Berks Spring Assault 4!

Berks Spring Assault 4!
Berks Spring Assault 4! Warhammer 40K tournament

Berks Warhammer 40K Group

Monday, March 29, 2010

Lamenter Space Marines

My Lamenter Space Marines are starting to finally come together.    With two different game clubs that I am a part of starting up their own version of the "Tale of 4 Gamers", much like GW did in White Dwarf Magazine last year, I felt this would be a great forum to spark me to action on finally working on my Space Marines.

I've been collecting Space Marines, bitz, vehicles and anything else I could get my hands on for about 18 months now.    About a year ago, I figured what direction I wanted to go with this project.    I painted 2 space marines and a 5 man unit of scouts back then, as well as 2 rhinos to start me off.  

The 2 marines were to give me a prototype of each chapter to work off of as I would build up full squads.   That project got moved to the back burner as I was busy working on my Goff Ork army for tournaments (Krogg's Karnage).

So, now I am back into action on what I am calling: Strike Force: Steel Thunder.
I wanted to build a Space Marine chapter that was not common.   In my research I came across the stories of the Badab War.   I really liked some of the stuff I was reading.  I initially was going to go with Minotaurs as my main chapter.    I also liked the colors and patterns of the Lamenters.   Yellow & Black catch my eye, and also happen to be the colors of my favorite NFL football team, the Pittsburgh Steelers.   The checkerboard pattern they had also was very eye catching to me.    I become rather proficient painting checker patterns by working on my Goff Orks.


One thing I liked too about the Lamenters was that theri back story (or fluff as we call it), was wide open for development.   The Lamenters were once traitors, succored in with the Astral Claws and others who turned to tyranny that sparked the Badab War.   The Lamenters were pardoned by the Emperor and than had to go on a 100 year crusade to prove their purity.   They fought Tyranids for 100 years and came out of that crusade redeemed, but down to only 3 companies left out of 10.

I started seeing all kinds of options on this, and was looking to have fun with scout companies to rebuild.   I even see a good reason to add Legion of the Damned in here as well.    But as fate (and fatherhood) would have it, my son took a liking to what I was working on.    We built an Imperial Guard army together (Cadian 17th), and he liked the Space Marines.    Now my son's favorite color is Green, and he liked the Salamanders.   I'm looking at this project thinking, I really didn't want to invest into two armies.   What to do?

Than it came to me.   Even though (most fluff says) that the Lamenters are a secondary founding of the Blood Angels, they are free of the Red Thirst and Blage Rage.    But, I thought, they are more of a Codex chapter, and should be rebuilt that way.    So I thought, why can't they be rebuiding with help from another Space Marine Chapter?    Thus was born Strike Force: Steel Thunder.

So, my ultimate goal will be eventually to complete 2 chapters of Space Marines as my son gets older and will have his own army to play.   But for now, my 5th company of Lamenters is receiving aid from the Salamanders 6th company.

So, as I work on this project, I will be building up two space Marines Chapters and they will grow together and such.   

With the Tale of 4 Gamers project, we start at 500 points.   Each month we are to build, paint, and hopefully play some games with our armies.   We write our articles and for the feature at the Adventurer's Guild, we also get incentives towards our next 250 point block purchase for our armies.

My current 500 point list is as follows:
* Space Marine Captain: (Xavier, Raymond  nicknamed: X-Ray), with power weapon & melta bombs
* 10 man tactical squad (Lamenters), flamer & missle launcher, Sgt.
* 5 man tactical squad (Salamanders), w/sgt.
* 5 man scout squad w/sniper rifles.
* Rhino (Dedicated Transport for 5 man squad and captain):

Oddly enough, my first game with them was against a Berks Warhammer 40K Game Club member, Andy Usher, who's army is the Salamanders 2nd company.     We agreed that the story line was that this match was the Salamanders taking the Lamenters out for a training mission using a laser-tag system.

The Mission was Capture and Control, each of us with 1 objective and a spearhead deployment.    His force was similar to mine, but instead of snipers he had scouts with shotguns outflanking and instead of the rhino and full squad he had a Dreadnought.

