Once again the Chaos Deceptors meet on the field of battle against their eternal nemesis the Blood Angel Space Marines.

This is Steve's entire Blood Angel army before deployment.Steve's Army:

Mephiston the Supreme Librarian
Captain with a Jump Pack
The Sanguinator
Space Marine Dude with a Combi Weapon
6 Pack of Sanguinary Guard
3 Pack of Sanguinary Guard
5 Scouts
5 Infiltrators
5 Intercessors
Veteran Sword Guys
Assault Terminators with Thunder Hammer/Shield combos
2 Gladiator Lancer Floating Tanks
Impulsor Floating Tank (with the Sword Guys and Mephiston hanging out inside)



 

Isaac's Army:

(no picture provides, I need to do a better job of this)

Chaos Sorcerer in Terminator Armour
Chaos Terminators
10 Pack of Chosen with Sorcerer and Master of Executions all loaded in a Rhino (Blue)
6 Pack of Noise Marines, 5 Pack of Legionnaires, and Cypher all loaded in another Rhino (Silver)
Vindicator Tank
Predator Destroyer Tank
Forgefiend
Chaos Lord with a Jump Pack

Deployment:

The ruined city scape was inspired by the Chapter Approved "Tipping Point" tournament terrain layout.

The Primary Mission ended up being Supply Drop, which means only the middle No Man's Land objectives would give points: 5 each during the first 3 turns, during the forth turn one of the objectives would be removed and the remaining two would be worth 8 points, during the final fifth turn only the middle objective would remain and be worth 15 points.

The game started with a quick run through on the current understanding of ruined terrain. Ruins block line of sight when shooting through the ruins. However, to shoot anything INISDE the ruins, well that's simple line of sight, brother!

With these details ironed out, deployment began with the Deceptors planting a fat stack of cultists PLUS Dark Commune and establishing the choicest of cult clubhouses near the center of the board. 20 normal cultists plus the Cult Commune adds up to a total of 25, ensuring every seat in the shack was filled. After placement, the Demagogue fired up his latest slide presentation explaining the steps of accession in his new vertically-integrated marketing program, while I continued deployment.

The Blood Angel Infiltrators set up in the house next door, with the central No Man's Land objective set up between them.

For my next group, I picked my smaller (10) group of cultists and set them up in a wide, deep-strike-blocking net over my home objective. This was maybe unnecessary, especially considering the chosen primary mission assigns no points to the home objective, and instead only considers the middle 3 No Man's Land objectives. BUT in previous games Steve had made a habit of dumping Sanguinary Guard into my back field, and I wasn't having it.

Next, Steve placed a squad of Scouts on the edge of the board.

Me, having exhausted my infiltrating troops started dumping vehicles on the edge of my deployment zone, ready to zip out into the action. Steve ended up spreading a squad of Sanguinary Guard in his own home zone, and placed similar amounts of vehicles at the edge of his deployment zone. My Forgefiend crouched in the backfield, hiding behind a building but 8" away from walking around the building and opening fire on any enemies he encoutered. Likewise the Blood Angels Impulsor Floating Tank idled in a similar position, its cool open-top truck bed full of hungry Blood Angel Sword Guys plus Mephiston.

My game plan was to send out two flanks of armor. The Vindicator on my right side I expected to be a potent anti-tank weapon so I left it relatively alone versus my left side, which had both a predator and forgefiend. In the middle, my noise marines would open fire on anything that decided to cross into that delicious center objective marker (unless it was my own army). Cypher would hide somewhere and project his powerful anti-strategem aura over the center of the board.

In reserves were a group of 3 Sanguinary Guard and the Assault Terminators on the Blood Angels side, and the lone Chaos Lord with Jump Pack plus Terminators with a Sorcerer leader on my side.

Final Deployment:


First Turn: Steve

Steve rolled high and went first. He managed to draw a nice Cleanse mission for his secondaries and immediately put his scouts to work scrubbing and polishing the No Man's Land objective on my side.

He moved his right side Gladiator out of the deployment zone and immediately found a juicy spot to take aim at my Rhino. The rest of the army also moved cautiously forward, taking firm control of the right side of No Man's Land.

During shooting, Steve windmill slammed an "Oath of Moment" on my Noise Marine Rhino, which is what Blood Angels do when they don't like something. Then he shot it with his Gladiator Lancer (which is what they do when they REALLY don't like something), and the Lancer did its job, blowing apart the Rhino and leaving my noise marines, legionnaires, and cypher in a state of intense discombobulation. They would surely recover by the time my turn came around.

This is after the Rhino was blown up, but before the Sanguinor floated down and wiped out the entire squad of legionnaires.
This is after the Rhino was blown up, but before the Sanguinor floated down and wiped out the entire squad of legionnaires.
My discombobulated marines.

The Lancer on the other side of the board also crept up a bit, and I could tell it also wanted to Lance things with its powerful tank-destroying turret weapon.

At the end of the turn, Steve was easily awarded 5 VP for his cleaning. A great first turn.

This is the end of Steve's Turn one. Cultists are still in their building. Blood Angel Intercessors are still in their building.

First Turn: Isaac

The Cultists, hopped up on bad coffee and having sat through 10 mediocre slides of the Cult Demagogue's most inane marketing material, decided they needed to exit the clubhouse and beat up something. They dumped out the back patio, and moved towards their Blood Angel next-door neighbors. The Cult Demagogue followed in the back, infuriated they didn't let him finish his presentation but yet still willing to broadcast his powerful "Faithful Flock" aura and grant the entire Cultist mob a nice 5+ invulnerable save against Blood Angel aggression.

My tanks and forgefiend all rolled/stomped into firing positions.

