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Messages - thoellering

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Community: Gaming Events / Re: AK Battle Brothers - 2015
« on: January 12, 2015, 12:51:04 PM »
AK Battle Brothers is now part of the Frontline Gaming "ITC" (Independent Tournament Circuit).

We also track our Tournaments with "Torrent of Fire".


40K Rules Questions / CSM Observation - Base Size and Black Mace
« on: December 24, 2014, 01:14:13 PM »
The Black Mace is a nifty Artifact that Chaos can purchase. If you cause at least 1 wound in an assault, it triggers a special "Curse" effect. Essentially, every enemy model within 3" of the base of the Black Mace user has to roll a d6 against their Toughness. If they fail, they are removed as a casualty "with no saves whatsoever".

If you have a model that is mounted on a 20mm Base or a Deamon Prince on a 60mm base, it makes a huge difference.

We generally accept that models are based upon the base size that you purchased. Directly copied from the GW website:

"This set contains one multi-part plastic Daemon Prince which can be armed and armoured for either Warhammer or Warhammer 40,000. This 34-piece set includes: three head variants, three different weapon arms, wings and a host of other assembly options. This set also contains both a 60mm round base and a 50mm square."

With a 20mm base, you get a 7" Diameter Circle. That's about 38 Sq/in of area.

With a 60mm Base, you get a 8-5/8" Diameter Circle. That's about 58 Sq/in Area.

So beware that Deamon Lord with a Black Mace on a 60mm Base. And the next person who sais that the base size does not matter is hopefully on the receiving end of one of these attacks. Hope its an Ork or Tyranid Player.

As a matter of speaking, make that deamon lord a follower of Nurgle and upgrade him to a caster. If you get a nurgle or bio psychic power that reduce the target units Toughness by -1, you are effectively nuking the enemy in a very real sense.

40K Rules Questions / Re: Warpsmith and Mechatendrils
« on: December 24, 2014, 12:59:29 PM »
Agree with the above - one instance that can happen is if you get a Combat Familiar. He has his own attacks and profile for those attacks. Combat is not all about how many exact swings you may get, but also on the conditions. The mechandrils may be used for example to parry or provide distractions which give your warpsmith opportunities he has learned to exploit. We must assume that he knows how to best use his equipment like anyone else. So yea, add the +2 attacks. Next time give him a Deamon Weapon for another +1d6 attacks :)

40K Rules Questions / Re: template weapons in one unit
« on: December 24, 2014, 12:53:28 PM »
Yup - It's a Flamer and a Bolter. Duct tapped together...because GW wont give us CSM players decent equipment.

Discussion: Terrain / Re: AK Battle Brothers - Terrain Tables
« on: December 23, 2014, 04:35:50 PM »
Article I submitted on Beast of War concerning the trees I made for this event:


Discussion: Terrain / Re: WARHAMMER Viliage terrain
« on: December 23, 2014, 04:34:09 PM »
If you want to make trees, check out the trees I made for my recent convention, AK Battle Brother - 2014. Made like 80 of them trees...


Discussion: THE LIST / Re: 1850 - Thousand Son
« on: December 18, 2014, 04:26:57 PM »
Yea - Melta Bombs for Champions and spells and the turkeys will help cover the gap. Idea is to crack troop carriers with Las or Frag, lay Heavy Bolters with Soulfire on troops that jump out. Or crack open fliers with Flak and or a lucky bolter S5 hit or Las Cannon hit. Bale Flamer is S6 also. Ahriman can cast 3 Witchfire of the same power each turn and you get what, 7 extra dice - 4 for Ahriman and one fore each of the Sorcerer Champions?

Thousand Son are tough to crack and will draw lots of fire because of the AP3 shots they have and lay down Soulfire on anything they hurt (Icon of Flame). Idea is to tag each and every unit of the opponents side with Soulfire using either the Heavy Bolters or the Bolt Guns, or the Baleflamer. (If the opponent has 6 units tagged each turn that's a ton of possible wounds.) Once the Hell Turkeys arrive they will add to the mayhem, and S6 flame template will cause issues for vehicles too (Rear Armor).

Summoned Daemons can add moving cover or grab objectives or help out by just being there - something else to shoot at or threaten. That's the thought anyway. But before I purchase (doing lots of research on the various "Egyptian Type" models out there. Would love to hear someone with experience using Thousand Sun for feedback. :)

40K Rules Questions / Re: 20mm vs 32mm and 5" Blast Template
« on: December 18, 2014, 04:09:13 PM »
Yea - not a huge deal at all. But I can see changes in the air for templates. they really should just be a Dice Roll anyway, something like 1d6 for small, and 2d6 for large blast. I kind of see that trend in the flamer when used defensively against a charge. Many games use that abstraction. The templates are cool, but are really too cumbersome in this larger version of 40K. Back then, in the Rogue Trader days and 2nd & 3rd edition it was cool. Now it just seems a huge time draw, especially some of the Ork weapons that throw massive blast template spams at you.

