Tuesday, 22 June 2010

Finally!!! Another army showcase!

YARP!

It's the turn of the Chaos Daemons. Cos the method of putting the pics up is, well HAPHAZARD to say the least, I have thrown them in in no particualr order.

Alot of these models featured in older army showcases ( ie the nurgle Daemons) but they have since decided that the the relative codex is pants and banded together (nuff said on the nerfed out CSM Codex.)

So, in no particular order I give you the hordes of the fickle powers!

MMMMM Daemon Prince of Slaanesh.
SWEEET model, converted more and repainted to match the other Slaaneshi daemons in the army. This guy is actually a HEAVY SUPPORT option. Go figure...

Classic Bloodletters. Rebased from the old Black legion army to fit in with the daemon army. Sweet! One of the 5 troops choices in the army, and assault specialists!

Good ole Plaguebearers. Bit slow, but hard as coffin nails and difficult to get rid of. Even with Bleach...
Army general and centre piece is my great unclean one. Mr Smelly himself, and a close personal friend of the tramp that never EVER removes clothing for any reason at all, including the toilet (sniff sniff...)


In the elites slot I have 2 fiends of slaanesh. Fiendishly tricky to put together, but painte din gaudy colours they really leap out at you. Fast and deadly!
More troops! Daemonettes no less. Fast moving, agile and beguiling, these girlies are not to be underestimated. They are well killy!

New look bloodletters. Nice and red! Their hellblades I painted in brazen brass- favored metal of the blood god.
For firepower in the army I got me some horrors of tzeentch. NIGHTMARE TO BUILD. NIGHTMARE TO PAINT. Games workshop dont do pink, apparently. My tentacle pink had dried up, so when I reached for the trusted model shop, I was let down. Still, like any decent painter type bloke, I mixed my own and raised a stubby middle digit to the workshop in triumph!!! LMAO.


The army is as it is, and it aint likely I'll add more to it. I didn't like painting the models much (apart from the Unclean one) and there aint much scope for conversion here either, which is unusual for chaos.
In game terms they are unpredictable due to the summoning and only half the army turn up etc. which I find infuriating.

Thursday, 10 June 2010

Traitor Guard- Musings on the New look list

New look list?
What?
Yep, that's right, I've been looking at the list and trying to figure out ways to represent specific unit types and models in the army, without losing the "guard factor"
Here's some of my thoughts, plop in some remarks and gimme the lowdown on your take of them...


HQ

Company Commmand squad- as per codex, complete with regimental advisors (after all, chaos fleets will bombard, they will have some sort of warp tainted astropath and traitor regiments would surely have access to some sort of ordnance support)

Lord Commissar- NAH! Replace that with a Chaos Space Marine Character. Maybe a deamon prince or a sorceror.
Failing that, Model to represent some sort of oratory maniac with same rules as the commissariat models.

Primaris Psyker- Yep, as per codex, but obviously all chaosed up and bonkers!

Ministorum Priests - Cult Fanatics, same rules and weapons

Techpriest Enginseer- YEP, as per codex, but all chaosed up!



ELITES

Chaos Ogryns- Heheheheh!

Psyker battle squad - as per codex, but chaosed up

Storm trooper squads - Nope. Replaced by chaos beastmen. Same rules as codex, just beastmen instead. Strength 4 and bizarre warp weapons (same effect as hotshot weapons). Will NOT respond to orders from command units.



TROOPS

Infantry Platoon - as per codex, but instead of commissars, using chaos space marines. Same rules as commissars and same weapon options, just a chaos space marine instead.
It just made sense to me that the guardsmen would do as they were told out of a mix of fear, promise of rewards (that never come) and the sheer size and brutality of a chaos space marine.

Conscripts - replaced with the plague zombies. Same points and stats, only slow and purposeful, fearless and feel no pain rules.

Veterans - as per codex

Penal legion- done away with. It just aint likely that the lost and the damned have a penal system (huhuhuh said penal...), rather more of a bang your dead, sacrifice, slavery sort of system...