This is my Vindicator rolling into action. In the foreground, you can see my large cultist mob actively clashing with Blood Angel Intercessors in the center of the board.

Each tank chiseled away at the Blood Angel lineup, but didn't manage to make much of a dent. The Vindicator in particular managed to not only roll a one for number of attacks, but managed to roll one again after I used up a command re-roll.

At the end of the turn, I earned 5 points for securing a No Man's Land objective.

This is the end of my turn one. The cultists are on the objective. The Vindicator is still alive. My chosen are still pretty far away from the action.


Second Turn: Steve

Steve earned another 5 points during his command phase thanks to completely controlling the right side No Man's Land objective.

He continued to move his troops into position, getting ready to do some charging.

Mephiston proudly mounts Steve's Impulsor. He is confident, in control, obviously at the height of his vampiric powers.
Steve's impulsor sat idling in the backfield, waiting to bring decisive reinforcements, probably on the final turn of the battle so that he could get those sick 15 victory points.

At the end of Steve's movement phase, I took the opportunity to rapid ingress my terminator squad into Steve's backfield. This would allow me to shoot his advancing troops in the back, Uncle Fester style. My Vindicator also cashed in another command point to overwatch on Steve's advancing Gladiator Tank. I managed to hit once and do 3 wounds (leaving the Gladiator with about 9 more).

During his shooting phase, Steve combined both his Gladiator Lancer's lascannons Ghostbusters-style and totally evaporated my Vindicator.

During the fighting phase, his intercessors went to town on my large squad of cultists.

Chainswords engage!

Unfortunately for Steve my Cult Demagogue was still using his Faithful Flock aura and some of those chainswords found no tender flesh to chainsaw into. Instead of wiping out a squad of 25 cultists in a single turn of hand-to-hand combat, instead the Blood Angels only found themselves killing MOST of the cultists. But this was a big distinction as it kept the Blood Angels from earning additional points from a "Cull the Horde" secondary objective. And of course it also kept them from gaining complete control of the center No Man's Land objective.

This is the end of Steve's Turn Two. The Blood Angels have whittled away the cultists until only the Demagogue and his two blessed blades remain. They are in control of the central objective. But my Legionnaires and Noise Marines are still fresh and ready to get in there.

Isaac's Second Turn

I drew sabotage and assassinate for secondary objectives. Remembering the massive amounts of vehicle healing delivered by Steve's techmarine in the last game, I decided to take the guy out.

But first, I gained 5 more VP for controlling a No Man's Land objective.

During my movement phase, my forces moved closer to the central tussle developing.

My Rhino full of Chosen moved up the board to just outside the center objective and the Chosen disembarked. This would be the objective that's worth 15 points in the final round of the game and its value was becoming very apparent to both of us.

The shattered remnants of my cultist mob were the Cult Demagogue and his two Blessed Blades. They decided to fall back towards my starting territory and live to fight another day.

At the end of the movement phase, my Chaos Lord dropped down next to the Impulsor, while the Terminators moved in on the other side.

Steve chose this moment to Rapid Ingress his deep-striking unit of Sanguinary Guard. This squad of three elite Blood Angel jump pack dudes dropped down in my back field, suspiciously close to my Forgefiend.

Game after game of my Forgefiend vomiting plasma onto his forces had created some serious bad vibes, and this sinister deep strike was more evidence for my on-going investigation into anti-demon engine harassment.

During shooting, my Terminator Sorcerer used his Death Hex ability to hex up the techmarine. Surely I can assassinate a single character!

Well it turns out I couldn't.

After lengthy stare-downs of the techmarine from multiple angles, I determined the only squad who could actually see that techmarine were my Terminators.

And despite firing a full squad's worth of combi-bolters and a reaper autocannon, the techmarine ended the shooting phase with a single wound left.

My massive squad of Chosen went to town firing at the remaining intercessors that held the middle objective. Much like all the Chosen shooting I've experienced so far, I found it wanting. Four of my Chosen have combi-weapons where are supposed to be quite lethal against elite infantry. However the combination of them only hitting on a 4+ with only inflicting a single wound (all space marines have 2 wounds in this edition), meant most of the intercessors were still standing there when it came time to charge.

Taking aim at the stuff in the center of the board.

Away from the heat of the center objective, my Forgefiend decided to empty all three heads into the Gladiator Lancer on the flank. The result was an exploding Lancer, and one less thing to potentially affect the middle objective action.

During charging, my terminators charged the Impulsor chilling in the backlot. This impulsor contained the Veteran Sword Guys and Mephiston, but they had yet to disembark. Remembering the ridiculous "wrap-around" action during the last game, where my Chosen were essentially blocked from leaving my land raider, I charged the Impuslor and wrapped it with an similarly-constricting layer of Chaos Terminators.

An Illegal Procedure

At the end of the charge phase, my Chosen charged into the intercessors. In retrospect this was entirely illegal. The correct way to do this would have been to drop the Chosen off BEFORE the rhino moved, but in reality I dropped the Chosen off after I moved. This is doubly a bad move because the Chosen can move really fast…they are allowed to do both an "advance" move as well as a charge in the same turn, so its very likely they would have made it from farther back.

I was completely unaware of this until a couple days after the game, so I couldn't even get mad at myself. Instead all I could muster was a classic Family Matters Urkel "Did I Do That?" which I didn't even say, just thought it in my head.

Back to the Fighting Phase

The Chosen, having illegally charged, did what they always do, they totally destroyed the unit they charged into. This squad is totally overloaded, containing the maximum 10 Chosen plus TWO characters: a Sorcerer and Master of Executions. Neither of the characters even got to swing their weapons, as the concentrated power of all those Chosen's accursed weapons did the work. I make a note now that this unit will probably never make up the huge amount of points I spend for it, so in future army lists I'm definitely going to explore cheaper, less-lethal options.

