Battle Report -
Seven armies arrived this weekend to battle out for Fort Alamo. The breakdown was 3 Space Marine armies of 1500 points each defending the Alamo from 4 Xeno armies: Orks, Eldar, Tyranids, and Necrons. With all the action, only highlights will be covered.
Turn 1 - Xeno
The Space Marine Defenders were forced to decide on their deployment without speaking to each other due to Jamming. After their deployment, 4 Orbital Bombardments landed around Ft. Alamo, inflicting major casualties to a Devastator squad and scattered losses elsewhere. After that initial bombardment, the various Xeno armies deep striked onto the battlefield. The Space Marines deployed a Disrupter Beacon to defend one flank, however the Hive Tyrant and his escorts landed in the area of the beacon. The Ork commander also ignored the beacon and landed the majority of his Boyz in two squads near the beacon. The deep strikers did take losses as they deployed; the Tyranids lost a Lictor near Fort Alamo, the Eldar lost a squad of Dire Avengers, and a Necron Warrior Squad was forced into reserves. Xeno shooting crumbled the defenders entrenched in a bunker, but was otherwise minimally effective.
Turn 1 - SM
The Space Marines maneuvered and shot the Orks, Eldar, and the Tyranids. The highlights were the SM Scouts rending the Hive Tyrant and his 3 Guards, wounding 1 and killing 1 Guard. The Master of the Forge rode out on a bike and fired his conversion beamer at a Wave Serpant and scattering his shot onto a War Walker, wiping it out. The spirit of Lord ChiHuaHua was envoked as 10 Genestealers and a Broodlord only inflicted 3 wounds to a SM Command Squad, and a 10 man SM Assault Squad charged into an Ork Boyz squad, taking out 1 while losing 4.
Turn 2 - Xeno
The Xenos shot up a number of Marine units, specifically the Dark Angels of IBM, and then went into assault. The Genestealers of Lenny charged and attacked a squad of SM, inflicting 9 wounds, but the SM armor saved all 9 from being lost. The Tyranids did redeem themselves with a charge by a Carnifex onto a Venerable Dreadnought and wiping the Dreadnought out. The Eldar Orbital Bombardment landed on the Dark Angel force, taking out a number of SM and immobilized the Whirlwind. The Orks assaulted the lone Predator, taking out all the weapons and tracks.
Turn 2 - SM
An Ork Big Mek had a chance to feel the boom of an Orbital Bombardment as it landed on him, flashing him and his thirty boyz to red steam. SM Terminators from reserve arrived and blasted the squad of Necron Destroyers, wiping out the 3 Necron. Between the shooting and assaults, the Ork Deff Kopters and Eldar Warp Spiders took the bulk of the loss. The continuing assault between Assault Marines and the Ork HQ left the Marines overrun and the Orks advancing on the center.
Turn 3 - Xeno
The Xeno forces all moved closer to Alamo in order to wipe out the Space Marines. Yet another scheduled bombardment further reduced the squads holding up inside, leaving behind a single Devastator, an immobilized Predator and a few handfuls of snipers. The Necron fired on an Ironclad Dreadnought and the SM Land Raider. The Dreadnought lost its seismic hammer while the Land Raider was shaken twice. The Eldar lost their Farseer to close combat with a Venerable Dreadnought. Then the Carnifex blew up the Land Raider with 5 attacks. The Ork HQ overran the Master of the Forge to no losses. The Terminators are in close combat against Gene Steallers. The Terminators lost 7 to 8 Genestealers and Broodlord. The isolated Predator was finally destroyed with some carefully aimed rokkits through its tailpipe. A lone Ork deffkopta chose to close to assault range on the Whirlwind. A pair of koptas and the Tyranid Tyrant smashed through the lone Devastator into the Alamo proper.
Turn 3 - SM
Movement for the SM was limited to nearly nothing. In the shooting phase, the aforementioned Ork deffcopta (having spent the assault phase taunting the Whirlwind instead of attacking) paid the price and was incinerated by a volley of Dragonfire rounds. Additional SM shooting caused 2 wounds against the Carnifex. The Dreadnought brought the close combat with the Seer Council to a close and cut them down as they fled. The Genestealers with the Broodlord completed their wipeout of the SM Terminators on the flank.