I almost destroyed the dread on turn 1 with a well placed Krak Missle, but he had it behind a large rock and it made the cover save.   My first game with Space Marines went well thanks to multiple games against marines in the past, I knew a little of what to do.   

I raced the rhino up 12 inches and popped smoke.   The smoke launchers saved the vehicle.   As the dread closed on the marines, I learned that I really like 3+ armor saves.   I am not used to that from playing orks so much.    As the dread closed and won a combat, I utilized the Chapter Tactics and backed my squad up clear enough and draw it away.     Than I used my captain to move in and my squad got the advantage shooting up the Salamanders command squad.   

In a close quarters shootout and assault, my Lamenter's captain came through and cleared their objective.   My scouts were firmly in control of my objective, thus allowing me to win 1-0.

As the month winds down, I'm racing to try and finish painting my models for this competition.    My challenge on falling behind is for a few reasons.   I moved recently and am between houses as my new one is being built.   I also chose a complex paint scheme, and the check patterns require a lot more effort and time if you want them to look good.   Lamenters are not a chapter that you can purchase transfer decals for.   I also couldn't find the off-yellow paint I used for my first squad of assault scouts I painted a year ago.    I tracked down the color recently at Hobby Town and am back on the job with it.

So, while my painting portion of the challenge for the "Tale of 4 Gamers" fell behind, I am confident that in April I will be able to finish them as well as the next 250 point block for my army.

I look forward to seeing this army finally coming together and giving me another option to enjoy my hobby with.   This will be my 3rd Warhammer 40K army.   And I must say, I am having a lot of fun with it!

Friday, March 26, 2010

Blood Bowl League game 3: AGBBL: Couronne Panthers vs. Yeenoghu's Bone Gnawers (Chaos)


Game 3 of the AGGBL (season 9) started off with a bang. Facing off against the infamous "Stoner", one of my arch-nemesis, usually proves to be a challenging game. Stoner also won last season's championship, and took a break from his normal flavor of agility style teams like Elves and such. Instead, he took up the mantle of a Chaos Team, and as they were quite unskilled, he didn't expect much good to come from his team's lack of talent.

He wasn't dissapointed.

The Couronne Panthers have been experiencing a variety of times when the dice are "Hot" and critical times when they are not. Panther blitzers and lineman were breaking armor on blocks on chaos Beastmen, sending several off the pitch with Knock Out blows.

The cursed minotaur of the Bone Gnawers did manage to lay a hit on lineman #76 Jeff Otah, putting him out of commission for the next game. The Panthers will also be without catcher #81, Dwayne Jarret, who also will be missing next game, but did manage to score a touchdown in the first half.

Lack of blocking skills by the Bone Gnawers proved costly, and they were being out-smarted by the weaker, but better skilled human players, resulting in multiple turnovers at the most inopportune times. One such failed block (Double Skulls) resulted in the death of the Minotaur at the hands of Geoff Schwartz #74, who scored his 3rd casualty of the season. Geoff's deathblow to the Minotaur spelled the beginning of the end of the Bone Gnawer's day, who did manage to sneak in a score at the end of the first half.

Both teams were missing players into the second half, and the Panthers got lucky on a few blocks, sending chaos players out of bounds and the football as well, which the fans were all to happy to throw back deep into the Bone Gnawer's side of the pitch, thus preventing them from having any hope of scoring a winning TD. Instead a chaos player scooped up the ball and moved to protect it, Thus preventing any Couronne Panthers players from attemping a blitz and attempt to win the game.

An ugly fight, but the momentum swung both was in this match. I'm happy with the tie, as it is a non-loss. Three players skilled up this match, and the cather, Dwayne Jarret, who will miss the next game did manage to skill up and gained a +1 Strength!

The Panthers look to continue to chase Jkarr's Wood Elves: "The Redwood Warriors Return", who are tied for 1st in their division going into week 4. A win or tie by the Panthers will put them back into 1st place.