Against the Impulsor, the Chaos Terminators did some damage (I have one chainfist, on my reaper autocannon guy), but did not manage to blow it up.

My fighting had cleared out the objective and it was held by a massive squad of chosen for now. But there was a Blood Angel Dreadnought on the horizon, as well as some Assault Terminators, that would certainly be contesting the objective on the next turn.

End of my turn looked like this:

This is the end of my turn two. A large group of Chosen stands in the center of the objective, reinforcing the remnants of my large cultist mob.

 
The Pizza Interregnum

This pitched battle over strategic resources came to a crashing pause with the arrival of lunch. Much like a half-drawn Etch-a-Sketch, my grasp of the battle strategy was shaken and replaced  by a blank slate and both combatants went up stairs and got in line for the za.

The pizza was of the Take n' Bake variety, some much thanks should be given to parties other than the two combatants, who took the pizza and baked the pizza and provided it now for our consumption.

I believe the main pizza was a Papa Murphy's Cowboy Pizza, containing a selection meat, cheese, and black olives.

This pizza brought up a long-running dilema which has plagued me in recent years. How much pizza should a 47 year old man realistically eat? Looking back on the day and how it progressed, with the clarity of hindsight, the answer is obviously two. Two slices.

As a teenager, I could easily eat an entire pizza by myself, barely taste it, and polish it off with a couple cans of mountain dew.

But now I was a middle age adult, my body blossoming with the fresh crapulance of my late forties. Instead of Dew, I was furiously guzzling water out of the tap in an attempt to keep my rules brain fully hydrated. And it was clearly obvious I should have eaten only 2 slices of pizza.

I did eat 2 slices of pizza.

But then, as I sat drinking my water and watching Steve's kid's eat, Steve decided to play 3D chess with me again. He gently pushed the remainder of the Cowboy Pizza towards my plate. He was nodding his head and smiling. His mouth slowly formed words which I can still hear now as I type this.

"Go for it."

And so I ate another piece. Another full piece of Cowboy Pizza. And after I ate it, its perception-altering powers were almost instantaneous. All the water I had been guzzling was sucked up by this new doughy interloper.

My brain was drying out like the Salton Sea.

I was confused. Delirious.

But the game had to go on.
 
Third Turn: Steve's Blood Angels

The Deal with Steve's Dreadnaught

During this game, Steve brought up a rule that the Dreadnaught reduces all damage done to it by 1 wound, every time it is hit. He was doubtful that it applied to attacks were were only 1 wound to start with (effectively making it invincible to 1 wound attacks). But I played it like it was effectively immune, focusing none of my shooting at it, ever.

I don't know if this was good or bad, since I did end up shooting quite a bit of infantry instead, and probably did more damage overall.

However, the fallout from this decision was that the Dreadnaught has full wounds and was trouncing over to the middle of the board.

In addition, the Blood Angels Assault Terminators were also slowly waddling up to the plate.

In addition addition, the squad of Sanquinary Guards jump packed into easy charging range.

Over at the Impulsor, the Blood Angel's Chief Librarian, Mephiston, managed to get out of the Impuslor by himself and got ready to charge my Chaos Sorcerer. The Veteran Sword Guys were stuck inside, with the punching and cutting of my Terminators on the outside of the Impulsor probably making them slightly nauseous.

Finally, down by my Forgefiend, the other tiny squad (3 guys) of Sanguinary Guard were flying into charging range against my Forgefiend.

And finally, the Sanguinor flew down into the middle to also get to chopping.

During charging and fighting, my entire squad of Chosen, my entire squad of legionnaires, and the last remaining cultists from the big group (the Cult Demagogue and friends) were totally wiped out.

Crucially, the small squad of Sanguinary Guard was NOT able to destroy my Forgefiend. He wasn't able to do much attacking back, as his only melee weapons were his tiny stomping feet. They did nothing.

The middle objective was filled with Blood Angels, edge to edge. And pretty beefy Blood Angels at that, all of Steve's Terminators and large squad of Sanguinary Guard (with Jump Captain inside).


In the center of the battlefield, you can see the "giant pile in the middle". Legionaires and Chosen. Sanguinor, Sanguinary Guard, Assault Terminators, etc., fight to control the middle.

Third Turn: Isaac's Chaos Deceptors

Well, now's the time to pull back the veil. I WANTED all of Steve's army on that center objective. That's exactly where I wanted them all along. Maybe.

All that was left in my Army...happened to be the majority of my shooty guys.

I used the Coils of Deception strategem to fall back AND still shoot, which was targeted on my forgefiend and allowed him to move away from the Sanguinary Guard and shoot into the center of the board.

Here's what was shooting in this turn:
Cypher (with 9 total shots, 6 bolt pistol and 3 plasma pistol)
Noise Marines
Predator Destructor
Forgefiend

I managed to kill most everything, with a single Terminator and the Sanguinor still remaining.

My Rhino charged the Terminator, and my noise marines charged the Sanguinor.

In the fighting phase, The Sanguinor seemed to have no effect on my noise marines. However considering the damage ability of the Sanguinor I almost wonder if he fought something else, and my noise marines consolidated into him.

Likewise, the single Terminator was not able to take out my Rhino (and that seems more believable).

At the end of the turn, I scored 2 VP for Cleanse, and 5 VP for Overwhelming Force.

At the beginning of the Fourth Turn, Steve conceded after doing some Warhammer calculus and determining he didn't have enough OC (Objective Control) to hold the center objective in the Fifth turn. I personally think it was way closer, and it was more calling the game due to time. It was running long again with a 5 hour game instead of what should have taken probably 3 hours.

