Copyright © 2022, Paul Scrivens-Smith

Copyright © 2022, Paul Scrivens-Smith

All rights reserved. This work may not be reproduced, in whole or in part, without the prior written permission of the creator.

Sunday, 17 April 2022

Nobz for the Mob

I really enjoyed assembling and painting the last batch of Nobz, so before I had even finished them I had ordered another box to add to the force.

Although Slugga and Choppa is the default option I wanted to add at least one Power stabba in the mob, so this was pretty much the first build out of the box. 

I don't know why but I thought that the harpoon cable should look like blue nylon rope, it's a good, colourful contrast on the paint job. 


The next Nob is built with Choppa and Slugga, effective in combat, but also the most likely to be the first casualty in the mob.



When adding a support weapon for the mob the options are Kombi-rokkit or Kombi-scorcha, I'm still finding my feet in the game, but think that the second choice is the obvious one. Interested to hear if there is any good argument for the Kombi-rokkit?




Another Nob with Slugga and Choppa, this one is a fancy fella with a proper Snakebite back banner. I think the loincloth and top-knot may be a bit bright for Snakebites, maybe he was influenced by those show-off Bad Moons.




The last chap is most likely going to be the Boss of this mob, armed with a rusty Big choppa and with his shoota slung on his back.



I've got another game on Wednesday and hope these chaps will be able to make an appearance. I think Pete is using Death Watch this time.

Friday, 15 April 2022

Waaagh Scrivs and the Yella 'Umies

 

A very belated report of a game that happened last week that I've only just had a chance to blog. 

I met Pete at Warhammer World I took the Orks, he took Imperial Fists and at 1250pts was the biggest game that I've played so far.


My list was: Warboss in Mega Armour, Weirdboy, two Runtherds, two mobs of 10 Grots, two mobs of 10 Beast Snagga Boyz, two mobs of 15 Boyz, one mob of 6 Nobz, three Deffkopters and a Deff Dredd. Really not sure exactly what Pete had, I forgot to take a note, but there was some top Marine, a Librarian, a Dread, some scouts, some heavily armoured Marines, some flying Marines and several units of standard Marines.


The terrain was fairly open, broken only by some large buildings, we were playing a scenario from the latest tournament pack, one central primary and four in the usual square around it. For my secondaries I chose Mental Interrogation, While We Stand We Fight and Get The Good Bitz.


Pete Took the first turn and although the shooting was quite brutal only the Nobs were seriously depleted with just the Boss remaining and the Deff Dredd was on three wounds! In return I rushed forwards dropping the Runtherds on the Good Bits and managing to charge a unit of Marines with the  as yet unscathed Deffkopters, these are usually dead on turn one!


The second turn saw the flying Marines swooping onto the field and obliterating a unit of Beast Snaggas, the other unit was also shot to shiny by the Mega Marines. 

The mega Marines charged the Deff Dredd but really buggered up their attacks leaving it on one wound with the return Dread Klaw attacks seeing an end to those fellas. The Deffkopters continued with their attacks getting the upper hand in the combat.


Of course it's now my turn two and that can only mean it's Waaagh time. Across the line my remaining troops surge forwards with only the sluggish War Boss failing to get into combat, this is becoming a pattern.

A unit of Boyz and the remaining Nob Boss are power clawing away at the Dreadnought, the Scouts are scattered to the winds and the Deffkopters are mashing away at the Marines facing them - these fellows are going to make it to turn three!


Pete supports the fight against the Deffkopters with another unit of Marines. The Deff Dredd finally succumbs to fire and exploded, but Careens into the middle of the Marine army causing Mortal Wounds a-plenty.

I've not got many Orks left but the Marines are also very thin on the ground, a 12" charge by the Grots sees them joining in the fun with the Deffkopters and the Dreadnought is dispatched and the Boyz advance on it's supporting marines.


Waaagh is coming to an end, but the Deffkopters and Grots wipe out all the marines there and my forces are holding three primary objectives by now with the Marines very thin on the ground.


The Deffkopters are free of combat now, so leaving the Grots to hold the objectives they fly off to take on those flying Marines who all go down in a barrage of Kopter Rockits. 

The Warboss makes it late into the combats but cleans up all the Marines in the middle of the table so advances menacingly on the last unit of Marines.


With time to pack up looming and only one unit of Marines left on the table we wrap up the game at the end of turn 4. My "usually dead at the end of turn one" Deffkopters not only survived but were also still at full strength at the end of the game! I think Pete rued not taking a few power fists in his force.


