30 August 2017

The Trouble With Big Mechs…

Last night saw the latest game in our 40k 8th Edition education.

Once more, the might of the Dark Templar marines faced up to the hordes or Bull's Orks. I was expecting Bull to mix things up this week and had prepared a tasty surprise for him. However, to my own surprise he had almost the same list as last week, but with a few tweaks.


Gone was the Morkanaut (yeah!!!) but it was replace by a Gorkanaut (boooo!) – this turned out to be a problem for me, which I will go into a little later. The big unit of Stormboyz had been broken down into 3 smaller units, and his Wierdboy now had the Jump spell. This would mean that not only would I have 3 units of Stormboyz and a unit of Kommandos sneaking into my front porch, Bull could in effect teleport any unit of infantry he pleased to join them!

Things were going to get close and personal very quickly!!


I had taken some advice from Daniel Grundy after my last battle and employed my two close combat Scout units as buffers to make sure these Orky infiltrators couldn't get close to my main force – and it worked a treat. I held my Reivers and Inceptors in reserve, just like the last game, so that they could have a glorious entrance in a few turn's time. I had left the flame-wielding Aggressors at home – didn't want to become too reliant on them. However, expecting some mech I had brought the Hellblasters, an Assault Cannon Dred, a Plasma Cannon Dred and the king of them all… a Primaris Redemptor Dred.

Yes, that's right, I had spent three consecutive evenings trying to built this bad boy in time – it's one hell of a kit (a little over complicated and over articulated is you ask me… it was only missing some Action Man Eagle Eyes!).

He had a blistering array of weaponry, but weighing in at over 200 points I was paying a premium. Would he live up to the hype, or turn out to be another passenger from the space marine stable?


I had brought two Librarians – the cheapest HQs I could get hold of to ensure 7 Strategy Points. I camped them and a 6-man unit of Intercessors on my own Objective. I had the Hellblasters sitting is a crater with a full view of Bull's Gorkanaut and my Dred holy trinity sitting behind some woods in the centre. I had positioned my Razorback on the far right to zoom up the flank and take Bull's Objective from the Grots. This was going to be an exciting fight with plenty more lessons for sure!

Without going into tonnes of detail, it was one of our best fights yet. I opened proceedings by dropping an Orbital Bombardment into Bull's deployment zone – a sneaky manoeuvre, that hit 6 units. Alas it killed one of the Boyz and took a Wound off the Warboss. Gave Bull a scare though!


I got a good round of shooting into the nearest unit of 30 Boyz (sorry, 29 – one got obliterated from orbit!). Despite losing over half their number they were undeterred. The Orks marched on, and before I knew it I had 2 units of Stormboyz in my face and a unit of 25 Boyz had Jumped behind me. I brought on my reserves a little earlier than intended, but with a concentrated round of Shooting all the Boyz and one unit of Stormboyz were gone – I had lost 4 Scouts.


The Reivers were on fire, charging 11" twice during the gaming, taking out the Banner Boy and the Wierdboy before being mashed completely in a single melee attack from the Gorkanaut. The Hellblasters on the other hand had failed to wound the big Orky mech in multiple rounds of shooting and were down a man going into the final stages. The last of the Ork reserves appeared, making a final push for my Objective, but they faltered and were wiped out for the loss of 5 Scouts and 2 more Hellblasters.


By now I was beginning to complain about the imperious nature and abilities of the Gorkanaut for a comparative bargain basement price. I couldn't touch the thing, in shooting or melee. I decided to use my next turn as an experiment and had every available unit, regardless of weapon, shoot at the Ork giant.

I rolled a total of over 90 dice to hit this thing and took 5 wounds off it… 5!!… out of the 18 it started with!!

I then charged my Plasma Dred into it, survived the sick amount of Overwatch fire that came at me, and with Strength of 12 vs Toughness of 8 failed to wound it with 3 Hits. My Dred was killed twice over in the return attack.