The final board state:

Steve was ahead with 28 VP vs my 22 VP. Most of his infantry were gone, however my only intact infantry was a squad of noise marines and a squad of chaos cultists. And the cultists had to do some serious leg work to get to the middle objective. 

Final Notes for myself:

I did a better job remembering my army rules. I estimate I invoked my Dark Pact rule in 90% of the cases I wanted to.

I play Warhammer 40k too slow, and eat pizza too fast. I need to play Warhammer like I eat pizza, and eat pizza like I play Warhammer.

I need to do a better job recording who shot what (and who fought what) because I couldn't remember half the time while reconstructing the battle from my notes.

I need to find a different platform for my next battle report. This Dreamwidth site is really awesome for text, but it is really bad for images. I suspect none of these images are at optimal quality.

Steve took all the photos, and I think he did a really great job.


When I'm not playing, when I'm not assembling, when I'm not painting, the natural default position for the Warhammer 40k part of my brain (Closely related to the lizard section) is army building. Instinctively, this cold-blooded scaled tumor thinks I didn't win because I didn't have the right units.

Realistically, this is only a small part of it.

Here's what I really need to work on:

1) Remembering all the rules
2) Actively remembering the proper procedure of play
3) Speeding up the game and lowering mental fatigue during play

My main army rule "Dark Pact" is a big asset, if I remember it exists. 

Any time I want to use it, I need to take a leadership test which is easy in an army mostly composed of elite superhuman warriors like mine. 

In this case, the leadership test is 6+ on 2D6. Easy. And if I fail it, it just does D3 mortal wounds, which might be as little as a single mortal wound. And the Dark Pact always still works, even if one guy gets a little melty out of the deal.

I get to make a Dark Pact any time a unit would shoot, or fight.

The benefit:
The Dark Pact grants my choice of the abilities Sustained Hits or Lethal Hits to a unit. Sustained Hits means all rolls to hit of a 6 "explode" into another hit. So if I rolled a 3, 4, 5, and a 6 on 4 dice, and I needed a 3+, this would count as 5 hits. Lethal Hits means any roll to hit of a 6 converts into an automatic wound. If I rolled a 3, 4, 5, and a 6 on 4 dice, the 6 hit automatically wounds and I don't have to roll again.

For big powerful guns, I probably want sustained hits. For a mass of small arms fire with lower strength, I probably want lethal hits.

The problem:
Every single time a unit in my army shoots or fights, I need to make the decision on whether to make a Dark Pact. I always remember this fact right after I roll the dice to hit for my unit, which is TOO LATE.

Typically, if I'm rolling a mountain of dice, I should always do a Dark Pact BEFORE I roll that mountain of dice.

Actively remembering the proper procedure of play

Basically, there's a bunch of little things a person needs to remember. The stats of all your little weapons. The movement of your guys. Earning and using command points. I've invested a little bit of time tracking down cheat sheets (like the quick-start one pager which Games Workshop has helpfully hidden in the bowels of their website). 

But if I can offload some of these little chores into, for instance, that globular cluster in the middle of my head that right now keeps trying to design new army lists, it's going to help out actual play immensely.

So I've been rolling a TON of dice. I've been rolling dice and moving guys, alone, in my basement lair. There is no opponent on the other end of the board. My units run from one end of the board, they run to the other end of the board. They take shots at thin air. They charge and pretend to attack invisible enemies.

Is this helping? We will see.

If I can successfully do a Dark Pact on every unit that should have done so, that in itself will be a huge win. 

Because I roll sixes. I roll them all the time. I roll them at least a sixth of the time, usually. And if I can wring a little juice out of each individual six, that might add up to be an impressive amount of juice at the end of the game. Enough juice to make the difference. Enough juice to win.
zeker: Red stylized version of my head. (Head)

Two armies met for battle in this isolated ruined hamlet. One one side, the Blood Angels. On the other side, Chaos Deceptors. Truly a match-up for the ages.



This is a rough approximation of tournament layout #4. There's a lot of people who consider the chapter-approved tournament layouts boring, but I'm sticking with them: They are regarded as fair, the process is easier than coming up with my own fair layouts, and I can focus on me losing in the actual game, instead of losing during the terrain placement stage. In second edition, I was famous (in my own head) for placing terrain that would completely block tanks from moving around (when my own army list contained tanks).

The objective markers: The Deceptor home objective is in the building on the lower left. Blood Angel home objective is in the building on the upper right. There are 3 No Man's Land objectives: 1 in the center (the main shooting and dying area) and then 1 each in the upper left quadrant and upper right quadrant.

The Primary Mission for the game was Linchpin. Armies are scored 3 points each turn for holding their home objective. BUT No Man's Land objectives are worth 5 points if you control your home objective, and only 3 if you DON'T control your home objective.

THE SETUP

The detachment rule for the Deceptors is simple: Infiltration and lots of it. In a 2,000 point army, I can place up to 3 units of cultists and 3 units of legionnaires using the Infiltrator rules. Which means I can place them outside my deployment zone (the lower left quadrant).

I ended up placing 5 units using Infiltrator rules: 2 small mobs of cultists, 1 large (20) mob of cultists to hang out in the middle, and 2 squads of 5 legionnaires each placed with the smaller cultist mobs. You know, to help 'em out.

In previous games there were always trouble spots where blood angels were overwhelming my forces and I found myself wishing I had more guys there. To counter this I had 2 massive reserve forces: First a 10 man squad of Chosen (chaos marine veterans) led by my Chaos Lord loaded into a Land Raider. Second, a 10 man squad of Terminators led by a Sorcerer.

