Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts
11 June 2019
June Update
Wow – it's been over two months since my last blog post, and what a crazy time it's been. Aside from mundane things like decorating and major earthworks that have eating into down time, the hobby is very much alive and kicking.
To begin with, though it seems a lifetime away, I had a cracking visit to Salute. I haven't been for a couple of years so was really looking forward to it – normally the kiss of death. However, I didn't hold back this time around and came home with a boatload of loot, chatted to quite a few people about their projects and products, and enjoyed myself thoroughly.
After my game of Kill Team with Bull, back at the beginning of March, I was buzzing for my Crimson Fist marines and (more so) my new gaming board and terrain. I has quite literally become an addiction, and I have been building lots of Sector Mechanicus bits and pieces to create the ultimate skirmish environment.
Once done I had some time to ponder and ripped half of it apart and rebuilt it _ with magnets galore – in a more modular and funky way. This felt a bit mad at the time, but has proved to be a genius move as the set of terrain I have is looking awesome.
Very happy bunny indeed. Most of it has a base coat, whilst some has been lavished with shade and even highlights. More on this another time.
My son even got in on the action, taking the time to construct a battlescape one afternoon, using lots of my 40k models. It was a good opportunity to dust a few old bits off and assess the model collection. I think I need more.
I managed to get a fantastic 2-day gaming session in with Bull at the end of May. Instead of picking up the Kill Team again, of which he wasn't really a fan, we took another look at Shadespire. I think it's fair to say that this definitely ticked a box for Bull, to the point I did think he might go out and make a rather large purchase of everything related (but he held his nerve!).
I had a bit of a lull after this marathon gaming event, but my son persisted with the big 40k displays. It got my enthusiasm back up again, and I've been spending my evenings building lots of Space Marine models I'd bought and had sitting in a box.
This last weekend was something of a highlight as I took him to his first ever wargame show – Broadside 2019 in Sittingbourne. Despite not being a fan of all the walking, and the fact he was a little short to see what was going on most of the time, he loved it. His biggest highlight was a demo game by Friday Night Firefight Club of Dinosaur hunting, using a modified version of the Congo rules. Of course, having been reminded of that amazing game we had at Awdry Towers, I had to buy the Congo rulebook!
03 December 2018
The Empire Invades Pevensey
So given that Mr Awdry had a birthday last week, myself and Bull braved torrential rain on Saturday to visit Awdry Towers and participate in a first game of Star Wars Legion.
I had spent the last week feverishly painting my Imperial troops… and failed miserably. Mr Awdry on the other hand managed to paint most of his troops and build an Ewok village and Imperial bunker. In truth I had spent the majority of my available time reading through the rules and watching gameplay videos (which proved far more useful).
We started with the basic tutorial and went through everything step-by-step. It proved to be quite an exciting game. Han Solo showed his roguish tricky side that we all love (or not, grrr) and Vader turned out to be the intimidating, deadly presence I had hoped (albeit moving at a pedestrian pace).
After a brief interlude for pizza and a chinwag, we jumped back in – Bull taking over the command of some of the Rebels – with lots of our shiny extras, including a rather slick looking snowspeeder. My Imperials had nicked the win in the last game, but it was not to be this time. The flyer proved to be a tough and deadly addition to the Rebel lineup and a distinct lack of cover on my side of the table left my Imperials exposed from almost all directions.
Despite being disappointed that my shiny purchases had not lived up to expectation, I came away quite taken by the game. On paper it's rather 40k like, but in reality it's not – it shares more in common with Imperial Assault and X-Wing (which is to be expected). There are a few neat mechanics and overall it feels balanced (though I still don't quite understand why a trained, "precise" and more expensive Stormtrooper is a worse shot than a Rebel trooper!)
Expect to see more Legion stuff coming soon(ish).
06 August 2018
Donnybrook Witchfinder
I've had almost 3 months away from the blog doing 'stuff' but felt compelled to add a random post after yet another top drawer day of gaming at Awdry Towers.
You may remember our last major outing to the Congo – Michael goes all out to construct a gaming table that sucks you into the narrative and builds the tension via email before we even leave home (and yes, we get homework!). It really is a pleasure to take part in one of Michael's adventures.
So he's been going on about doing a Witchfinder game for well over a year now, but things had stalled somewhat. When we managed to get a day booked into the diary back in June for the first Saturday in August, I suggested that Witchfinder might be a welcome change of pace. And so it came to pass.
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| The gaming table in all its glory |
I love the fact that Michael decided to abandon his original plan to use the Witchfinder rules he's purchased and decided to mould his game around the Donnybrook ruleset. That's the sign of a true creative mind!
Now, I'm not a fan of the old blackpowder and flouncy hats era, but Solomon Kane I can buy into, so I took a leap of faith (so to speak). The rules themselves are…odd. They use the now very common practice of using different sided dice to represent different ability levels – D6 being your recruits and D12 being your heroes.
