While I may not play 40k anymore, that in no way stops me from drooling over amazing models that people have painted or converted. Check out this freaking awesome job that was done to this Forgeworld Eldar Vampire Hunter! The missiles alone are amazing, let alone the crazy paint job on this flyer's hull. Well done! Here's the link to the original post over at When Craftworlds Drop By.
SeerK here with a short story. Please be forgiving I am an amateur. Hope you enjoy, "The Fleet Marshals Doubt"
The air tasted stale in the chapel.
The smell of incense and unwashed bodies filled Alex's nostrils. It
had been a scant hour since the engagement with the Sorylians. The
Bishop had insisted on having a service and giving thanks for the
victory. Alex fidgeted with the collar of his uniform and let out a
slow sigh. Victory. It didn't feel like a Victory. The second
engagement in three weeks of deployment and Alex lost two heavy
cruisers and almost all of the Frigates in the battle group. His
second engagement as a Fleet Marshal and it felt like an abysmal
failure. The Sorylians had laid a trap and Alex had advanced to
quickly. Two Cerberus and eight Bulwarks and fallen in the ensuing
close range engagement. The engagement against the Terrans a week
before had gone well. Minimal losses and he had blooded the nose of
the Infamous “Rad Hounds”.
The Sorylians had boarded a third
Cerberus and folded away with it before Alex' flagship, The RNV
Leonidas, could destroy it. Despite having destroyed the entire
Sorylian flotilla he had lost most of his battle group in the
process. It was a disaster. Fleet command was sending
reinforcements, but Fleet Marshal Alpha Gronier was also coming.
That meant a command review. His appointment to the Rense Navy was a
great milestone only surpassed by his Promotion to Fleet Marshal
Alex sat in contemplation as the
command staff and bridge crew filed out of the small chapel. They
looked tired. Alex could feel the doubt they had in his abilities as
they saluted halfheartedly walking past him. He needed to rally
them. Morale would be low given the losses. It would be an uphill
battle to regain the trust of the crew. Make that crews. Alex was
still adjusting to being in command of a fleet rather than a single
vessel. Another long sigh escaped his lips. He sat weary, his head
in his hands as the Bishop approached.
“I know how you must be feeling Fleet
Marshal” Bishop Kelly sat on the bench beside Alex. He was a man
of advanced years. His gray hair was close cropped and his clean
shaven face was craggy and dusky in color. He unbuttoned the top
buttons of his white service uniform and produced a flask from its
inside pocket. He took a long draw on the flask and offered it to
Alex. The Fleet Marshal looked up and held up his hand refusing the
“Suit yourself sir” The bishop took
another swig before putting the flask back in its pocket. “I have
been in space for longer than you have been alive to be frank Sir”,
“and I have seen my fair share of battles”. “You cannot blame
“Can't I?” “I ordered the Fleet
forward to quickly and we paid for it in lives and ships”. Alex
stood and turned to face the wall of the chapel and let out a long
sigh. “The crew doubts me and I doubt myself, how can I lead now?”
Bishop Kelly leaned back and looked up
at the dull drab gray ceiling of the ships chapel. “Well sir you
suck it up and carry on” Fleet Marshal Gamma Alexander Kraft
turned to face the Bishop. “Excuse me?” “ You heard
Alex was about to say something when
the Bishop Continued. “Did you know I was at the battle of Cygnus
4?” Alex paused as he let the statement sink in. His anger at the
Bishops familiarity suddenly ebbed away. “Really? What Ship?”
“The Ignatius Rex.........”There
was a long pause. “Fleet Marshal Alpha Renses Flagship!?!?”
“Yes sir I was there when the Terrans
destroyed it.” “Barely made it out”
“My God, I didn’t know Bishop
“The battle didn't go well, we were
ambushed by 3 dreadnoughts with a host of battleships and cruisers”
“The fleet was lead by none other that Admiral Vladimir Gravanivitch of
the Rad Hounds”
Bishop Kelly began to drift off as he
spoke. His thoughts elsewhere as he described the desperate battle.
“The Admiral Stayed true and strong the whole time, even with the
ship burning around him” “His first officer had to knock him out
to get him off the ship, bastard was lucky I didn’t bring him up on
Alex looked confused for a second
before speaking “ That was a terrible day Bishop, We lost a lot of
good men and woman as well as ships. We also lost a great man.
Fleet Marshal Rense was a great man.”” What is your point
“Well Sir, my point is this. No
matter the odds or the situation you have to give the appearance of
being strong.”” Even if you are about to douse your pants in fear
you have to hold strong and inspire”
“Easier said than done Bishop”
Alex turned and started to walk out of
the chapel. The bishop stood and paused in the aisle as the Fleet
Marshal left.” The real trick sir, is to not blame yourself”
“ I thank you for your council
bishop, I will try”
Bishop Kelly turned and took out his
flask once again. He chuckled to himself. “ I don't blame my self
for failing, I blame the Terrans. They got the drop on me , those
Bishop Kelly Ignatius Rense thought to
himself a moment. This kid should do fine if he can get over
Back again with the latest from the front lines of the Storm Zone. The war rages on and Kurak takes another beating. Another thirteen games were added since last week, and the points gap continues to widen, with the Zenian League leading by 159 points now up from 120 last time. The Zenians are setting a new record for biggest lead since the war started.
