Anyway, I've started a Chaos Undivided Army, (which atm, is kind of lacking with my money situations piling up) I currently have one team of 9, and another team of 10. I don't have many pictures, I have a few that my exboyfriend photographed, (cuz I have this terrible problem with lighting and such) So those will be listen below.
First we have my Sorcerer. I'm pretty proud of him, to be honest, as I'm not used to putting so much detail into such a tiny model. Nids can get pretty big.
Next we have a couple of my 'normal' Marines. They are all completely different, not by colour scheme, but by the way each of them seems to hold it's own character without as much as customizing them to death. First I'll show off my razor blade handy work by showing you Mr.Knifey. Mind you I'm an odd woman, and I name everything in my army. Every last troop.
Battle Report 4-1-11
Orks vs Tyranids
Game Type: Meatgrinder
Players: Justin Thompson, Orks & Heather Haught, Tyranids
Objective: The objective of the game, 'Meatgrinder' was for my Tyranids to demolish the 'remaining forces' of Orks on their planet and take it as my own. Now normally we'd calculate points, you know, for both sides, and let all hell break loose after rolling to see who plays first. This time, I was half way done totaling up my points, when I was informed to 'forget about it' and just get my Nids up on the game board.
The Orks have 4 turns to survive with as little as 50% of one squad.
After shrugging off the 'wtf man', I pulled up my 70 Hormagaunts, three teams of 20, and one of 10, and my 7 teams (bases) of rippers, and set them up at the farthest edge of the 6' board. From there I declared it the Orks' turn, since after I deployed, my 'slashy gaunts' as I like to call them, couldn't do much more than run.
With it being the Orks' turn, Justin had all of his Orks already in position, as a hold-out. Since it was his turn to move, he moved both his Killa Kans(3) 6", and his Warbikes(3) also 6" both sets towards the 'East' at my direction, towards the now approaching Hormagaunts.
Nid movement phase pushed The Rippers(7) into range of his Rokkit Launchas and Shootas.
Hormagaunts were still safe for now. At this point, the four teams of gaunts have started to move off into their own designated little areas towards each of their objectives.
Nids can't shoot, so all (70) Hormagaunts, each in their own groups move forward 6", rippers also move ahead.
Now I will roll for my reserves. Raveners (7), Genestealers (7), and my HQ Hive Tyrant 'Alxias' Reserve-in. All remaining troops advance 6".
Orks: Lootas shoot at Raveners, 2 shots, one hit, one wound. Another rockit is fired at the rippers, but misses, And out of 6 sluggas, two hit the same rippers. 1 of my rippers dies after one failed save. Two more shootas are aimed at the rippers, but both miss.
The Mech shoots at the south flanking squad of Hormas, but also misses.
-I have lost this log; will be searching my book later to find it but decided I'd go ahead and post the little that I have typed up.-