FAST ATTACK

Sentinels - yep

Rough riders - yep, only on chaos beasties

Hellhounds- yep

Flyers- NOPE. Too hitech, and not enough techies in the traitor legions to maintain. Flyers captured are stripped for weapons, ammo and intel, as well as the odd sacrificial pilot or 2...



HEAVY SUPPORT

Leman Russ - Standard, demolisher, exterminator, eradicator, punisher. The others are rare variants now and so it would stand that they are well protected by the loyalists and steps are taken to ensure purity of the machine and its crew as part of maintanence rituals.

Ordnance- Basilisk, Griffon. The other types are rare and well preserved by the loyalists, and the legions of chaos would tend to use their own warped and strange equivalents.

Hydra Battery - as per codex

END

Well, that about covers everything I guess- except for the ADDITIONAL EXTRAS!

Additional stuff:
Daemon Squads- summoned into play by standards, which are chaos icons. As per chaos daemons codex troops options. Counts as troops, but doesn't use force organisation slot.
Daemon squads will NOT respond to orders from command units.

Chaos Spawn- Counts as elites, as per codex chaos space marines.

Chaos icons- as per codex in terms of rules for ld tests etc, only can be used as focal point for summoning. ANY SQUAD may be issued with a chaos icon for 5pts. The icons may only be used for summoning and have no bearing on orders or ld test benefits.

Well, that's it!
Tell me what y'all reckon.

Wednesday, 9 June 2010

To Arms!! A rather short battle report!

Yup, that's right! I played a battle without having to traverse the county!

AGAIN No pics- Sorry!

Turns out my nephew is inching towards the hobby! He did say he liked the look of LOTR, but I offered him a chance to play 40k with one of my armies and see if he liked it. All GW games use a similar system when it comes to tabletop wargaming, which is why they work so well.
Anyway... YER goes:


Nephew picked Eldar for his army, based upon the generalisation that they are fairly quick with good basic troops, great leaders and some interesting specialist troops and vehicles. He was offered the option of CSM, guard or eldar and each one was generalised to him so his choice was (reasonably) informed.

As I am thinking along guard lines, I though it was a good opportunity to play the necromundan guard army.
I didn't want to overcomplicate his first ever 40k game with special rules for characters and wargear, so we both kept it nice and simple.
I said that 1000 pts was a good base to start from (though it later proved too much in terms of time frame) and so these are the forces we picked:


ELDAR

HQ- Avatar
Elites - 5 Howling Banshees
Troops 1- 8 Dire avengeres with exarch packing a diresword and shuriken pistol
Troops 2 - 15 Guardians (storm squad) with fusion gun and flamer
Fast Attack 1 - 6 Swooping Hawks
Fast Attack 2 - Vyper Jetbike with shuriken cannon
Heavy Support 1 - 3 Dark Reapers with exarch carrying shuriken cannon
Heavy Support 2 - Wraithlord with scatter laser
Heavy support 3 - Fire Prism Grav Tank

Now, for a first timer, and given the general hints and tips I was giving him, this army aint alf bad. He's got himself a cheesey leader with good special effects for the troops, some nasty firepower elements, a large assault squad and some good quality specialist troops. A healthy mix of speed and firepower. Nice!


GUARD

HQ- Company command squad with body guard for the officer
HQ- Ministorum Priest
Troops 1 - Infantry platoon with commisar, heavy weapons sqaud and 2 infantry squads
with heavy weapons and a platoon command squad
Troops 2 - Veteran squad (ratskins) with camo cloaks
Fast Attack - Armoured Sentinel
Heavy Support - Leman Russ Battle Tank

My Loyalist guard army is limited in its options at present, but I knew I had numbers on my side here, along with ole reliable, the leman russ!
After rolling on the various tables in the book, we were to play annihilation scenario, using spearhead deployment rules.

We only got to play 2 turns out of the 4, which was a shame, because as usual things were getting good when it was time to clear up!

