Monday, March 9, 2015

750 Brettonians v DoC

Space Monkey was on vacation so we decided to sneak in a small game last Wednesday. He came over with his DoC and, having played WoC, Goblins, and Dwarfs recently, I decided to try out the Bretonnians. At 750 there is not much to do.

Men At Arms being slow, bad WS and low S are a bad choice against DoC. I would be hitting on 5, needing at least a 4 to wound...they are out. I love knights. lets mount everything.

I put in a Paladin on a Pegasus with the Ogre Blade (S6 would give me a chance if he brought the D-Prince in addition to the accursed Skillcannon of doooooom), my required BSB on regular warhorse,  pulled 6 Knigthts Errant, 9 Knights of the realm, both with full command, and 4 Grail knights. I did not have a model to use for the Skill-a-pult, which is about the only powerful thing in the Bret book but with an army of 2+ save, I should be okay,.

We seldom play scenarios, which is a mistake I think. Battle Line is okay, but it is all we do...I forgot about rolling scenario and elected to get the blessing for the ward.

I set up pretty basically. I wanted my 4 Grai Knights as far from the Skillcannon as possible so they were always going to be my last placement. Worked perfectly, with his cannon on my left, my Grail Knights on the right. My Grail Knights and Knights Errant faced his Skullcrushers, the Knights of the Realm his 'Nettes and Cannon.

DOC Turn 1
He made a limited advance witht he Nettes and Cannon, leaving the Crushers on their back line. My nnot putting in peasants or men at arms looks even better. If he was a full on aggressive player, they MIGHT make sense as a hopefully stubborn tar pit, but I know he is an extremely conservative player, so they would be wasted points for me.

I am able to stop his Miasma.

Bretonnian Turn 1
It is a long-shot, but I declare the charge with the Knights of the Realm. S5 would be nice and worst case I probably get in the way of the cannon. I put the Errants where he will need a 10 with his crushers, and the Grail Knights set up to flank him, as does the Peg Knight.

DOC Turn 2

His 'Nettes charge the Knights of the Realm. His Crushers remain immobile while his cannon moves slightly to get a line of sight on the Peg Knight. Stupid move and shoot cannons. Grr. Fortunately his cannon ball stops bouncing about an inch in front, doing no damage. He gets Miasma through this turn, reducing my weapon skill. It does cost me a couple hits, too.

Meanwhile, he has to take LD tests on 3d6 for each unengaged unit. Makes 3 of 5 saves with the crushers and 1 of 3 with the cannon. Yay, I have done 3 wounds to him! Okay, he did them, but...whatever, shortly you will see why I take credit for it.

In the challenge I kill his champion. He gets 3 knights, I get 2 of his guys. We precisely tie.

We have now concluded the successful portion of the battle....

Bretonnian Turn 2
He fell into my clever trap. My Grail Knights and Peg knight announce charges...against the flank of his 'Nettes. The Grail Knights smash into him. Here come 9 S6 attacks plus 3 attacks as my elite knights wipe his core off the table and I should be able to keep rolling and smash into his cannon, neutralizing it.

In the challenge his herald kills my Knight of the Realm champ but gets no overkill. He does, however, have his first missed attack of the game for any model in close combat. With his ASF he then kills 5 Knights errant. Not good. With his AP, I think I was saving on 4+. Or, more accurately, NOT saving.

My Grail Knight also fails his save.

No worries, watch my Grail Knights chew through him.

By which I mean fluff EVERY attack. No hits. between my elite Grail Knights and their horses, I combine to create a gentle breeze to cool him off, gently wafting air towards them with the palm fronds I packed instead of swords.

The Knights Errant did nothing but this time I remember I have the BSB Paladin in the unit, and he at least killed 2...but the game is over at this point. With my flank and charge it is close enough that I manage to stay in combat. uh..yay?

DOC Turn 3
His Crushers charge my Knights Errant. That will be no contest, he will wreck me even with poor rolls.The Cannonb charges the other flank.  The impact kills my last Knight of the Realm and gives the Cannon back a wound, I again do no damage, he kills my Paladin with his Herald, they run down the Grail Knights who did a combined zero wounds in two rounds of combat...

The Crushers handily defeat the Errants, who escape, I flank him with the Paladin forgetting they don't run...instability means that charge will NEVER work even if I do turn the errants re-engage and by bottom of 4 or perhaps top of 5 at most I am tabled. I think it was bottom of 4, but soon as the Grail Knights fluffed I was done.

in a humorous moment, in the top of 4 he rolled Double 6 on the table and brought on 10 Bloodletters. Nice.