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| The Witchfinder leads the Poachers |
Now, I'm not a fan of the random. I'm a bit of a control freak you see. That comes from being a tournament player for so many years where you tried to eradicate or circumnavigate random events as part of your strategy and tactics. It also comes from writing my own rules – too much random can leave the player with a feeling that they're on a passive ride with no influence on the outcome. Donnybrook flies in the face of wisdom and creates a game that is so random and chaotic you have no choice but to embrace it. You certainly can't have a serious game with these rules because you cannot have any real form of control over the outcome. Balance?…pah!
Activation is determined by drawing cards from a deck containing all of the characters and units taking part – the activation deck if you will. That's all fine, a very good mechanic. However, there is a Turn Over card in there too, and when drawn the deck is reshuffled and you start again. The outcome of this is that a single unit or character can go several times in a row, or in my case, not have a go at all for several turns. This creates an immense amount of imbalance and randomness – and that's before you throw the random event card in there too (which on one occasion sent an entire unit of Bull's troops home because they missed their families)!!
So as you can see the hilarity was never far away. Even when you were on the wrong end of the random you kind of had to smile. The big finale was a great example of this. I had finally beaten Michael's Villagers by the skin of my teeth, his last unit the Angry Mob in full flight towards the table edge. Up pops the Random Event card and attempts to drop a new unit of elite troops emerging on a flank as a relief force for the Villagers – luckily for me Michael didn't have enough models to fulfil the criteria, so it turned out to be travelling performers instead, else I would have snatched defeat from the jaws of victory no doubt.
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| Evil is coming!! |
Needless to say, we had a fab time. We played three games during the day – same scenario – which meant we each got a couple of goes playing as well as a go being the dealer and overall games master.
In the first game my Villagers managed to hold off the advance of Bull's Cultists, despite some early losses. After lunch Michael's Villagers were swept aside by Bull's Cultists, only to be beaten again (only just) by my Cultists. So the Cultists have definitely broken through the outer defences and the village of Muchwhinging could soon become the focal point of the next skirmish.
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| The Witchfinder and Doxy face off against the evil Gareth of Oldham |
We learned a lot about the rules and had them down by the end pretty much. We definitely missed a couple of things out, and we felt the characters were generally underpowered (aside from the doxy's stiletto heel through the chest of my vampire hero!!) but a great time was had by all.
It was such a good day that I've been inspired to create a fully immersive experience of my own for another time – stay tuned for more on that!
Bull has written up a fantastic piece about the day – read it here!
29 April 2018
A Zombicide Start To The Weekend
| So it turned out there was an Exit guardian! |
I haven't played ZOmbicide Black Plague in some time. We reckon it's probably been at least six months which, considering it's our go-to game, is strange. I haven't played Green Horde since it arrived at Christmas, I only opened the box to get a look at the models up close.
That all changed this weekend.
Friday at work, being the last Friday of the month, was Free Project Friday and Team Social Afternoon. We ended up playing Zombicide Black Plague in the meeting room – an 8-player mash-up with many first timers and all the big monsters. It was fun, took a while and realised I'd forgotten a lot of the details in my absence from the game. There was lots of cheating in the end to ensure we won, but it won over a couple more admirers so no doubt more gaming in the future.
| An opening win with Green Horde, by the skin of our teeth |
To be honest that was the warm up, because the morning after myself and Bull travelled to the now very shiny Awdry Towers to get our first taste of Zombicide Green Horde. I'd heard lots of tales about how the new version plays but you never know for sure till you try it yourself.
We managed to get through the first game with a win, but it was touch and go at the end. The game felt claustrophobic and the swaggering confidence often seen when playing Black Plague was gone. The hedge and water mechanics were good additions – don't end the game in the water end of a map, it's a nightmare. The trebuchet was awesome, though it didn't see any action in our opening game.
Game 2 was a challenge indeed. So much so we had to press the restart button after a few turns in as we had made some fatal mistakes in our early strategies. Take 2 was going swimmingly. We had got to the trebuchet and were pretty much owning the board. However, as we confidently headed towards a second victory, fate stepped in to slap us in the face. We ran out of runner models, meaning all runners on the board get a second go – combined with a 'runners get an extra go' card flip we were wiped out in a single turn within reach of the finish line.
Our problem was two-fold. We were using just the contents of the Green Horde starter box, so no fancy weapons and limited zombie models. It meant we didn't have the volume of dice when attacking to clear out the masses of zombie models coming at us. The majority of weapons were only hitting on a 4+ at best, so even a handful of dice was only going to get you so far.
Needless to say we all had fun and thoroughly enjoyed a re-introduction to Zombicide.
There will be more to come!
