Wednesday, 11 July 2018

Blood Pact: "Pask" ready for battle!

 Ave Dominus Nox!

Another Tank commander is ready to fight under the Blood Pact colors. Let me present you my version of Pask in his Leman russ with lots of plasma cannon. he is now ready to lead the tanks of the host to victory against the Imperium, xenos and follower of other warlords in the Sabbat Worlds. If needed, I can also use this model as a simple Tank Commander or even just a standard Leman Russ.

Like the other members of the Blood Pact, his Leman Russ is old and hardened by battles. Some fresh paint or just more bloods from slaves may be useful.

I will tried a new method to do my free hand marking for this tank and I hope the result will be better than the two previous tanks. I will have two other hellhound to train before I do the marking of the Shadowsword, it lets me some time to continue improving my skills.

Monday, 9 July 2018

Blood Pact: Scout sentinel ready for battle!


Ave Dominus Nox!

My first scout his ready for battle, like my Leman russ, I will be able to change his weapon depending of my needs. At the moment, I will use him with his multilaser and a hunter-killer missile.

Rather than doing some free hand on this model, I tried to engrave a chaos symbol directly on him, the result is not as good as I think it can be. It was a first try and I will have opportunities to improve this kind of stuff.

I think in the near future, I will add two other sentinels to this squad maybe one with heavy flamer to manage troops and the other two with lascanon or multilaser.

Friday, 6 July 2018

Friendly Blood Pact army


Ave Dominus Nox!


During the training last weekend, I meet with another fellow member of the Blood Pact and his truly beautiful army.

 He gave me some really good advices on which bitz to use, where to find good proxies for tanks, which other GW box to use and mix with the cadian guard...


And the most impressive piece of his army was a Hellhound build with pieces from a defiler, necron walker and other stuff he had in stock. Look at this beauty:

Wednesday, 4 July 2018

Blood Pact: Testing my list in a tournament!

Ave Dominus Nox!

I was in a tournament in Belgium last weekend to test my list for the team tournament in less than a month. it was an interesting day despite the heat and the fact that some players were a bit nervous/sanguine when they miss something (it's quite hard to focus on your game when the player on your right in the next table start insulting his opponent).

As a reminder, I use this list [link to the list] and the tournament used the French Wargame scenario [link in french only here] with game length between 2h30 / 2h45 maximum. To be honest, after using them, I think they are interesting for a casual play as a way to change from the usual GW scenario. But for a tournament, they are time consuming and may advantage of disadvantage some army (for example, just by killing my scout sentinel you score 2 victory points, a leman russ: 4...), you need to specifically create an army to minimize the points you give to your opponent.
But as I was not in this tournament to win it, but to train myself (it was only my 7 to 9th game with Astra Militarum), my objectives were:
- Test the list against serious opponents
- Identify the strong and weak point I have to take into account to improve myself
- Not loosing a game with all my army wipe out

Blood Pact versus Thousand Sons

An ideal first game for my test: against a Thousand Sons army lead by Magnus in a table with two 17' length/ 12' width/10' height mountain in the middle of the table. So after the deployment, I was unable to see more than a quarter of the enemy army.

My opponent army:
Magnus
Sorcerer exalted
Sorcerer exalted on disk
Daemon Prince
Tzaangor shaman
2*27 Tzaangor
2*12 Cultists
1 forgefiend
3 Tzaangor on disk with bow

I managed to steal the first turn and that allow me to kill half a unit of tzaangor and the forgefiend. But I missed Magnus on an error on my side: I forgot that I hit him on a 3+ and not a 4+, resulting on asking my opponent to only have 3 save to do rather than 6. And he managed to save it all.
Most of my army did not shoot as I did not see or are too far away.

I did not make this error twice and killed Magnus in my second turn despite the fact that he boosted his save, thoughness and was harder to hit.
In the meantime, the rest of his army advance and try to block my units in close combat, but I managed to avoid this trap calmy destroying them one by one.

At the end of the game (turn 4), only the cultists, the two sorcerers and a dozen Tzaangors were still alive. On my side, the two Hellhounds, one Leman russ, shadowsword, 10 guards and 3 of my 5 characters were still able to fight.

I lose the game 16 victory points against 26 so a 6-14 defeat mostly due to the scenario of this tournament and the big mountain in the middle that only allow me to shoot with pask, lascanon and the shadowsword during my first turn.

Blood Pact versus Tyranids

A second game against a Tyranids, not my first one, but a new kind of list based on shooting rather than rushing in close combat.