Final Thoughts -
The game was ended at Turn 3. The results for each army was 1-1 Xenos, with 2 contested (including the fortress itself) and 1 held with under 50% Orks, with the SM's pushed to the edge and may haven fallen in 1 more turn. Only the Eldar and Tyranids completed their personal objectives of using 3 psychic powers and defeating 3 units in assault. By vote, the SM hero of the hour was the Venerable Dreadnought, tooled to long range hitting, that eliminated the Farseer and his Seer Council in close combat. Genestealers with the Broodlord proved to be the unit of the day for the Xeno army, having destroyed 10 terminators and a command squad while losing 2 of their number.
Recommendation for the next game will be WHFB (in the desert), Mordheim (in the desert), and Rogue Warrior (probably in the desert). Voting to come.
Update: Added pictures.
Saturday, June 27, 2009
Tuesday, June 23, 2009
Ft. Alamo Scenario - Apocalypse Battle
Another weekend of Apocalypse gaming that's coming up and I haven't seen any messages about scenarios yet, so I'm going to throw this one out:
Battle for Fort Alamo
The Imperial forces are deployed as the defenders for this mission. They are defending the remains of Fort Alamo (Objective 1) in the middle of the battlefield. Fort Alamo provides a cover save of 4+ for all defenders on the terrain. The Defenders also get to deploy the rest of the objectives (4) for the game (must be 12in away from each other). The Defenders get to place the rest of the terrain within 2 feet of Fort Alamo. No terrain can be closer than 6in from each other. The Attacker gets to place and move terrain outside of the 2 feet perimeter. The game is planned for 3-4 turns.
The Defenders also get to place their forces first, anywhere on the table. However, they don't get to move first. The Defenders do get a 3+ Cover Save for the 1st Round if in cover, a 5+ Cover Save if in the open.
The Attacker sequence of play for the 1st Round is:
Edit:
So someone mentioned a good point about the Apocalypse Strategy Asset "Disruptor Beacon" and the various large area effect strategy effects. So, based on the size of our battlefield, all area effect items will have HALF the range listed on the card to a minimum of 12in. For example, Disrupter Beacon will go from 48in from the marker to 24in from the marker and Null Field Generator will be 18in from 36in. The Shield Generator stays at 12in from the marker. These are house rules we'll use until we start using a larger battlefield. Comments?
Battle for Fort Alamo
The Imperial forces are deployed as the defenders for this mission. They are defending the remains of Fort Alamo (Objective 1) in the middle of the battlefield. Fort Alamo provides a cover save of 4+ for all defenders on the terrain. The Defenders also get to deploy the rest of the objectives (4) for the game (must be 12in away from each other). The Defenders get to place the rest of the terrain within 2 feet of Fort Alamo. No terrain can be closer than 6in from each other. The Attacker gets to place and move terrain outside of the 2 feet perimeter. The game is planned for 3-4 turns.
The Defenders also get to place their forces first, anywhere on the table. However, they don't get to move first. The Defenders do get a 3+ Cover Save for the 1st Round if in cover, a 5+ Cover Save if in the open.
The Attacker sequence of play for the 1st Round is:
- Preliminary Scheduled Bombardment (1 for each army/player), must be scheduled before Defenders deploy.
- Deployment - Deep Strikes by all infantry, jump infantry, hover vehicles, and characters. Non-hover vehicles are held in reserve for Turn 2 (except Drop Pods).
- Shooting Phase - All Deep Strikers are to be identified as "moved."
- Assault Phase - If unit is allowed to assault after deep striking
- Return to normal sequence after Turn 1.
Edit:
So someone mentioned a good point about the Apocalypse Strategy Asset "Disruptor Beacon" and the various large area effect strategy effects. So, based on the size of our battlefield, all area effect items will have HALF the range listed on the card to a minimum of 12in. For example, Disrupter Beacon will go from 48in from the marker to 24in from the marker and Null Field Generator will be 18in from 36in. The Shield Generator stays at 12in from the marker. These are house rules we'll use until we start using a larger battlefield. Comments?
Saturday, June 13, 2009
Warhammer Fantasy Battle Report
Five of us got together to play some Fantasy battles at 1000 points today. High Elves, Skaven, Dwarves, Night Goblins, and Vampire Counts. About 3 games were played between the 5 armies. Skaven and Dwarves squared off after the Night Goblins and the High Elves charged out of the gate. The Skaven charged into the static Dwarves and in 6 turns, took the field. Then everyone waited for the High Elves and Night Goblins to actually fight. The first charge by the High Elves made the Goblins break, leading to half the Goblin regiments breaking and for the Fanatics to jump out. Fanatic pinball took out most of a HE Spearman group, and the Spider Riders took out another. However, the HE and NG played a King of the Hill scenario, and the High Elf White Lions and Swordmasters held the high ground by turn 5.
