Showing posts with label battle report. Show all posts
Showing posts with label battle report. Show all posts

Tuesday, January 25, 2011

Battlereport: Warmachine



Good evening ladies and gentlemen... Brian and Garrett. This is a report of my first ever Warmachine battle! Neither of you play this game but it is fantastic and awesome (and cheaper).

Game: learning phase. Set-up and fight. I represent the forces of Cryx, lead by the Warwitch Deneghra. My opponent played the kingdom of Cygnar lead by the Commander Stryker. Players roll and highest picks to go first or second. First turn also deploys first.







As you can see here we have a large factory on the right, a couple of silos on the left, a lone leafless tree in the middle. Forces deploy up to 10" away from their edge and 20" away from each other. The board is usually 4x4'.

In Warmachine one of the ways to win (if the mission has other ways) is to kill off the opposing warcaster (general). This is not as easy as it sounds! Each warcaster has the warjacks assigned to them. These steampunk engines of war have a magic-mechanical brain that responds to warcasters commands. Without the warcaster they become inert. Troop units can operate independently but can be aided by the warcaster via buffs or allocation of the game's central mechanic: focus.

Think of focus like mana. A warcaster can channel it into their own spells or directly into their warjacks or troops to make them more effective. Part of the game becomes a balancing act of using focus for spells, helping crucial units perform actions and getting your warjacks to wreak havoc on the battlefield.

While a warcaster is strong, they aren't the unit killing monsters like 40K characters. They aren't completely fragile but you have to calculate the risks you take with them.

I rolled higher so I deployed first to go first.

Turn 1 Cryx:

My units are directly from the Cryx battlebox. A cheap box that gives you the basic components to play the game: warcaster, units, unit stats, and basic game rules! You don't need the main rulebook to start playing! The starter rules are abridged to make it easier. Cards come with the units so you can mark damage on them (as applicable).

Cryx warjacks are light bonejacks (defiler is a shooter and deathrippers are close combat) which are fast and agile vs. the heavy helljacks (slayer is slightly slower but tougher and packs a wallop). Deneghra is a lithe, fast, debuffing witch very capable of dishing out damage but not as good at taking it.

Turn one had me running everything up and since nothing was in range (defiler has short range) I couldn't do anything.

Cygnar turn 1:
Stryker and his jacks run up. The Defender is a heavy with a gun and hammer. The Sentinel is a light with a gun and shield. The stormblades are troops wearing armor and wielding these sword pikes that shoot lightning. They start to go to town on my deathripper. The other two jacks aren't as effective at shooting me.

Turn 2: Cryx
Fun times here: on the left Deneghra casts a damage spell called Scourge: it hits a target then a 3" AoE knocks everything around it (friend of foe) down. Being knocked down in this game is bad. Close combat hits automatically, on your turn to get up you have to sacrifice your movement or your action, etc.

You'll notice the spell arrow goes through the deathripper. Many bonejacks have an arc node which allows casters to channel spells through the 'jack. This keeps the caster out of harms way while spells rip open the enemy and your deathripper runs in and kills everyone! Almost.

My slayer rushes the defender and slams it causing it to fly back into Stryker causing some damage to both and knocking them down.

Cygnar:
Here the stormblades get back up and countercharge using some of Stryker's focus. Stryker and the Defender reposition themselves and the Sentinel shoots at my slayer, damaging it some more.

Turn 3: Cryx
My deathripper on the left kills some more stormblades. My slayer charges the defender and my deathripper on the right charges the sentinel. Deneghra lowers the defender's armor so the slayer can smack it around with greater ease.

Cygnar:

Stryker charges the Slayer with the Defender and wreak it. The stormblades take out my deathripper and the sentinel tries ineffectually to beat up my defiler.

Turn 4: Cryx
The defiler rushes the sentinel, knocking it out the way. Deneghra casts a knockdown spell on Stryker then rushes in with the remaining Deathripper and finish him off!
With Stryker dead all the remaining warjacks go inert and the remaining stormblades probably start to make a run for it. Victory for the Cryx, now let's go make a puppet show with their corpses! YAY!

Monday, November 1, 2010

Demons and Robots

DEMONS AND ROBOTS
The new robotanic metal band is on tour at your local dive bar!

If only...

This Saturday was supposed to be the début of my Cyrxian forces against the Protectorate of Menoth. Alas the Protectorate bailed so the battle never happened. Probably for the best as I still haven't come to an understanding of the rules.

Game 1
Instead there was a 4-way battle of 500 point teams. Demons and Necrons (team democrons) vs. Orc(k)s and eldar (team Eldorcs). At 500 points I have room for my required choices and that's it. 20 Necron warriors, 1 Lord with a rez orb.

Objectives on opposite ends of a square table, lots of random terrain between us.

Turn 1
Eldorcs elected to go second so I deployed behind a bowl of fruit next to our objective. My demon ally does not get his choice of the wave of demons and his khorne bloodletters and whatever that superbloodletter's name is show up and run for cover.

