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

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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.