Tuesday, 12 February 2013

The Battle for Voidspan Point


Tonight at my gaming club I ran an End of Turn campaign game for our Crusade of Fire campaign, and it was a campaign game with a difference - it was the battle for Voidspan Point!


Above, is the battleground in question (you can find the image in the big 40k rulebook) Of course, recreating something of this epic magnitude was simply beyond me, so I improvised a battleground that would represent something akin to the spacestation above. There are a few images from the game scattered throughout this blog post, so judge for yourself how well I did, given I was working with thin polystyrene sheets, cocktail sticks, and a few Bastions, skyshields, and aegis defence lines...

We had random deployment, which left my orks (on a team of their own cos my teammate couldn't make it down) with Imperial players nudging into my lines on each side. Normally something to look forward to, except that the Orks had made a secret deal with the Imperials - with the Chaos team running away with the campaign, the Orks decided they were harder, and therefore more worthy of a krumping. Or something like that. The orks and Imperials would effecctively ignore each other until the chaos had been dealt with. Once I was sure the chaos couldn't win I was of course planning to stab the Imperials in the back, they're only stinkin umiez after all, though with my team mate not showing up that plan didn't look quite as likely...

So, the Imperials had 3000 points. The Chaos forces, the same. The orks, already underdogs at only 1500 points, now only had 750. So you can see why I wasn't exactly confident of victory...

My Voidspan... Spot the difference?
The Imperials got the first turn, and some inquisitorial henchmen made a suicidal rush towards a couple of daemon princes. Admittedly, they were surrounded by four, as the chaos forces seemed to think the big brutes were the way to go for this battle. The henchmen managed to take a wound off a daemon prince... but little else, before being annihilated, giving up First Blood and a Warlord point.

The chaos daemons (who had jammily been drawn a Skyshield landing pad as their deployment zone!) arrived safely, and a unit of screamers started zipping around playing merry hell with Imperial forces. The henchmen were finished off effectively putting Neil out of the game on turn 1, apart from a Callidus assassin in reserve.

The Orks then got their turn. The lootas blasted a few shots around at random, but the dead eye award has to go to Bugrit, my Big Mek with Shok Attack Gun. He lined up a shot at the daemons, hoping that with them standing so close to the edge of the pad he could knock them off into the void. He scattered slightly, so instead of clipping two units he just completely covered one... but as he'd rolled a double 6 for the strength I was more than happy with that! A double 6 tears a hole in reality and all models touched are removed from play. So the daemons went home early.

The next turn had the Imperials and the chaos shooting merry hell out of each other, with Imperial flyers ignoring chaos efforts to deal with them (the chaos team had only brought a single helldrake, apparently not expecting the enemy to bring flight capable vehicles to a void battle... er... Three Storm Ravens, Two Dakkajets and a Storm Talon later... would have been SIX Dakkajets if my teammate hadn't bailed on me of course... I'm not letting this go easily by the way ;-P) Some more daemons arrived, targetted some more Imperials, and again Dead Eye Bugrit took aim. Strength ten this time, and half of another unit is gone (being somewhat preserved by taking the lions share of the hits on the herald...)

Cosy on the walkway... until the Heavy flamer got involved...


The chaos had by this point realised the truce existed and were starting to target the Orks and their damn shooting as a matter of priority. They cleared a way along the walkway through some Fenrisian wolves and lootas and locked my Ork horde in combat. Bugrit had been silenced. The lootas did have some fun though, managing to force a grounding check on a daemon prince who had risked a flight over the void. We made it clear at the start of the game that flying monstrous creatures could cross the void, but if they failed a grounding check they'd be treated as infantry - and suffer the same consequences. The big red daemon failed, and his wings well and truly clipped, he spun off into the void uttering language that would make a sailor blush...

Brutal close quarter fighting in the centre and brutal aerial support meant that by the time we started rolling for the final turn, there was very little left (Although Abaddon and his retinue had FINALLY showed up, cowards that they are!) The ork ground forces were taken out, leaving the dakkajets to carry on the fight.

