage while all the
Tyranid beasts are unharmed. Firewarriors support fre isnt enough
to damage either. With resolution strongly on Tyranid side the last
two Hammerheads are wrecked while they try to fall back from the
combat. Tyranid consolidate towards Firewarriors.
Again in west the Firewarriors advance to the hill top and fre into
assault swarm 2. But only two hits and 2 Termagant units die. In blitz
the Lesser Synapse Node goes to overwatch. Guevesa company 2 also
tries to fry the assault 2 and using sustained fre they manage to kill 2
Hormagaunt and single Termagant units.
In east the remains of assault 3 ponders what they want to do and
decide to die in battle. They engage the pathfnders. This means that
even if they manage to win, they still are removed as they dont have
synapse with them. Total of 7 hits is caused (by support fre as well as
assault 3), but Tau saves 6 of these with 5+. Return fre sees 3 units
lost from Tyranids. However the resolution is tied and another round is
fought. Tyranids manage to kill another unit. In return the remains of
the swarm are killed leaving 2 BMs to Pathfnders.
Finally the Crisis suits fall back towards the Tau blitz on double, but
miss the Node there.
END PHASE
Drones in west rally.
All Tau formations removes BMs (but one remains on the Pathfnders
in front).
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Firebase issue 4 July 2007
TYRANIDS WIN THE INITIATIVE.
Sensing some softer prey near, the attack swarm engages the
intermingled Pathfnders both and Firewarriors. Again the attack
swarm does what Tyranids do best and rip the Tau apart. The entire
Firewarrior Cadre dies in the assault while rout wipes the Pathfnder
contingent 2 and one unit from Pathfnder contingent 1. Tyranids lose 1
Haruspex in the process. The surviving Pathfnders fall back to buildings
in north eastern corner and Tyranids consolidate towards the neaby
objective. Then there is some pondering on what to do with assault
swarm 2. It most likely is goner when those Stingrays fre. In the end
the support swarm retains for sustain fre at the Firewarriors on hill,
but Hive Tyrant is sulking and the swarm holds shuffing about.
The just mentioned Firewarriors near the centre decide to try the
fring routine again and sustain fres at the assault swarm 2. This time
the accuracy is there and brood is cut down like wheat. A Gargoyle, 3
Hormagaunts, 4 Termagants and a Tyranid Warrior units are killed by
the pulse rifes and carbines. Retaining the Stingray 1 tries to sustain,
but fail. And they use hold to fre at the assault swarm 2. Missiles
streak and only one Tyranid Warrior unit is left alive.
In the east the assault swarm 1 ponders what to do. The most
important target would be the Drone squadron 1 (which prevents They
Shall Not Pass victory condition). Unfortunately they have Tau Jump
Pack (which allows 10cm move before engage move) and that puts them
too far for most units in the swarm. Only 4 units would reach them. So
they decide to engage the humans hiding in the forest instead. Once
more the Hormagaunts bound to fll available close combat slots with
bodies. And once more they fail to do their thing. Not only that but
the Guevesa certainly have the hard helmets on as most of 5+ cover
saves work and only 2 human units are killed. In return the Tyranids
are beaten back and lose total of 7 Hormagaunt units. They fall back
towards another the forest. In retaliation the Guevesa hesitate a bit
but with Asaura words of bravery they sustain fre at assault 1. This
kills 2 more Hormagaunt units as well as Termagant unit. The feld is
littered with dead Tyranids. Once more the Hive Mind is frowning at
the table.
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Firebase issue 4 July 2007
In west the lone Tyranid Warrior of the assault swarm 2 decide that
the killing zone isnt a fun place to be and double back to take cover
behind another hill. However the Stingray contingent 2 decide not to let
the aforementioned Tyranid Warrior unit to survive and advance after
the warriors. Once more the missiles fy and the last of the assault
swarm 2 is spread into the hill side.
In Tau end the second Lesser Node take overwatch. After which the
Crisis suits decide to do un-Tau like thing and engages both Nodes.
Hive Mind damns itself for the idiocy of putting them within 5cm of
each other. The effciency however of Crisis suits is noticeable and both
spawned Hormagaunts die to fusion fre. In the resolution, both Nodes
are killed. So much for them. As all Tyranid swarms have activated the
Tau again can do rest at their own leisure. Which is basically two Drone
Squadrons.
First Drone squadron 3 in the east marshall and move to the Tau
blitz. Then Drone squadron 1 in west double ahead to buildings in the
south eastern corner.