18 March 2018
Imperial Assault – 3 Player Battle
Thursday this week saw a reintroduction to Imperial Assault, as Ryan and I showed Rich the ropes –He took to it like a duck to water!
We hastily put together three Skirmish armies – Imperials, Rebels and Scum (sorry, mercenaries). Using the 4-player Hoth board layout, we lazily chose the deployment areas nearest to our seats. We were concerned that Rich would be piggy in the middle and get battered on both sides, but we needn't have been concerned – he just went gunning for Ryan who realised he'd chosen an awful deployment zone and was boxed in completely.
Rich got the honour of using the newly acquired Boba Fett mini for the first time. He was one of the stand out characters of the game, able to inflict a lot of damage and heal himself quite nicely too. The Wampa and Nexu also proved to be intimidating, even if the former was something of a one-hit wonder – Fugs taking it down with prejudice after it scored its first kill.
The Nexu on the other hand was having a whale of a time, actively looking to Cleave as many Rebels as he could. The Rebels were gradually losing number under a devastating assault by the Mercs – Fugs just couldn't get out of his deployment zone and ended up retreating to where he started.
In the meantime the Imperials, led by the simply awesome Vader, marched slowly from the opposite end of the board. Rich had left a couple of Tusken Raiders to hold a console in his deployment zone, and these were both dispatched by Vader in a single attack.
The Mercs were getting low on numbers now, after the Rebels rallied. But just as Fugs thought he could see some light the Imperials arrived, strolling past Boba Fett to take up the fight with the Rebels. Seeing that things were about to go south quickly, Fett took the opportunity the fall back and ensure he would at least survive the game.
The Imperials had been nicking the points along the way, finishing off units that were already on the ropes. As such it didn't take long to Vader to claim victory, with the Rebels on around 18 points and the Mercs on a misrepresented 6.
It was a great way back into Imperial Assault, all in preparation for us starting a campaign game next week. Stay tuned!
12 March 2018
Necromunda: Opening Exchanges
We'd had a week or so to prepare, and now it was time to see how this new edition of Necromunda actually played!
Last Monday I had a day off, so Bull and I arranged to have a gaming day. We managed to get three games in as well as the post game bits. I'd brought my new MDF terrain, and it made a superb centrepiece to the gaming table.
Game 1 was a very cagey affair. Bull had his heavy on the mdf silo tower which gave him excellent line of sight to pretty much the entire board. My guys were hunched at the bottom of the stairs, preparing for a three-pronged attack (though no idea how that would actually pan out).
My two big shooters – Ganger and Boss both with Grenade Launchers – made their way up the stairs to the main platform, flanked by a couple of Gangers in support. My Hammer-wielding Champion went left, supported by a couple of Juves. The remainder went through the middle and to the right.
The mission was simple to kill the other guy, without taking too many casualties yourself. I was having the expected day – lots of awesome shooting, knocking guys down, but nothing going through to cause any concern to my opponent.
We managed to knock the Orlock Heavy on his backside, right after he ran out of ammo. Then my Grenade boys managed to deck (almost) the entire Orlock gang thanks to blast templates!
One of my Juves was hit badly, then hit again and went out of action. Not long later a second dropped. I managed to take out one of Bull's Gangers before the Orlocks pulled out.
One of my Juves missed game 2, the other was going to have to see the Doc – but he wanted to charge me more than the Juve was worth, so we let him die and recruit a new Juve!! No mercy!!
Game 2 was a "Defile the Relic" mission, but we hadn't got more than a handful of turns in before both Gangs failed bottle tests!!
Still, more xp and cash going into the pot.
We rolled for game 3 and got Sabotage. The Orlocks would be defending a piece of terrain in the middle of the board and my Goliaths (with their huge bulk and 32mm bases) would be sneaking in to destroy it hoping the sentries didn't detect them.
In fairness, despite a lack of any kind of strategy, my boys got quite far in before the Orlock Juve got the fright of his life, walking round a corner to literally fall over the Goliath Boss!
Once the alarm was raised it all kicked off – my boys were trying to shoot the terrain piece, the Orlocks trying to shoot us! Eventually the terrain piece blew and I had to survive the rest of the turn so I could Bottle out and escape. It was a blood bath. No inch was given. It really was a free for all. I was lucky to escape with a couple of casualties, both of whom will miss my next game. Bull also lost a couple, with similar end results.
We went our separate ways, after totting up the cash and xp, to contemplate how to spend our winnings. I blew through a lot of cash, upgrading key models. I also managed to get a Move increase for my Boss and a Toughness increase for one of my Gangers. I have no doubt Bull has done the same, so the next game will be ramped up to a new level.
Have a read of Bull's perspective of the day…
…as we prepare for round 2!!