The Land Raider would roll in using Strategic Reserves rules, coming in on whatever edge of the board most needed its help.

The Terminators would teleport in using the Deep Strike rules, and similarly show up where they were needed most.

I had 2 Lone Operative characters operating as commandos, which I had read about a lot online and sounded smart. The first was a Chaos Lord wearing a Shroud of Obfuscation and using a Jump Pack and the second was an Epic Hero named Cypher. All the good chaos lists run Cypher. Cypher is ESSENTIAL.

Because I read about it on the Internet and never watched them in action, I had no idea what to do with these two commando guys. So I just stuck them down in middle of the board, confident in the knowledge no one could shoot them since their Lone Operative ability keeps them safe as long as they are more than 12" away from enemy models. 

My remaining forces were placed in advantageous positions for shooting.

My basic plan was to hold the objectives early, and shoot any blood angels that approached the objectives, and continue taking shots at blood angels until there were no more blood angels.

On the Blood Angel side, units were all placed in their deployment zone, but they were heavily weighted on the right side of the board. In retrospect, I can easily see the player's plan was to swing that heavy right arm down as if a spoke of a wheel, slowly crushing everything in its path with overwhelming power, until nothing was left of my forces.

TURN ONE

I got the high roll for turn one and got to go first. I drew my secondary missions for the turn and got Locus and Cleanse. Both of these missions require units to take actions instead of fighting, forming a locus and cleaning respectively. So my cult units spent the turn sweeping and polishing the objectives they were standing on. It turns out they are actually really good at this! I'm kind of inspired to find some buckets and mops and outfit future cultist models with such equipment. Those objectives were spotless!

My Predator and Forgefiend both spent the turn firing at the Gladiator Reaper in the top center of the board. My legionnaires each had a single lascannon. One lascannon got fired at the Dreadnought, the other got fired at the Gladiator Reaper.

We got really close to blowing up that single Gladiator Reaper. We got it down to 2 wounds. Plus we got POINTS. All that cleaning scored me 7 points.

On the Blood Angels turn, the wheel started to turn. The marines crossed the distance to my first unit of cultists in the blink of an eye. They opened fire on those cultists and were pretty effective in mowing them down. The cultists did a good job of soaking up bullets, and one even managed to live, causing the marines to charge that single cultist and target it with approx. 50 chainsword attacks. Not to mention power sword attacks from the Vanguards.

Meanwhile, in the center of the board, the heavily injured Gladiator Reaper was using its turret-mounted machine gun thing to really work over my large group of cultists. But this was a LARGE group of cultists, pal, and there were plenty of cultists left to hold that middle No Man's Land objective.

To help clear these cultists, a squad of Blood Angel Terminators started slowly marching towards that middle objective. 

The rest of the Blood Angel army took shots at my Forgefiend, and managed to take it down to 4 wounds (I think).

At the end of the Blood Angel turn, the army received 4 points for their secondary objectives, which also similarly involved occupying territory or performing actions (I think).

TURN TWO

One good term the Internet has invented for us is the term "tilt". It's a great word. For me, it immediately springs to mind visions of Don Quixote charging with his lance towards a menacing windmill.

The Blood Angels had annihilated a single mob of 10 cultists and captured a single objective in No Man's Land. I was feeling the heat. Okay, I thought to myself, time to bring in some Overwhelming Force on this little trouble spot.

But here is where the Blood Angels were super tricky and were fighting me on a second much-less-defended battlefield. The battlefield of my mind.

I went to drive me Land Raider into town from Strategic Reserves, and discovered there were actually very few useful places for it to drive in from. All of this Blood Angel infantry was blocking the Land Raider's entrance (the rules stipulate you need to come in within 6" of a battlefield edge, and at least 9" away from enemy models). It looked totally natural. It's not like the marines were all forming a conga line or anything. But there they were, and no matter where my tape measure went, it couldn't find a big enough spot for the Land Raider to come in.

Instead of driving in from the right side like I wanted, I had to drive in from the bottom side of the board. My Chosen didn't disembark (big mistake) and my Land Raider shot at the advancing terminators threatening the center objective.

Likewise, my giant unit of Terminators (which also needed to be at least 9" away from enemy models) couldn't find a good spot to come down. They WANTED to be on the right side of the board, but they ended up coming down in the center of the board.

During my shooting phase, I managed to blow up the Gladiator Reaper, and whittle the Dreadnaught down to 2 wounds. I was concentrating my fire on a few big models, so there would be less big things to fight later in the battle.

The Blood Angel turn saw the wheel continuing to turn, fully eliminating the forces in the bottom right quadrant. Fully in control they managed to advance to my Land Raider, where they performed a classic maneuver known even back in 2nd edition: They surrounded my Land Raider to prevent my forces from disembarking.

OOOOOOHHHHHAAAAARRRGH! Why didn't I see any of this coming!

To temper my frustrations, i did score more points. At the beginning of the turn, I received 13 points for Linchpin (because I had cultists on 2 extra objectives, plus I still controlled my home objective). The Blood Angels received 8 Linchpin points because they had the one objective in the bottom corner, plus their home objective.

AN UNFORTUNATE HEAD EXPLOSION

I should also note that during my second turn my sorcerer in terminator armor suffered an unfortunate head explosion. It's really not anyone's fault.

What happened is, I was really mad at all the Blood Angels that weren't dying. So I used my Sorcerer's Wychfire psyker power to maybe shoot some more Blood Angels, and here's the important part I used the maximum power setting on his psyker power, not the normal one. I really wanted to do some damage, but unfortunately this also adds the "hazardous" rule to the attack and wouldn't you know I rolled a crummy one. Boom!