The action summed up:

Nephew launched a strong flank attack with his Hawks and vyper, which my company command squad was getting hit hard, but (barely) holding the line. In the centre, things were faring a little better thanks to the infantry platoon and the vehicles pouring fire into the banshees, wraithlord and the avatar (who ran to the flank for cover after suffering 2 wounds from heavy weapons fire!) The banshees were wiped out before they could assault the line, but my leading infantry squad were battered by the wraithlords firepower and the Dark reapers.
On the opposite flank, things were porgressing much slower, with the veterans assisting with the centre's firing before pouring some shots onto the dire avengers.
The fire prism managed to vaporise the sentinel, and the commisar executed the cowardly lieutenant and held the line in a brutal attritional assault with the guardian storm squad.

At the end of the second turn, it was time to clear up. The winner was decided on "kill points" which were allocated per unit and per vehicle. Final score was 1:1, but it was such a shame that the game had to end there.

The assault in the centre was getting interesting as more units joined in from the guard lines, and the opposite flanks were starting to close in for inevitable hand to hand fighting over barricades and ruins.

Looking at it now, I think the eldar would eventually have overrun the guard, mainly due to their speed and better quality assault troops. That said however, the guard army firepower was potent enough to drive the Eldar's main offensive beastie back and give my nephew thoughts of how he could bring him back into play, and the centre was holding really well thanks to the commissar and the priest


Overall:
Great game! My nephew had fun playing, and is now torn between 40k and lotr. He really liked the eldar too, which I think is nice, because almost everyone goes for marines first!

The armies were too big for the time frame we had to play in. 4-500 points would have been quicker and easier, though we would have lost out in terms of tanks and hard stuff. Still, he got to see how lots of different weapons work in play, along with assaults and difficult terrain rules. He didn't make the most of the fleet rule, but then again it was his first game and he did really well.

We talked for a while later about warlocks and their abilities, as well as the benefits of jetbikes etc. And I gave the advice to "start small." The hobby has just got a little more expensive (check the website) and a 12 year old on pocket money needs to be shrewd about his purchases, as do we all now...

As for me, well, guard..... tanks.... stormtroopers.... sentinels.... traitors...chaos...daemons...

Wednesday, 2 June 2010

WOZON!?!?!?!

Well, back again!
Still no pics for all you folks gaggin' to see what the twisted mind of a chaos freak has concoct6ed (YET) I'm afraid...

News:
ON the news front, the daemon horde has grown a bit in size, and will probably stay as it is until the rumoured plastic plague bearers and horrors pop up.
It now includes a second unit of bloodletters and 2 fiends of slaanesh. Sweet! I'm in the process of painting them all up now, so watch this space for future pics.
The daemon army is just a sideline really. I'll add bits and bobs every now and then, but doubt it will ever swell to the size of some of my other armies!

I am toying with a chaos space marine army for slaanesh too. I like the sonic weapons and the initiative boosts. I just struggle with he pink...
Again, it'll just be a small army of the bare minimum stuff. 1HQ 2 troops, and 1 each of elites, fast attack and heavy support, with a few tanks chuicked in.

The biggest idea to explode into my skull from the warp lately has been expanding on my traitor guard army. I just love the idea of it. It needs more heavy weapons and vehicles really, as well as a beefy character to add that ouch! factor to the force.
I'm thinking along the lines of using the commissar lord rules to create some sort of heretical overlord/ orator for the army, which is nice...
There's also the topic of regimental advisors.
I plan to accomodate this using suitably converted models, but in game terms they will be as per the guard codex. NICE.
The army also lacks elites options, and yet again I have been considering this a little. My thoughts were to simply use chaos space marines at first, but the latest ideas of chaos ogryns, or even storm trooper equivalents and even a heretic techpriest with servitors have been buzzing about in the brain.
As for tanks and vehicles, more leman russ, ordnance batteries and sentinel squadrons all spring to mind, along with heavy weapons squads and special weapons squads to cause more problems.
Again watch this space (it'll probably be something else entirely next week...)

