[During my absence from the blog-o-sphere, I was still active on and off in the hobby. In February of this year, I joined a local gaming club, Ordo Fanaticus, in order to participate in their Blood Bowl league. This BatRep was written for and emailed to my friends after each of those games. Periodically, I will re-post them to this blog. --Zorcon]
I faced a Dark Elf team from the Premiership League (the “tougher” league). As of Tuesday, that team was 3rd place in his conference, and 6th overall in his league.
The Dark Elves's team value was over 300k more than mine, which allowed me to buy Grashnak (Minotaur Star Player) giving me 2 Minotaurs and 2 Bull centaurs—a pretty scary line-up. My opponent wins the flip and choose to receive. I kick off deep. Because I had so much strength and was worried about Dark Elves sprinting down the sidelines, I put the Bull Centaurs in the wide zones, 2 squares from the sideline. The first thing I learn is how skilled my opponent is at surfing players off the pitch with his Witch Elves—On his first 2 turns he sent a Bull Centaur off each side line into the crowd, then ran in for a turn 3 score. I found it quite difficult to catch an elf with the Minotaurs plus he has a Agility 5 Blitzer that was near unstoppable from dodging and picking up the ball--No matter how many tacklezones.
On turn 4 I received the kick off . By turn 8, I marched all the way up the field, 2 squares from the endzone. I fell short mainly because I ran out of players. At the end of the half I had 4 players on the pitch. The rest of the team had been pushed off the field and were sitting in the reserve box.
The second half was not much better. While I defended the Witch Elves better and did not get surfed off the pitch, the Dark Elves ran circles around me. They scored again early in the second half and could have scored again, but the player took it easy on me as this was a friendly game. Although I did manage to seriously injure a Witch Elf before the end of the game.
I loose 0-2, cause 3 casualties (2x Badly Hurt (BH) and 1 Serious Injury (SI)) and suffer 1 casualty (BH). Hands down, I was completely out played. But I discovered that the friendly games are truly meant to be more friendly than competitive. Player's plan their friendly games when they need a “recovery” game and it is sort of expected that both coaches will “go easy”. We talked strategy, and the opposing coach let me take back an action occasionally. I will have to see if other coaches follow this unwritten rule in the future.
Monday, May 22, 2017
Friday, May 19, 2017
Tau Color Scheme Test 3
In a follow up to a [distant] previous post Tau Color Scheme Test 2, I have finally decided on a third color scheme for my "Scout" models/units. I had already painted a Sniper Drone unit in this color scheme as a secondary color to my original Tau color scheme (see second pic below).
In the second row are the Special Operatives available to the Tau Kill team. The Ethereal is magnetized for optional Hover Drone load out. The Pathfinder's drones are also magnetized for easier storage. The last row has previously painted figures for reference.
Following is an itemization of the new color scheme by model/unit for my entire army. There are now a total of 6 color schemes, although two of them are slight variations of the Standard Uniform. The color samples below are broken down into the following categories: Armor Plates/Trim/Under Armor/Markings. Colors are GW unless other wise specified.
Additionally, the common colors throughout the army are: Tech (Black), 'Orbs' (Hammered Copper (VGC) ), Lenses (Altdorf Guard Blue), and Missile Tips (Lemon Yellow (VMC) ).
In the end I decided not to repaint sniper drone unit and use it for all "light" units with scout/stealth/shroud. I think this 'Maroon' scheme fits nicely with the new stark White/Red/Black scheme of the rest of the Army.
Below is a WIP of a partial unit of Pathfinders that are pulling double duty as my Shadow War Kill team. Included are samples of the three main color schemes of my Tau army. The Pathfinders in the front row are sporting the same color scheme as the Sniper Drone Team.
Following is an itemization of the new color scheme by model/unit for my entire army. There are now a total of 6 color schemes, although two of them are slight variations of the Standard Uniform. The color samples below are broken down into the following categories: Armor Plates/Trim/Under Armor/Markings. Colors are GW unless other wise specified.