END PHASE
Pathfnders fail to rally and move to midboard into the
woods. Stingray 2 fails to remove BMs but rest do so.
Greater Synapse Node uses last spore and spawns a
Dactylis.
The last assault swarm spawns a Hormagaunt unit.
Attack swarm is still enjoying the engage and fails to
spawn anything.
Support swarm (which hasnt even fred) spawns 2
Gargoyle units.
The victory conditions are checked and the situation is
1 - 1. With Tau having
Break Their Spirit and Tyranids Defend the Flag. So
the game continues to turn 4.
TURN 4
END GAME
TYRANIDS WIN INITIATIVE.
The Hive Mind ponders a bit on what to do now. In the end as the
attack swarms Malefactor is just within range of engage to Stingray 2,
they decide to engage. With Stingrays having a BM and attack swarm
having double the amount it should be suffcient to win the assault by
that alone. However one of the Tau gunships is damaged by the spines
and wrecks itself on the hill. Since the malefactor saves the hit it got the
assault is pretty clear and after the resolution dice roll the contingent
is wiped out. Attack swarm then consolidates a bit towards the second
Stingray formation. After some more worrying about initiative modifer
for retaining, Hive Mind comes to conclusion that Guevesa company
needs to die before acting. And thus the assault swarm retains and
engages the humans. This time the hard helmets are off and the Humans
arent saved. 5 units as well as commanders unit are killed while the
rest run behind the broken Pathfnders. Tyranids lose a Gargoyle and
Hormagaunt stands. Consolidate move makes another wall of fesh
between remaining Stingrays and the last Warrior stand.
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Firebase issue 4 July 2007
Continuing on west the Drone squadron 1 double out of the buildings
and contest the blitz while fring ineffectively at the Hive Tyrants swarm
there. Not wanting the constesting to stay the Tyrant engages the
Drones with his swarm. Gargoyle and Tyrant goes into close combat
while rest stay to fre fght. The assault is one sided and all Drones are
destroyed without any damage to swarm. The Tyrant then consolidates
to keep the blitz.
In centre and west the Guevesa company were ordered to spread
out and they doubled to form a cordon between objective on Tau end
and Tyranid end. Some shots were fred at the Tyranid beast, but
they all missed. After quick checking the Hive Mind concluded that
the Dactylises single blast template could not break the humans and
sustain fred at the Firewarriors on the hill top. 3 Firewarriors die but
the cadre doesnt break (1BM too little). This was the last action left for
Tyranids so Tau is once more free to act.
First the Firewarriors double down from the hills to contest the other
Take and Hold objective, fring more at the Dactylis but missing
as well. Now if the Greater Node dies the Tau will get Take and
Hold victory condition. This means that the Tau will win as they
have Break Their Spirit already. But there is nothing that Hive
Mind can do at this point other than watch. Next the Crisis suits
double to Firewarriors and manage to blast away the Dactylis.
Then comes the last activation. The remaining Stingray
contingent. Best way to remove the Node is engage, even if the
Node is fearless. So Stingrays engage (another completely new
thing) the Greater Synapse Node. First the volley between Node
and the Stingray cause two hits on Node, which are saved. Then
the supporting fre. Firewarriors hit several times, but the Crisis
suits all miss. More saves is done for Node and it holds. Hive
Mind is rejoicing. Then the resolution roll ... equal! This time
the Tau commander rejoices as the new round is done and he
has a chance to kill the Node still. Again the Node misses the
Stingrays while the Stingrays cause one hit, saved. Then support
fre, Firewarriors hit several times and Crisis suits score one hit.
Firewarriors cause 1 damage! But the crisis is saved. Then roll
for critical ... no critical. Again it goes to the resolving roll and
Tau win! And the turn ends with Greater Node surviving by being
fearless. Hive Mind gives out a big puuh.
END PHASE
Both Tau formation fail to rally (even with supreme re-roll).
Support swarm spawns Dactylis.
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Firebase issue 4 July 2007
END FLUFF
Asaura fred some more plasma rife shots towards the Greater
Synapse Node.
It had started so well. she thought.
- First Lahna had blasted the bio titan to bits and then the AMHC
had dealt with the artillery beasts.
- Damn those things that had erupted from below the ground!
The smaller burrowers were easy, but the larger -- it had withstood so
much fre.
- At least the bug advance had been brought to halt. Hopefully the
Air Caste can get some Tigersharks to destroy the remaining thing
before it attracts too many forces.