ON the home front - NEW CAR!
Its red (so naturally it goes faster) and shiny (for now at least) and I likes it a lot!

Note for my buddy bl0ke:
We need to pester the women for their weekender again. I will not allow momentum to be lost! We had our turn, now they must take theirs! (plus there's always the chance of some little games to be had! And beer!)

Adieu amigos!

Wednesday, 28 April 2010

Changer of the Ways...

Well, guess what? lol
I only went a reverted to type and stuck with chaos!
This time though I went and got the chaos daemons codex, along with some daemonettes and some pink horrors.
Traditionally, I have hated painting daemons, so this army will be both annoying , challenging and rewarding all at once for me!

Army look
Well, no pics yet guys (you'll need to wait for the showcase) but the army features quite a few models I already had, as well as a few new additions.
The army is currently led by by Great Unclean one ( yes a real life proper Nurgel daemon- finally) and features 1squad of daemons from each of the 4 powers, along with a Slaaneshi Daemon Prince.
It comes to somewhere in the region of 1000pts at the minute, so I don't plan to add much more to bump it up to 1500 points.
The plan is to add to the existing daemon squads, add a couple of fast attck and elites choices and a second HQ choice to complete the force, though that soul grinder model does give me the chills...

Other news
Well, I went into Games Workshop (as we saddos are wont to do) and was approached by the store manager, who asked me what I was playing at the minute etc. Poor bugger. He got BOTH BARRELS from me about how cack the new Chaos Space Marine Codex was. He was taken aback at first, but then kinda tried his best to placate me over my issues with the new edition. I have already ranted, so just look back a couple of posts and you'll see what I am on about. He was shocked when I said that 20 years of collecting, painting converting and gaming were thrown down the tubes by the book, but offered advice on how I could use the new codex slightly differently to my advantage.
I have taken the advice on board, and the Chosen of chaos will return to action and we'll see how they get on.
I did also state that I thought it was utter tripe that there are Chapter specific codexes for Loyalist marines. Why doesn't chaos have that? Surely there legions of traitor marines had their own style of combat and warfare, as well as cultural individuality. I ended up demanding that there should be legion codexes for Iron Warriors, World Eaters, Emperors Children, Death Guard, Night Lords, Alpha Legion and Word Bearers, with Black Legion being the "vanilla codex"
This again started the ole juices spinning away....

Deano's Death Guard Codex.
Yup, that's right! My very own codex for my very own legion.
It wasn't that difficult to come up with ideas and points values for the different sqauds on offer either.
This is what I have so far:
All independant characters MUST have the mark of Nurgle.
Infantry squads may not take any heavy weapons AT ALL. Special weapons only.

HQ
The Only Special Character on offer is TYPHUS
Summoned greater daemons MUST be great unclean ones, as per codex Daemons, though they still dont use up an actual HQ choice from the force selection chart.

Elites
Chosen Plague Marines- 26 pts each. May not take heavy weapons, but are plague marines that can infiltrate.
Plague Marine Terminators - 46 pts each. (vanilla terminators cost double vanilla marines, so this pv is double the cost of a plague marine) Same options as per codex csm, but may not take reaper autocannon. Terminators feel no pain, are fearless and carry blight grenades, along with the +1T for being nurglesque. Icons that are carried are personal icons, costing 10pts.
Possessed- As per codex. Models suitable converted as Nurglesque. Also feel no pain. 30pts each instead of 26 to account for this.
Dreadnought- As per codex, but "slow and purposeful"

Troops
Plague Marines- as per codex
Nurgling bases - as per codex Daemons
Summoned daemons are plague bearers, as per codex Daemons, but they dont use any force chart selection choices. In game terms they still count as troops and can seize and hold objectives.

Fast Attack
Beasts of nurgle - as per codex Daemons
Plague marines in a rhino- up to 2 squads mounted in rhinos may be counted as fast attack choices. In game terms, this would mean that the amry could potentially have up to 8 troops choices.