Friday, March 19, 2010

Blood Bowl League game 2: AGBBL: Couronne Panthers vs. Mighty Sleestack


Blood Bowl League game 2: AGBBL: Couronne Panthers vs. Mighty Sleestack.

Having had a great start to the new season, (Season 9, AGBBL), my human team, the Corounne Panthers had to square off against a cagy opponent: Jaime and his infamous Lizardmen team: The Mighty Sleestack.

one thing that stands out most on this team is not the Strength:4 Sauruses, but the huge monstrous Kroxigor. The beast is huge, Strength:5, moves 6, and has a prehensile tail to trip you up. On top of all that, the Kroxigor is like all "Big Guys" and packs the Mighty Blow skill, thus allowing it to break armor and cause more injuries.


As fate would have it though, it was the Sleestack, and the Kroxigor "Grimlock" in particular that would have a difficult time this day.

The Panthers won the coin toss and elected to recieve the ball. The front line of blockers laid out amazing blocks, knocking flat the front defensive line of the Sleestack. With all of the Saurus warriors out of the way, Blitzer Na'il Diggs, #53, laid a crushing chop block into the Kroxigor potentially seriously injuring the beast for this game and the next to come. Early, 1st turn, and albiet, desperate use of the apothecary by the Sleestack would allow Grimlock the Kroxigor to return to the reserves.


With the huge beast out of the way, the Couronne Panthers continued to lay in solid blocks and attempt to make their way downfield. Desperate plays laced with clever dodges and questionable blocking decicions let to the Sleestack knocking the ball loose from Jake Delhomme, the Panther's Thrower, #17.


Skink #6, Tweet Anklebiter, knocked the ball loose and started to make his way off with it, trying to desperately get into the Panther's backfield and potentially score next turn. A solid blitz from the Panthers would again knock the ball loose, and soon enough, both teams were bogged down in a scrum vying to get shots at the ball.

Eventually Blitzer #51, James Anderson would make off with the football and get in for a score. He would also score a casualty this game, and put him into position to gain a skill increase.


The Panthers would score leaving the Sleestack 2 turns left in the first half. It wouldn't matter though as the dice just failed to aid the lizerdmen in any way.


Staring off the 2nd half the Mighty Sleestack tried to make a chance and get downfield with the ball. However, the Sleestack took to the field down 2 or 3 men and just couldn't come back. Bad dice rolls and fumbled balls allowed the Panthers to swarm the ball, create some good blocks and free up key fellow players to pull of a 2nd score of the game. The catcher was forced to pick the ball up and throw it deep to a lineman, #72: Duke Robinson.



Duke Robinson, #72,would manage to catch the ball and run in the 2nd score. This left the Sleestack down by 1 score and forced to take some desperate measures. The Sleestak then tried to rally themsleves to try and make a game out of it. But with having suffered 5 injuries on the day, their reserves pool was depleted.

Eventually just sheer numbers just overcame the Mighty Sleestack players and being outnumbered by 4 players was too much for them to comeback from. Skink Tweet Anklebiter, #6, would manage to find the ball and get in for a score, so it wasn't a total washout for the Lizardmen.


A great victory against a worthy opponent! The Couronne Panthers are 2-0!

Friday, March 12, 2010

Blood Bowl: AGBBL Season 9 kicks off.


Well, here it is, Season 9 for the AGBBL, the Adventurer's Guild Blood Bowl League. This is, in my opinion, the best game GW ever created. Since you only need 16 models to fill an entire roster, it's very affordable for many folks as well. However, that is the same reason that GW doesn't give it much support.

http://www.agbbl.com/bloodbowl9/MainMenu.asp

Aside from their gold mongering though, GW has kept the Blood Bowl game active because there are more than enough independent leagues and tournaments in worldwide that it is in their ultimate best interest to keep it together.

So here we go! I have been playing with the AGBBL in Harrisburg since season 3. Now into my 6th season with these guys, I turned to a team I've never run full course in a league before: Humans.


Sure, Humans are vanilla and can't do any one thing great. But, what the do lack in flash and flair they more than make up for in versatility. I have racked up a lot of experience with them online on fumbbl.com, an online interractive league of blood bowl.

