40k: Rise of the Maynarkh! (1850 pts)

kingbreakers-iconFairly busy night at Redcap’s this evening, four games of 40k and one Infinity match going. The Necron Maynarkh Dynasty threw down against the Kingbreakers in an 1850 pt challenge.

A few more photos are in the Flickr gallery.

Follow the portents, the relic must be here!

Follow the portents, the relic must be here!

Armies

Lovell switched up his army, dropping the flyers in favor of Flayed Ones and Tomb Spyders. This is using the Dark Harvest army list from Forge World’s book IA12: The Fall of Orpheus. That is a great book with a lot of neat photos, definitely worth checking out. The automatons fielded:

  • Maynarkh Overlord w/ Royal Court consisting of 2x Harbingers of Despair, 2x Maynarkh Lords
  • Destroyer Lord
  • Immortals x10
  • Immortals x10
  • Flayed Ones x10
  • Flayed Ones x10
  • Canoptek Spyder
  • Canoptek Spyder
  • Monolith
  • Monolith

Kingbreakers rolled kind of light on troops:

  • Capt Angholan—Vulkan
  • Ghost Squad Harmon—Sternguard x10 w/ 6x Combi-Meltas, Poweraxe, Drop Pod
  • Squad Scolirus—Tacticals x10 w/ Vet Sgt, Powerfist+Boltgun, Flamer, Missile Launcher, Drop Pod
  • Squad Titus—Tacticals x10 w/ Vet Sgt, Chainsword+Bolt Pistol, Meltagun, Missile Launcher, Rhino
  • Scouts x5 w/ 5x Camo Cloaks, 4x Sniper Rifles, Missile Launcher
  • Devastators x10 w/ Chainsword+Bolt Pistol+Signum, 2x Plasmacannons, 2x Heavy Bolters
  • Predator w/ Autocannon, Heavy Bolters
  • Predator w/ Autocannon, Heavy Bolters
  • Landspeeder w/ Multi-melta, Heavy Flamer
  • Landspeeder w/ Multi-melta, Heavy Flamer
  • Landspeeder w/ Multi-melta, Heavy Flamer
  • Inquisitor Coteaz
  • Imperial Bunker w/ 2x Void Shields

That list has fewer troops than I usually take for this point level. Much of it is a first attempt at a response to the Dark Angels/Blood Angels list Colin’s talking about bringing to the Redcap’s tournament later this month. The idea is basically to have all the Devastators camp out with Coteaz on top of the bunker, under the Void Shields. Colin drops a bunch of Terminators all around my fortress of party-times and Coteaz enables the Devastators to shoot plasma blasts at each of their tight little deep strike clusters. If I get to go first and have success with the warp dice, they’re doing that boosted by Prescience. I then get another turn of shooting at them because they won’t be able to assault and the void shields will completely deflect all of the storm bolter fire and so on. The downside is then I’m investing a lot of points to just hang out around the bunker.

Cowering Scouts, run for the objective, you fools!

Cowering Scouts, run for the objective, you fools!

Mission

Lovell has a special rule that if you don’t roll for The Relic mission, you roll again. We’ve literally played that about three out of every four of our matches. Deployment was standard Dawn of War. Lovell deployed first and went first.

Fight!

The local planetary government falls and flees the planet in widespread panic as half a continent goes jet black beneath the mid-day sun. Rapidly investigating, the Kingbreakers find an Imperial Inquisitor steadfastly searching for lost archeotech that is no doubt the shared target of whatever’s coming behind the unnatural storm. Scanning through records in the local archive, the Inquisitor is beaten to the punch as a host of Necrons suddenly materialize on the outskirts and begin marching on the town. Far on the flank, a rusty, hunched Overlord from the corrupt, neglected Maynarkh Dynasty is seen laughing as it casually tortures captured human civilian and oversees the field. Ghosts dispatch to assassinate it and the foul machines groveling at its feet, but are unable to do so before it shifts back out of the materium.

Can't get out that way!

Can’t get out that way!