Warlord Uniform
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| Black + White + Mephiston Red + Fenrisian Grey |
Commander
HQ/Team Leader Uniform
![]() |
| Mephiston Red + White + Black + Fenrisian Grey |
Etherial
Shas'vre
Standard Uniform
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| White + Mephiston Red + Black + The Fang |
Cadre Fireblade
Firewarrior
Riptide
Crisis Battlesuit
Drone Sentry Team
Remote Sensor Tower
Drones
Piranha
Heavy Gun Drone
Hammerhead/Skyray
Broadside Battlesuit
Light 'Stealth' Uniform
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| Black Red (VMC) + 50/50 Black/The Fang + 50/50 Burnt Umber (Craft)/Uniform Brown (Reaper) + 50/50 Faded Khaki (Reaper)/White |
Darkstrider
Pathfinder
Kroot
Vespid
Sniper Drone Team
Armored 'Stealth' Uniform
![]() |
| The Fang + lack Red (VMC) + Black + Fenrisian Grey |
Commander Shadowsun
Stealth Battleuit
GhostKeel Battleuit
Remora Drone Fighter
Auxiliary Uniform
![]() |
| Troll Slayer Orange + 50/50 Burnt Umber (Craft)/Uniform Brown (Reaper) + 50/50 Faded Khaki (Reaper)/White + Black Red (VMC) |
Gue'Vesa
Additionally, the common colors throughout the army are: Tech (Black), 'Orbs' (Hammered Copper (VGC) ), Lenses (Altdorf Guard Blue), and Missile Tips (Lemon Yellow (VMC) ).
Tuesday, May 16, 2017
Ordo Bowl '17 Season 1 Round 4 (Game 3) AAR
[During my absence from the blog-o-sphere, I was still active on and off in the hobby. In February of this year, I joined a local gaming club, Ordo Fanaticus, in order to participate in their Blood Bowl league. This BatRep was written for and emailed to my friends after each of those games. Periodically, I will re-post them to this blog. --Zorcon]
This counts as a make up game for missing round 1 of the league.
A turn of events with a player dropping out of the league moved my schedule up to play the former 2nd place team (now 3rd place)--Lizardmen with 440k higher team value. I did not get to play a friendly game first, so I was still down a Minotaur and Hobgoblin. With inducements I purchased Hthark (a Bull Centuar Star Player) and a Chaos Dwarf Mercenary.
On to the recap. Skinks are fassssst! I not only underestimated their speed, but I also misjudged the brutality of 6x ST4 Sauruses and a ST5 Kroxigor. I lost the flip and kicked off to the lizards. The offence crashes the line of scrimmage and makes a play to slide down my sideline. The Chaos Dwarves are outmatched--they can't make a favorable block, the Hobgoblins fair worse with one getting KO'd. But a Hthark blitz's with a break tackle out of the pack to get in base to base with a skink ball carrier. On the lizardman turn 2, they pull a reverse, with a dodge, a pass completion, and run the ball in for a TD. Now I am starting my *second* turn down a point. Ungh! This is going to be a long game.
I set up to receive the kickoff down a player. Rolling on the kickoff table, we get Throw a Rock, knocking out Hthark, my star player! Now I am down 2 players (including my best player) before I even get the ball. I had set up my offence strong to my side of the field and the ball lands favorably. I get the ball to a Bull Centaur with a hand off, set up a cage and keep as many players as possible out of block range. The lizardmen crash in hard, pushing a Chaos Dwarf off the pitch, and badly hurting a Hobgoblin. Over the next few turns my 2 Bull Centaurs work in tandem to crawl the ball down field even though I was down players overall. Eventually, I was in striking distance and broke a Bull Centaur free with a Blitz, allowing the other Bull Centaur with the ball to sprint down the sideline next to him. It wasn't far enough to score, but I was positioned so only skinks could reach us. Remarkably, the skinks managed to single die block the ball carrier and knock him down--but there was no one left to pick up the ball. On my turn 7, with a Blitz, a Bull Centaur picked up the ball on a 4+ (with re-roll), 3 Go for Its (re-roll-able), I tie the game. On turn 8 of the first half, I kick off and we take turns cracking heads.