I've done a lot better at picking secondary objectives this time, I only scored 3pts from Mental Interrogation, but that's because there were no Marine characters left after their turn three, While We Stand We Fight netted 10pts and Get The Good Bits contributed the full 15pts added to the 36pts from primaries gave a creditable 64 points, the Marines scored well but where quite short of this total, mainly because I'd kept them off the objectives.


1250pts is the biggest I've played so far and I'll have to up my game to get 5 turns in three hours done at this level.

Tuesday, 5 April 2022

Nobz for the Mob

Like the fungus that they are, the green-skins have again multiplied this week with a few more additions.

The biggest addition is a unit of five Nobz, this is the first unit of Elites I've added to the force that had gotten rather Troops heavy. Hopefully these will pack a punch.

The first Nob is armed with Slugga and Killsaw and carries a backpack of Stikk Bombz.

The kill saw is rather terrifying, my rust effect adds the additional horror of tetanus to the mix.


I painted the patch on the Stick Bomb sack to represent a bit of check cloth, as these are my elites I think they need a bit of fancy.


The second Nob is armed with a Big Choppa and also has a holstered Slugga.


I do like the choice of heads that you get in the pack, this rusty iron mask is sinister in a Orky way.


This chaps "fancy" is blue lacing on his holster  and boots.


The third Nob will likely be the Boss Nob for the next few games and is armed with Power Claw and Slugga.


This Ork has even more fancy, rusty horned helmet, more red and white check on his banner and he must be upper glass in his red trews. 




Nob number 4 has the fairly basic load out of Choppa and Slugga.


He does however have a nasty looking face guard and a skirt of skulls.



Nob five is in the heavy support role with a Kombi-scorcha, I think that when you are BS 5 not having to roll to hit makes a lot of difference.


This chaps fancy is a squig on a perch, and a skull on a spike.


Finishing off this group is a Runtherd and an Ammo Grot.


The Runtherd is a left-over from the last lot of Gretchin I painted, this time I painted with a Grot Lash and Grot Prod so I have a couple of options.


The Ammo Grot comes in the Nobz set, but I think if you are not using Kombi-rokkits then at 5pts he's a waste, so I'll likely use him to bulk out my Gretchin mobs.


I really like the Nobz set so have already ordered another, and more Deffkopters and some Killa Kans, I really should slow down, we are only playing 750pt games.

Monday, 4 April 2022

Waaagh Scrivs and some alternative Metal Men

 

Thursday evening was another Warhammer 40K clash for Waaagh Scrivs. This time it would be against James with his Iron Hands, 


 Again we would both be using 750pt forces, I had a Warboss in Mega Armour, a Weirdboy, two units each of ten Beast Snagga boys including a Thump Gun, a unit of ten Boyz, three Deffkopters and a Deff Dredd.

James had a Tech Marine, a squad of five Infiltrators, two Redemptors each with two Fragstorm grenade launchers, heavy flamer, Icarus rocket pod and a macro plasma incinerator and a Relic Contemptor Dreadnought with Cyclone missile launcher and two twin Volkite culverin. Only nine models!

We rolled up the Divide and Conquer scenario and I picked as my secondaries While we stand we fight, Line breaker and Mental interrogation.

I deployed everything I could behind cover with the Deffkopters "Swoopin' down"

James enjoying his heavy Metal list

Well, the Iron Hands take the first turn and the only unit they can see, the Boyz is swiftly obliterated.

Waaagh Scrivs emerges from cover and unleashes our fury, one unit of Beast Snagga's is Da Jumped close to the nearest Redemptor, then in the charge phase smash into him, several wounds are mashed onto the Dreadnought but it does survive the first impact. The Deffkopters swoop down and account for a single infiltrator.

With my Snagga Boys contesting his only objective, James does not get to claim any primaries this turn, his attempt to fall back from the Beast Snaggas is also thwarted so a second Redemptor is committed to the fight. All the boyz are mashed up but it's now my second turn, and I do get some primary objective points and also get to declare a Waaagh.

With the exception of the Weirdboy, every model I have is now in combat with the two Redemptors who survive it on one wound each!



In his turn James falls backs with the Redemptors and I forget to scrag one of them, his Techpreist starts restoring wounds too, I'll not forget to scrag next time!

My Warlord is blown away by some terrible saving rolls against the the Volkite culverin but the Infiltrators who are committed to the fight are mashed up. Although my troops are dying in droves I'm racking up the primary objective points.

Come the end of the game James has the Tech Priest and all his Dreadnoughts left, but he's not scored a single primary objective point, but has racked up 33 points of secondaries, I've only scored 11pts from secondaries, but, do have 25pts of primaries for the win.

A quick checks shows that James had misread the rules and picked all his secondaries from the same section, so an even worse result for the Iron Hands despite the mounds of dead Orks.