Heavy Support
Plague marine Havocs - as per plague marines, but up to four marines may exchange weapons for special weapons (assault weapons) instead of 2.
Obliterators- only up to 1 squad
Predator- as per codex but may be fitted with sponsons armed with heavy flamers for +30pts.
(I always like to think of them as more of a kinda "pus sprayer" sorta thing)
All other options as per codex CSM

PLEASE GOD TELL ME ITS FAIR AND LET ME USE IT!!!!

That's it for now though. When I got more to show and or tell, you'll see it here!

Wednesday, 21 April 2010

Aaaaaaaaaaaaaaaaaaaaaaaand- RELAX!!

Wow! That last post was bleak!
Let's bring back the positives again:
Weekender- YAY!!
BEER- YAY!!
Great small games- YAY!!
KEBAB-YAY!!
Time well spent with good friends- YAY YAY YAY YAY!!!!!

NEWS FROM THE RECRUITMENT CENTRE...

Well, the Ultramarines force has doubled in size! It now has a scout and and a chaplain! Eventually the plan would be to build a proper battle company as per the old space marine codex back ground info shows.
That means:
HQ- Captain, Chaplain and Apothecary
Troops- 6 tactical squads
Fast attack - 2 assault squads, bikers, land speeders
Heavy support - 2 devastator squads, land raiders
Elites - Dreadnoughts

So sayeth the book!

In game terms I think I can elaborate a little:
HQ1- Captain with command squad, including apothecary- options for terminator armour and maybe some sweet conversion work... in either a Razorback or some sort of Land raider.
HQ2- Chaplain and Reclusiam command squad- again scope for comversion with robed marines in black power armour with Ultramarines chapter markings (that actually made my mouth water lol)
Elites- Venerable and Ironclad dreadnoughts, plus techmarine with servitors in a razor back.
Troops- 6 Tactical squads in rhinos. Again I could always swap out tactical squads for scout squads for different games.
Fast attack- 2, 10 strong assault squads with lots of weapon variations included.
Also worth considering removal of back packs and placement in transports as a tactical option.
third choice is a toss up between 3 land speeders opr a bike squad with an attack bike...
Heavy Support- 2, 10man devastator squads in rhinos and a land raider. But that said, I would still like to throw in different tanks every now and then for flexibility and fun.

What does it mean for the collection? I hear you cry!
Well, it means hours of work, it means loads of dosh and it means years to complete.
My plan to start with is to have:
Chaplain and Command squad in Razorback
Dreadnought
Tactical Squad in Rhino
Scout squad
Assault Squad
Vindicator
Along with anything else to make it up to 1500 points.

I am also at the stage when I am thinking about dropping the whole idea and just getting more chaos stuff, like raptors, daemons (including codex), vindicators and defilers, not to mention more rhinos and bikers. Perhaps combining the chaos daemons and csm codexes would yield more character in my forces...
I do dislike the chaos codex, but perhaps there is an element of distrust and I am not used to it yet, I don't know. Perhaps I need to simply persevere and hang in there.
The prospect of noise marines has been appealing to me of late too, and I like the thousand sons rules for marine killing bolter ammunition...

Or even dropping THAT idea and getting something completely different, a step away from what I am used to, like 'nids, necrons or even Orks.

Sooooooooooooooo torn!!

The weekend's events have really turned the juices of imagination up to full power, and my mind is racing away with ideas faster than I can write them down. That invariably means a lot is being lost in the ether between skull and writing arm.

I may even try and bribe the missus into gaming with me (small patrol games only) just to keep in practise.
The major thing that sticks in my head was rolling 41 dice for assaulting troops in the big finale. It's one of the reasons I play and keep playing. There is just something about rolling a shitload of dice, hearing the clatter as they roll and watching your opponents face as you pick out the misses and hits that makes 40k and warhammer some of the best games on the planet. That and almost every time you play, it's different.