I get to receive the ball opening the second half with 10 men to 11. I set up slightly strong to my side of the pitch and the ball lands favorably. I again try to have a hobgoblin hand off the ball to a Bull Centaur, but the hand off fails. Fortunately the ball lands back in the Hobgoblin's hand, although my turn still ends. Besides that fail, things seem to be going well with Hthark back in play. I am also getting the feel for Chaos Dwarves. While one-on-one, a Chaos Dwarf cant throw favorable blocks vs all the high strength lizardmen, on the flip side, they can still tie up the opposition with their high AV and thick skull. I begin to loosen up my offence and stop trying to line up 1 or 2 die blocks (committing 2-3 players per Saurus) and instead focus on tying up more players. I manage to score on turn 3 of the second half, taking the lead 2-1.
A Hobgoblin was KO'd during the previous drive, so I am setting up to kick-off 9 players to 11. I had a Hobgoblin with kick, so I tried to kick the ball short. The ball bounce favorably towards the line of scrimmage and the kick off table allowed all of my players to move one square. I got all three Bull Centaurs onto the opponents side of the pitch and backed all my Chaos Dwarves away from the opponent's high strength players. The lizardman threw a double die blitz and rolled double push. He wanted to take me down and re-rolled, resulting in a double skull, ending his turn with the ball exposed. I move on the ball and a Bull Centaur picks it up with Hthark and the other Bull Centaur running a screen. The rest of my team starts to move towards the ball. Over the next few rounds, the lizardman targets all the Hobgoblins, while using the Kroxigor and swarming skinks to stop my advancement. Before I realize it, I am down to 7 players on the pitch (including an injured Bull Centaur). I focus of clearing out some players and manage to laterally blitz a couple players off the pitch and squash some skinks bringing my opponent down to 8 players. The Kroxagor finally takes down the ball carrier and a skink scoops up the ball and makes a pass across field. The receiver isn't very deep, it is my turn 7, and I manage to get a Chaos Dwarf to Blitz the Skink with the ball. The lizard player has 2 turns to get the ball back and score. His turn 7 ended early with a double failed 2+ Dodge. I shored up defense of the ball, adding 3 tackle zones on the ball. I ended my turn throwing a block on a skink that was in range to pick up the ball and killed him. Now we are down to the last turn of the game. The opposing coach has a plan to get the ball and pass it to score, tying the game. It requires a Saurus for 2 go for its and a blitz (to free up the ball) and then a Skink to pick up, pass, and then another Skink to catch and score--The Saurus successfully makes the Blitz, knocking the Chaos Dwarf onto the ball, scattering it. To the dismay of the lizardman coach, the ball scatters onto the Saurus that threw the Blitz and he rolled a 6, catching the ball, ending his turn and the game. I win 2-1.
I suffered 3 casualties (a Hobgoblin and a Bull Centaur out for the game), and a Hobgoblin loosing a Movement and missing a game. I caused 1 casualty, killing the skink on my last turn of the game.
Post game, I had enough money in my treasury I had to spend it or risk loosing a chunk of it. So I bought my 5th Chaos Dwarf, and my 5th Hobgoblin, totaling 13 players, with 1 Hobgoblin missing the next game.
This counts as a make up game for missing round 1 of the league.
A turn of events with a player dropping out of the league moved my schedule up to play the former 2nd place team (now 3rd place)--Lizardmen with 440k higher team value. I did not get to play a friendly game first, so I was still down a Minotaur and Hobgoblin. With inducements I purchased Hthark (a Bull Centuar Star Player) and a Chaos Dwarf Mercenary.