Turn 5, with two objective buildings held, Chaos is heavily in the lead. A Stormraven destroyed the bunker around abaddon, causing a wound and forcing him to flee back towards his retinue. He was grateful that he didn't have chance to reach them, as mere moments later, a dakkajet strafed them. It got 6 hits. It needed 2s to wound, but any 6s would cause decompression and count as AP2. With incredible precision accuracy the Ork pilot shot the individual neck seals from all the terminators, getting forcing 1 armour save and 5 invulnerable saves. The chaos terminators struggled against the onslaught, and as the last choking survivors were trying to reseal their wounds, another jet strafed across and finished them off.

Into turn 6 , the chaos were ahead on secondary objective points, so even if Abaddon weren't standing on top of an objective, they'd still win. The chaos needed to die. The Stormravens played their part, taking out the last of the daemons and the helldrake. However Abaddon was down to the Orks. Realising the dakkajets would overshoot, I would have to send them off. However, the Callidus assassin, in a fit of over-exuberance, had broken the truce and killed the last of my ground forces. Which meant with no other ork units on the table (cough, missing ally, ahem) I had to circle one of the jets on the table... meaning there was no way he'd get to target abaddon next turn. IF there was a next turn.

Flyers proved their worth in this game, but also showed their weakness at the end - despite having 6 flyers, only 2 could maneuver into a shooting position for the final turn.

There was.

The imperial effort, with most of the flyers out of position following their successful killing of the rest of the chaos forces, could only summon a Storm Talon and a Predator to shoot at Abaddon, to no effect. Abaddon had nothing he could do, so he just braced himself for the returning dakkajet.

In the final throw of the dice, the Ork pilot blazed in across the station. He had abaddon in his sights. 9 shots. 9 hits. 7 wounds. But sadly none at AP2. Still a lot of dice to roll... statistically he should live, but who knows... The dice are thrown. There's a 1. There's another! And... sadly, no more.

Abaddon, having been thoroughly strafed, picks himself up. With blood and pus and chemicals leaking from his armour, he raises his arm towards the departing dakka jet, and in a surprising gesture for a being so far removed from humanity, uses the claw of Horus to give him the finger.

So there we had it, with the landing pad held (presumably for reinforcements) Abaddon gifted chaos the victory. The survivors?

Rich H - Abaddon, on a single wound
Rich A - none
Rich F - none
Tom - none

Rob P - none
Jason - a predator and a storm talon
Neil - a Callidus Assassin
Tim - two Stormravens

Ginge - Two Dakkajets
Rob W - plenty of survivors, safely hiding in an ice cave on a planet far from the action. How UN-orky!

It does irk me somewhat that a solitary surviving model gave chaos the victory but those are the breaks really. They played to the mission and won.

I think the Imperials were wise to bring the flyers, and the predator for fire support was a good call - no one really had anti tank as no one was expecting tanks. But the same player brought a razorback and a rhino - i think more boots on the ground might have been helpful there.

I think if my ally had shown up we'd have killed the chaos quicker... and turned on the Imperials sooner. Then I think someone would definitely have won simply by tabling all other opponents. It would probably have been the Imperials as Stormravens are a pain in the arse, but I reckon it would have been close.

So the Chaos victory allowed them to grab extra land, before the standard deployment which lets them get first dibs on land anyway. This is why I wanted the Imperials to win this game, to give them a helping hand back into this one. Half the Imperial and Ork players didn't get ANY territory on the new planets. If you're planning to run this campaign yourself, you may want to reduce the number of flags that are issued to players in turn 2.

Of course the campaign isn't over. With Tom having a brilliant Grand Warlord trait for a chaos player (he earns bonus points for having strategic objectives, and getting to choose first means pretty much every flag he has is ON a strategic objective) he is earning a huge amount of points for his personal tracker. This means his teammates are going to have to use their territory score towards their personal points to keep pace with him. If the chaos players start having to put their territory score towards themselves, then the Imperial forces have a chance to play catch up. Assuming they stop fighting amongst themselves and agree to put their territory scores towards the TEAM score. Having the most points on the Imperial team means absolute jack right now. They need to get their team score up.