His list:
Prince with wing
Swarmlord
Neurothrope
1*12 Hormagaunt
1*12 Termagaunt
5 Ripper swarm
1 Carnifex
2 Tyranofex
5 Hive guard (shooting weapons)
1 Harpy


I played second and take the blunt force of his attack during his first turn. In fact, this game proves the resistance of my list: I destroyed during the first two turns his close combat forces: Prince, Swarmlord, harpy, carnifex and hormagaunt. And I only started focusing his big monster and Hive guard at the third and fourth turn. 

Despite that, I take some damage, and during a quick moment, I fear for a wipe out of my forces. But in the end, only one hive guard and 12 termagaunt stayed on the table versus Pask, shadowsword, one hellhound, my lascanon and 10 guards. With a fifth turn, I am pretty sure I will have clean the table.

Using the tournament rules, my opponent won 12-8.

Blood Pact versus Orks

Last game against an opponent very nice, one of the orks player and counsellor of the Warhammer-forum : Nagz. It's not one of the army I think I will fight in the other tournament, but it still a possibility.

My opponent list:
Warboss bike
Bigmek bike
Weirboyz
30 stormboyz
6 warbikers
6 kommando
15 Tankbusta
6 nobz
1 lobba
1 battlewagon
1 Gorkanaut

About the game, I made an error just at the beginning of the game and it cost me the victory (we finish with a draw): I did not move my scout sentinel with the free movement. As a result, my opponent who had the first turn, warp jump and charged the sentinel and conscript with a pack of 30 stormboyz. And I could not fall back so these guys were a big problem for 3 turns. As long as they did not die, I cannot move as I want with my Hellhound and other tanks.

In particular because of that I had to move one psyker and some guards, creating an opportunity for my opponent to send Tankbusta and kommando in my line. I killed them, but it costed me Pask.

It did not stop me from killing the rest of the army, but with less movement, I could not advance and killed the little lobba who was the sole survivor of the game. It was hiding on the other side of the map behind some walls and a lot of sandbags.

On my side, the 3 hellhounds, a tank commander, shadowsword and some characters were still alive and rushing to kill the two gretchings.

Conclusion

Well, I did not manage to secure a win with the rule of the tournament, but I learn some valuable lessons during this tournament and test of my list.
We will start with the negative points:
- In two of the three games, I made errors that I have to avoid in the future: forgetting to move my scout sentinel and that I hit Magnus on a 3+ clearly impact the game in my disadvantage.
- I have a static army that doesn't move in the first and second turn. That means less victory points if the objectives are not in or near my deployment zone. For the tournament in three weeks, I have to take that into account for each scenario when defining if I will be the first or second defense. 

The positive points:
- I confirm that my list is solid and I was not in a position of been wiped out during these 3 games. As a defense for the tournament with my team, it's very important
- During the target tournament, the game will be played in 4 hours not 2h45 with possibility to go to 7 turns. That means I will have time to do more turn than during this tournament and as you had read previously, if we had played 5 and possibly 6 or 7 turn at least two of my opponent will have been wiped out so victory 20-0 for me.

I will play a game or two in the coming 2 weeks before the big day to learn how to use my army in the best possible way.

Monday, 2 July 2018

Blood Pact: Help me name my tanks (2)

Ave Dominus Nox!

Thank you all for your vote for the name of my first Hellhound, as a result he will be name: Khorne's Breath.

Now we have other tanks to name, and this week, we will name the two leman russ as several of you made proposition to name both in the same time.

So the current proposition are:

- Leman Russ:  
1)Unyielding fury 
2)Tanky McTankface 
3) Big & Gun (one name for each Leman Russ) 
4) Shadow 
5) Thomas

-Hellhound: 
1) Kill Maim Burn 
2) Furea 
3) Frank

Let a comment here with your choice and we'll see which name will be choose for both of them!

Friday, 29 June 2018

Blood Pact: Commanders and Psykers ready to fight!

Ave Dominus Nox!

The Blood Pact needs some officers to command all the troopers and conscripts to battle. They are members of the Pact that have proven their loyalty to the Gaur and eliminated all the other member that can compete the right to command with them.

In the fluff related to the Blood Pact, the following ranks have been defined:
-Etogaur
-Damogaur

Let me introduce you to my commanders of my Blood Pact regiment:

An etogaur, with power fist, a gift from one of the sons of Horus hosts to the Gaur. He gave it to this officer after he did some great deeds (or horrors) for the Pact.

An etogaur with standard equipment. He will lead the Pact during the major engagement of the summer.