I set up to receive the kickoff down a player. Rolling on the kickoff table, we get Throw a Rock, knocking out Hthark, my star player! Now I am down 2 players (including my best player) before I even get the ball. I had set up my offence strong to my side of the field and the ball lands favorably. I get the ball to a Bull Centaur with a hand off, set up a cage and keep as many players as possible out of block range. The lizardmen crash in hard, pushing a Chaos Dwarf off the pitch, and badly hurting a Hobgoblin. Over the next few turns my 2 Bull Centaurs work in tandem to crawl the ball down field even though I was down players overall. Eventually, I was in striking distance and broke a Bull Centaur free with a Blitz, allowing the other Bull Centaur with the ball to sprint down the sideline next to him. It wasn't far enough to score, but I was positioned so only skinks could reach us. Remarkably, the skinks managed to single die block the ball carrier and knock him down--but there was no one left to pick up the ball. On my turn 7, with a Blitz, a Bull Centaur picked up the ball on a 4+ (with re-roll), 3 Go for Its (re-roll-able), I tie the game. On turn 8 of the first half, I kick off and we take turns cracking heads.
I get to receive the ball opening the second half with 10 men to 11. I set up slightly strong to my side of the pitch and the ball lands favorably. I again try to have a hobgoblin hand off the ball to a Bull Centaur, but the hand off fails. Fortunately the ball lands back in the Hobgoblin's hand, although my turn still ends. Besides that fail, things seem to be going well with Hthark back in play. I am also getting the feel for Chaos Dwarves. While one-on-one, a Chaos Dwarf cant throw favorable blocks vs all the high strength lizardmen, on the flip side, they can still tie up the opposition with their high AV and thick skull. I begin to loosen up my offence and stop trying to line up 1 or 2 die blocks (committing 2-3 players per Saurus) and instead focus on tying up more players. I manage to score on turn 3 of the second half, taking the lead 2-1.
A Hobgoblin was KO'd during the previous drive, so I am setting up to kick-off 9 players to 11. I had a Hobgoblin with kick, so I tried to kick the ball short. The ball bounce favorably towards the line of scrimmage and the kick off table allowed all of my players to move one square. I got all three Bull Centaurs onto the opponents side of the pitch and backed all my Chaos Dwarves away from the opponent's high strength players. The lizardman threw a double die blitz and rolled double push. He wanted to take me down and re-rolled, resulting in a double skull, ending his turn with the ball exposed. I move on the ball and a Bull Centaur picks it up with Hthark and the other Bull Centaur running a screen. The rest of my team starts to move towards the ball. Over the next few rounds, the lizardman targets all the Hobgoblins, while using the Kroxigor and swarming skinks to stop my advancement. Before I realize it, I am down to 7 players on the pitch (including an injured Bull Centaur). I focus of clearing out some players and manage to laterally blitz a couple players off the pitch and squash some skinks bringing my opponent down to 8 players. The Kroxagor finally takes down the ball carrier and a skink scoops up the ball and makes a pass across field. The receiver isn't very deep, it is my turn 7, and I manage to get a Chaos Dwarf to Blitz the Skink with the ball. The lizard player has 2 turns to get the ball back and score. His turn 7 ended early with a double failed 2+ Dodge. I shored up defense of the ball, adding 3 tackle zones on the ball. I ended my turn throwing a block on a skink that was in range to pick up the ball and killed him. Now we are down to the last turn of the game. The opposing coach has a plan to get the ball and pass it to score, tying the game. It requires a Saurus for 2 go for its and a blitz (to free up the ball) and then a Skink to pick up, pass, and then another Skink to catch and score--The Saurus successfully makes the Blitz, knocking the Chaos Dwarf onto the ball, scattering it. To the dismay of the lizardman coach, the ball scatters onto the Saurus that threw the Blitz and he rolled a 6, catching the ball, ending his turn and the game. I win 2-1.
I suffered 3 casualties (a Hobgoblin and a Bull Centaur out for the game), and a Hobgoblin loosing a Movement and missing a game. I caused 1 casualty, killing the skink on my last turn of the game.
Post game, I had enough money in my treasury I had to spend it or risk loosing a chunk of it. So I bought my 5th Chaos Dwarf, and my 5th Hobgoblin, totaling 13 players, with 1 Hobgoblin missing the next game.
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