However, Bull was on the ropes by now and even a gallant charge at my Warlord Librarian by his Warboss (taking 4 Wounds off my leader) wasn't enough to save the day. He had his Gorkanaut left on half wounds and his Grots untouched (and pretty much ignored all game). I had lost 9 Scouts, a Dred, 3 Hellblasters, 5 Reivers (their heroic charge into the Gorkanaut will remain a legend… just not what happened next!)



Thoughts?

After my complaining I was still struggling to devise a suitable way to take down the Gorkanaut. Some reading up revealed that (potentially) 3 shots from a Lascannon would do the trick – however, with close to 100 Orks running around I don't want to be spending points on Lascannons! Dilema indeed.


My Reivers and Inceptors are cool (though the latter got bogged down in combat, they're definitely a shooty unit). The Librarians didn't do much aside from kill the Warboss, wasting a hideous number of Psychic rolls by failing a basic target of 6.

The rest of the army was pretty solid. I'm learning that choosing the right unit to fight with in melee (after the chargers have been) can be quite key to turning the game. Choose badly and you can lose units before they've had a chance to strike back.

The big, bad Redemptor Dred was awesome. I swear he killed half of Bull's Boyz by himself. He didn't get to have a go in combat as I wasn't going toe to toe with the Mork after the other Dred dropped so easily.

Where do we go from here?










25 August 2017

The Orks Keep Coming!


Having fought off a veritable legion of Orks in our last game of 8th Edition 40k, I turned up at Bull's this week to discover even more… and a Morkanaut!

After a two-week break we jumped back into 40k, ably supported by Bull's fantastic new gaming mat. Our game of Congo with Mr Awdry has really spoilt us and we're looking to recreate the battlefield at Awdry Towers, though we've some way to go yet. Having said that the new mat makes a world of difference and is a pleasure to roll dice upon – even if there are still a lot of 1s in there!


Despite upgrading our game to 1500 points, my army looked very much the same as last time. I had introduced some units of Scouts to try and get some extra Strategy Points and to finally try out the Snipers I've had for years. We deployed in quarters and I found myself (as usual) back in the corner babysitting an Objective. The truth is I had nothing to seriously hurt the Morkanaut, and given there was a Big Mek in there healing it of the few wounds I could inflict, I was struggling to see where a win might come from.


Again, Bull had brought his legions, with a gang of Grots to hold the Objective in his own quarter. I had also brought my 3 Inceptors to see how they might possibly pay back their expensive points cost. There would be lessons learned today!

I had taken the Raven Guard tactics, meaning Bull was 6's to hit me with shooting attacks if more that 12" away. This turned out to be crucial as the Morkanaut would hit almost nothing during the game.


As has been the form thus far, Bull dropped his Stormboyz into my front porch – although this time he waited a couple of turns to give the rest of the Orks time to catch up. He decided to charge into my frontline, which included the Aggressors, and he got to see the firepower they wield. The Stormboyz took a withering hail of fire, then failed their charge. I got to burn them again in my next turn as the initial Ork strike faltered badly.


I dropped scouts in to take the Ork Objective but knew a unit of Kommandos would likely turn up to counter… but I went ahead anyway. I shot and hacked down the Grots (despite taking a casualty to Grot shooting) but hit a wall with the Runt Herder. Then the Kommandos arrived and I was in a bit of trouble there.


Back on the front line the Orks were getting closer (or rather the Morkanaut was getting perilously close) and I decided to ignore it and throw everything I had at the 2 big units of Boyz. My scout snipers had done nothing all game (clearly not capable of hitting the 20ft metal barn door stomping towards them), so I supported them with the arrival of Reivers and Inceptors. Both made an immediate impact – the Inceptors pumped out a hideous number of shots, killing 5 Boyz in their first round of shooting despite them having 4+ invulnerable saves.


On the other side the Aggressors and Razorback leaped forward, firing into the other big unit of Boyz, before charging into combat. The Orks had endured a horrible couple of rounds of casualties from the shooting and melee of the marines. Bull was in danger of only having his Morkanaut and a few Characters left, so we called it a day and talked through the game.