Well, this happy gaming addict is off to ponder at the games workshop site for even more ideas(!) and maybe the plan for Ultramarines will fade and be replaced with more chaos, who knows?

Tuesday, 20 April 2010

Mixed Musings of the Weekend

Wow! MonuMENTAL weekend!
Loads of beer and kebab.
Loads of Gaming? Not quite, but it was our first sortie into an unknown place, and I think it worked out ok in the end.

My first game was a bit of a classic tussle as the Necromundan 10th took on elements of the Black Legion.
It was 1500 points per side, and here's a rough idea of what I chose:
HQ
Company command squad, including medic and vox caster with regimental standard. Ialso kitted them out with carapace armour for a little survivability.
Ministorum Preacher with las pistol, chainsword and rosarius.
Elites
Ratling Snipers squad.
Troops
Infantry platoon with las cannon heavy weapon squad, 3 commissars, heavy bolter, autocannon 2 melta guns and a plasma gun. (Platoon command and 2 squads, plus heavy weapon squad). The 2 infantry squads I also stuck in chimeras, just for that element of extra punch from armour.
Fast Attack
Armoured sentinel
Hellhound tank
Heavy Support
Leman Russ
All came in at 1500 points! For guard armies, you always get plenty of troops for your points!

My opponent, a buddy of Nick and Dom's called Kieran, fielded the following (apologies to Kieran if it's spelt wrong!)
HQ
Kharn the Betrayer
Greater Daemon (Bloodthirster Model, but not used as one)
Elites
2 Dreadnoughts
Troops
Chaos Space Marine Squad
Thousands Sons Squad
Heavy Support
Defiler
2 squads of 4 obliterators

From the battles supplement we picked a scenario that used control of objectives to determine the winner, and we had 5 to scrap over!

As an experienced chaos player from the days before yore, I knew that my trusty guard were in for a tough scrap, and that assaults were going to be brief, bloody and bad for my guys!
Deployment was easy for the guard. I positioned my objectives and set up a classic "firing line" with chimeras in the centre and on my left flank the leman russ. The right flank was occupied by both the hellhound and the sentinel. My plan was simple- shot the enemy to pieces before I got cut to shreds in assault, unless I could be assured of victory in an assault, I wouldn't be risking one.
Kieran set up his army with the dreadnoughts in the centre, Kharn and the chaos marines on his right flank and the thousand sons on the right flank. The defiler placed behind the dreadnoughts and the obliterators in reserve to deep strike (gulp).
I had a bad feeling in my guts about this, but I had trust in my troops, and knew that my heavy weapons teams would be busy...

The game flew by in a flurry of turns, and I don't recall too much of the detail (that could be a beer related memory failure...)
I do recall that my leman russ fired its battle cannon relentlessly, accounting for all but one of the chaos space marines and took out Kharn himself! Mind you, slaying the betrayer cost me the tank itself, which was a hard thing to bear for such a remarkable bit of tankmanship...
My snipers also caused some grief for the thousand sons and attracted considerable fire from the chaos units, allowing me to cause more mayhem with my guard squads.
The hellhound tank also served the emperor well, slaying a greater daemon and several thousand sons marines!
I think the units that did the least were probably my guard infantry squads, whose lasguns had little or no use against the armour facing them.
I hopefully used the guard orders rules to good effect too and it was good to see that the guard are now more balanced thanks to the new rules in the codex.
I was nearly undone by the obliterators, who used deep strike to appear directly behind my firing line and began cutting me to shreds in short order. Kudos to Kieran for good use of those guys!
The game finished with evidence of my costly error!
My army was way more intact than kieran's, but I only controlled 1 objective, as did Kieran. I actually left one objective to launch a suicidal counter- attack the obliterators! With one turn left!
So the game finished with 1 objective a piece, 2 contested and one left all alone (nice one Deano, what a dufus!!).
Great game though, which swung in every conceivable direction until the final, and I think fairest conclusion.
Both sides made tactical errors, and a few dodgy judgement calls at critical times by both of us nearly cost us the game!
I was really impressed with the way the guard performed overall though. They were a bit static, true, but the withering hail of lasgun and heavy weapon fire really did take its toll, particularly with effective fire from the vehicles.
I felt that Kieran may have tried to slug it out toe to toe with my guardsmen with firepower. His firepower was effective, but if his troops had advanced as well as fired it may have been a different outcome. Saying that, he only had two scoring units on the board with his marines so his best hopes lay in the attack of the obliterators to contest objectives and his dreadnoughts mowing down guardsmen.
Hopefully we both took a lot from the game in terms of tactical development. Nice one Kieran!