A damogaur, with standard equipment. He is specialized in the command of heavy weapon squads.

Also, the Pact is supported by several Gore Mages, acting as Psyker. Let me introduce two of them that are closely working with my regiment:

A primaris psyker, who hide some mutation behind dark glasses and long clothes.

An astropath, ex-trooper of the Pact that manifest some psychic abilities.

With these guys to command the regiment, the first batch of troopers is almost done. I need to work on several tanks and my first tournament list will be full paint and ready for the tournament in July.

Wednesday, 27 June 2018

Battle report: Blood Pact vs Tyranids


Ave Dominus Nox!

My Blood Pact regiment continued his training with a fight against some Xenos: a splinter of Hive fleet Kraken. The foul xenos attack one of the planets under the dominion of the Gaur and we had to move swiftly to protect and kill them before they did some irreparable damage.

It was a game at 1700pts. I played the same list as in my first two games, you can find it here. My opponent list was:

Swarmlord
Broodlord
Neurothrope
2*14 Genestealers
1*27 Hormagaunts
1*3 Ripper swarms
1*10 gargoyles
1*3 Hive guards
1*4 Zoanthropes
1*3 venonthropes
1 Tyranofex (big guy with big canon/flamer)


We played using the scenario "Ascension" deployment "Vanguard strike" . I had the first turn, but my opponent took it from me with a beautiful (or horrible depending of the point of view) 6.

Turn 1

Tyranids: As you can imagine, the tyranids decided to advance right at me. They even run to be able to attack me as soon as possible. Psychics phase concentrated on doing a few smite in the conscripts and nothing was able to shoot my troopers. One unit of genestealers charged and annihilated the conscripts.

Blood Pact: Regarding the big wave of tyranids running to my line, I had to be efficient to manage each treats. First, I advance some of my troopers to be able to create some space to move my hellhounds and tanks. Second, I eliminated in order: the genestealers in the middle of my line, then the big guy (tyranofex?) with heavy flamer. I damaged the Hormagaunt with some of my flamers. Just before the end of my turn, I realized that the Broodlord was in a position of been shoot at with my lascanon and Pask. I did not miss the opportunity and destroyed him right away.

Victory points: tyranids= 2 Blood Pact= 1

Turn 2

Tyranids: All the different units continued their advance to my line. The gargoyles arrived from deep strike in my left flank. Psychic phase almost destroyed my sentinel and several of my troopers were affected by smite.
During the assault phase, the lord commissar and two squads of troopers were killed by the genestealers, hormagaunts and Swarmlord. The hormagaunts managed to impact two Hellhounds. Even if they did not any damage, the tanks would have to fall back to allow me to shoot them.

Blood Pact: My turn started with a lot of claws and fangs just near my surviving troopers. I decided to ignore the big guys of my opponent and focus my fire on the smaller xenos. At the end of the shooting phase, the hormagaunts and gargoyles were killed but one lonely genestealer survived against all odds. I decided to let my etogaur to charge and kill him in close combat. He did the job, but I had forgotten the swarmlord that decided to intervene in the combat and he killed the Etogaur. 

Victory points: tyranids= 5 Blood Pact= 1

Turn 3

Tyranids : With less and less troops, the tyranids continued to attack me. The zoanthropes destroyed my sentinel using smite. The Swarmlord charged my Shadowsword who took heavy damage during this attack (he attacked twice using a stratagem). This mighty tank was wounded and won't be able to do a lot of damage for the rest of the game.

Blood Pact: The swarmlord and his bodyguard were two targets of choice for this turn. The shadowsword fell back so Pask, the other tank commander and the lascanon could shoot and kill these guys. In the meantime, the Hellhound advanced and burned one of the zoanthrope. At the end of this turn, even If I was very far in term of victory points, I was sure of my capacity to kill all the remaining xenos.

Victory points: tyranids= 9 Blood Pact= 2

Turn 4

Tyranids: the last of the xenos started to retreat to score the maximum of victory points available for them. Some of them also tried to hide. During the psychic phase the remaining zoanthrope damaged the hellhounds.

Blood Pact: My troops finally started to advance and killed the remaining tyranids on their way: 3 venonthropes, the neurothrope and 3 zoanthropes. The table board was clear of any xenos, victory for Khrone!

Victory points: tyranids= 14 Blood Pact= 3

Conclusion

As I killed every tyranids, I obtained the victory. But again, I need to be careful. I only scored two victory points if one tyranids unit hid on the other side of the table: I would have been unable to go and kill her.