The final battle of the night was the Vampire Counts versus the High Elves. The VC had a Vampire, Necromancer, a unit of Blood Knights, 2 units of Ghouls, and a unit of Skeletons. They faces off with a Mage, Noble, a unit of Swordmasters, 2 units of Spearmen, and 2 Eagle Claw Repeating Bolt Throwers. The RBTs helped decide the battle with their fire eliminating the Blood Knights by turn 4, and a Elf Spearmen turning and deflecting the Blood Knights away from the Swordmasters. The other turning point was the charge by the Vampire, Necromancer, and Skeleton unit into the Swordmasters, Mage, and Noble who were already in combat with a unit Ghouls. The Swordmasters nearly broke the VC units, but lost due to the lack of a musician. The morale break and the retreat took the unit far enough away to allow for another round of RBT fire into the VC. The final turning point was when the Vampire Count forgot to charge because they wanted to get into the magic phase as soon as possible in Turn 6 (and neither of us bothered to go back to the movement phase since it we didn't realize that we missed it until after all the casting was completed). This meant that the RBTs didn't get attacked, and that the Ghouls that did charge due to magic was wiped out by the Swordmasters. In the end, the HE army only lost the 2 units of Swordmasters by turn 6, and the VC lost a couple of units.
It was a fun day of gaming (11:30-5:30). Most everyone got a single game in (since game 2 didn't start until 3pm) because of other commitments by 4pm. Next session, WH40K Apocalypse.
The final battle of the night was the Vampire Counts versus the High Elves. The VC had a Vampire, Necromancer, a unit of Blood Knights, 2 units of Ghouls, and a unit of Skeletons. They faces off with a Mage, Noble, a unit of Swordmasters, 2 units of Spearmen, and 2 Eagle Claw Repeating Bolt Throwers. The RBTs helped decide the battle with their fire eliminating the Blood Knights by turn 4, and a Elf Spearmen turning and deflecting the Blood Knights away from the Swordmasters. The other turning point was the charge by the Vampire, Necromancer, and Skeleton unit into the Swordmasters, Mage, and Noble who were already in combat with a unit Ghouls. The Swordmasters nearly broke the VC units, but lost due to the lack of a musician. The morale break and the retreat took the unit far enough away to allow for another round of RBT fire into the VC. The final turning point was when the Vampire Count forgot to charge because they wanted to get into the magic phase as soon as possible in Turn 6 (and neither of us bothered to go back to the movement phase since it we didn't realize that we missed it until after all the casting was completed). This meant that the RBTs didn't get attacked, and that the Ghouls that did charge due to magic was wiped out by the Swordmasters. In the end, the HE army only lost the 2 units of Swordmasters by turn 6, and the VC lost a couple of units.
It was a fun day of gaming (11:30-5:30). Most everyone got a single game in (since game 2 didn't start until 3pm) because of other commitments by 4pm. Next session, WH40K Apocalypse.
Friday, June 12, 2009
PBSBlog of Warhammer 40K
I found this blog while scanning the forums that I haunt. I have no idea which one I saw it on (either Bolter and Chainsword or Warseer), so I can't give the credit that's due to the original poster. However, I had to include a link to the PBSBlog one here:
<http://www.pbsblog.com/projects/spacemarines/deathtoys.html>
I personally don't know if this should be taken seriously, and I don't know if it truly is associated with PBS. Either way, it's a perspective I've never taken with a science fiction game. If anyone's got comments, send them in.
Ok, after some research, here's the disclaimer from their site:
THIS WEBSITE IS NOT EVEN REMOTELY CONNECTED TO THE
FAMOUS TV NETWORK "PBS". THEY WOULD HATE THIS PLACE.
Considering some of the other posts on their site, I can see why.
<http://www.pbsblog.com/projects/spacemarines/deathtoys.html>
I personally don't know if this should be taken seriously, and I don't know if it truly is associated with PBS. Either way, it's a perspective I've never taken with a science fiction game. If anyone's got comments, send them in.
Ok, after some research, here's the disclaimer from their site:
THIS WEBSITE IS NOT EVEN REMOTELY CONNECTED TO THE
FAMOUS TV NETWORK "PBS". THEY WOULD HATE THIS PLACE.
Considering some of the other posts on their site, I can see why.
Thursday, June 4, 2009
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