Saturday
Saturday consisted of me going BLEUGH a lot and being jaded and miserable. This was mainly due to the beer the night before, the poor diet (lack of food) and the crud night's sleep I had. I was also hearing all about the special characters from the Blood Angels Codex and the Space Wolf codex, and noticing that the Chaos Codex had nothing even remotely comparable ( more of that later).
The day started off with a good ole game of space hulk against Liam, Dom's li'l bro!
The game was the first scenario, with the simple (!) task of of reaching a room and flaming it. Oh wait, I forgot about the zoggin genestealers!
It wasn't too difficult though. With extensive use of overwatch on the corridors, I cut off possible lines of assault and cut swathes of stealers down with precise storm bolter fire. Sweet!
A win for the marines on the hulk!

Last business for the weekend was the Apocalypse game.
I will admit I got a right monk on when all the special characters started hampering the special abilities of my leaders and my troops capabilities of deep striking. It was really frustrating as I simply couldn't even get involved in the game, and it seemed as though whatever I tried to do in the game, there was a special character with a special rule that either slowed me down, prevented me from doing something or simply wiped the floor with me.
The chaos codex was failing me, BADLY, and the Games workshop staff seemed to be favoring the Blood Angels chapter a little too much for my liking.

I remember commenting halfway through the battle that there was no way I could win the game.
I was told it wasn't the right attitude, and to an extent that's true. However, the game seemed very VERY one sided towards the Blood Angels, and the only person at fault was the Games Workshop Blood Angels ass kissers.

Now, I'll take nothing away from a game where my troops cannot do anything except drop like flies. And I was determined that the only way I would ever make any progress from the game was to hit the special characters with everything I had. So I did, and with help from Liam's Salamanders we began to make progress. But it was too little too late, as the marines of the space wolves and blood angels simply swept my chaos troops aside with yet more special abilities and firepower that I simply could never hope to match.
That's right- MORE special characters, MORE special rules and ALL Blood Angels!

We nearly salvaged a draw in the end, thanks to late arrivals from deep strike troops (by luck) and daemons, but were undone by time more than anything. I still believe though that it was a game that was nigh on impossible to win from the outset, and it was all due to the inconsistency of GW to create forces that square off against one another to give truly exciting, gripping and fulfilling games.

Aftermusings
I'll take very little positives from the last game, but all credit to Dom, I really do mean it. He knew his characters were hard, he knew his codex was meaty, and he played his army to its strengths. Just like I would do, and have done in the past. His plan was coordinated well with Nick's and they took the fight to me. I pretty much gave up on the game early on and should really have just conceded to allow us to play better smaller games until clear up time, instead of enforcing a foul mood on proceedings. Apologies to all for that, I was a gimp and it was out of character. Next time I will concede to allow for small games to be played rather than spoil what should have been the climax to an awesome weekend. BE WARNED!!!

I also tried to make the best of a dire situation, and several of my squads in play managed to give a good account of themselves in the end.
The Space Wolves were also a major thorn in my side with special rules to prevent and hinder deep striking from their psykers, not to mention loads of land raiders!