Following coordinates radioed in by Scouts reconnoitering far into contested territory, Kingbreakers identify the focal point of the enemy thrust. Unsure of their objective or the stakes in play but unwilling to yield to the xenos, Kingbreakers heavy tanks create a mobile shield wall rolling directly at the automatons’ ranks. They are met though by sheets of sparking green lightning as sheets of gauss fire ripples over their armor. The Predators begin to take casualties and the wall falls into disarray. Bursting into overdrive over the wreckage, Landspeeders are skewered by a giant Spyder construct raging in its mind-loss, hurling the wreckage into the Scouts overseeing the battle and crushing them in their position. Behind the wall of wreckage, Squad Titus is caught by a Destroyer Lord before being picked apart by his pack of Flayed Ones. Their appetite for raw flesh unsated, the ghouls quickly move to intercept the out-positioned Ghosts running back toward the action from the flanks.

Aw, gross, you need to do some clean laundry, dudes.

Aw, gross, you need to do some clean laundry, dudes.

Watching his forces grind to a halt, Captain Angholan and Squad Scolirus drop behind the Necron line just as they find whatever they came for and turn about-face. The automatons march on though, unphased by the ground set ablaze all around them. Contemptful of the fleshlings’ audacity, all of the Necron Lords converge to fight in synchronized lethality with the captain, binding him in combat and unable to challenge for the relic. The identity and condition of the archeotech is never established as an unbreakable wall of Monoliths slowly drifts into position blocking the Necron retreat from all observation and fire.

Outcome

Victory for the Maynarkh! Necrons claim the relic, first blood, and linebreaker, versus the Kingbreakers’ linebreaker.

We've taken what we came for!

We’ve taken what we came for!

Thoughts

I upped the Devastators to a full squad to have ablative wounds for the heavy weapons. I figured that protected my investment in Coteaz since he wouldn’t be as useful if the heavies died. However, those combined with the void shields and the bunker’s battlements cover were probably redundant. Either the dudes or the shields could and probably should be cut back.

The Landspeeders unfortunately did little. As always they’re super fragile, but they’re especially not well matched against Lovell’s army. The multi-meltas are only really useful against the Monoliths, both of which tend to come from reserve and avoid some turns of shooting. Especially without the Salamanders’ reroll under the new codex, the heavy flamers aren’t super lethal against the Necron. Plus they can’t really help with the relic, as opposed to more straightforward objective missions when their mobility is a boost to help cover the table.

One mistake was I tried to fight the Flayed Ones rather than ignoring them as best as possible. I keep thinking they’re less robust to shooting than they actually are now. My vehicles should have been cruising and going flat out to just drive away from them. They’d still have to be faced at some point as the Monoliths could beam them back into the action, but at least it would have been near the relic.

Well, we could just stand here and look at each other. Or we could go for burgers.

Well, we could just stand here and look at each other. Or we could go for burgers.

I made a substantial mistake at the start of the game when I managed to Infiltrate the Scouts within reach of the relic but did not go for it the first turn. I was thinking they would have been shot to pieces standing there in full sight of many Immortals. But I probably should have just tried. It would have changed things a lot if I’d managed to move the relic just a few inches closer to my lines. Definitely worth a few Scouts’ lives in such service to the Emperor!

Lovell ran a good feint here, putting his warlord out on the flank. I fell right for it, going after him with the Sternguard. They didn’t manage to do much and then of course the Overlord used a Monolith to warp himself into the action, leaving the Sternguard well out of position and out of the fight.

On that note, the big issue here though was a lack of mobility. I couldn’t get the Sternguard back in, and I had a bunch of guys basically dedicated to camping out around the bunker. I should have basically abandoned that from the start of the game and started running dudes toward the relic. Similarly the Sternguard and Scouts should have just piled into the center and in hopes that the Marines would win out in the massive scrum likely to ensue.

Bring Me Their Flesh!

All in all a good game that Lovell won outright through steady substantial attrition of all my forces in position to really threaten the relic. We’ll just have to see how the Maynarkh fare when I switch to my all-Librarians army!

Again, a few more photos are in the Flickr gallery.

Oh my! All that noise! All that racket! I hope they don't notice me poor little gubbins!

Oh my! All that noise! All that racket! I hope they don’t notice me poor little gubbins!

Infinity: PanO First Group

To Infinity, and beyond!

Starter box reunion.

Starter box reunion.

