tag:blogger.com,1999:blog-56220981130585584212024-03-05T19:56:59.166-08:00Legio MinimusOur Miniature legionsBig_Williehttp://www.blogger.com/profile/09005950810942158477noreply@blogger.comBlogger401125tag:blogger.com,1999:blog-5622098113058558421.post-33646217092111652382024-01-09T18:58:00.000-08:002024-01-09T18:58:35.680-08:00Legion Imperials First Battle and Thoughts<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfeq-Kqly1nyUoSGD589XrANPWvr44nZSwB9JNXRPdk3StBkfFCdir2vhSRKowPJAPuGHbjwL-XZJESRueQjNwCexIPzAXnE7gATHUlgQVPJVMkCKL7OJn45UjslndmFuGGvjO2w3lxu242tWyjA5H4Ll65yCbdhyphenhyphenMiiayX3Ygqt6UDMJ9ZYOPeek-cIA/s4128/Turn%202%20Raptor.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfeq-Kqly1nyUoSGD589XrANPWvr44nZSwB9JNXRPdk3StBkfFCdir2vhSRKowPJAPuGHbjwL-XZJESRueQjNwCexIPzAXnE7gATHUlgQVPJVMkCKL7OJn45UjslndmFuGGvjO2w3lxu242tWyjA5H4Ll65yCbdhyphenhyphenMiiayX3Ygqt6UDMJ9ZYOPeek-cIA/s320/Turn%202%20Raptor.jpg" width="320" /></a></div><br /> I have found that when it comes to
understanding a new game system, you can read the rules all you want
but until you play it, it is hard to see how the pieces fit together.
For this battle we used mostly the contents of the Legions Imperials
(LI) starter box, both sides were approximately 900 points each. The
game was played on a table 4 x 4ish, (the mat is a meter wide so
deployment was done on and off the mat). The intent for this game
was to try and forget as few rules a possible, we came close but
certainly not perfect. This meant that deployment and the first
round or two were quite slow but picked up quickly as rules became
more familiar and the model count dropped. I was curious to see if
garrisoning detachments in structures was worth the benefits, how
fragile flyers were, and how robust titans really were.<p></p>
<p style="margin-bottom: 0cm;">Building lists in LI is quite straight
forward. Armies are made of formations and formations are described
pictorially and contain detachments. In modern terms detachments are
platoons. Since the opposing forces were essentially drawn from the
starter box there was little choice on what to take. It also forced
the core detachments of formation to include all the supporting
units. In hindsight, even if I had access to all the models I would
still make combined core detachments. Since the owner of the
detachment can choose what stands are removed the specialized units
can be protected by their “normal” infantry units. Also, the
specialized units became the anchor in close combat for the
detachment but more on that later. The Solar Auxilla did make one
detachment as small as possible (four stands) and the other core
detachment twelve stands.</p>
<p style="margin-bottom: 0cm;">In addition to the core models we also
used a Fire Raptor Gunship and two Questoris Knights for the marines.
Also the marines took two battle tank detachments when their
formation technically restricts them to one. The list building rule
of having only 30% of your points on strategic assets (knights or
titans) was also violated slightly for each list.</p>
<p style="margin-bottom: 0cm;">I have enjoyed the list building aspect
to all GW games and I think this game is no exception there are quite
a few choices to make, and your force can certainly be tailored in
many ways. Maybe all the flyers form a single detachment to get the
discount or does each formation take a few. This decision will
effect a formations break point, when a detachment takes a moral
check and also number of activations. In general I think large
detachments are better, except for maybe flyers. The other choice is
the weapon selection for your more powerful units. Some choices seem
to be no-brainers, Vanquisher Cannon!, but weapon selection on
Knights and Titans makes a huge difference on how the unit is
employed.</p>
<p style="margin-bottom: 0cm;">The table was set up with one side
mountains, then hills and urban terrain in the centre, and moving
into a more open space. Both sides set up their armoured detachments
in the open area and infantry in the urban centre with agile walkers