Eldorcs (2 units of jetbikes, a warwalker, a wraithlord) (big orc with lots of CC stuff, 2 trucks full of boys and a nob with a power claw, a can) have the jetbikes and trucks rush forward. The artillery (orc can, warwalker and wraithlord) open fire and wipe out a bunch of bloodletters.

Turn 2
Demon reserves don't enter, bloodletters and superletter run 2" through the cover (1" difficult terrain and 1" run). Necrons position themselves to shoot (did I ever mention how I dislike 'rapid fire'?).

Eldorcs trucks and jetbikes run forward and shoot. Artillery takes out more bloodletters.

Turn 3
Demon reserves don't show up. Bloodletters continue to run 3". Necrons open fire on the trucks but only destroy a weapon.

Eldorcs jetbikes open fire on the Necrons but to no avail. Orcs jump out of the trucks and rush the Necrons. They manage to deal no wounds (half are swinging at the lord anyways) and my Necrons don't hit anything either. Artillery takes out more bloodletters (me demon ally could not roll for crap).

Turn 4
Demon reserves (pink horrors and the Masque) come and land right next the eldar jetbikes. The Masque tries to do that puppet thing where it makes the enemy move. One group of orcs not in the truck but not in combat get moved right into rapid fire range. Pink horrors and Necrons cut them down.

My lord is take out in close combat.

Eldorcs open up into the pink horrors and Masque, wiping them out. More Necrons go down against the orcs. The superletter and remaining bloodletter are charged by the orc boss and can. No one is wounded.

Turn 5
With my demon friends deadlocked with a khan, jetbikes bearing down on my one free unit and my other unit locked into a close combat that they would eventually lose to attrition, things were looking grim for the Democrans. The orc boss went down to the superletter but was then cut down by the can. The remaining bloodletter wouldn't be able to hurt the can because of the armor value.

My Necrons in combat were wiped out by the orcs (lord did not make the WBB roll). The remaining unit of Necrons were hit by the jetbike unit but few loses. I called the game at that point.

Thoughts
I dislike 500 point games. Not because I lost but because Necrons are worthless in such small games.

Game 2
The eldar player had to leave, something about catching a plane to Ohio. So we played one of those 3-way battles where two people fight it out and the last person wipes up whatever is left. This time I got to be that third person, sort of.

1000 points (thank the toaster gods) Demons vs. Chaos vs. Necrons.

Same table with two objectives in one quarter and everyone else in the others.

Turn 1
Necrons go first castling up in one quarter with the monolith out front screening the warriors, a small unit of scarabs screen behind the warriors, immortals and a lord next to the monolith, one unit of warriors in reserve. We run for some cover, awaiting the inevitable badness of demons but safely out of range from the chaos warriors.

Demons go second, the chaos gods disagreeing with the wave choice (this guy has some of the worst rolling, ever he really needs to make his waves even to avoid that). So the superkhorne greater demon (where everyone re-rolls to hit and he can't fly) with 2 units of 6 fiends try to drop on the chaos warriors but scatter off the board and then are destroyed by the deep strike mishap roll. Considering half of his army was wiped out we told him to try that over again. This time he landed pretty close to the chaos warriors and then ran everything forward towards them.

Chaos warriors roll up towards the demons (3 rhinos full of 2 units of guys and then a unit of possessed with a psycher of some kind) and open fire, wiping out a unit of fiends.

Turn 2
Necrons begin to take pot shots at everyone, taking out a weapon on a rhino and killing a fiend. I continue to press close to the objectives. My reserves come in, surprisingly so I let them file out of my monolith.

Demon reserves decide to come in: a soul grinder (fully loaded) and a unit of demonettes. Grinder opens up on my Necrons with phlegm (big template) but misses entirely. The demonettes run forward.
The other half (superkhorne and fiends) rush the chaos marines opening up one rhino and devouring the gooey insides but leaving themselves exposed for the other two.

Chaos marines kill the superkhorne, psycher and possessed rush the fiends and a fierce battle ensues with the possessed coming out on top.

Turn 3

I open fire with everything I've got against the soul grinder and even get my particle whip to land right on the thing's head then fail to roll a penetrating hit (needed a 4+ damn it). My immortals manage to glance off the phlegm cannon while the other unit of warriors wipe out the demonettes until there is only one left.

Demon fiends are finished off by the possessed, the soul grinder rushes my Necrons and tear up 5 of them. Luckily they are close enough to my Lord to get the benefit of the rez orb. The lone demonette rushes the other unit and the Necrons take it down.

The lone chaos rhino still intact rolls up towards the objective and the possessed start to walk down towards it as well.

Turn 4
With the soul grinder breathing down my neck and chaos marines lumbering my way I'm in a tight spot. I luckily make all of my WBB rolls then pull that same unit away from the soul grinder. Then proceed to ram my monolith into the chaos marine rhino but I don't roll high enough to penetrate the armor. I open fire with all of my Necrons into the soul grinder and manage to whittle it down to one close combat weapon. I then rush my scarabs (remember those? They've been hiding this entire time) into the soul grinder to delay it. Meanwhile my immortals and lord teleport within firing range of the possessed and start picking them off at a distance.