Luckily some of the Devilfsh have been repaired
and supply lines will be established to the city. She
switched to command net
- All units prepare to fall back to picket line KelTa.
- Shasla will stay behind to mark any enemy that
could try to harass the deployment and the remaining
Stingray contingent will give covering fre if needed.
Protect the Guevesa while they carry the wounded
back.
- Guevesa. Help the wounded and carry them with
you. Firewarriors will cover you. Fall out to the city and
take position there. Alert level red, but be prepared to
stay in there for several days. We have supply coming
in later tonight.
- I have ordered Gun Drones to work as a tripwire
during the night.
- We have done well. The enemy has been halted for
now and this will buy time for emergency evacuation.
Lahna will be orbiting nearby to scan the area for any
new enemy build up and make low orbit passes to
destroy targets of opportunity.
- Carry on.
Asaura shrugged. The Tau losses were great. But the Greater Good
lay in protecting the evacuation. She turned to join the others.
END BRIEFING TYRANIDS
I had a terrible start in the game. First the Hero shoots my Hierophant
before it even moves. Then due to mistake of deployment (should have
had the Dactylises behind the forest) the Hammerheads manage to
kill the support beasts. Usually the forest is a good idea as it protects
from planes. But as Asaura didnt have aircraft I should have kept
them behind the forest. That support swarm played the weirdest game
so far. It fred only once furing 4 turns and had one assault which it
won. Then there was the genestealers charge into forest only to get
butchered. I lost 750 points in three activations from which one was
mine. That gave me a very bad feeling. Luckily I didnt give up. Just
needed to bite it down and get on with the game.
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Firebase issue 4 July 2007
The break came with the Kroot failing to assault me. There I had
luck. Asaura failed to hit properly and I scored several times. That and
good roll in resolution gave me nice taste for victory to continue with.
The 2nd turn came with the nasty part of Tau. Coordinated fre. It
allows up to 3 formation to fre against one target within one activation.
That removed most of my 1st assault swarm. Luckily the retaining
coord wasnt that bad. I was enjoying the fact that Stingrays couldnt
join that fun. They are very nasty against Tyranids. The second coord
also game me a fat target for attack swarm as the Hammerheads
advance forwards. I would have thought that they would have
advanced backwards away from the attack swarm. But I paid for that
with the massive failure in eastern side with assault swarm 2. That got
decimated by the Tau support fre. I got too careless as I wanted to
give BM to those formations. I should have just taken it carefully and
not run too far. 3rd Turn gave some help as well as I won the initiative.
This allowed my attack swarm to press on and break the Taus western
fank. If only the assault swarm 1 had not failed in its assault. Then I
would have been able to use that fank breaking. As it was it was too
late to take any advantage of it. And since I used the frst activation
to break that I sacrifced my assault swarm 2 to Stingrays. Although it
was Firewarriors that made the biggest hole. I had planned to fre the
Dactylises template there, but retain works only on 3+ so ... The need
for supreme commander is evident if I want to retain. Too bad its very
expensive for Tyranids. Also the third bigger mistake that I made was
teleportation of 2nd Lesser Node. I should have put outside of that
5cm range to prevent intermingling. I dont know what I was thinking
(or most likely I wasnt).
In the end it came down to survival ability of Greater Node. If it had
been killed (as I really expected it to with those MW Crisis suits there)
I would have lost 0 - 2. Man these cliffhangers are tough.
Another thing that is good to remember with Tyranids, is the
importance of 1BM. In all 3 assaults with attack swarm, I got +2 to
resolution with that 1 BM. One was from support fre BM (Hammerheads).
Other was from sacrifce of assault swarm 3s remains (Pathfnders).
And last was from hold (Stingrays). Those are very important to have.
I usually use the Dactylises for that ... but not this time.
The game was a blast though. That is what a good game should be.
Teetering from back and forth between victory and defeat. There were
several moments of where the game felt ended and yet it always came
back with a feeling that Hey I might still win this.
END BRIEFING TAU
Once again, my precious fshmen were saved by the expendable
auxiliaries. Both Human formations fought brilliantly. In retrospect,
the Kroot assault on Turn 1 was too risky and wouldnt have achieved
all that much even if Id have won it. Id have been in better shape on
Turn 2 if I had kept the Kroot in reserve until that.