I started the season against a good friend, Jason, who also works at the Adventuer's Guild. Now, in Jason's defense, this is only his second season in the AGBBL, and he's learning. He took High Elves onto the field against my humans. Being the first game of the season for our teams, it was going to be sloppy as no players would have any advanced skills at this point.

We started off the game with Jason giving us the ball first. After trying to get started, my players fumbled picking up the ball to start the game. The High Elves closed in and after two turns we were looking at a classic Charlie-Foxtrot (A big mess!).


Eventually the ball popped loose and though the elves did manage to grab it and break away for a pass, fate would betray them and the Couronne Panthers would pull out an interception whist in 2 tackle zones. The elves were unable to stop the drive and a pass downfield with some clever blitzes created an opportunity for the Panthers to get on the board with the first TD of the game.

The first hald ended terribly for the Elves as one of their blizters tripped as he was dodging away from the Panthers players and he fell to the pitch, breaking his neck. The dead elf was carted off the pitch and the High Elfs of the Highway-To-The-Danger-Zone were in trouble.


The second half didn't go any better for the High Elves. A short kick and lack of man power thanks to some timely knock outs inflicted upon them by the Panthers left them short handed as well. They scrambled men out and flipped the ball out to try and make a run for a score, only to have their man knocked out of bounds with the ball. The fans threw the ball back into the field near midfield, away from the elves.

The Panthers managed to get to the ball and throw it downfield to a waiting lineman. That too would end up in another touchdown for the Panthers, putting them up 2-0.

Kicking off to the Elves once again, The elves tried their darndest to score and make something of this game. Pulling a classic streak down the sideline play, their pass was again intercepted! Two interceptions in one game! By Humans! Just outright craziness for Blood Bowl.

This would prove to be the nail in the coffin for the elves, as that last interception would lead to yet another Panther TD.


Like most games of this nature, this final event came down to dice rolls. When I needed them the most, my dice came through, and were pretty solid most of the game. As for Jason? Well, let's just say, he was rolling some dice he got from Dan Summey that have "Sum's Curse" listed where the 1 would be. And that pretty much spells it out for you there.



Jason took the loss well. Just bad luck for him. He's a great guy to play against and just didn't have lady luck on his side for this one.

Wednesday, March 10, 2010

Tale of 4 Gamers, game 1

A Tale of 4 Gamers:

I’m actually double-dipping and combining this effort between 2 game clubs. My local game club is the Berks Warhammer 40K Group. Founded about a year ago, the group has grown from 4 players in the Berks County, Reading PA area to about 30 and growing. As we network out and meet more players, we are hoping to expand our group to join up with other surrounding gamers.

My other group is a large group of friends based out of Harrisburg PA at the Adventurer’s Guild. This is truly a game store for gamers. Rich has a terrific store, and I hope one day we get something like this in the Berks area one day. (I’m working on it).

So as it stands, I am beginning starting my Space Marines army finally. This is my 3rd army for Warhammer 40,000. I wanted to do something different, and in reading up on stories and fluff, I became very interested in the armies involved in the Badab War.

I don’t like playing “standard” armies that everyone plays. I like my armies to be unique to some degree. My Goff Orks have lots of checkerboard patterns, thanks to me getting plenty of down-time to paint. My son’s imperial guard army that we collect is also like that, each man is done in a variant of U.S. Woodland Camouflage pattern, and though it was tedious and took a lot of work, it was well worth the effort and has it’s own “unique” look to it.

Now onto the Space Marines. My son, who will be 8 this month, really likes the color green. He liked the fluff of the Salamanders as well. I wanted something different, and was looking initially at doing Minotaurs, Lamenters, or even the old version of the Fire Hawks before they were lost into the warp and became the Legion of the Damned.

After reading more on the fluff, I saw an opportunity with the Lamenters chapter to really “start over” and rebuild my own army. Also, I saw a lot of opportunities for converting stuff, showing battle damaged vehicles along side “new” vehicles. My improved skills at becoming proficient with painting checker patterns also would present a terrific chance to showcase some of my painting skills here.