Dindrenzi continue to hold the top scorer slot, Aquans steal back the highest average points per game, and Sorylians still hold onto a distant last place. However, the plucky space lizards are at least maintaining growth, up three net points over the four new games added.
Join us next time for updates on how the war is unfolding. It's getting ugly out there...
And now a short op-ed piece from yours truly.
What's the matter Kurak?
The Zenians hurt your feelings or something?
We remember how smug you were a few months ago when you were winning.
SeerK here once again with “The Ships
Of The Rense”. In this segment we talk about the stealthy killer
the Rense Navy. The Phoenix/Firebird is built around an
impressive Plasma weapon and built to order in directorate ship
yards. They make up the bulk of the system sentries in Federation
space. They are also the lethal assassins that deal with problem
Being a Destroyer class vessel you are
severely limited in the number of squadrons you can take in any list
with the exception of Grand Fleet size lists. In the case of the
Phoenix this is good for your opponent as the ship is rather lethal.
Although it is not as robust as a Spook, it has a critical rating of
6 rather than 7, it does have a higher point defense and a much
longer range with all of its weapons. It has the Stealth Systems MAR
, Maneuverable MAR and the Ambush (2) MAR. You can add Torpedo
Spook to your torpedoes and Precision Strike to the Beam weapon.
Fully upgrading the squadron makes them rather expensive though.
They start out at 80 points and at 90 when fully upgraded.
This generally is not a problem as you
can deliver punishing fire from both weapon systems from 40 inches
and closer. With the Precision Strike MAR this lets you really do a
number on ships. You can attempt to disable point defense systems
with the beam weapons to deliver a torpedo salvo that is the same
size as one from a spook squadron. You can also hit 2 targets and
rely on the Torpedo Spook MAR to give you some decent hits when
targeting two different ships in a squadron. Hitting squadrons that
number 4 in this way really allows you to soften them up for your
Spook squadrons to finish them off.
The Phoenix is fast. With a movement
of 10 inches it can outpace even some frigates. Its real strength
lays in being completely still though. Having the Maneuverable MAR
lets it cut engines and not move, but still turn. The squadron
becomes a firebase in the rear of the fleet. The real key is placing
the squadron in your deployment zone with a largely unobstructed line
of sight to the rest of the board. This does two things. It gives
you fire support everywhere and it could force your opponent to place
essential squadrons in the areas that are obstructed. This means you
can plan your placement and set up your other squadrons to deal with
your opponents ships with overwhelming firepower. You can place
heavier ships to cover the Phoenix. Placement in the corners usually
gives you a good view of the battlefield and covers your port,
starboard and aft from shunting squadrons in reserve.
Although this is a bit predictable in
terms of set up tactics, there is not a lot your opponent can do to
deal with the ships unless he or she is really crafty or they Honey
Badger that stuff and just brave the fire and dive in.
I have not really used the Ambush
feature. Given the ship can out range most ships I have not felt the
need to use it. I honestly don't see where it would be useful,
unless you wanted to place the squadron, but wanted to make your
opponent guess as to where it actually is. This gains you some
advantage in set up and further forces your opponent to place his
squadrons in the places you want them. Using the false marker, the
second marker thats not the actual squadron, as an actual decoy lures
enemy ships into ideal fire positions if placed correctly. This
requires some good command checks and theatrics on your part.
The Phoenix is a sniper and although it
is still lethal in all its range bands, long range is its happy
place. The ships can defend themselves pretty well but can be
destroyed easier than your average Rense Medium Capital ship when
your enemy is within 20 inches. I am not a fan of the Stealth
Systems. I like the Cloaking Shields better. Making your Phoenixs
harder to hit gives you more mileage with the Stealth Systems.
Trying to set up the squadron within a gas cloud is ideal. Although
you have to make disorder checks, you are at an advantage because of
your Elite Crew MAR. If you manage to roll a gas cloud when setting
up terrain make sure you place it where you can set up your Phoenixs
in it or they can reach it in one turn. Hitting on 5's with active
Stealth Systems can really frustrate your opponent and keep your
Well there you have it. The
Phoenix/Firebird. Next time we bridge the gap between Tier 1 and
Tier 2 as our next ship can occupy both slots depending on the fleet
size. I am, of course, speaking about the deadly Cerberus Heavy
Even though turnout was a bit low for this one (many outside factors all
conspired together today) we did have a decent showing. There were some
great games played today, and I thank all the players that attended.
All this helps to build our gaming community.
The Anseris System is now firmly in the control of the Zenian League.
First Place: SMD_Vogrin with Directorate
Second Place: DemoMaster with Sorylians
Third Place: Gene with Dindrenzi
Congratulations to the winners, and we shall see if your luck holds next month.
The following are some pictures from the day's event. Enjoy!