My method of placing the Pathfnders, the western Fire Warriors and
the Hammerheads up front on turns 1 and 2 so that they could fre with
max effect was high-stakes gambling, but I hoped good initiative rolls
would save me. It worked until turn 3, when I fnally lost the initiative
roll. Chalk it up as a statistical loss -- most games against Tyranids I
should win on turns 2 and 3. I gave up maintaining real intermingling
discipline, since the Pathfnders are so damn hard to position with their
10 cm intermingling range.
I got a shot at ending the game on turn 4 in a 2-0 victory due to
some blunders by Hena. First, he teleported both the lesser nodes so
close to each other that I could assault them both at the same time to
clear my Blitz objective. Second, he diverted the centrally positioned
brood to the west on turn 4. Had he moved toward the eastern T&H
objectives, I would not have had a chance to capture them in the fnal
assault. My assault failed, but it did have a chance.
As always seems to happen when I play Hena, the game
ended up being close, even after all the good luck I had i n
the early game.
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Firebase issue 4 July 2007
modelling
Engines
of
Destruction
G
rimtu is our resident Epic Lost and the Damned
player, and has kindly agreed to talk us through
some of his more crazy conversions. He also conrmed my
suspicions that anything can be made chaotic by turning it
upside down.
One of the main gripes about Specialist Games is the lack of
miniatures. For Epic, this is mainly down to the fact that many of them
are simply out of production, this means the average Epic player has
to spend time converting and modelling these units. For some this
is a royal pain in the backside, due to needing to fnd the relevant
components and the possibility of the dreaded greenstuffng. So with
this article I will give you the lowdown on how to make two of the
legions of Chaos most dreaded War Engines.
But me, I like converting, to paraphrase one Phil Kelly, I do get a
strange thrill out of welding parts from several models that have no
right to be together, that and just to say Thats unique. Nobody else in
the world probably has a fgure like this. Hopefully, after reading this
article, that second statement will hopefully be false.
On with the miniatures.
PLAGUE TOWERS
This conversion was not planned in any way; it was just a case of
seeing what ftted where. Then suddenly having that fash of inspiration
complete with cartoon light bulb and ding sound when I turned the
Ork Dreadnought body upside down (yes there is one in there!)
PARTS NEEDED:
1 Ork Dreadnought front and
back
1 Ork Power Plant
2 Ork Warbike Cat. Tracks
(though any like this will do)
1 Man o War Black Ark
prow. (this piece is OOP, but
any skull will do)
1 Ork Dreadnought Leg
Plastic Tubing
Warhammer Castle walls
(once again, any stone bits
will do, I just had these lying
around)
Green Stuff
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Firebase issue 4 July 2007
STAGE 1
Glue the Ork Dreadnought
body together and attach
the Caterpillar tracks to the
shoulder part just above the
arms. Then cut out some rough
square shapes from the Castle
walls and stick around the parts
where the Dreads legs would
go, dont worry about being too
neat, as you can cover it up with
Green Stuff.
STAGE 2
Glue the power pant onto the
back (the ft may a little tight as
it is designed to go the other way
around) and put the Black Ark
skull on the front (it shouldnt
be fush, try and make
it so the bottom juts out
a little.) fnally put the
Ork Dreadnought Leg in
the middle of the castle
section, you may have
to create a small base
for it depending on how
big you built the tower.
STAGE 3
Cut some small
lengths of Plastic Tubing
and place one on the
forehead of the MOW
Skull and the other level
with the vision slit of
the Ork Dread. You will
also have to cut a small ring to go around the ankle part of the Leg to
complete the Mortar.
STAGE 4
Finally add bits of Green Stuff here and there, making it look like
lesions, rents of Daemonic fesh or just general disgustingness, add a
light sprinkling of modelling sand to these areas and youre done!
LORDS OF BATTLE:
More random acquisitions, more war Engines needed. Ill probably
say this many times, but most conversion inspiration comes from just
holding a piece in a way it is not normal for it to be, in this case, the
Juggernaut body.
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Firebase issue 4 July 2007
PARTS NEEDED:
1 Juggernaut Body
2 Juggernaut back legs
2 Ork Dreadnought arms
1 Ork Dreadnought power claw
1 Stompa body (for the chain blade, though any will do)
1 old, old Ork Battlewagons (I think these came from the original
Space Marine set)
1 Warmaster Skellie Bolt thrower
2 Void Viridian Interdict Marine shoulder pads
1 Assault Cannon esq. looking weapon (the ones on these models
actually came off a toy)
STAGE 1
Take the turrets off the Battlewagons and put them somewhere
safe (youll need them later) then cut the feet off the Juggernaut
legs leaving just the shoulder pad like part with the Chaos star on