The soul grinder wipes out a base. And combat resolution wipes out another base.

Chaos possessed run towards my immortals. The rhino backs up and tries to take out the monolith with a melta weapon but misses.

Turn 5
My monolith particle whips the possessed and takes most of them out. I would have whipped the rhino but I was worried it would scatter right back on my or my other units. My warriors run away from the grinder towards the objectives. My scarabs are wiped out in close combat and the grinder consolidates up.

The grinder then rushes the monolith (surprise there but considering the demon player has just this model left I think he was in the mood to goof off at that point) but he glances it.

Chaos marines again try and take out my monolith but fail.

Turn 6
My immortals take out the rest of the possessed, my monolith closes in on the objective next to the chaos marines, contesting it, fires at the grinder, misses. The rest of my forces close on the remaining objective.

Grinder tries again to take out the monolith and fails.

The chaos marines try again and fail.

Victory Necrons

Thoughts
On the one hand I was lucky that the fiends did not target me. On the other hand I castled up pretty well and defended my quarter pretty well. The mobility provided by the immortals and the lord is always nice but I did miss my destroyers. I don't have a lot of options to open up armor. Sure, ALL of my forces can glance something but that usually does not happen. 20 warriors with rapid fire hit on a 3+ lay down a lot of hits. But then I need 6's to glance and 5-6 to take off weapons or immobilize the target. That doesn't happen as often as you'd think. Additionally it seems like every vehicle now ignores shaken and stunned so glances statistically don't do much for me ever.

Toast for the toaster god!

Tuesday, September 21, 2010

Saturday Night's Alright for Fighting!

"Don't give us none of your aggravation
We had it with your discipline
Saturday night's alright for fighting
Get a little action in"
-Saturday Night's Alright for Fighting, Elton John
Aww yeah, round three brought the return of the Chaos warriors and a new HE list.
Chaos vs. Hight Elves 3k pts
Standard line-up-and-fight
Terrain: left to right
  • space
  • forest (a little to the left side of the board)
  • Haunted Mansion on the right side of the forest
  • space
  • closer to my edge:
  • marsh with the regen
  • fence

Deployment:

Chaos

  • Hellcannon
  • Khorne nights (like 12?) with the lord on a juggernaut (bitch)
  • Tzeentch warrior block (TW)
  • Marauder blocks (50 with great weapons) (MGW) with a death mage lvl 2
  • Khorne warrior block (KW) with a death mage lvl 2
  • dogs
  • HC

HE

  • 2 Great Eagles (GE1L, GE2L)
  • 9 Dragon Princes (DP) with the BSB (no special banner, just heavily armored)
  • Prince (AR of Silvered Steel 2+AS, Vambrances of Defense re-roll AS 4+WS) with great weapon riding on a Star Dragon (that's the biggest one we've got) [To which my opponent replied, seriously?]
  • 2x20 Phoenix Guard (PG1, PG2)
  • 2x27 Lothern Seaguard (LSG1, LSG2) with mages attached to them: life and high magic.
  • 2 Great Eagles (GE3R, GE4R)

Turn 1

HE
LSG1&2 move up to get in shooting range, PG1&2 and DP move up and to the right of the haunted mansion, Prince on a Dragon moves up behind the mansion. Eagles both fly up on the flanks. Magic: I get curse of arrow attraction on the KW (re-roll shooting vs. target) and take out a few.

Chaos

Knights and dogs marched forward to the left of the forest, TW with them. MGW and KW march forward. Magic: mages fail to do anything substantial. Shooting: left hellcannon misses, right hellcannon eats a few of its crew. Mages detach from the MGW and KW.

Turn 2

HE

GE2L on left charges dogs, GE1L on left charges Hellcannon. Prince on a Dragon flies over the Mansion but out of line of sight of the knights and the TW. Right GE3&4 fly up some more, PG move up, and DP move up waiting to try and pounce the Marauders. Magic: My life mage miscasts and kills a few LSG standing next to him. Shooting: take out a few more KW and my dragon, my STAR dragon opens fire on the TW and does nothing. CC: GE1L stalls the dogs, GE2L stalls the hellcannon (luckily its thunderstomp rolled a 1).

Chaos

Marauders charge PG2 but I didn't align them quite right and so PG1 was out of the picture for CC. Knights are stuck because the dogs are in the way so they turn around and try to go around the forest towards the TW and my dragon. KW charge my LSG but don't make it, getting a free round of arrows in the face (keep in mind I'm hitting on 4+ and wounding on 5+ and they get a 3+ AS). Magic: mages manage to get off some debuffs on my PG2, not good. Hellcannon on the right actually hits something but doesn't do too much damage. CC: Hellcannon on the left kills the GE1L, dogs actually beat the GE2L. PG2 lose combat and since they are -3 to leadership from the debuff, run. Luckily PG1 was right in front of the MGW that they ran into them first!