What Went Right
His cannon did zero shooting casualties. His magic only got through once and did 3 wounds to him. I made a couple ward saves.I got off the flank charge I had set him up for, luring him into thinking I was waiting on his crushers. And had the crushers been in range, I probably would have combo-charged them with the Knights Errant in the front and Grail Knights in the flank, but my preference all along was to hit his 'Nettes. It worked like a charm.. Be careful what you wish for, eh?

What went wrong
Grail Knights doing zero hits...never mind wounds, zero HITS. He missed I believe it was 3 close combat attacks the entire game. He dominated this one beginning to end. I knew the Brets were not exceptional, but I really thought it would be a close game he won in the bottom of 6, and not by much. Instead it was an 840-0 slaughter. Oh, and he finished with one fewer model on the table than he started with...

Good time, good lesson. To be competitive, do NOT play Brets until updated.

Saturday, December 13, 2014

750 Points Warriors of Chaos V 750 Point DoC

Fresh off the Night Goblin thrashing, we decided to play a more...competitive game, lets say. So using models at hand, I built the following:
Level 2 Sorcerer, lore of tzeentch.
17 Chaos Warriors, shield, full command, mark of tzeentch
5 chaos knights, full command, ensorcelled weapons, mark of khorne

I put my wizard behind the hill on my left, the warriors opposite his Crushers and 'Nettes, and the Knights on the extreme right hidden by the forest. He used the same setup as before; from my perspective, the cannon on the hill on my left, the Crushers in front and 'nettes behind them more or less centrally located. He again won first turn.

DoC Turn 1
Crushers moved forward a bit, 'Nettes followed them, I shut down his magic. His Cannon would not be denied, taking out 4 Chaos Warriors.

WoC Turn 1
I moved my knights around to use the forest in the center of the field as cover from his cannon. He returned the favor by shutting down my magic.

DoC Turn 2
He had a conundrum of how to get a shot at my Knights without leaving his Crusher flank exposed. It was going to be tough. Finally he marched the Crushers forward towards my Warriors and floated the the 'nettes around to face the Knights. The cannon was blocked from all. I shot down his magic.

Woc Turn 2
Ironically, about a week ago I mentioned I had never seen a game changed or the outcome determined by magic.

The Knights charged into the 'Nettes, passing dangerous terrain tests by 2 of them for passing through a forest. He blocked my first spell, but then I got off Infernal Gateway with Irresistible Force on his Crushers. And rolled an "11" for S, then a 15! for number of hits...15 S10 hits! It did 6 wounds when he was done rolling saves...two crushers gone, game changed.

He slew one Chaos Knight but the champ slew his champ in a challenge (gaining +1 I on the Eye table) and  the other knights largely fluffed their rolls but won by 3 or 4. He passed his Instability test. Which, by the way, should have been steadfast...we forgot but it did not matter.

DoC Turn 3
With one crusher, he headed off to try to join the 'nettes v Knights since one Crusher could not take on 13 Chaos Warriors alone.

 I shut down his magic...again. His cannon shot down 3 more Chaos Warriors. 7 so far...ouch.

In challenge, my Champ slew his Herald and gained another pip of Initiative. this time he melted down to one Nette left after instability as he took about a half dozen casualties from combat and more from the results. Best outcome for him, pinning my knights in place.

WoC Turn 3
I moved my warriors forward. he shut down my first spell but Infernal Gateway finished off his Crusher. That is right, magic wiped out an entire, powerful unit for me. Oh yeah.

Knights killed the last 'Nette...which was bad...

DoC Turn 4
The Skullcannon charged the knights...and killed 3 with Impact Hits. I wounded it once. He could not wound the unit champ but he broke and got run down. Which was bad...

WoC Turn 5
His overrun gave me the Skullcannon flank. I took it. He did in a couple warriors, I put a couple wounds on him, he died to instability and got tabled.

What Went Right
Magic. The Chaos Warriors v 'Nettes I am usually going to win. I am not sure my Champion killing his Herald is a given...he had ASF with first his unit champ, then herald...but not an upset, really, either. But taking out 2/3rds of his Crushers before they could charge with magic was awesome. And finishing off the third was icing on the cake.  My Warriors hitting his Cannon in the flank was a gold mine because I got so many attacks I was able to win the combat.