Since I really didn’t want to invest money into 2 armies, I’m expanding the story line of the Lamenters rebuilding with aid of the Salamanders, thus allowing me to incorporate both space Marines chapters into one army. The Yellow of the Lamenters and the Green of the Salamanders actually looks really good together as well.
The Lamenters were lured into betraying the Imperium back during the Badab Wars thanks to manipulation by the Astral Claws Marines. After losing the Badab wars and repenting, the Lamenters were sent on a 100 year crusade against Tyranids, leaving them with only 3 companies worth of troops left.

I take this story at the rebuilding part and go with my army based upon the rebuilding of the 5th company. I did this for a few reasons. One is that there are no articles on the web about it. This gives me a lot of leeway with writing up my own stories. The other is that in codex chapters, black is the trim color for 5th company marines. Black and Yellow looks great together, and me being a huge Pittsburgh Steelers fan, I really like the colors. Also, I chose the 6th company of Salamanders for similar reasons, as it’s an off chapter and hopefully gives me leeway of writing more stories and fluff for my armies.


I had started collecting Marines about a year ago, but really had only painted one lone marine miniature of each chapter so I had a “base” to work from. I also did paint one Rhino for each, hoping one day to get involved in a venture like this and start playing small, 500 point games.   So, as it stands, I have plenty of Marine stuff, but not much of it painted. I started working on a base list to start with, and this is what I have to run with for my first block of 500 points:

Lamenter's 5th Company (With support from Salamanders 6th company).
HQ: Captain: 120 points
Troops1: Tactical Squad Alpha: 170 points
Troops2: Tactical Squad Beta: 90 Points
Troops3: Scout sniper squad: Sigma: 85 points
Dedicated Transport: Rhino (35)
500 total points
------------------------------------------------------------------------------------------------------
* Captain Raymond Xavier (X, Ray ---nick name): (100), With Power Sword: (15), melta bombs (5)
* Troops: Tactical Squad: Alpha : 10 Space Marines (170), with Sgt, Flamer, & Missle Launcher
* Troops: Tactical Squad: Beta: 5 Space Marines (Salamanders): (90), 4 marines, 1 sgt.
* Troops: Scout sniper squad: Sigma: 85 points (4 scouts, 1 sgt = 75) (sniper rifles, 1 missle launcher (10)
* Dedicated Transport: Rhino: Lamenters: (35), standard as book, no upgrades.
-------------------------------------------------------------------------------------------------

So far, I have played 2 games with this list.

The first was fun, and considered a “training” mission, since it was against Salamander Space Marines of the 2nd company. So we basically write this up as a military training exercise, using the Space Marine equivalent of laser-tag.

GAME 1: Was capture and control, spearhead deployment.


My Lamenters got to go first. We played on a 4’ x 4’ board, using some snow terrain I aquired from War Torn Worlds. This stuff is great, all painted and textured, and made from recycled tires. I’m going to have to invest in more of this stuff, it’s really nice quality and the rubber construction makes it very durable.


We each had an objective marker in our deployment zones. I positioned my scout snipers (in snow camouflage [white primer]) upon a snow covered hill. The 5-man squad of Salamanders was holed up behind a wall, in wait mode, holding back to help protect the Lamenter’s objective. The 10 man squad was in the rhino, and behind them was Captain Raymond Xavier on foot.

The Salamanders brought in a Command Squad, 5 scouts with shotguns outflanking, another tactical squad and a dreadnought.

My scouts fired their Missle Launcher and would have destroyed the dreadnought, but it made it’s cover save, as it was hiding behind a rocky outcropping. The dread made its cover save, keeping it in the game from an embarrasing turn 1 kill.  I rolled the rhino 12” forward and popped smoke launchers. This would end up saving it from lascannon hits and krak missle hits on the Salamanders turn.

We exchanged fire and troops moved forth. The Rhino closed up and deployed Alpha squad and they gunned down half of the Salamanders tactical squad near the objective. Scout snipers took pot shots at other marines, killing one or two.