Turn 3

HE

GE3&4 charge the wizards. DP charge MGW. PG2 rally and come about to face the MGW. Prince on a dragon moves out of range of the knights and TW but still blocking their path. Magic: my life wizard miscasts again and killing himself and a few LSG (I never had him roll more than 3 dice at a time and he miscasted twice). I was able to get curse of arrow attraction on the KW again and shot more of them down (5 were left). CC: DP and PG destroy the Marauders and overrun them. Wizards are tied up with the GE.

Chaos

Dogs finally make their way around the forest. Knights and TW move up facing the Prince and PG1. KW finally charge my LSG2. Magic: nothing really happens. Shooting: the right Hellcannon eats the rest of its handlers (meaning it will soon rampage off) and the other fails to hit anything. CC: GE4R kills its wizard but GE3R gets killed by the wizard near the mansion. KW (all 5 of them) have about 50 billion attacks so they beat the tar out of my units of LSG2 who break, and barely don't get caught or get overrun.

Turn 4

HE

Ralley LSG2. GE3R (after overrunning the wizard) charges the dogs. PG1 and Prince charge TW. PG2 gets ready to fight the Hellcannon when it decides to flip out. Magic: I can't get anything off. Shooting: I kill off everything but 2 of the KW. CC: GE3R wins against the dogs, who run, the eagle overruns. Unit champion challenges Prince accepts and kills him. HOWEVER, because he is dead the dragon does not get to attack meaning I can't get overkill... TW beat up some PG and we actually draw combat.

Chaos

Knights charge prince. Hellcannon on right charges forward into PG2. KW charge LSG2, stand and shoot killing one (champion is left). Magic: the last mage runs forward and proceeds to self-destruct by miscasting but fails to wound anyone. Shooting: the Hellcannon to the left doesn't shoot as everything is too close together now.

CC: PG2 beat up on the Hellcannon, win but the HC is unbreakable.

Khorne Lord on Juggernaut (KLG) challenges my Prince. Initiative order: Prince does 2 wounds on the lord, PG deal wounds into the TW, KLG fails to hurt the prince, TW beat up on the PG, dragon kills the lord. But the real kicker is that I still lose to static combat resolution by a lot. So much so that I need a 3 to keep my PG or Prince from running.

I make both rolls at a 3.

Turn 5

HE

DP charge knights, GE charges TW, LSG1&2 charge hellcannon right. Magic: nothing. Shooting: nothing.

CC:

PG and LSG1&2 kill the hellcannon.

Initiative order: prince kills knights, DP kill knights, PG kill TW, TW kill PG, remaining knights kill DP, dragon kills the rest of the knights. TW lose and run off.

At this point my opponent has a hellcannon with 1 crew left.

Result: victory High Elves!

What went right: some very lucky rolls for leadership, GE's are fantastic for redirecting movement. Between the eagles blocking the dogs and the dragon stalling the deathstar unit of knights and TW I was able to take out the rest of the army before getting steamrolled by his monster unit.

What went wrong: GE have stomp! Miscasted twice killing several LSG. I had to make some very lucky rolls for leadership.

I should probably had my Prince charge the knights in the first place so my DP could have flank charged the TW causing them to lose their combat resolution. Then again they still would have been stubborn...

While the star dragon is intimidating it didn't do anything that a GE couldn't have. So for almost 4 turns I had a 600 point distraction which could have easily been an archmage and more PG instead of a dragon... Or a dragon mage dodging things and hitting people with spells.

I like how this list functioned. The PG can take some serious damage and with curse of arrow attraction the LSG could actually dish out a good amount of firepower. I really do want to include a dragon but I also want to include an archmage and possibly some more PG.

I could drop the life mage, take a archmage with the book with life magic, drop the star dragon for a sun dragon...

Hmm I'll have to post more on this later.

Friday Night's Alright for Fighting

Friday Night fights! Same players, different army to face. This time my opponent brought the Empire to bear on me. Not wanting to give up on my last list I stuck with it for this new fight.

Empire vs. High Elves 3k pts
Standard line-up-and-fight

Terrain: again, scattered across a line

Left to right:
  • Altar of Khaine
  • Bane Shrine or something
  • Sigmarite Shrine
  • Forest with a fence on my side
  • Surprise! Fezzick's Folding Fortress (heretofore to be named F3 or F cubed) in the middle of the Empire deployment zone (that item is actually pretty damn awesome)

Deployment:

Empire:

  • General with a block of great swords
  • 10 handguners one with a Hochland (the champion has a special rifle and is essentially a sniper and can take out characters in units)
  • Vanilla knights
  • Pistoleers screening the knights (these have been my BANE before)
  • A battery of cannon and mortar with an Engineer
  • F3 with a unit of 15 crossbows and a level 4 wizard with life magic
  • Block of greatswords with the BSB, warrior priest and a attached unit of vanilla Empire warriors
  • Unit of hand guns with a level 2 wizard
  • Battery of cannon and mortar with Engineer
  • Somewhere in there was another level 2 wizard but I don't recall really doing anything.