What went Wrong
First, losing 3/4 of my Knights to Impact Hits meant they had no chance against the cannon. Second, his shooting was brutal, taking out masses of warriors. Had the Crushers not been magic-shredded, he would have wrecked the Warriors (we ran the scenario live a couple times and math-hammered all turned out the same. Crushers who charge Warriors win) and the cannon and Crushers v my Knights would be clear win for him.

Fun, entertaining game.

Saturday, December 6, 2014

750 points Goblins v DoC

Space Monkey and I threw together a last minute game. I don't have all my models here at the house, a lot are out at Fixed Dice's I decided to make an all-night Goblin army.

Night Goblin Shaman, Lvl 2
20 Night Goblin Spearmen w/full command, 2 fanatics
20 Night Goblin Bowmen w/full command, 2 fanatics
10 Spider Riders with Short Bows
Mangler Squig
8 Squig Hoppers
and the one non-Night Goblin, a Doom Diver

He brought a Herald giving ASF in a unit of daemonettes, 3 bloodcrushers, and a skullcannon.

I put the Spider Riders on the left, had a hill in between, then the Mangler Squig in front opposite his Crushers who were in front of the 'nettes, my Bowmen behind them, to their right the Squig hoppers in front with the Shaman in the Spears behind them, and to the right my Doom Diver. He threw the Cannon on the hill on his right (my left) and off we went.

DOC Turn 1
The cannon hit the mangler and killed it, taking 4 Night Goblins with it...which did not matter because, seeing a unit destroyed, they panicked and ran off the table as did the Doom Diver.

Night Goblin Turn 1
The Spider Riders advanced and fired at the 'nettes, doing no wounds. The Squig Hoppers bounded forward...4". On 3d6. Hmm. I drifted left with my Spearmen, tried some magic, but lost concentration.

Doc Turn 2
His Crushers charged my Squig Hoppers. The fanatics released and missed him by about a sixteenth of an inch. I did one wound with the Hoppers, he killed all but one and that one fled. I forgot to test for the night Goblins for unit breaking. Oops. His Cannon took out 3 or 4 more Night Goblins.

Night Goblin Turn 2
Spider Riders failed animosity and moved straight towards his 'nettes. Night Goblins tried to face his Crushers. The Fanatics planted themselves into terrain and died. The Spider Riders again did nothing with their bows.

DoC Turn 3
Nettes moved around, crushers turned to face my unit of Night Goblins. He charged the Spider Riders who fled planning to regroup and shoot. His winds chart did a wound to his herald.

Night Goblin Turn 3
Spider Riders failed to rally. magic Vortex went off, doing a wound to the 'nettes.

Doc Turn 4
Crushers charged the Night Goblins, 'nettes declared charge on Spider Riders who fled off table. He hammered me in combat, I fled, got run down and tabled.

What Went Right
Though I forgot to use his Mushroom, having a level 2 was funny. He did manage to put one casualty on the DoC...the only actual casualty they suffered.

What Went Wrong
Having LD5 on most units (Riders had 6) meant his opening salvo essentially ended the game. The Mangler and fanatics were all I had that were even a slight threat. I called off the turns slightly incorrectly because I fired 3 times with the Spider Riders, though never did a casualty with them.

I wanted to try out an all-night goblin army. It is not a good idea and will not be attempted again...but it was fun.

Also, I really dislike the new google feature which is why no pictures. I have several on my phone but getting them on here is not functioning.

Monday, September 15, 2014

War of the Relics; Fade to Grey

Gunvor fired his Storm Bolter at the Warp Talons threatening the last two members of Marius' Grey Hunters. He did not know if it was his storm bolter or the assault cannon and did not care, he simply felt satisfaction as vengeance was wreaked for the death of the Grey Hunters. Both Warp Talons fell dead.

Marius' Plasma gun and Missile Launcher stopped running and cheered the friendly fire offered by Gunvor.

Luce gestured toward the dreadnought and a Krak missile struck it clearly in front, but the armor defelected it from doing any damage. 
The Dreadnought began making its way through the rubble, firing its Lascannon into Luce's chest, but his armor was as effective as that of the Dreadnought had been.