Little bit in love with this gun tonight...


In summary on tonight though, we had a cracking game. I was a little apprehensive - bunch of experimental rules, 9 players, 3 teams... all sorts of potential pitfalls. But we managed to get things to work out really well. The game progressed quite smoothly, and a fun time was had by all. It was also an incredibly close game, which all the best ones are. For the chaos to have one more failed armour save be the difference between total victory and being tabled shows how crazy close it was!

And what else have we seen? Ork weapons. Can be unreliable. But can also be FANTASTIC!

Thursday, 31 January 2013

Journal of a Sentient Grot - Inauspicious Beginnings

Greetings fellow travellers!

Having made it somewhat mostly kind of in one piece to the Corvus sector the boys set about with reckless abandonment. Whilst an ice planet would have been homely compared to our last world it was already teeming with the greenskins of a rival clan, we barely got a foothold.

There was a small grey planet that the chapter the Grey knights had taken for their own... I'm not sure what they are doing hunting for daemons on a repugnant little world like that (The planet is a psychic dead zone) but if they want to go play fifty shades over there that's their prerogative.

The rest of our clan dropped down on a daemon infested world and a regular world. The daemon infested world was good fun, although having the boys spend half the battle run towards a strangely attractive hill was annoying, at least it didn't stop us from chasing the Emperors loyal puppies off the planet! However on the main world things didn't go as well against the emperors emos, as Wazzdakka was knocked swiftly off his bike. The lads grabbed the loot and ran and clung on to it for the rest of the game, so it wasn't a total loss, though it did break our momentum somewhat.

While Wazzdakka licks his wounds Bugrit is monitoring the receding warp storm... the first thing to emerge from the clouds appears to be a vast space station. That could make a wonderful base of operations. However, others may share that same goal...

I will update you all again when I have chance!

Fare thee well my friends!

Ereyou

***************************************************************************

In other news, by the planets.

Alfrost

The Black Legion forced the Grey Knights from the Iceworld, only to lose some ground themselves to the Orks. The firelords clipped the Orks wings a little, before the Iron Warriors recaptured the Black Legions lost facility. The Night Lords are now crossing the void to pitch in against the beleagured Orks.

Junkatta

Tzeentch entrenched themselves on this planet, and have been expanding rapidly, forcing the firelords from the planet. The Orks forced the Space Wolves from the planet, and now only the Orks and the Blood Angels stand against Chaos holding all of Junkatta

Corvus Majoris

The Night Lords are entrenched on this planet, and defended their hive against attack. The Black Legion pushed the Space Wolves back, while the Orks and Blood Angels played to a bloody stalemate. The Firelords have lost more ground, and are about to be attacked in their hive by the Black Legion.

Other News

We have found that Planetstrike needs to take a departure from 6th edition in several ways. First off, the rule for "Nothing on the table auto lose" NEEDS to be ignored for this game, or at least the first turn of it. With the entire attacking army forced to start in reserve, combined with reserve modifiers from units (Guard advisers for example) and warlord traits, it is all too possible for a bit of bad luck rolling for reserves on turn one to mean the attacker loses without deploying a single model. This would be totally unfair, and therefore I have omitted this rule from planetstrike.

Furthermore, the rule for no assaulting from reserve makes the attackers mission quite frankly impossible. They would arrive from their drop zone table edge to be faced with defenders going "Ah good you're here, time for us to assault you" The whole point is the attacker has the INITIATIVE, it wouldn't make any sense for them to just wander in and stand there for the defenders to attack at will. Therefore I would suggest ignoring this rule in planetstrike games until such time as GW brings out updated rules for planetstrike.