HE

  • BT
  • LSG
  • PG with GE hiding behind it
  • SG
  • WL

Turn 1

HE

Marched forward the PG, SG, WL, GE. Magic: able to get a little life magic to boost the SG and toughen up the PG. Shooting: BT open up and take out all of the pistoleers. Unfortunately this is all the BT succeed at for the rest of the game...

Empire

Knights march forward, followed by the block of greatswords with the general. Magic: nothing really happens as this time I remember the anti-magic banner on my SG and was able to dispel everything that came my way. Everything else stays put and shoots at me. Empire Engineers are now fantastic as they allow you to re-roll artillery dice. Cannons and mortars lay into my LSG and SG, killing a few.

Turn 2

HE

GE charges the battery next to F3, PG, SG, and WL march up again. Shooting: BT fail to hurt the knights the other misses entirely. Magic: buffed up the SG with regen from life magic, mindrazor to the PG to accept the inevitable charge... CC: eagle wiffs its attacks, the engineer actually wounds it but it stays, tying up the engineer.

Empire

...which never happens. Empire sits tight, knights and greatswords move forward. Magic: this is where things got bad for me: remember that life mage in the F3? He irresistible force casts 'Dwellers Bellow' on my PG. I lose over half the unit and the archmage inside it. They resist panicking but the damage has been done... Shooting: Hochlands wound the other wizard, artillery kills off some LSG and some SG. CC: the eagle wounds, but so does the engineer thus ending the flight of the lone eagle.

Turn 3

HE

SG charge the greatswords, WL flank charge the unit of handgunners on the right with the attached wizard. PG wheel about to face the knights, LSG move up to help the PG. Shooting: wiff wiff goes the two bolt throwers with perfect line ups to flank shot a 6x3 unit of knights passing by, this was actually the second time they missed. At this point I had had enough of BT's. Magic: given that my mage had been brought down by the dwellers my life mage couldn't get anything off to save his life. CC: WL destroy the handgunners and mage then roll into the battery on the right. SG actually do a decent job at hacking up the greatswords. Of course returning hits whittle me down but I hold.

Empire

Knights charge the PG, general's block moves up. Magic: buffs all over the place and death negatives on me. Shooting: not much happens. CC: WL take out the battery, charge into the unit attached to the greatswords. Knights take out the PG and overrun into the SG.

We both know the game is over at this point given that my LSG are too far away to help, the knights were raised with life magic back to full health, the remaining SG were debuffed to T2. We fought the round of combat and I lost because of combat resolution. SG fled, WL held, knights killed SG and wheeled about to face the WL.

What went right: initially my BT did well, my eagle charged the battery, my mages kept my units alive via life buffs. I never rolled well for my power dice I think the best I got WITH the banner of sorcery was 6.

What went wrong: BT and LSG didn't do a thing to the knights. Archmage and PG DESTROYED by a spell. Also, PG cause fear! At no point during this or the previous game did anyone take fear tests before CC!

Result: HE got rocked (again)

Despite that I felt a little better about the game. I was never sure about the WL but now I'm pretty certain I won't continue using them. GE aren't useful unless you take them in groups. I'm done with BT's and SG. Not having cavalry is a tremendous liability, I can't close on anything or get quick flank charges.

Thursday Night's Alright for Fighting

I've got 4 battle reports to post! Given that they happened a few days ago the details are a little shady. Additionally I might have forgotten exactly what each of us brought to the table.

Thursday:
Chaos Warriors vs. High Elves 3k
Standard line-up-and-fight

Chaos:
Tzeentch Lord on a Chaos Dragon
Block of ~ 36(?) Warriors (Khorne), full command
Block of ~ 36(?) Warriors (Tzeentch), full command
Block of 50 marauders with great weapons, full command
2x10 hounds
2 Hellcannons
(I have no idea what items my opponent took)

High Elves:
Prince, White Sword (KB, great weapon), AR of Caledor (2+AS), Guardian Phoenix (5+WS)
Arch Mage, lvl 4, Book of Hoeth (doubles = irresistible force with no miscast except 6's)
Noble BSB with Banner of World Dragon (immune to magic)
Mage lvl 2, Annulian Crystal (steals one power dice from opponent and gives you a dispel dice), Silver wand (+1 spell)
50 Spearguard with full command
19 Lothern Seaguard with full command
30 Phoenix Guard, full command, Banner of Sorcery (+D3 power dice)
19 White Lions, full command, Banner of Swiftness (+1 movement)
2 Bolt Throwers
1 Great Eagle

Set-up:
  • Left to right, basically everything was thrown into a line down the table, my opponent really doesn't care for terrain in the middle of the battlefield so his placements were off to the sides
  • Anvil of Vaul Hill
  • Idol of Gork/Mork
  • Haunted Mansion (awesome)
  • Marsh (that gives regen or something)

While the terrain selection is actually very interesting and can add new and unique things to the battlefield, it became really tedious to set the whole thing up. Having no scenery at all we just cut out pieces of paper. After my third battle I really appreciated the amount of scenery on the board and how it could disrupt a gun-line or allow you to avoid combat with nasty units later.