My point and shoot camera had gone MIA for awhile but now I have found it. We have the Assault on Anseris starting in about 12 hours, but I figured I would post up some shots of our last tournament the Cassial Sector Conflict. I will also be posting the results up to this blog tomorrow, and possibly some round summaries in addition to posting the War Reports to the Spartan Games Community War Log thread.
SeerK here. Today we break into the
Tier 2 ships of the Rense System Navy. The Spook/Shrike is the
backbone of the Rense Navy. It is a compact and lethal cruiser with
a dual role in the Rense Navy. Sleek, silent and well armed this
ship carries out a variety of missions when deployed. On the table
the Spook is lethal at short and long range. Protected by a cloaking
shield it can dish out a lot of punishment while avoiding major
Our coverage of the war continues with the recent update to the War Log from 3 June, 2014.
After 171 games counted, the Zenian League continues to lay the galactic smackdown on the Alliance of Kurak. What had been a gradual closing of the points gap by the Kurak forces has turned I to a widening of the margin for the Zenian side. The points gap sits at the Zenian League leading by an even 120 Battle Log points. That has got to sting!
Dindrenzi take the the top spot of most Battle Log earned by an individual faction with the Aquans maintaining their hold on the number two position. Terrans drop from first place down to third. And in an impressive showing, the Zenian League alliance forces jump to fourth place. Probably due to the seemingly recent increase in popularity for the Rense System Navy.
The always controversial Sorylians gain a net two points of Battle Log over their six games since the last update, and their points per game drop slightly. Some may be disappointed in their performance, but looking on the bright side, they are increasing their score, albeit at a painfully mediocre rate!
The top earning faction for average points per game switches from the Aquans to the Zenian League alliance forces, sporting a solid 6.61 Battle Log points per game. Looks like they are really smashing some face out there.
Will the Kurak forces be able to turn this around? Or are we seeing the beginning of a new trend where the Zenian forces continue to widen this gap, eventually pulling so far ahead that even the best Kurak admirals have little hope of regaining control?
SeerK here with a guest post from our local Melcon VP SMD_Vogrin. Learn well Corporate Ladder climbers. This VP is making a name for himself in Acquisitions.
Like most FSA factions, the Directorate
has access to a wide variety of tactics. We can match the enemy
gun-to-gun, engage in long-range duels, or smash face in a close
range brawl. However, we also have a variety of tools that let us
get tricky - why fight against the enemy’s strengths when you can
target his weaknesses? One of those tricks is the capture of
Many factions are pretty good at
boarding - it is an additional tool for them to further damage or
destroy their targets. For the Directorate, however, it can be not
just another tool, but a core tactic to build your fleet around.
With widespread access to Special Forces MAR, our cyberwarfare
weapons, and the Biohazard option for many of our weapons systems,
the Directorate demonstrates a unique strength in boarding. Where
others would damage, we crit; when others crit, we capture.
Meet my Dindrenzi fleet:
The 108th Expeditionary Task Force.
The Dindrenzi Federation is known mainly for one thing, its incredibly powerful rail gun technology. Most of its ships are literally a gun with some engines attached and covered in thick armor.
Believing that raw firepower will win most conflicts, the ships of the Federation boast crippling, long range attacks from their solid slug kinetic rail guns, capable torpedo banks, and ability to blanket the area behind them in a veritable forest of mines.
The Dindrenzi do not utilize shield technology like their mortal enemies the Terrans, but rather, rely on layers of armor. Lots of armor. Dindrenzi ships are harder to hurt than most others of their size class, and can typically take more punishment over the course of their service life.
In just seven days time, the Admirals will learn of the mysteries of the Anseris system.
The Assault on Anseris will be held on Sunday, June 8th.
Doors open at 11am and dice roll at noon.
$10 Entry Fee. 100% prize pool payout (and likely more since Evolution Games is cool like that).
6323 W Saginaw Hwy, Lansing Charter Township, MI, USA
Points: 850 (Normal Battle Fleet restrictions apply)
Battle Log scores used to determine pairings and winner.
Round 1: Escalating Engagement
Round 2: Border Clash
Round 3: Secure the Outpost (Event Specific Scenario)
Painted models are encouraged but not required.
Players may bring two different lists and choose which to use before each round, both lists must have the same primary faction.
Players need to bring at least two copies of each list. One to turn in at registration and one for use during the round.
All models must be the actual models if they exist. Proxies must be pre-approved.
The Anseris system is somewhat of a mystery. Debris and a nebula-like
cloud of gas and dust encase the system, making long range scans mostly
futile other than to identify its boundaries. Anseris has been largely
ignored to this point due to a near lack of strategic value because of
its positioning on the galactic war maps. However, a recent civilian
probe attempted to pierce the cloud and detected a massive power source
within the system of which its energy readings were of an unknown
pattern. Shortly before contact was lost with the probe, its sensors
indicated that the interior of the system was more or less normal and
safe for space flight, and therefore combat operations, if necessary.
You have been tasked, Admiral, to guide a fleet through the veil and
secure this power source. Unfortunately, intelligence reports have
confirmed that you will not be alone in your search, the enemy has also
dispatched forces to Anseris.