I also positioned my tactical squad to cut off the dreadnought from going near the objective, and managed to take it down with well placed shots from Krak grenades and Krak Missles.

We both kept each other at bolter range, firing rapid fire rounds into each other’s squads. It came down to my Lamenters making more armor saves than the Salamanders. Eventually, my Captain closed the distance, running every turn and assaulted the remnants of the command squad, taking down the last marines and their Captain Ver’Asa in close combat.


The battle ended with Lamenters in control of their objective marker and Captain Raymond in contest of the Salamanders marker. Our first game, our first win!

Thursday, March 4, 2010

Krogg's Karnage: Goff Space Orks (Warhammer 40K)

Orks
Mike B (
steelthunder@comcast.net)

Warlord Krogg Satogg

From Krogg's Karnage

Krogg rose up in the ranks, first starting out as an ork Nob, or noble-ork.Through a series of victories, including his first raid upon a Tyrinid scout group, he gained notoriety by single-handedly killing a Carnifex with his 'uge choppa.
As Krogg's fame grew amongst other Goff Ork tribes, they managed to join in a few raids with Grazkul Ulruk Thrakka.Krogg battled more smaller fights, and constantly pulled out victory after victory. Of the few battles Krogg did not win, he seemed to manage to escape to return again and fight another day.
His determination and ferociousness paid off, and soon, Krogg was promoted to Warboss status and given his own detatchment to command. He spread his band off around the quadrant looking for more battles and fame.
Krogg has had some challenges, and to this date, has only recently purged his clans' home of the watchful eye of the Inquisition. Sisters of Battle had long been fighting with Krogg's Karnage, as his warband has come to be known by.
Having now spread their seed-spores to the lost colonial planet of Gnidaer, Krogg's Karnage has found that this is a hot-spot for war. It seems that this locale was once a haven for lost technology and artefacts of old. Since then Krogg has battled every imaginable foe that seems to have some into his path.
Notable battles and credits to his name are:
*Tearing down an Ultra Marines Captain in hand to hand combat.
*Single handedly killing off a Tyranid Carnifex.
*Chasing off two more Carnifexes by himself. Causing them to run away from him.
*Crippling a Chaos Army, including their Land Raider
*Surviving point-blank range blasts from Imperial Battle Cannons
*Shrugging off direct lascannon blasts from space marines (vs. Star Dragons)
*(During an apocolypse battle), Commandeering a Chaos Land Raider for personal use.
*Killing no less than 3 Sisters of Battle Cannonesses
*Led a devestating victory against a Raven Wing Army.(all but tabling them by turn 4)
*Wiped out a band of Necron Warriors and their 2 monoliths.
*Took on a division of the Imperial Guard Hambali 501st, and decimated them.
*Had a major vicotry against a Farseer Tau warband.
*Blood Angels Dreadnought
*Captain Shrike clone
* Took on a veteran squad of IG troops, Chimera, and Valkyrie and took them down by himself.
*Countless Victories vs. the following Space Marine chapters: Dark Angels (2),Black Templars (2), Ultra Marines (3), Star Dragons (5 or 6?),Centari Marines (2), Blood Angels (1), Crimson Fists (1),
* Recent other Xenos victories:  Dark Eldar (2), Eldar (1), Tau (2)

GORK-ZILLA: Stompa

The pride and joy of Krogg's Karnage is no doubt the Stompa built by all the meks of the Karnage Klan.Scrapped together from parts of a crash-landed space hulk, various scrapped imperial and space marine vehicle parts from battle, and some spit, grime and luck,this armored monstrosity has given an already dangerous ork clan some serious "bite".
Armed with a Titan-class Chain-blade "Choppa",Deff-Kannon with co-axial super-gatla gun, and bristling with various big shootas and skorchas,the Stompa Known as "Gork-Zilla" is a force to be reckoned with.Last used in a major combined assault that pitted Forces of Chaos, Renegade Guardsmen and Orks in a battle to capture an imperial arms factory and strong hold,Gork-Zilla has been out for repairs since that fight.Rumor has it that it's been upgraded with more Supa-Rokkits and should be ready to rumble out for battle once again.