40K Rules Questions / 20mm vs 32mm and 5" Blast Template
« on: December 17, 2014, 05:09:30 PM »
If you place the 5" Blast Template exactly over the center of a model on a 20mm (25mm actual) base, and exactly space each of the other models also on 20mm bases around him in a circle, then the 5" template will touch everyone around him.

Do the same with 32mm bases and you will have an 1/8" gap, so it misses ALL of the outlying models.

Now GW made those for Aesthetic reasons, right? So question is, if a guy measures a distance to an Objective, or if he can hit your warlord with that Lascannon and is short by 1/8", do we say he hit anyway? some care must be used when placing models against S10 Large Blasť or 5" D weapons. Sure, the hole can be moved a bit, but point is, if you had 12 models in a clockwise position from that center one mounted on a 32mm base, and they were all spaces 2" exactly edge to edge from the center model, you would not hit any of them, unless you move the template a bit over. You will hit some, but not all. With 20mm there was no question - you hit every shmuck around that center target, no question or doubt. But no longer with 32mm bases.

Discussion: THE LIST / 1850 - Thousand Son
« on: December 04, 2014, 04:45:54 PM »

2 Hell Turkeys (Baleflamer)

3 Units of Thousand Sons (10 Each)

2 Units of Havoc (6 Each - 2 Heavy Bolter, 1 Missile Launcher [Krak,Frag,Flak] , 1 Lascannon)

Each unit with Icon of Flame.

Summon Daemons as needed...

Discussion: Chaos Space Marines / Re: How do you guys use your Cultists?
« on: December 04, 2014, 04:16:45 PM »
Groups of 10 with Mark of Nurgle, a Champion with Shotgun, and a Heavy Stub or Flamer. Run-Lola-Run their ass to any cover you can find (hopefully parked near an Objective) and dive for cover. If you have 4+ hard cover like Ruins then you can get that nice 3+ cover save by going to ground. Put the Flamers on the Objectives in case someone wants to charge you so you at least get that assured 1-3 hits. When the opponent ignores them, shoot something that will annoy your opponent, something like his favorite squad or concentrate all their fire on one squad, just to kill something. Even one model. Just throw dice. That will annoy your opponent. Then mutter about taking a run up to take more objectives or better cover somewhere to the side or rear of your opponent. And don't be afraid to run them back to your line. Might confuse your opponent and sucker him into moving into the now "vacated" cover that you now have covered with something juicy that throws a lot of hurt at your opponent.

Cultists are trash. But make them trash that your opponent needs to take them like they are your key troops. Moan and look shocked when they die in droves. Cheer with every single casualty they cause, even if it takes 100 Autogun Shots! Its all psychological. And in the meantime, find a way to activate that Dimensional Key you have on your Chaos Lord with Mark of Nurgle on a Bike (in a Bike Squad) and Deep Strike your reserves EXACTLY where it will hurt. Then use your Cultists that he ignored to take the objectives and keep your Terminators or Deamons moving onto other juicy targets.

Every CSM army should have at a minimum 2 squads of 10 Cultists. No excuses. Mark of Nurgle is a must. Better that S4 weapons need a 4 than a 3...

Discussion: Terrain / AK Battle Brothers - Terrain Tables
« on: November 21, 2014, 03:45:36 PM »
Thought to share what I built over the years for my events.

Everything you see is my personal terrain and I built, including the terrain table tops and sideboards.



Community: Introductions Here! / Greetings from Alaska
« on: November 21, 2014, 01:11:12 PM »
Name is Thomas, born and raised in Germany (still a citizen) but live in Anchorage, Alaska. Been in the GW hobby since 1984 and was an Outrider for nearly a decade and did all that stuff that goes with it. Took a bit of a break these past few years but knee deep in collecting and painting a Death Guard Army. Just finished 70 FW Marines and Terminators.

Also the Event Organizer for "AK Battle Brothers". See the Events for details or see my Facebook Page with the same name.

I'll attach a tutorial for making trees that I used for my event (80+ trees) and then submitted the article for "Beasts of War".



Community: Gaming Events / AK Battle Brothers - 2015
« on: November 21, 2014, 12:33:52 PM »
GW Gamers in the NW region of the US - take a look at our new annual convention in Anchorage, Alaska called "AK Battle Brothers".

(See our Facebook Page by the same name)

See the attached flier for date and Facebook for pictures of our last event.

Event sponsored by: "Frontline Gaming" - "Privateer Press" - "Mantic" - "Kromlech" - "Battlefront Miniatures" and 6+ local gaming stores and vendors. 100% of all earnings are donated to the parish of St. Benedicts Church for the Youth Group for their travel to World Youth Day in 2016. This last August we raised $3,000 for these pilgrims.



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