In retrospect, maybe I should have used a command re-roll on that one, but it didn't occur to me at the time and I don't remember if I even had any command points to pay for one.

TURN THREE

So at this point things are looking pretty dire for Chaos.

My commander is stuck with his Chosen inside their land raider. And there's Blood Angels outside who are rocking the Land Raider back and forth, yelling rude inflammatory language, and trying to use their chainswords to cut into the Land Raider which is holding up pretty good.

The Blood Angel terminators had finally made it to the center of the board and cleared out the remaining valiant chaos cultists with a few swipes of their thunder hammers.

But what can you do? At this point, you just have to keep fighting and hope things turn around.

On this turn, my full 10 marine squad of Terminators, ended up shooting a full load of combi-weapons at the Blood Angel terminators, before charging the Dreadnaught. We killed some Terminators, but of course not ALL the terminators, and the fact that they had a Chaplain with them made them extra-durable against the normally Devastating Wounds of the combi-weapons. 

The Dreadnaught got beat up by the Terminators, especially since my Reaper Automcannon Terminators were also armed with chainfists. But I couldn't kill it! And then it mashed a couple of my terminators with its heinous power fist and not-very-cool plasma cannon.

The Blood Angels Turn saw their Sanguinary Guard jump pack guys come in from Deep Strike, and they went and dropped right into my home objective. Unlike my opponent, I had NOT made sure there were no spots a large group of jump packing Blood Angels could Deep Strike into my home territory.

For some reason, I had very poorly defended my home objective, especially considering the Linchpin primary mission is all about your home objective.

Anyway, so the Sanguinary Guard are in my house now, they killed all the legionaries and now they're going through the fridge and using my special bathroom, and generally not treating the place with respect.

As far as scoring, it is my shame to report my Linchpin scoring had dropped down to a paltry THREE points, while the Blood Angel player reaped an astonishing 15 points. If any of the cultists were still alive at this point, they probably wouldn't want to be in my cult anymore.

The finally thing which ended up being kind of a good thing was the Blood Angels blew up my Land Raider. I was killing a few Blood Angels here and there with the big guns, but blowing up the Land Raider finally forced my Chosen to jump out, suffering only a single wound in the process.

And in a unlikely twist of fate, I rolled a 6 on the deadly demise roll (which means there was an explosion that affects the units surrounding the tank). So I killed a bunch of Blood Angels, and I even inflicted some damage on Mephiston who had been outside cheering his fellow angels on in their ungentlemanlike behavior.

TURN FOUR

My Chosen were largely intact after having emerged from the smoke and fire like the New World Order on Monday Night Raw.

So they did what my Chosen always do, they had a glorious round of very effective shooting followed by obliterating a single squad (in this case Blood Angel Intercessors) in hand-to-hand combat. And then they got beat up on the rebound because it turns out the Blood Angels are also good and hand-to-hand combat.

Meanwhile in the center of the board, that Dreadnaught just wasn't going down. There was a techmarine next to him, and that guy kept healing him and the frustrating part was he was healing him slightly faster than I was hurting him.

ANOTHER UNFORTUNATE HEAD EXPLOSION

I should probably also mention that during Turn Four Mephiston's head also exploded. It's really easy to forget how bad the hazardous weapon penalty is if you roll a 1. Usually if its a group of guys (like with a plasma gun) you just lose the one guy. Well when its a single-guy unit named Mephiston, you end up losing Mephiston.

But even with Mephiston not being alive anymore, the Blood Angels still had plenty of guys. And my Deceptor forces had almost no guys.

So we decided to call it a draw at the end of Turn Four.

Finally score: 48 points for Steve (Blood Angels) and 35 points for Isaac (Deceptors). If I counted the points right, which I normally don't.

 I was working on a very tactical-looking "K9 Harness" and the sample had "Tacking Harness" tagged on it. That made sense to me, since tacking is the exact term you would use for equipment you're putting on your domesticated animal, like a saddle on a horse. EVERYONE knows that!

BUT in a rare display of usefulness, Google kept wanting to autocorrect it to "tracking harness". And it turns out, I'm now pretty sure the correct term is in fact tracking harness. If you google K9 Tracking, that is a whole thing. People are practice-tracking their dogs all over the place.

And it turns out "tacking" is actually equine-specific. Is it a horse? Tacking. Is it a donkey? Tacking. Is it a mule? Tacking. Zebra? Don't know. Dog? NOT TACKING. Even if you find a little saddle to put on your dog, turns out that's not tacking.

The more you know.

 Looking on reddit, and there are a lot of experts on gas masks. And many of them on concentrated in the /gasmasks subreddit.

Common questions people are asking are pretty straight forward...how do I buy a gas mask? Is this supplier (link to a military surplus store) a reputable seller of gas masks? Can I trust this gas mask?

As far as I can tell, 99.9% of the supply of gas masks available on the internet (and 100% of the ones available at a brick-and-mortar surplus store) are surplus masks, in that they originally were purchased by some government agency, spent the entire duration of their rated lifespan in storage, were then rotated out of stock, and finally re-purchased by a third-party seller at government auction/sale.

This is a foundational concept for understanding military surplus masks: they are, by definition, expired safety equipment.

Many, many gas masks are purchased, and the number of them that get used in some sort of chemical attack or even an industrial accident isn't zero, but approaches zero,

Once they have exceeded their rated lifespan, they are essentially worthless to the agency possessing them and they go up for auction.

What is the price difference between a surplus gas mask and a brand new still-in-its-rated-lifespan mask? I have never worked for an organization (law enforcement, military) that needs brand new gas masks. I imagine there's a completely separate supply chain.