I finally finished off my first set of Infinity dudes & dudettes. I wasn’t super happy with the test model, but now with the whole squad done and bases finished I’m stoked about this scheme and style. Looks good, not at all like my 40k models, fast to do.

Teutonic Knight and Magister Knight front.

Teutonic Knight and Magister Knight front.

Teutonic Knight and Magister Knight side.

Teutonic Knight and Magister Knight side.

Teutonic Knight and Magister Knight back.

Teutonic Knight and Magister Knight back.

Colors are exactly the same as the test model:

  • Primer: Army Painter spray white
  • Armor & Head: Averland Sunset x2, wash with Casandora Yellow
  • Body: Ceramite White; pick out pads, holsters, and straps with Dheneb Stone; buckles with Leadbelcher; wash with Seraphim Sepia
  • Gun: Midnight Blue, pick out cartidges and barrels with Leadbelcher, wash with Nuln Oil
  • Visor: Midnight Blue, Enchanted Blue centerline
  • Base terrain: P3 Ordic Olive, flocked and shrubbed, washed with Athonian Camoshade
  • Base rim: Abaddon Black

The Casandora Yellow shade/wash on the cloaks is kind of tricky to work with over the Averland Sunset. You either wind up with too much and it pools all over the place, or not nearly enough and it’s barely visible. Definitely more subtle and less clingy than the darker GW shades like Seraphim Sepia, Agrax Earthshade, or Nuln Oil. For example, the sniper has a neat detail on the interior of the cloak, where it’s made out of hexes. Given that it was the interior and could be darker I hit that with Agrax Earthshade as well to emphasize the detail a bit more, though it’s still not very prominent.

By and large I am definitely not up to the level of detail on these models, or at least it would take me extreme amounts of time and frustration to really match it. For example, the eyes actually have very distinct shaping to them. It’s so faint though that you can easily unintentionally or intentionally blow through it and paint over the recess, which is I what I did here, consciously, to make a single visor look. The models do still look amazing though if you just pick out some details and match up a good wash.

Three Order Sergeants and a Specialist Sergeant with Sniper Rifle.

Three Order Sergeants and a Specialist Sergeant with Sniper Rifle.

Three Order Sergeants and a Specialist Sergeant with Sniper Rifle, front.

Three Order Sergeants and a Specialist Sergeant with Sniper Rifle, front.

Three Order Sergeants and a Specialist Sergeant with Sniper Rifle, back.

Three Order Sergeants and a Specialist Sergeant with Sniper Rifle, back.

Now to get this group on the table!

40k: Scouts!

These guys have already seen a fair bit of table time and battle report photos, but I finally took some gallery photos:

All together now!

All together now!

Kingbreakers Scout Squad 1 were done the night before Redcap’s May tournament. And by “night” I truly mean the entirety of a long, long night… Definitely worth it though, I’m extremely happy with how these guys came out, and they look great on the table. They’ve gotten prime placement in all of my recent battle reports. In-game value be damned, Sniper Scouts are totally worth having just for the iconic battle report imagery of a bunch of rifles pointing out of a ruined facade or wreckage.

The Sarge.

The Sarge.

Looking the other way.

Looking the other way.

The only real variance from the standard Kingbreakers paint-up is that the legs got heavily drybrushed with Bleached Bone rather than edge highlighted. That shifted and lightened the color a bit from the underlying P3 Hammerfall Khaki, but that differentiated them better from the Dheneb Stone cloaks as well as the power armored Marines, both good things.

Snipers!

Snipers!

Looking every which way!

Looking every which way!

I took legs and the missile launcher torso from a bunch of regular Scouts I have from a Battleforce Box and magnetized them as well as a sniper torso to give me a sixth guy and the option between the two weapons.  The missile launcher pose is pointing downward pretty hard, but that actually works well since they frequently wind up perched up on some balcony or ruin top.

My legs! My legs!

My legs! My legs!

Heavy business.

Heavy business.

Normal Scouts are kind of funny looking, the bulky proportions throw them off. Sniper Scouts though look much more reasonable, I think because the heads aren’t as large. Both have grown on me a lot though. Fortunately I think infiltrating is going to be more important in this edition, let alone cheap and plentiful troops, so I expect to be able to use these guys a lot.