Conclusions

Bull came away from this week with a book full of lessons learned. His Morkanaut was not worth the points spent – a Gorkanaut (without all the guns) would be a much better solution especially if it was full of troops and running up the board. His Boyz failed some crucial Advance and Charge rolls (some of which he could have re-rolled with hindsight) and this caused his offensive to falter.

I need to keep faith in the marines, their guns and my dice rolling. Whilst not always blistering, my dice did a decent job this game (clearly no white or green dice present!), and eventually the numbers told. I even forgot to shoot my Aggressors twice for standing still – that could have racked up in the region of 40 dice that hit automatically (nasty, nasty, nasty) and the whole reason I took them in the first place.

The scouts were quite a waste across the board, although a cheap way to get extra Strategy points that came in handy. The Reivers continue to contribute just enough at crucial times and hang around long enough to be a pain. I need to consider the prospect of mech appearing across the board from me, so there will be a change needed in this week's game!

Till next time.














06 August 2017

Congo!


In a complete departure from the current gaming theme, we headed off to the jungle yesterday. Bull and I trundled down to the south coast to Awdry Towers to partake in a game or two of Michael's current passion project—Congo.


Let's start by saying that Mr Awdry had a table set up the likes of which I have only seen in rulebooks. It was exquisite. He has spent the bulk of his summer break creating terrain features and painting models for a day such as this and it was an absolute pleasure to take part. Not only did the gaming table (which included a swamp gaming mat from Deep Cut Studios) set the scene, you felt completely immersed in the adventure as you played. Kudos to Mr Awdry for what can only be described as the most professional demo game ever. I won't go into any detail about the individual terrain pieces, as Michael has a host of blog posts coming up to explain how he did it!


Congo, the game itself, was an unknown quantity to me going in. Michael had been kind enough to send us PDFs during the week to provide a backdrop and basic rules for the game. Alas I am not great with homework and didn't have much of a look. It didn't matter in the end as Michael explain things excellently and we were soon up and running. I won't go into too much detail about the individual games: the opening game (my Explorers vs Bull's Jungle tribes) was a landslide as I was incapable of rolling 5+ on handfuls of D10s whilst Bull was rolling 5+ on D6s at will; the second game (my now more experienced Explorers vs Michael's Jungle tribes) was a much closer affair and came down to a nail-biting 7th turn.

The ruleset has element from several different games. Players choose their actions for the turn from a handful of action cards, mimicking X-Wings dials, so decisions are made before the turn starts. These are supplemented by Totem cards which give bonuses during a turn or can be held on to for later. All dice rolls are successful on 5+, be that attacks, saves, bravery, etc. and skill levels are represented by the dice type being used—d10s for elite troops, D8 for trained troops and D6 for everyone else. It's a mechanic I've seen knocking around for a while and it does work. There are also stress tokens dished out liberally that will impede the types of actions and once this number reaches 4 you're in trouble. Given that the game comes from the Studio Tomahawk stable, the stress tokens were not surprising. I did find some aspects of the rules a little clunky, and melee combat felt a little off, but there is no denying that this is a great adventure game. We had a riotous laugh (especially Bull with his heavenly dice rolling) and came home feeling like we had actually been on some kind of expedition. The background and themes running through this game are superb.


Being a rulebook geek I have a hankering to pick this one up, it is fantastic to look at. We will no doubt have more Congo adventures at Awdry Towers in the near future—I am eager to see some of the other scenarios in action as the 'Capture Kong' one we played was excellent.


I also came away from the day inspired. This is just the kind of adventure game I've wanted 'Hood' to be, and when combined with a set of beautifully painted miniatures and a stunning gaming table it certainly has raised the bar for gaming experiences. I am now keen to create my own gaming table to a comparable level to this one—though let's be honest, Mr Awdry is in a league of his own right now!

Bull's blog has his take on our day out.