Hive Cities

The Book Crusade of Fire is vague on Hive cities, it merely says they count as all of the other upgrade places. This makes them powerful in a campaign turn, and worth having. I think it makes them overpowered in game terms. If the in game benefit of having a hive city were all of the above, then the player with a hive city would have an extra E/FA/HS slot, +1 to go first, an archeotech force dome generator, and the option to take either a Bastion or a Skyshield landing pad for free. That's an awful lot for one tile to give you, and heaven forbid if you have two tiles, as presumably they'd stack... Anyway, to avoid this, I have ruled that Hive Cities get the CAMPAIGN benefits of all of the other facilities, but none of the IN-GAME benefits. They're already protected enough by not being conquerable unless you play a Cities of Death game. We don't need to make them any harder to take.

Anyway, any further problems we come across I shall keep you all up to date.

Monday, 14 January 2013

Journal of a Sentient Grot: Onwards to Corvus!


Greetings once again my loyal readership! Ereyou returning with more news from Bugrits ork clan.

Well, what to say since our last correspondence? We have been busy. First Bugrit took the pieces of broken Baneblade from the last climatic battle I told you about, and got the wreck running again. Well, mostly. There's a few bits that we couldn't fit back in, but hey it goes so who's complaining. All those clearly unnecessary spare bits just made room for more passengers!

Bugrit got sick of those annoying flyboys in Deffkoptas buzzing his workshop, so he made something bigger and faster and more powerful to shoot them from the sky... or, to quote his own description, something "bigga, snazzia, fastarara, and more dakka-y."

I meanwhile managed to put together a small looted wagon with the biggest gun I could find and crew it entirely with Grots. Thus far Bugrit is unawares, as I deliberately miscalibrated the sights - I wouldn't want my brethren to give the game away with distinctly un-ork like shooting. Besides, it's a battle cannon - if it's an inch or two off target the survivors are unlikely to be in a state to care.

We also had a visit from Santa Klaws, and fixed him up with an awesome ride too.

I have infiltrated many of my comrades around key locations - the Fortress of Ignorance is practically swarming with my cohorts. Some day, we will have our chance to rise...

But not yet. For now, we have gathered ourselves aboard our ramshackle fleet and are heading for a nearby star system. A warp storm is receding and several planets have emerged. Bugrit thinks there could be some good loot there, and possibly a good fight too. Maybe he'll get more of a fight than he bargained for... I'm still waiting for my moment...

Anyway, for now, we make for the Corvus subsector. Wazzdakka will probably get there first as always, but Bugrit has come up with a good partnership with Wazzdakka. Wazza crumps stuff and keeps riding, Bugrit collects the spoils and keeps the army moving.

This is Ereyou, signing off. Till next time Comrades...


Tuesday, 8 January 2013

And it Burns, Burns, Burns...

That Crusade of Fire! That Crusade of Fire.

Yes, next week I shall be starting a Crusade of Fire campaign at my local wargames club, and I plan to keep a running log of what's going on here. I don't plan to do a blow by blow account of the campaign, nor is it going to be an in depth fluffy tale of the outcome. It'll be a sort of blend. Where I can spin a good yarn from the progress of the crusade I will. Where we run into a technical issue that needs to be worked around, I will put the workaround on here so that future campaigners can avoid our problems. But for now, with the warp storm receding and the first four planets revealed (painted) the forces are gathering and I thought I'd give a quick run down of the combatants that are signed up to stake their claim on the sector next Monday night.


Let's start with myself.

Ginge. Playing campaign as Orks. This puts me on the "neutral" side, though as the neutral side is made up of two Ork players we may as well just call it the Green team. I'll be running speed freaks Orks. At the moment i haven't quite decided who my Grand Warlord will be yet. I usually use Wazzdakka Gutsmek given I do speed freaks, but my Ork army started with a Tale of Four Gamers challenge based around the exploits of the Big Mek, Bugrit, and his sentient grot assistant Ereyou. It may be fun to bring them back into things, as the exploits of Bugrit and Ereyou were quite good fun, even if I rarely use a Shok Attack Gun anymore - the last game I played in was an apoc game where he managed to take himself a squad of Grots and two dakkajets into the warp with him... all good fun though.