17 December 2017
Shadespire: First Play Through
Finally after a lot of reading, video watching and theory-crafting, I got my first game(s) of Shadespire. Ryan joined me for a game evening and we decided to give it a run out. The beauty of this particular game is that it is very quick to play so we managed to get all of our 'best of three' games played in an evening. Ryan chose Khorne's Bloodbound so I took the Stormcast Eternals.
As you'd expect, the first game was slow as we both walked our way through the rules – it still only took an hour! I had the distinct advantage of knowing how the rules should play, but of course things always pan out a little different once you actually get stuck in. With their ability to one-shot their opponents, the Eternals quickly dispatched the Bloodreavers, 1–0 to me.
The second game was much more cautious to begin with as Ryan had grasped the fact that his guys were struggling to hit so had to support their brethren in assault. Alas his ability to roll 'swords' on the dice (in complete contrast to rolling a Dodge in Imperial Assault with the same odds) was almost nonexistent. The Bloodreaver lost their second game, however, games are won by glory points not models remaining and the score was a little closer this time.
Despite me having technically won the 'best of three' we continued into game three and things got very interesting. Ryan clearly had a plan, and the cards to back it up, but I had singled out his low wound characters and in a matter of minutes he was down a couple of bloodreavers. The difference this time was that he had clobbered one of my Eternals down to his last wound and another was surrounded. She too was mauled down to her last wound and managed to survive a little longer thanks to me exhausting my power card hand. She had got rid of most of her opponents and was now one on one. Unfortunately Ryan was not about to miss the chance of inflicting his first kill – rolling 3 crits!! – and it was impossible for me to avoid some damage.
Not longer after my other wounded Eternal died and, after some heavy counter attacking, we were down to one man apiece and Ryan had taken a rather healthy 2 point lead. We were down to the final phase and Ryan did the sensible thing and bravely ran away, know my move of 3 would not get me within range. I had three activations I could do nothing with and the game ended with Ryan taking his first win.
Excellent game evening. Very exciting. It was easy to get carried away killing the opposition but as I learned to my cost in game three, it's objectives that will win you the game. Ryan had played a very tactical final round and now has a solid handle of how things work. It will not be so easy to beat him again. For me I found the Stormcast much like the Butchers in Guildball – they kill things so easily you don't really think about the objectives. I'm looking forward to switching things up with the other two warbands I own. Lots of flexibility in the game, very solid gameplay – quite a genius little game I have to admit – and it's so quick to play!! You can get a game in 20 minutes (depending how things go of course).
Another game soon hopefully!
18 October 2017
Hobby Update: Space Marines and Darth Vader
The blog may have sat idle for a month but hobby things have actually been good overall during September and into October.
Whilst it's been nearly 2 months since my last game of 40k I made the decision mid-September to get as much purple paint on my Dark Templar Primaris marines as I could. Inevitably this has faltered a little since the arrival of Imperial Assault, but I did manage to get my 7-man Intercessor unit complete but for detailing (above). I'm very pleased with the way I stuck at it through the tedious process of painting space marine armour.
The belle of the ball, however, has been Imperial Assault. It became something of an addiction over the last month, finding new purchases arriving almost every day. We had a demo day at the end of September as part of my annual birthday gaming day, playing the Skirmish version exclusively. I had done my research, mostly watching YouTube videos of others playing the game, but it gave me a good idea of how the game played and even useful tactics and team construction.
With something so Star Wars orientated, containing such great character models, I had to start painting them. Of course it was the Imperials who found their way to the front of the paint queue first and I've had some fun painting models from the core box.
Gaming-wise I've had a total of 4 games now, against 2 different opponents, and the honours are even. My opening game saw a close match against Mr Awdry's Rebels – it came down to the wire and ended when Luke shot Darth Vader in the back (several times) in a very cowardly fashion. Game two saw a tweaked Imperial list face off against Mr Awdy's Scum bounty hunters. Another close game with Vader managing to carry the victory home. My third game on birthday game day saw a first game for Fugs who dropped by to see what the fuss was about. Vader again managed to dominate (and hang on to his last few wounds) for a solid victory.
Fugs bounced back this week however with a keenly fought game. My non-Vader Imperial list had fought back from a poor start and the game went down to the wire. Kayn Somos and an Imperial Guard trying to finish off Luke and Gideon Argus. With Argus hiding well away from the fight Fugs pulled off a genius move, playing the Son of Skywalker card at the perfect time, giving Luke 3 consecutive activations without the chance of a response. My Imperial boys couldn't weather that volume of shooting and Fugs got his revenge.
It's a brutal game, and it didn't take long for us to get into a flow. There are a lot of special rules, but a fraction of those in 40k or Malifaux, so a couple of games in and we're flying. Next we want to look at the Campaign version of the game, though that looks a might more complicated.
I've had a week's break from hobby things now, so looking to jump back in. Looking forward in particular to painting more of my Dark Templar Primaris marines, and maybe even some of my Nurgle!!
Stay tuned.
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?
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.
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