Zhi recognized he would quickly be surrounded and the pointless long-range fire-fight with the Terminator was accomplishing nothing. He led his men at a run trying to achieve the shelter of the nearby ruins. He hoped to reach them before the rest of his unit got shot to pieces.
Gunvor heard Logan's report over his headset and began moving to set up a fire lane on the approaching Ta Fire Warriors. Marius' Grey Hunters fired a Frag Missile at the Fire Warriors, killing a couple. Logan and Njal fired at them as well and Njal unleashed his Psychic might at them, reducing them to just two remaining warriors. It was too much for Zhi and they began running.

Meanwhile a new unit of Grey Hunters entered the field and began moving toward the relic to Gunvor's right.

The Deathwing moved toward the Ultramarine Dreadnought. This time the Krak Grenade penetrated its armor. Not satisfied, Luce led his men in a charge, and the overwatch fire missed them completely.

 Against all odds he was able to not die to the crushing blow of the Dreadnought power fist.

The Dreadnought, however, was not so fortunate as multiple blows penetrated its armor, killing it outright.
Before he could lead his men back to the relic they were guarding, Grey Hunters appeared to his right. They opened fire with plasma guns and bolters.
The plasma guns were ineffective, as one missed and the other saw the Terminator armor look invulnerable to it. The Bolter fire was more effective and three Deathwing Terminators slumped to the ground.
With that the Space Wolves held the field and the Relics. The cost had been high, but they intended to make sure it was worth it.

Things spiraled out of control. The combination of the order I rolled units to arrive, what units arrived, what their objectives were combined to make this a slaughter. The Space Wolves held the center of the field, had 2 Lord-level characters, 2 full units of Grey Hunters, 2 heavy weapons from one Grey Hunter unit, a couple Terminators...units coming on one at a time would just run into a buzzsaw.

I have learned a great deal about the game, this seemed a good time to end it.

Sunday, September 14, 2014

War of the Relics; Chaos still (doesn't) Rock

The Space Wolf Terminators and the Deathwing Terminators resumed their long-range, low-intensity firefight after a round of fire by the Space Wolves took down the Dark Angel Dreadnought, glancing it to death. As one Cyclone Missile launcher crashed to the ground, Luce recalled the others into the shelter of the ruins.

Meanwhile, the Grey Hunters looked at the on-rushing Chaos Warp Talons and retreated to take advantage of the rough terrain nearby to make the inevitable charge less deadly.

Njal took a wound from Batbayor and would have taken more had he not worn Terminator armor, but the armor proved the difference as he fended off blow after blow, finally dealing two of his own that penetrated his enemies armor, killing the Chaos Lord.

 He moved back under cover of the nearby Hammerhead, mindful of the oncoming Fire Warriors.

Logan continued picking off the Fire Warriors but took a wound himself. The Fire Warriors made it into a running battle, firing at him as they moved across the field toward their objective.

The Warp Talons, their numbers diminished by the fire they had taken, did manage to crash into the Grey Hunters, losing one of their own number but taking down 4 Grey Hunters, causing the remaining two to flee. They tried to chase but were eluded.

Meanwhile, an Ultramarine Dreadnought arrived in the ruins, determined to contest Objective 3 with the Deathwing Terminators there.

I ended up playing two consecutive turns and did not take notes. At this point I am thinking of things to somewhat speed up the end. I enjoy this but the piece-meal entry has given one army too much of an advantage to overcome. The rules are coming much easier to me...rending took out a Terminator as he had to save on a 5+ not a 2+.

Lightning Claws are great against power armor...power fists are great against Terminators. I am definitely learning things like that. Weight of fire matters, too. Just putting out 8 or 10 shots from a unit simply does not do enough damage, and you REALLY have to have stuff capable of taking out stuff like Armor Value 12 Dreadnoughts or AV14 Land raiders or even though they only put out a certain volume of fire, they are impervious to entire units.

au 3 objective x 3, Overwhelming Firepower 1 
Space Wolves 40 First Blood, kill points x8, objectives x29, Overwhelming Firepower x2
Ultramarines 8;  kill points x2, objective x6
Dark Angels: 10 Kill Point x2, Objective x 8
Chaos Space Marines: 0

Saturday, September 13, 2014

War of the Relics: Njal v Batbayor

Gunvor gestured toward the Dark Angel Dreadnought. "Take it down!" He ordered. His storm bolter joined the Assault Cannon in hammering away at the dreadnought, weakening its armor.