Rob W. Rob makes up the other Ork player in this campaign, and tends to go with foot horde and squads of kitted up Nobz with Lootas in support to get the job done.

Next, the Imperials.

Tim. Plays Blood Angels, has a penchant for Dreads and Death Company. Also annoys people with Stormravens, when he can find them.

Jason. Playing as Fire Lords - look like Blood Angels to me but he seems to use the basic marine codex but whatever. The Imperial team (being half Blood Angels, pretty much) will be using the team colour of Red.

Rob P. Rob is bringing predominantly Space Wolves to the table, though as he's the indecisive type he's liable to be assisted at different times by Grey Knights, Imperial Guard and possibly Chao... cough ahem, Dark Angels.

Neil completes the Imperial Forces, bringing the Grey Knight Paladins and Terminators of doom. Makes sense to bring Daemonhunters to a sector that has been lost in a warp storm for years I suppose.

Finally, the Chaos forces that have used the opportunity of the warp storm to gain a foothold among the sector.

Rich H. Chaos Space Marines. Seems to have something of a Black Legion feel to his army. Makes sense for him to pick Abaddon as his Grand Warlord, but then again he's not the most successful crusader around is he? 13 attempts later he's still not got out of the galactic version of his frakin driveway...

Rich F. Also Chaos Space Marines. Rich F brings something with more of an Iron Warrior feel to the table, with armoured monstrosities and a Warpsmith to keep it all running. Though the warpsmith may not have the power to claim the mantel of Grand Warlord for such an auspicious crusade.

Rich A. Rich A makes up our plethora of Riches in the Chaos Space Marines department. His collection has a blend of legions, though I believe Night Lords are a strong flavour to his lists.

Tom. Chaos Daemons. A none power armoured foe, finally! (Well apart from the Orks!) Tom brings a Chaos Daemons of Tzeentch army that the recent White Dwarf update has made MUCH better. It is a blast you off the table list that may struggle to claim objectives, and while the firepower might cause some problems early in the campaign, I am confident that people will start to pick apart how to defeat it, safe in the knowledge that as a single god theme army, he doesn't have all that many options back in the cupboard. I expect to see Kairos Fateweaver leading this crusade for the daemons.







So, stay tuned for the start of the campaign next week, when I will go through which forces established presences where, and how the first few encounters went.


Monday, 31 December 2012

A Year in Statistics

So it's once again time for my customary review of the years gaming!

So, to start, a quick recap of 2011. I played 77 games with a WDL ratio of 37/11/29. My fantasy game was my weak side while 40k was strong. Neil I got 2/1/1 against for the second year running, Rich H and I got 4/1/4 and ken was something of a nemesis for me, with me only managing 3/0/8 against him. My strongest army were my Orks.


On to 2012 then. First up, games in general. I had a good year this year, playing 97 games (20 more than last year) and managing to win 54, draw 5, lose 38. I improved my fantasy game, managing to win 12 lose 11 which I'm more than happy with. 40k I split into stats for 5th and 6th. In 5th ed I went 11/5/15, but since 6th rolled around I have gone 31/0/12.

A lot of that improvement under 6th ed can be put down to using my Necrons more. In 5th I only got 3 games in, winning 1 and drawing 2. Hardly a fair sample. Under 6th though, I've won 20 and lost 8, giving me 21/2/8 overall.

Orks had a good year, getting 11 wins and 5 losses. Guard won 4 lost 5, and Star Wars Guard won 3, drew 1, lost 6. The Star Wars guard had a bit of a poor year as I used them mostly in tournament gaming, where I didn't do too well... getting a 4/2/6 ratio. My fantasy stats are all Empire, as playing through a campaign and a new codex saw me not bother to pick up my Tomb Kings or Dark Elves at all this year. I shall have to remedy this in 2013.