And another frustrating thing is that between surplus stores and these first-party suppliers there seems to exist a layer of overpriced gas masks being marketed as fresh masks but are probably surplus gas masks.

Mira Safety - These are probably surplus gas masks.

Parcel Safety - These are probably surplus gas masks.

MSA Safety - Some of these may be actual current gas masks, only because they are priced at hundreds of dollars ($600 or more).

Here is a link to Avon Protection, who is an actual manufacturer of gas masks. They will sell you gas masks for a similar amount ($500-700).

Ultimately, I know almost nothing about current gas masks. Everything I know is about surplus gas masks. And surplus gas masks are all expired. Maybe they are still good? But they are technically expired.

 A couple years ago, I went down a rabbit hole trying to figure out why a lot of military surplus shirts and jackets have zippers on the left hand side instead of the right hand side.

In the United States, there is a rigid unspoken code on zipper placement that seems to be entirely based on which gender the article of clothing is being designed for.

To go along with my previous factoid about duct tape, there are numerous factoids about this differentiation people like to post. Some people say its because of which hand you would salute with when you were a knight. Or because traditionally high-status men dressed themselves, while high-status women had assistants.

But while this gender-based design decision is almost universal in the USA, its followed much less rigidly everywhere else in the world. Googling about left-hand zippers will quickly pull up men who have purchased high-end European winter jackets who are worried they accidentally got a women's size. So there's no way this design is based on old timey stuff, unless Europeans had some sort of fashion reformation regarding zipper placement and didn't record the decision anywhere.

What is certain is that it doesn't matter much which side the zipper is on, they seem to work equally well and require the same level of hand dexterity. I am in possession of hoodies, shirts, sweaters, and jackets of both kinds and I don't even notice the difference unless I'm thinking about it.

In Minnesota winter, the weather can be 40ºF one day, and be 10ºF the next day with windchills taking it down to below zero.

My poor brain isn't equipped for it even after many, many years of the same cycle.

After a couple days of warm weather, things get real sloppy. I inevitably leave my hat and gloves back at home. Or in the car. Or at the restaurant.

The solution seems to be to keep buying cheap new accessories and stuffing them into every nook and cranny I can for easy retrieval when the wind starts blowing again and I can feel the moisture in my eyes crystalizing.

The types of accessories that make all the difference:

Gloves, both bigger "choppers" and lightweight porous fabric ones
Hats (hopefully with a built-in way to cover your ears)
Scarves: Wow its always surprising how much difference a scarf makes when you put it on
Balaclava: You look like you're going to rob a bank, but if it keeps my cheeks/nose from getting frostbite, I'm all for it

This retail-store blogical is the perfect summary of military surplus cold weather options.



Just observations I discovered as the world moves farther into January. (and we still have February and March to go!)
 

 When I was a kid, once of the most exciting times was receiving a copy of 3-2-1 Contact magazine in the mail.

In the before times, before the Internet, getting a magazine in the mail was essentially being connected to a hub of websites for just a little while, where all the content is static but at least it was new and interesting for the month.

There was a section of "factoids" where in this case the term meant "Brief, interesting facts". Today the term "factoid" more often means a fact that sounds plausible, but really isn't.

My brain would load up on these factoids and I would be a relentless "actually" guy with the audience being my parents, grandparents, and other relatives. There was always something they needed to be corrected about regarding quicksand, copperhead snakes, ancient Egyptians, or black widow spiders.

Duck Tape is the perfect illustration of these factoids. I'm positive there are thousands of others.

Kid-me would constantly uh, acktually that it wasn't "duck tape" it was "duct tape" because the tape was originally used to seal the seams and connections on ductwork. Never mind the fact that the ductwork the original writer of this factoid was thinking of was used in central heating systems, which only became popular after the 1950's.

Today adult-me can reverse-acktually back the other way, saying it's really "duck tape" named because its originally made out of "duck" a heavy duty type of canvas fabric. The same word used in describing these Carhartt Jackets. And in use at least since the Revolutionary War.

The Wikipedia entry for Duct Tape is a real treat.

And of course one must always consider Duck Tape brand Duct Tape.
 In response the events of my moth vs. wool blanket research, I investigated some more with the buyer of said blankets.

He was 100% sure the smell people were experiencing was insecticide, which was my originally hypothesis I had talked my way out of.

Turns out these Blankets are at least 50 years old, packed away for some reason or another. And each one has a label saying its been treated with anti-moth agents.

Is this agent different than moth balls?

This turned the topic around into an entirely different argument.

Is the smell of moth balls a "gasoline" scent?

I've smelled a lot of moth balls in my life, from childhood games of hide n' seek at grandma's house to adding moth balls to the tarp storage bag to keep mice from chewing holes in my pool cover. I personally don't think I would characterize any of it as a gasoline smell. I would characterize it as an entirely different smell, instantly recognizable as a "moth ball" scent.

Does this mean I need to do some sort of blind-folded comparison. Do I need to cover my eyes and huff some gasoline and moth balls and see if I can tell the difference?

Bad news. I'm too old. And I have too few brain cells left to risk on such an endeavor.

The Smells of Storage

There are 3 main categories of smells when dealing with military surplus (or anything, really, that's been in storage for a very long time).

1) Moth Ball / Gasoline Smell - I don't know what to tell you, I think these are different smells. But moths don't like it, and that's the main thing.

2) Mildew smell - This is the classic "basement" smell that pervades all sleeping bags after a time. You keep them in the basement, garage, or under the stairs for a long time, there's just a little bit of moisture. Voilà, mildew smell.