Deff Dread: "DA NOIZE"
This deff dread created by the ork Big Mek Gnashbar Badwrench, is pretty much a simple design but very effective. Da Noize was so named because of a quirk in it that it constantly blasts loud obnoxious and sometimes unintelligible music or other sounds. It was put together with electronic components from an entertainment deck of an imperial cruiser. Fitted with 2 WPG's(Waaagh Propelled Grenades), or Rokkit Launchas, it packs quite a punch. Seen here, Da Noize completely destroyed an Imperial Guard Chimera transport, killing 8 of it's 10 occupants, allowing the dread to close the distance and bring it's dreadnought close combat weapons in to finish them off in an assault. Da Noise is also credited with destroying a Daemonic Soul Grinder as well as a Grey Knights Captain.

Skorponox
This deff dread was built by Big Mek Xax Grotsmasha. Customized from spare parts including a defunct killa kan, an imperial guard sentinel walker as well as variouis other scavenged tractor bits, Skorponox can be custom fitted with a power-spike on it's tail, turning it into a 3rd dreadnought close combat weapon, or have weapons modified and changed, using sponsons on the sides of the "Tail Stinger" part of it's build.

Inside the dread, grot riggers sit tight, ready to jurry rig anything if the dread is damaged or immoblized.  Skorponox seems to be a gifted walker. It has been damaged and wrecked, but never beyond repair. It has withstood almost unending hails of fire from various opponents. 

To it's credit, Skorponox has taken out a Carnifex in one-on-one combat, a Soul Grinder, a pair of Imperial dreadnoughts. Also to the list, Chaos Marines, including their captain on a bike, found out how deadly the dread is and all were killed by it. Seeing an opportunity with an immobilized Blood Angels Land Raider, a surviving squad of orks from the trukk mob jumped forward, hoping to join their nob Zorgga in cutting apart the vehicle with his power claw. Their glory was stolen as Skorponox came rushing forward, cutting the raider open with its twin claws, burying its tail-stinger tipped with a skorcha (or heavy flamer) and rokkit launcha. As Skorponox fired those weapons inside the interior of the raider, it exploded, taking out a couple of the orks with it.   In recent club play, Skorponox took out a Land Raider, yet another Carnifex, and various troops.  



Nob Zorgga & His Wartrukk
From Krogg's Karnage
The Ork Nob "Zorgga", has joined Krogg's Karnage hailing from a band of Red Suns trukk boyz mob. They love the speed of the trukk and roar of the loud engines getting them into battle. That's where Zorgga can use his Kutstom Kombi shoota-scorcha, and power claw as he leads his ever changing (read this as constantly being replaced) mob of wild trukk boyz.

Zorgga himself has stood up to Captain Bruno of the Star Dragons, single-handedly, one of his most famous battles to date. He is also responsible for destroying a warband of the Hambali 501st, including a Bane Wolf and Hellhound tank.

Zorgga has also lost some battles, but somehow he ends up escaping while the rest of his mob is left holding off the foes. Regardless, this "acquisition" to Krogg's Karnage is here to stay and adds a different dimension to Warlord Krogg's warband.   Rumor has it now that Zorgga is looking to make something bigger, maybe not faster, but something to carry more troops and dakka into battle.    More to come on this...

Stormboyz Mob: DA FLYIN' SPITHOGS
From Krogg's Karnage
Led by Stormboyz Nob "Chubby Chekkaz", this crack assault unit has had its fair share of victories and defeats. Chubby Chekkaz is strict adherer to discipline, and as a results has snatched victories from the teeth of the Imperium.   In recent tournament play, the twin mob assault of two full mobs of stormboyz has been very effective.  The rivalry between the nobs, Chubby Chekkaz and his rival, Da Red Baron, have turned into competition amngs the ork tribes in head-hunting and gathering up trophies of the heads of enemy commanders.

Warboss Atogg Satogg
Spawned from the same fungal spores that birthed Warlord Krogg Satogg, Krogg Atogg quickly, and defiantly, became Krogg's 2nd in command. He is just as tough as Krogg, and has also survived countless battle cannon and lascannon attacks to his person.   He also recently led an assault band against a small detatchment of Death Wing and saw too it that Belial was seen off the battlefield.