Next games end of June: 3 games in a row during a tournament in Belgium.

Monday, 25 June 2018

Blood Pact: help me name my tanks!

Ave Dominus Nox!

As announced in another post, I want to give a name to my tanks. I currently have 6 tanks to name:
- two Leman Russ
- three Hellhounds
- the Shadowsword
I am not that good to find a name from my tank, so I decided to use you to help me! Each Monday, I will create a survey for each of my tanks, not all at the same time, and you will choose between all the different possibilities.
To help me even more, you can propose me a suggestion(s) in the comments here and in the future relevant posts. If your suggestion is good, I will add it in the survey and you'll just have to vote.

We will start today and for a week with one of the hellhound. So let's go and vote for your favorite choice!

Friday, 22 June 2018

Blood Pact: Tournament list

 Ave Dominus Nox!

After a few test-game in my local Club and with some friends, i have finalized my list for the French tournament of the year: l'inter-region 2018. I will participate in this tournament with my old team from Normandie, the "Legion Havraise" or "LH" team.

After discussion with the captain and other members, I will play the following list:
PLAYER : Kaleth

DETACHMENT : Bataillon
HQ1 : Company Commander(1*30), Relic of Lost Cadia, [Codex] Grand Strategist [30]
HQ2 : Tank Commander(1*167), 3 Heavy Bolter(24),  (20), Hunter-killer missile (6) [217]
Troup1 : 20 Conscripts(80) [80]
Troup2 : 10 Infantry Squad(40), Sergeant(0) [40]
Troup3 : 10 Infantry Squad(40), Sergeant(0) [40]
Troup4 : 10 Infantry Squad(40), Sergeant(0) [40]
Elite1 : Astropath(1*30), [36]
Elite2 : Platoon Commander(1*20) [20]
FA1 : Hellhounds(0*0), 3x Hellhound(73),  3 Canon Inferno(60), 3 heavy flamers(51) [330]
FA2 : Scout Sentinel(35), Hunter-killer missile (6) [51]
HS1 : 3 Heavy Weapons Squad (18),  3 Lascanon(60) [78]
Total detachment : 962

DETACHMENT : Supreme Command
HQ1 : Knight Commander Pask(1*177), 2 Plasma canon(30), Executionner plasma canon (20), Lascanon(20), Hunter-killer missile (6) [253]
HQ2 : Lord Commissar (1*30) [35]
HQ3 : Primaris Psyker(1*38) [46]
Lord of War1 : Shadowsword(1*390), twin linked heavy bolter (14) [404]
Total detachment : 738

ARMY TOTAL [1700]

This list respects several limitations defined by my team and the tournament. The tournament limitations are:
- 1700 pts
- One battalion + if you want, another detachment (but only one type of detachment can be chosen in each team)
- no more than double similar entry maximum
- same troops entry three times maximum

And in my team, we define that we will play without any double. We know that several of the strongest teams will play with lot of double entries. So we decide to gamble and play without them to avoid fighting against them at the beginning of the tournament. But we know that if we are successful, we will meet them in the end.

Wednesday, 20 June 2018

Blood Pact: Shadowsword ready to be paint!


Ave Dominus Nox!

Let me introduce you something that will be a big part of my host: a Shadowsword with his volcano canon. He will be the piece that will draw the attention and fire of the enemy in my list.

For this first version of this mighty tank, I still have to define his name, I did not put the two turrets with heavy bolter and lascanon. I play this tank without turrets weapons, I will add them later.

I did not add that many spiky bits at the moment, just trophy racks, additional armor plate... I plan to add a second banner with a Khorne symbol and it will be all for the moment. I will use my improving free hand skill to paint some chaos symbols like on my hellhound and tank commander.

And I think you will see it in other pictures, but the tank commander bits will help me to create company commander and a primaris psyker!

Monday, 18 June 2018

Blood Pact: Tank commander ready to fight


Ave Dominus Nox!

 Last week, I worked on several vehicles for my host. One of them was the Tank Commander I introduce you a few days ago. This time, I introduce him again fully paint and ready to fight!
Like my first Hellhound, this tank saw lots of battles and the paint reflect that.
Also, I continued practising my free hand painting of chaos symbols in the hull. Still not satisfied with it, I will continue to improve this part.
As I said before in my other article, standard weapons for this tank would be heavy bolters. I have to finish them.
Now, I have to name the Leman Russ. I cannot just call him LR-001. Maybe during one of my next game he will accomplish something great enough to be name with.