3) Vomit smell - As a human being, this is my least favorite smell. And no, I'm not talking about actual vomit, but a similar acidic smell that comes from plastic off-gassing over long periods of storage away from fresh air. While mildew most often strikes soft fabrics, the unfortunate vomit smell strikes plastic materials like vinyl bags and tents.

In all cases, getting rid of these storage smells usually just involves opening the product up to fresh air, ideally outside (especially in the "vomit" category) and, for an even better experience, exposure to direct sunlight.


Today at work (the military surplus store) there was a big push to sell some wool blankets. We have over a thousand of them. The designer wanted a little more juice because these blankets were getting shoved into the second position on a sales email, and that juice was to take the form of a good wool blanket story.

Unfortunately, these blankets were resisting the typical myth-making process.

They were 100% wool. That's great. They were also manufactured decades ago, then pulled out of storage recently and put up for sale by a enterprising vendor.

Customers who had already bought these blankets gave them great reviews. 5 stars for these wool blankets! Mostly because they were warm. But, many customers also noted the blankets had a strong smell of gasoline. Really warm blankets, smelled like gas.

Not as strange of a situation as you might think.

Here's my educated guess. Gasoline is a long-chain hydrocarbon. But there's something else they make out of long-chain hydrocarbons...insecticide!

!00% wool. 100% warm. 0% moths.

Then I had to go figure out how much of a thing the whole moths vs. wool dichotomy really was. First blog post I found was this harrowing tale of moth larvae infestation, which seems to indicate it really was a problem.

But then after some more searching, it turns out the smell probably isn't insecticide. Old wool, wool in long-term storage, or just slightly dirty wool, all seem to get a gasoline smell after a while. Perhaps because of the lanolin breaking down. 

But regardless of the moth situation, it's been established these are fantastic, 5 star blankets. And wool is a fantastic insulator. It's nature's best insulator. Except for maybe down. I'm not going to get into a wool vs. down battle. Similar to down, wool works great in a variety of environments, and keeps its insulating power even when damp.

And the gasoline smell goes away too, as long as you give it time to air out.

Additional reading:
Apparently American wool got a bad rap during the Korean War, and most uniforms and other gear pivoted to synthetics.
Start with 1-2 lbs. of Brussel sprouts.

Clean them up, chopping off a little of the stem, and cutting each sprout in half.

Toss them with olive oil. Salt and pepper them.

Put them on a baking sheet or pan with some parchment paper in the bottom.

Put pan in oven preheated to 425ºF.

Bake for 20 minutes.

They are now ready to eat.


Back Story: Brussel Sprout Gaiden

One of the most frustrating corners of the Internet is the corner that has all the recipes stacked haphazardly in it. 

They are super long. They are packed with ads. Extra ads pop up over the regular ads.

On Thanksgiving, I was in charge of making the Brussel sprouts. The simplest of vegetables. All the info should have been a one-pager. Instead, my Brussel sprout reference material was the epic of Gilgamesh.

Plus ads.
Black Widow spider, with distinctive red hourglass on its belly

The last couple This American Life podcast episodes have helped calm me down (maybe rationalize) the most recent round of USA national elections, which didn't really go the way I wanted. But the most current episode (The Official Unofficial Record) also had a light-hearted fun segment about the long-standing negative connotations of the infamous Black Widow spider.

The Black Widow took up a chunk of my childhood headspace, along with quicksand and stranger danger, as one of many dangerous hazards I needed to be alert for in the wider world.

What is true: The Black Widow does possess a neurotoxin in its venom.

What is maybe not true: The Black Widow is an exceptionally, perhaps uniquely, lethal spider that kills scores of unaware humans every year.

What you need to know, and what I didn't know, is that the lethality of the Black Widow spider to human populations (in America) directly correlates to the span of time between when most people started building outhouses, and the time indoor plumbing became widely available.

Black Widow spiders love outhouses. Outhouses are full of delicious flies. What they don't love is people coming in and using those outhouses when they aren't expecting them.

Black Widow spider venom isn't particularly dangerous. Their little injector teeth are quite small, and they don't bite very hard. Most people don't have anything to worry about from Black Widow spiders, unless they are bitten in a particularly sensitive area, like the genitals.

Nope. Nope. Nope.

I am now firmly in the indoor plumbing camp. I was on the fence, but now I'm a toilet man, through and through. If I ever need to "go" outside, ever again, I will bring a shovel. I have that technology.

I also understand Black Widows don't really live in Minnesota.

That helps a little.
Ebenezer Scrooge enjoying a fire, wearing a Dickensian night cap.

Read a great article about old school heating systems in the aptly titled LOW←TECH MAGAZINE, which sounds like my kind of magazine.

Main takeaways

Convection heating systems (most commonly, forced air central heating) require heating and circulating the entire air volume of your dwelling (house, apartment, etc.). This is inefficient.

Older heating systems relied on radiation and conduction.

Examples of radiation: hot stove, fireplace, radiator, space heater.

Examples of conduction: sweater, scarf, slippers, night cap, heated car seats, heated floor.

Why did they switch?

At some point, people abandoned these various solutions in favor of a largely homogenous central heating system. Why? The older systems were much less convenient. With radiating heat, you either had to be right next to the stove (which was often too hot) or far way from the stove elsewhere in the room (which was often too cold). Wearing lots of layers indoors was apparently also less than ideal.

And while radiation is technically more efficient, older systems like fireplaces were less efficient than they would be on paper, since there were unavoidable drafts from the chimney or just poor home construction.

What do modern radiation and conduction heating systems look like?

This is the question I want to answer next.

Can a good space heater add comfort to a room, without adding a lot of noise (like a circulating fan).

Is a night cap comfortable, or does it just make your head hot, forcing you to switch back and forth with it on/off all night long?

I am now officially an old person.

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