Deployment:

Left to right:

Chaos

  • Knights with hounds screening them
  • block of warriors
  • Lord on Dragon
  • Marauders
  • block of warriors
  • Hellcannons

High Elves

  • Bolt Throwers (BT)
  • Great Eagle (GE)
  • Lothern Seaguard (LSG)
  • Phoenix Guard (PG)
  • Spearguard (SG)
  • White Lions (WL)

Turn 1

Chaos

Marched everything forward, hellcannons peppered my SG and WL taking a few out. The Lord attempted to cast a few things but to no avail.

HE

BT opened into the dogs, causing them to flee. Eagle flew over to try and outflank something. PG, SG, and WL marched forward to the right of the mansion. Magic was uneventful despite the fact that I took the Book of Hoeth. LSG shot at something but didn't do much.

Turn 2

Chaos

Marched forward again, they probably could have charged me but the Marauders stayed put at the right of the mansion, knights came over the hill. Magic, Lord got of pandemonium, which was really bad. Not only could I roll well enough to cast, I couldn't roll well enough to dispel. Hellcannons shot a few things but didn't really do anything of note.

HE

Charges: SG into Marauders, WL into warriors, PG didn't really have enough room to get in there so I wheeled them about to try and face the oncoming knights. Magic: got off Mindrazor on the SG, then I tried to cast an offensive spell but rolling doubles of any sort causes a miscast because of Pandemonium. This was my first big mistake as I should have spent my time dispelling Pandemonium before anything else. I rolled my miscast table and got a 3, then I rolled a 1 to see if my wizard gets sucked into the Abyss (you needed to get a 4+ for it not to die). My wizard gets pulled into the Abyss AND a huge explosion kills off several of the PG who fail their ward saves causing a panic test which they (thankfully) passed. Shooting was uninteresting. Combat: my SG killed over half of the Marauders, the Marauders killed about 15 of my SG. I win, they flee and I chase them down... Leaving the unit completely exposed.

Turn 3

Chaos

Another block of warriors charge into my SG, knights charge my LSG, Lord charges my WL. Magic: the Lord could basically walk all over me now. He gets off Pandemonium again and then does something to my SG to make them weaker (I forgot, entirely, that I had the anti-magic banner). The hellcannons missed or ate a few of their handlers or something. Combat: LSG smashed by knights, SG smashed by warriors, the Lord challenges my Prince and my prince loses (but not before dealing 2 wounds to the lord) but static combat resolution causes the Lord to lose combat and then BARELY flee away from my WL.

HE

PG charge warriors, WL charge a different unit of warriors. BT fail to do anything useful. Magic: (cries). Combat: draws across the board. I played them out just to see what would happen but at this point I admitted defeat.

Result: HE got rocked.

What went right: ...

What went wrong: I didn't dispel Pandemonium, I forgot about my magic banners, I chose the wrong targets to fight, I had no cavalry.

Monday, August 30, 2010

Saturday Game 2

The second game was a little more... weird given that I was fielding my proxied chaos army allied with a chaos marines army. The opponents were chaos marines and orks.

Set up was dawn of war (night fight first turn, something we promptly forgot about) with 2 objectives.

Turn 1
Orks and Chaos: Orks were of the horde variety. He rode into town with 3 units of 30 each unit had a nob with a power claw and boss pole. 3 Khans (think mini dreadnaughts), then a... I don't remember what they were called but the HQ choice with the custom force field that protects against shooting. OH! and he had about 10 lootas (orks with long range heavy weapons).

Chaos was set up like last time: possessed, and a bunch of rhinos full of different flavors of chaos marines.

The orks rushed forward and essentially screened the rhinos.

Demons and Chaos: I was allied with a khorne army. Given the ork horde he set up outside of his transports so he could rush them. The defiler was on the far left.

I had a soul grinder, pink horrors with bolt and the changeling, and plaguebearers as my intended first drop. I say intended because demons deploy all sorts of weird. I choose half of my army ahead of time then roll a dice. On a 3+ my intended selection deep strikes in. On a 1-2 the other half drops instead! I rolled a 4 so I got to deep strike my half. I chose to place the soul grinder near the lootas. There was a good chance he would be shot up by them BUT I would also get to drop my own shots first.

Learning point 1: when deep striking onto a friendly/enemy unit or UNPASSIBLE terrain you roll on the mishap table. On difficult terrain you count it as dangerous terrain and roll a D6, on a 1 you take damage. Otherwise you land normally!

I landed on difficult terrain and rolled on the mishap table of a 5 putting my grinder back in reserve. HAD that gone differently I would have landed right next to the lootas and had several shots at them. Oh well. The pink horrors dropped right where I wanted them near the far right objective and the plaguebearers next to them for protection duty (as pink horrors are poor in CC).

