Some cool make up kits images:
Day 11 :: did you really think that adding an emoticon would make things better?

Image by Meredith_Farmer
It’s bad enough that you only text me when you’re wasted. Now instead of sex, you’re only thinking about those fucking books.
But thanks for giving me a laugh.
[For anyone interested in the background, check out this shot. Read the tags, too.
]
wat’s in my bag??

Image by joanneteh_32(loving Laduree)
once again,these junk weighs about 2kg,my poor achy shoulders.I hardly use those things in my bag but im always prepared for a rain check,just in case..
Warboss rips up the tank

Image by jon_a_ross
Warhammer 40K 1500 point battle report between Dave’s Orks (under the command of John) and an Imperial Tank company (also under the command of John).
jon-a-ross.livejournal.com/970922.html
[Yes, I did take command of both sides in this battle. Originally I had wanted to surprise Dave with an armoured company off the Warhammer 40K army list posted on the games-workshop site. That list gave the first all vehicle army the guard could take as well as options to upgrade the tanks so that they could fire on the move, crush attacking infantry on a 4+ and the like. I may still give that list a go, but for this one the Imperial Tank Company was actually a commissar HQ choice with chimera, two penal legions for the troops and the rest heavy support for the tanks. The orks are the Dave’s Waaagh army list that keeps beating my armies.]
Battlefield a mix of ruins in the south east corner going to a clearing and open fields in the west. The orks are five killer kans, one dreadnought, two ork mobs on trucks, one hardboy mob with warboss on a truck, one loota unit, one bike unit and one warp head in with a truck squad. The imperial guard are four Leman Russ Battle Tanks, one Leman Russ Demolisher and one Leman Russ Vanquisher, lead by a Commissar joining a Penal Legion and Primaris Psyker in his Chimera while another Penal Legion rounds out the troop choices.
Spearhead Deployment and Capture and Control mission, orks deploy first. I copy the deployment approach taken by Dave in the last battle he fought with the orks. The Lootas get into cover and high ground (also holding the objective). The metal wave of killer kans and dreadnought goes up front with the trucks a little back to spring the trap. Large block of ork boys in the middle to push forward.
The imperial guard deploy in a line, sort of. One squad of three tanks lead by the Demolisher deploy pointing towards the orks. On the Demolishers sides two Battle tanks with lascannons (no side weapons) are deployed. Two more Battle Tanks are deployed behind them facing due east, both battle tanks upgraded to have heavy bolters as well as lascannon. The Leman Russ Vanquisher is deployed alone and behind the current line. One penal legion deploy into a grove of trees (also the objective). The last legion of penal troopers with the commissar and psyker remain in the chimera deployed beyond the grove.
[Turn 1]
The ork mob rolls forward. The ork shooting is not effective as most of it is out of range. The warp head is able to give himself a perils of the warp attack and suffers 1 wound for his trouble. [The ork warboss holds back at first, which is perhaps something that Dave might not normally do but facing down weapons that can autokill him leads me to suspect he would want to be a little sheltered. With a different approach to tactics this game could’ve gone very differently.]
The imperial guard shooting goes well, not that there is a bunch of it. The line of three tanks fires into the approaching ork horde, landing two direct hits. Two more battle tanks with full kit fire at the killer kans, with a lucky deviation roll having the second shot land directly on the second killer kan. Neither Kan is hurt by the shells as I get two shaken results, but the shooting itself was good. The Vanquisher fails to hurt the truck with the warphead, the bikes laugh off the chimera’s multilaser.
[Turn 2]
The ork mob rolls forward. The warphead and his crew are in range to charge the tanks after their truck rolls forward. The bikes fire into the penal legion in the forest, killing three. One truck rolls around a hill just behind the bikes so they can catch the imperial guard commissar in a pincher move. The warphead and his boys get a number of attacks through the tanks armour but only one killing stroke. The killer kans fire rockets over the heads of the other orks, but to no effect.
The guard roll back this turn, attempting to turtle up and close the gaps in their line. With one tank unable to fire and another lost the guard do not do much shooting. The Commissar and his unit get out of the chimera and fire into the ork bikers, but to no great effect. The tanks break out their hunter killer missiles as well as have some good shots. Between those five extra missiles and some lucky heavy bolter firing off the vanquisher the warphead’s mob is reduced to just two, who break but don’t run very far. The battle tanks and Demolisher are able to finish off the rest of the ork mob approaching as well.
[Turn 3]
The orks continue their push forward, with the surviving truck squad rushing forward to flank the chimera. The ork biker mob charges into the commissar and his unit, while the metal wave of kans and dreadnoughts lumbers forward. The chimera doesn’t stand a chance as the ork mob rushes it, but the ork biker squad attacking the commissar and his psychopathic penal legion find themselves losing combat and behind driven off.
The imperial guard tanks line up five across now, ready to attempt to destroy the ork metal wave approaching. Out of the four battle cannon shells fired, three land on ork targets. (Only one hit ork targets aimed at, but who’s counting?) but the ork metal wave just laughs off the assault and continues forward. The truck holding the warboss becomes immobilized from a stray shell, but no harm done eh? The penal legions fire into the ork mob about to take the objective from them. But the orks are quite tough, as lasguns not ork killers.
[Turn 4]
The orks have defeated any chance of the imperial guard taking their objective from them, so now all they need to do is take the guard objective and perhaps drive off the tank wall. But what they do have happen is ork rokkets fail to reach and the walkers are out of charge range. While the ork squad flanking charges the commissar and his unit only to have themselves lose combat and get wiped out. The warboss is well out of it, but runs forward anyway.
The imperial guard tank line reforms further in, attempting to blast the ork walkers to bits. The dreadnought takes a lot of fire, from lascannons and battle cannon shells before falling. Another shell is able to take another walker. The commissar and his unit charge into the killer kans, counting on his penal legion’s psychopathic rage to harm them, as well as his own melta bombs. They are successful and two more killer kans fall.
[Turn 5]
Ork turn five sees the killer kans rush one tank while the Ork warboss attacks another. The killer kans make short work of their target, while the warboss only succeeds in stopping the retreat of the tank. The ork truck behind the leman russ attempts to punch through their rear armour but without any luck, his efforts the turn before to shoot up the penal legion being as effective.
[Looking at this battle, I think that if the orks were willing to risk everything from turn one they could’ve had the guard. The warboss and his hardboy squad rushing in as well as all that went before, but it would have been an all or nothing. They would have had to take the objective off the guard. Playing defensively as I had them do is what I would’ve done, and it results in this game.]
The guard fall back again, and then unload into the approaching killer kans. Three direct hits (more or less) from the battle cannons on one ends it’s threat. The second takes lascannon rounds and becomes immobilized The commissar and his unit assault another ork truck, hoping to end it’s threat as well. They immobilize it. [looking at the dice I may have forgotten to add the plus 1 for open topped to the results]
[Turn 6]
Not much happens, the orks have no point to push forward really, as only the warboss is able to move out in the open. The imperials also just take a couple of lazy shots into the killer kan, the objective out of sight for the tanks.
Result, tie.
Looking at it, the orks held back two units (as did the guard). Perhaps holding back two units was a mistake. The lootas were not effective where they were, but as my ork foe often uses them in such a role I repeated his move without question. Had the guard attack been more successful the lootas would’ve been able to hold off the approaching guard, so I’m not sure if they were wasted or not.
I’m also not sure on how to treat the last vehicle in a vehicle squadron. Does it still ignore stunned results and get destroyed on immobilized?