Finally, on to my friends. Against Ken and Rich I managed to keep things fairly balanced, getting 5 wins and 5 losses against Ken, getting 3 wins and 3 losses against Rich. Against Neil, well I'm pleased to say I got more games in against him this year. Not sure if he'll be as pleased to see this... I played him 12 times. I drew none. I lost... none. Yeah that's right, I got a clean sweep against Neil this year. Given he's been almost exclusively using his Grey Knights (who I'm guessing he does reasonably well with against everyone else given how much people hate them) I'm quite proud of this... especially given one of the battles, during the fantasy campaign, he had a 500 point advantage over me - and yet I still pulled off the win!

So all in all a good year. Plenty of gaming and plenty of good times, plus a healthy WDL ratio to stroke my ego a little! I also managed to keep my high model output up according to the painting points, doing over 500 points again (despite a poor start that saw me only having done 120 points by September!) I will aim to match this output again next year, and you never know I may just try to break the 100 games in a year margin. This of course means averaging two games a week, so it's quite a tough one, I'm surprised how close I got this year if I'm honest. But it's something to aim for anyway.

Sunday, 30 December 2012

Santa Klaws Rulez...

As promised, the rules I came up with for Santa Klaws, which by now I should be testing in an apoc game. I'll let everyone know how the rules played out later...

UNIT OR FORMATION NAME: Santa Klaws POINTS: 250

DESCRIPTION:

Oi get your choppas out,
'ear the umiez cry,
Giv em all a clout,
and watch em all die...
Santa Klaws is coming, to WAAAAAAGGGGGGGHHHHHHHH!!!!!!!

SANTA KLAWS:


WS
BS
S
T
W
I
A
Ld
Sv
Santa
5
2
5
5
3
4
4
9
6

Santa is equipped with Power Klaw, Eavy Armour, Cybork Body, and Santas Sack of Prezzies, Santas Sleigh.

Santas Sack of Prezzies.

At the start of the shooting phase, choose one Ork unit within 12” of Santa, and roll on the following table.

D6
Result
1
Lumps of Coal. The boyz have been bad. The unit cannot do anything this turn except cry.
2
The unit gets shiny new choppas and sluggas but no tactical change
3
As above, but these ones are snazzier, so the orks feel even better.
4
Lotsa Ammo – Santa has given out extra bullets, all guns get +1 shot this turn
5
Wooly jumpers – The extra thick layers give +1 to the armour save this turn
6
Med Packs – The unit has FNP this turn!

The effect of Santas Sack lasts for one turn only. No unit can receive a second gift from the sack. That wouldn't be fair.

SANTAS SLEIGH:


BS
Front Armour
Side Armour
Rear Armour
Santas Sleigh
2
11
11
10

Fast, Chariot, Open Topped, Red Paint Job, 2 twin linked dakkaguns, Exhaust Cloud, 4 Joy Seeking Missiles, A very Special Task. The sleigh has 4 hull points.

Joy Seeking Missiles.

Read out the name of the missile. Whoever has the biggest smile (friend or foe) is the target. That players most expensive unit is targeted.

Range unlimited, no LOS required. AP2 One shot heavy 1 hits on 2+. All are fired at once. Str variable*

*If the person is upset at this turn of events, the missiles are Str 6. If they are ok with things, they are Str 8. If they find the whole episode hilarious, Str 10.

A very Special Mission

If this unit is being used in December, it can choose to be a flyer during any turn. It must be a flyer for the complete turn. As a flyer the rider can vector strike instead of doing his sweep attack.

If the flyer is shot down, the unit that shot it down is immediately targeted by the nearest unit (friend or foe) and an out of sequence shooting attack is directed against it, as everyone is mad at them for spoiling Christmas. Furthermore, all units on the board (including the “friendly” ones) have preferred enemy against THAT unit for the remainder of the game. Whichever player ordered the unit to shoot down Santa can expect to receive abuse from all other players for doing the most callous thing since Alan Rickman called off Christmas...


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Monday, 24 December 2012

Santa Klaws is coming to Waaaaagh!

I took the opportunity of a visit from Ken, who owns a far better camera (or two, but still...) than I to get some better shots of Santas sleigh...