The Dreadnought's front armor of 12 means only the Assault Cannon can hurt it, and then only with a glance.  So long as the Dreadnought does not come in range of the Power Fists, it is in little danger from the Terminators, the 1 glance notwithstanding.

Luce's men again fired Krak missiles at the Space Wolf Terminators, but their armor was proof against the missiles. Luce began considering charging his men at them to protect the dreadnought.

Njal tried to devastate the approaching Chaos Lord with his psychic abilities but could not damage him. The Staff of the Stormcaller proved more effective, wounding his enemy once.

Marius looked back and forth from the Terminators to the Dreadnought. Pure weight of fire might eventually bring down the Terminators, but only two of his weapons, the missile launcher and Plasma Gun could hurt the Dreadnought. Still, the Dreadnought was the bigger threat to his own Terminator brethren. He gestured toward it and the entire unit fired at the dreadnought. The Krak missile appeared to do some damage.

Batbayor shrugged off the incoming fire from Njal's staff and closed to hand-to-hand with him, swinging the Lightning claws with fury.  Neither could wound the other, however.

Logan continued running towards his objective, making excellent time across the field.

Estienne advanced towards the Terminators, firing as he went. His lascannon shot struck a terminator full-on, but somehow the armor shrugged it off.

Guo led his firewarrior team through the long-abandoned bunkers. He gazed at the field ahead of him. Straight ahead a Space Wolf Psyker was involved in single combat with a Chaos Lord. In the center of the field Space Wolf Terminators and Grey Hunters were involved in a fire fight with Dark Angel deathwing terminators and a Dark Angel Dreadnought. Off to his right a monstrous Space Wolf was running across the field.

With him were his 9 Fire Warriors tasked with the mission of crossing the maelstrom of destruction to recover a valuable dataslate buried in the ground. 

He hoped assistance would arrive because his team had little chance of accomplishing their mission unaided.

Tau 3 objective x 3, Overwhelming Firepower 1 
Space Wolves 35 First Blood, kill points x7, objectives x25, Overwhelming Firepower x2
Ultramarines 8;  kill points x2, objective x6
Dark Angels: 8 Kill Point x2, Objective x 6
Chaos Space Marines: 0

Friday, September 12, 2014

War of the Relics; A feeling of Dread is in the air

Gunvor licked his wounds as he returned to his post guarding the objective. He nodded his gratitude to Marius and his men whose willingness to guard it had allowed him to go after the Land Raider.

Luce directed his men to fire on the Grey Hunters. He had the satisfaction of seeing the frag grenades start causing casualties.

Njal knew how powerful a Chaos Lord could be in single combat. He took a few steps back to give himself the high ground and again cast Shroud on himself, then unleashed living lightning at the Chaos Lord. unfortunately the Terminator Armor stood firm against the mystical onslaught.

Marius gestured his men into position. The fury of a Krak missile took down one terminator but the bolter fire could do no further damage.

Gunfire between units guarding objectives can best be described as desultory. An occasional casualty is done and in an open-ended game like this can be effective. In a 6 turn game I need to figure out wat to make shooting more powerful. For me, at least.

Meanwhile, the actions above are mostly just maneuver to get the right models closest to where fire will come from so key models are late casualties, and also to do some more objective seizing. 

Njal got off 3 psychic powers but all it accomplished was giving him Shroud...and a 5+ cover save does nothing except what his Terminator armor already gives him. he also bounced back to take advantage of Difficult Terrain which could give him an advantage against the Terminator Chaos lord.

Batbayor rounded the corner of the building and charged Njal. The Space Wolf Psyker's raven attacked him but could not penetrate his armor. It did slow him down a bit though.

Estienne could not recall how long ago he had become a Dreadnought. Though he saw the Deathwing terminators to his right, he cared not. Nor did he care one whit about the Grey Hunters he saw ahead of him. Unlike his fellow Dark Angels of the Deathwing, however, he felt no kinship with the Grey Hunters. He triggered a blast from his twin-linked Lascannon, obliterating one Grey Hunter as he advanced towards his objective. It was the bad fortune of the Grey Hunters that his objective lay on the other side of them...

Tau 3 objective x 3, Overwhelming Firepower 1 
Space Wolves 33 First Blood, kill points x7, objectives x23, Overwhelming Firepower x2
Ultramarines 8;  kill points x2, objective x6
Dark Angels: 7 Kill Point x2, Objective x 5
Chaos Space Marines: 0