THE ULTIMATE RANT OF A MAD B****RD
The game left me hating the chaos codex. It's crap. Abaddon no longer has any shooting abilities despite the Talon of Horus (traditionally speaking) being a lightning claw with a twin linked bolter on the back, and his sword being a daemon weapon. Now the whole shebang counts as a daemon weapon. Yes it confers strength and power weapon abilities on him, and gives him bonus attacks, but that's it that's what the sword did in the previous edition. His profile isn't that awesome any more and the only thing he kept from last edition was his 4+ inv save. Utter poop.
There are numerous other problems too. Daemons are now generic for the codex, so in order to have deity specific daemons, you must purchase the daemons codex and add them as allies. PANTS.
You want a small squad with just a heavy weapon? Not possible for troops choices any more. Now you have to have 10 models to achieve that, so gone are the days of small tactical fire support squads of 5.
Fast attack? Only 2 options (you can't count spawn as fast attack, they aren't fast- that's a clue GAMES WORKSHOP) and although I love my bikers ( I do, honest) and think raptors would be cool in my army, there is nothing else to add. What happened to furies?
Heavy support? Finally some good news! Vindicators have been added! And defilers have fleet of foot rule. Obliterators are cheap for the points too.
There the good news ends, especially if you like to play Iron Warriors. No Basilisks. Obliterator weapons have been cut right down.
You can no longer field armies that are power specific, like death guard, without fielding generic tat that doesn't fit. My Death Guard Terminators aren't plague marines any more. They are vanilla chaos terminators with a nurgle icon. PANTS. If you want plague daemons- can't have em without using codex chaos daemons. PANTS.
The old codex allowed for all of this. With fewer pages, better wargear and even advice on how to build deity specific armies.
The new codex has robbed me of £15, wasted all my (MANY) years of carefully selecting and modelling my own "perfect force" with great conversions agonised over and then even let me down in battle. I feel genuinely cheated on every level. Especially when I come up against opponents in a large battle with equal points values and find that the balance is anything but even. ROBBED, CHEATED and then INSULTED.

I am building a new force now, and that means going into GW Plymouth to make purchases. I hope the staff are ready, coz I am one disgruntled Chaos Player.
It was at least comforting to see I am not alone. Dark Angels Codex, when compared to codex space marines is apparently no different. ROBBED CHEATED and then INSULTED.

I am also permanently put off from playing apocalypse games. Too many points, unbalanced forces and not enough time. The special rules sections in the book are confusing and pointless, and unless you have divisions of troops and specialist war machines and tanks, it seems pointless playing.
I was told that the chaos armies really do well in tournaments. Perhaps that's something to do with no special characters...? It's the only way the playing field is truly level.
Positives:
I have looked at planet strike, and I liked that- mainly because time has been spent making sure forces are balanced, which makes for excellent gaming, and the battle report looked like a fun day of gaming.

So, rant over. Conclusions?
Chaos CODEX- shite
Blood Angels Codex-Special Characters are TOO GOOD (game spoiling)
Apocalypse Games- STOOPID
Guard- Great (finally)
Space Hulk- same as its always been- good fun to play for an hour, any longer and it just drags.
Planet strike?- Looks promising
Cities of Death- I'll have to wait and see on that score.

Apologies for seeming miffed folks, but at least this musing is honest, which I will always try to be.

IN THE END
Massive thanks to Nick, Dom, Liam, Kieran and Rory for coming over and joining in. I really hope you had a good time and next time will be better. I will be reluctant to partake in any apocalypse games though and need SERIOUS convincing...
EVEN MORE MASSIVE THANKS to the long suffering WAGS of the gaming fraternity, who allowed grown men to play soldiers for a weekend whilst they watched carefully over their respective broods.
EQUALLY MASSIVE THANKS to the committee who allowed us use of the venue, without all these things coming together, the weekend would never have been possible, and another thanks for Nick- Bl0ke it was great to get together again and just do our shit. Brought back fab memories of yesteryear and brought hope of good times (and beer) to come. Top job on getting the venue authorised.

Remember, Dom and Nick also have their own blog thingys running. Check em out for pics and their take on the weekend (hopefully it aint so negative as mine was on the apocalypse front)