My khorne berserkers shot then rushed the orks, as did the defiler so all 3 units of 30 orks were tied up. The far left unit would tie up the defiler for the remainder of the battle. As nothing but the nob could wound it but he kept missing or never glancing enough. The defiler would kill 1-3 orks per turn and never mow through them enough to get through. The other units of berserkers killed off all of the other two units in one round. Suddenly the battlefield felt a lot less croweded!

Turn 2
Chaos and Orks: the khans rushed the berserkers, which was bad because the khans have better armor than the 'zerkers could penetrate! So it was a slow death for the 'zerkers as the khans tore them apart. Meanwhile the chaos rhinos rode up towards the two objectives.

Chaos and Demons: I rolled to deploy the rest of my army. Rolled 1's and 2's for everything and then finally got my soul grinder to drop right next to the khans (to help save the day). I took shots at the rhinos but to no avail. My pink horrors shot at the rhinos, also didn't do anything.

Turn 3
Chaos and Orks: the khans finish off the 'zerkers and look at my plaguebearers. The chaos rhinos rode up and shot a melta gun into my soul grinder and killed it. Once again if you're not playing a flavor of SM, why are you playing 40K?

Chaos and Demons: I roll to deploy and get my fiends to drop behind some cover near the defiler-ork horde showdown but safe from the lootas. My pink horrors fail to do anything to the khans.

Turn 4
Chaos and Orks: the lootas move forward... for some reason. The rhinos unload possessed near my pink horrors. The khans hit my plaguebearers and kill them completely. A rhino begins to ride over towards the fiends and lootas.

Chaos and Demons: my fiends rush the lootas and wipe them out. My pink horrors kill some possessed. My Keeper of Secrets drops in on the far right near the objective behind the possessed and my teammate's terminators drop in and open fire on the possessed.

Turn 5
Chaos and Orks: the rhino unloads and manages to destroy all my fiends through shooting. Ugh, they were left out in the open. The possessed and khans rush the terminators and terminator lord. The terminator lord destroys and entire unit of chaos marines because he has some sword that gives him infinity-billion attacks but if he rolls any ones the owning player has to body slam the table or something like that. The possessed and khans kill the rest.

Chaos and Demons: and look who decided to join the party? My unit of 15 bloodletters! Who drop just short of the unclaimed far right objective. I try and run them to it, I need a 3, what do I roll? A 1! My keeper rushes the possessed (with Tzeentch lord, he's always been in there) and kills off 3 possessed and two wounds on the lord. My pink horrors continue to sit on top of their cover and basically do nothing.

Learning point 2: the changeling has an ability that makes an enemy shooting unit take a leadership test. If they fail I get to choose their target! I could have used this several times during the game but never remembered to. This might have saved my soul grinder.

Learning point 3: Khorne 'zerkers have krak gernades which are effective against enemy armor. They actually could have attacked the khans.

Learning point 4: pink horros may be BS3 but they are also assault 3!

Tie

I had a whole unit of CC monsters show up on the last turn and do nothing. 250+ points out of a 1000 point army that ALMOST didn't make the game. Additionally, my team mate did have icons (teleporting 6" of an icon means you don't scatter) but they were not in an areas I actually wanted to be in. So did my bloodletters and pink horrors but the pinks weren't in the best location and the bloodletters didn't make the game.

I was warned that demons were weird but I sort of like the unpredictability of them. So I think I will continue on my quest to make a scratch-built army in time for adeptacon.

Saturday - Game 1

This Saturday I played two (quasi) back-to-back games of 40K of 1000 points in teams of 2.

The first was Chaos-Chaos vs. Necron-Necron. My Necron forces were composed of lord with orb & veil with 5 immortals, 2x10 warriors, 4 scarabs with disruptor fields, and a monolith. My teammate had essentially the same set up but opted to pick more immortals and scarabs instead of the veil. The Chaos forces consisted of several rhinos full of possessed, plague marines, a few tac squads of chaos marines, a land raider with khorne berzerkers and some terminators who would teleport in.

Set up was opposite table edges with 5 objectives scattered around a large building. Other scenery lined the edges but really did not play a part in the whole game.

Turn 1
Necrons: the monoliths edging up on either side of the board with the scarabs boosting up onto the top of the building. Immortals moved up with my monolith. We each kept a unit of warriors in reserve.


Learning point 1: Necrons in reserve must declare at the beginning of the game how they are going to arrive: monolith or table edge. IF they choose monolith AND the monolith door is blocked or the monolith is destroyed then that reserve unit will NOT arrive and is considered destroyed for phase out and victory point purposes. Table edge choices come in as normal. (source: Necron FAQ)


Shooting: my monolith landed a hit on the land raider, exciting, I rolled a penetrating hit, breath taking, I rolled a god damn 2 for damage, DAMN IT!

Learning point 2: Ordinance weapons require tanks to remain stationary to shoot. Necron monoliths ignore this rule. (source: Necron rulebook)

Learning point 3: Ordinance weapons add +1 to their damage rolls. Which would have meant weapon destroyed, which is important because tanks can only move 6 and fire one weapon or stay stationary and fire everything. (source: main rulebook)
Everything else was out of range.