O.C.C. Ork County Choppers

Part of the growing Xenos threat in the galaxy at large is the vastly surging ork warband known as Krogg's Karnage. Started originally from a prominent warboss from the Goff Clans, who waged battle under the banner of Warlord Ghazghkull Mag Uruk Thraka.
As warboss Krogg Satogg waged war throughout the galaxy, he has picked up remnants of other bands and other clans that have come to join his cause.  One such faction is the ork warbikers of the O.C.C., or Ork County Choppers. Led by the nob, (ork noble) Baul Tuttle, this crazed group of speed freaks has been revamping their war gear and rounding up loose factions of the Evil Suns and other like-minded beings.
One thing the orks of the O.C.C. bring with them besides their overpowered warbikes is their own group of ork meks (Mechanics). These mad-scientists continually tinker on their engines of war, and have outfitted the bikes with what they call "Dakka Guns", which are essentially a pair of ork made big shootas, twin-linked to fire in a forward arc. The orks only have to hold the trigger down, and can lay down a hail of fire as they ride their bikes into the enemy.
Various members of the O.C.C. continually rotate out, and of course, being the first into battle sometimes causes a high turn-over rate due to casualties. Still, there seems to be no end to the list of ork warriors who would love nothing more than to be the firsts to be "stuck in" when a battle breaks out.
Led by the Ork Nob, Baul Tuttle, the O.C.C. brings steel death and a cloud of exhaust that provides cover for them and units marching behind the fast charging orks.
The orks of the O.C.C. coming to a battlefield near you!


King of the Hill Campaign
Battles Won9/17/2009 vs Hambail 501st Regiment (1500 pt Annihilation)
12/10/2009 vs Hambali 501st Regiment (1850 pt Sieze Ground Pitched Battle)

Battles Lost12/15/2009 vs Task Force Archer (1850 pt Seize Ground/Spearhead deployment)

Other Notable Battles
{unknown date} vs. Cadian 17th (1850 pt Anihilation)

11/28/2009

Krogg's Karnage vs. Sato's Blood Angels. (Eric Bates): Commanding Victory. 2000 points, played as Dawn of War mission 1 from the Mechanicon GT rules pack. Mission was to Capture and Control 5 objective markers. Deployment was table halves.

Scoring as follows: Each objective marker was worth: 500 points.
If your most expensive unit survives: 400 points
If all your troop units survive: 400 points
If your General Survies: 400 points
If none of your opponents units are in deployment zone: 300

(4000 points is maximum total).

Krogg's Karnage finished off the Blood Angels General, had their most expensive unit (Nobz Mob) survive and had eliminated any opponents in our deployment zone and held 2 objectives for a grand total of 2100 points to zero for the Marines.

11/28/2009
Played Scenerio 3 from the Mechanicon GT in a friendly 1850 point match with Edgar, Angel's brother. His army is Tyranids, called: Hive Fleet Eschelon.

The mission was table quarters. It went on to turn 6. It was a very close game, but the orks came up winners in a minor victory, controlling 1 quarter to zero for the 'nids.

Deployment was spearhead assault.

12/5/2009
Victory against Jon K's Blood Angels with Chapter Master Dante in a 3000 point Seize Ground mission with 5 objectives in a Pitched Battle Deployment. Click here for more details.


Tournament History:
Cabin Fever GT,  Jan 29-31st 2010 (Adventurer's Guild): 6th place, and 2nd best sportsman, Ork Army Domination
Winters Eve at Valhalla Tournament 12/12/2009 - First Place
Freedom Alliance Tournament 2009(Adventurer's Guild): 3rd place
Mechanicon GT 2009: 23rd place, Ork Army Domination.
'Ard Boyz 2009 @ Adventuer's Guild: 5th place
Cabin Fever 2009: Mini-GT (Adventuer's Guild):  9th place, Best Appearance overall.
Read the battle reports here, here. and here.