Chaos: they move up. The land raider moves and takes a shot at my monolith, luckily nothing happens. One group of marines (with flamers?) assault the scarabs and wipe them out with combined flamer and regular beat-down technique.


Turn 2
Necrons: we decide to hold back with our 3 objectives and keep shooting from afar. The land raider is out of range. My teammate opens up on the marines and reduces them to a man. Being marines they don’t run for their lives (even robots take this ‘panic’ test to representing them making a tactical retreat. So does this mean space/chaos marines don’t have the wherewithal to make a tactical retreat?). My teammate pulls my warriors back through his monolith to keep them from being charged next turn.

Chaos: the rhinos move forward and the land raider opens both lascannons into my monolith and immobilize it. This is were learning point #3 would have been important because it was the second roll that the chaos player took me out. Had the weapons destroyed option happened I would have been free to float around. On the other side of the building the empty rhino moved up to essentially blockade the monolith as 6” skimmer movement is not enough to actually clear a rhino. The terminators teleport in a little ways from my monolith and immortals.
Rant point 1: why can’t skimmers end their turn on terrain pieces? It isn’t like they are LANDING on it! They are skimmers, when they end their turn they are still FLYING THROUGH THE AIR. If I want to park right over a damn building or tank or whatever, why the hell not? It would represent the flier flying over the enemy. This should apply to jet bikes too. /shrug


Turn 3
Necrons: my warriors come in and my immortals, monolith and my teammate’s immortals open up into the terminators and kill one of them. 22 BS4 S6 shots with 20 BS4 S4 shots into 6 guys and we kill 1. Sigh. My teammates monolith door is currently blocked by my warriors and he rolls for his own warriors to come in. See learning point 1. This is important because what if you have one monolith and roll for 2 warrior reserves to arrive? That would be lame if your own troops killed themselves so the FAQ states you can choose BUT at the beginning of the game. His troops come in on the table edge. We open into the rhinos with no effect. We pull back from the terminators to avoid being shot at. Remember my scarabs? They attempted to run off and pop one of the rhinos and failed.

Chaos: terminators open fire into my immortals and kill 4/5 (lord has a res orb). The land raider takes out my monolith (now 235 points of road block). By now chaos has the possessed out of the rhino and running at us. Meanwhile, on the other side of the board my warriors consolidate onto an objective while my teammate attempts to destroy things with his particle whip and misses. Scarabs get stomped, there were no survivors, we’ll play a robot dirge for them then recycle their bodies for new scarabs.


Turn 4
Necrons: ALL of my immortals get back up (because you can’t keep a good robot down). We all open fire into the possessed and terminators with a little more success this time. Monolith on the other side continues to be unable to hit anything. That rhino was the BANE of the monolith’s existence. Everything else consolidates their positions and get ready to be charged.

Chaos: terminators shoot and kill three of my immortals. Possessed charge into the warriors and my allies lord. The battle is really lackluster as he kills 2 and we kill 2. The land raider parks on top of an objective.


Turn 5
Necrons: my immortals fail to get back up this time and things look bleak for the robots: land raider on top of one objective, we have another with troops on it. Near the terminators and possessed is contested. Another near the monolith and rhino are contested. Far off on the other table edge is the last objective with that one marine from the squad that got wiped out and a rhino full of normal marines. Having no other choice I teleport my remaining 2 immortals with the lord out of combat and land them near the objective and open fire into the chaos marines and kill off a handful. Combat is lackluster again. If my unit survives we tie the game.

Chaos: combat is lackluster, chaos marines open up into my immortals and lord who miraculously fail all of their saves.


Victory chaos.


Aftermath:
Could the monolith have rammed the rhino? Without looking at the rulebook I recall you get +1 per 2” traveled, +1 for each point of armor. Rhinos are 12 on the side vs. 14 monolith moving 6” so that would be 8+D6. On a 4+ you would be penning… Then again I don’t think skimmers are allowed to ram? Food for thought really. I would have tried to fly over it and just take the damn dangerous terrain test. I mean just don’t roll a 1 and you’re fine.

I should have kept moving up and opening into that land raider with my monolith and the immortals. I have castling up in a corner. I like walking slowly forward and mowing things down with Necrons. If I get caught in combat the monolith is there to teleport me out and allow me to rapid fire right back into you. Combined with my immortals tromping along with me I think I could have glanced/penned the land raider to death and claim that objective.

That would leave the terminators but those are the bane of our existence because we tomb spyders and heavy destroyers to combat those… and nothing else. Since I never take heavies and the tomb spyders only have WS2 S10 A3 I2 I’m not hitting much and the terminators still have a 5+ invulnerable save. What do you do? In a 1000 point army I’m very reluctant to bring any of the C’Tan to the table given that they would take up 1/3 of my points. Also we have been trying to play with adeptacon rules so you get 2 troops and only 1 of everything else. Then again a 300 point C’Tan would be pretty hard to beat, even against greater demons…