preparing to move through the ravines. The mission was simple, break the enemy lines and steal one of the three objectives in the enemies
deployment zone.</p><p style="margin-bottom: 0cm;"><br /></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeuQJTkEhKeaelvb2-D7BAGM0x2Qgj4Q38IHcBiCy1P-vf8R-yaUoTff5NsrzHIxnmxNIA86xfDM_4L6DPp_430agJCSHGPlUNuZKrOeUeERR-6YrLKvgLfB-hdw4zTa7cm8EcyIoSptTT20W_uBC-IwwvSmFKXjRm-2xxUcfkD8X5386_bDCj7ty2R-4/s4128/Set%20Up.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeuQJTkEhKeaelvb2-D7BAGM0x2Qgj4Q38IHcBiCy1P-vf8R-yaUoTff5NsrzHIxnmxNIA86xfDM_4L6DPp_430agJCSHGPlUNuZKrOeUeERR-6YrLKvgLfB-hdw4zTa7cm8EcyIoSptTT20W_uBC-IwwvSmFKXjRm-2xxUcfkD8X5386_bDCj7ty2R-4/s320/Set%20Up.jpg" width="240" /></a></div><p style="margin-bottom: 0cm;">Round 1</p>
<p style="margin-bottom: 0cm;">In the first round the detachment
orders were a nomination of march and advance. This is probably
quite typical. The only exception would be if Titans were facing
other Titans then I would definitely put the Titan on First Fire
orders. In this game the Warhound had a Gravitation Gun and a
Turbo-Laser. Since the Grav Gun has only a 30” range, medium range
for titans but longer than most vehicle or infantry weapons, it
advanced. In future games I think I would try and give Titans
weapons with ranges that are 40 plus so they can reach most of the
board from their deployment spot and spend the entire game on First
Fire. In this game the hound got lucky as a large marine detachment
(8 stands) occupied a building within range and the building was
brought down with a single grav gun hit (most weapons can't do this
but buildings are far from invulnerable) all but one marine stand was
destroyed in the collapse. I don't think the shot had a lucky roll,
just that the opportunity was lucky. Even through the fire raptor
had advanced orders and could have deployed to the board, it chose
not to since it could not get into the rear arc of its desired
target, the armoured units. Every turn flyers moves onto the board
from the deployment zone edge (including the small bit on the sides),
and then removed in the end phase of each turn. This means that it
would take two turns of an enemies advance before the Raptor could
get rear shots on the tanks. Otherwise the armoured detachments
blasted away at each other. Typically each main battle tank has a
one dice primary weapon and possibly an anti tank secondary weapon.
Each system hits on around 4+. The Leman Russ would save vs a
lascannon on 3+ but the predators saved vs the vanquisher on a 5+,
not to mention the range advantage of the vanquisher. Dice were on
the marines side, one Predator and two Leman Russ were destroyed.</p><p style="margin-bottom: 0cm;"><br /></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcZ4H26mzo3_o9bf714H_T62ggYWj87mJHzPxAOFUAbOwFjjI3tBO9JOMzzCWdbhZG8-CqxpbQh93p6GGZwCV7UzWSVc9uVJePe_BzNmvSQhqUN4Xy4iQsYQwN1q2TdikLGNa4Bzk0ua8y1cLTcZPPosz3ZGvCG6gkmTVSNa8ivkp6rAYiveNeBn54wEE/s4128/End%20Turn%201.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcZ4H26mzo3_o9bf714H_T62ggYWj87mJHzPxAOFUAbOwFjjI3tBO9JOMzzCWdbhZG8-CqxpbQh93p6GGZwCV7UzWSVc9uVJePe_BzNmvSQhqUN4Xy4iQsYQwN1q2TdikLGNa4Bzk0ua8y1cLTcZPPosz3ZGvCG6gkmTVSNa8ivkp6rAYiveNeBn54wEE/s320/End%20Turn%201.jpg" width="240" /></a></div><p style="margin-bottom: 0cm;">Round 2</p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDDHeuvl8tV5gG0N7a7of04F8YLcFZ8CbSQ84rtrUiXv1Kv7Hi9MOQNr6FI8-k9-ZQq6Lg4045CCgmp76R92qlU-SE5Nb7iBFfYiTp2hPYaqiM9ipUme2z7F2JW-hfKXfdBOKdETf-vDahQ1f2iZu75Ah-vj8VRXJ9Ldx7gcLVoUvm52HYI-LwVhuvmXQ/s4128/Turn%202%20leaving%20the%20buildings.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDDHeuvl8tV5gG0N7a7of04F8YLcFZ8CbSQ84rtrUiXv1Kv7Hi9MOQNr6FI8-k9-ZQq6Lg4045CCgmp76R92qlU-SE5Nb7iBFfYiTp2hPYaqiM9ipUme2z7F2JW-hfKXfdBOKdETf-vDahQ1f2iZu75Ah-vj8VRXJ9Ldx7gcLVoUvm52HYI-LwVhuvmXQ/s320/Turn%202%20leaving%20the%20buildings.jpg" width="320" /></a></div><p style="margin-bottom: 0cm;">In this round everyone left the
buildings after seeing the destruction of the grav gun last turn.
All the infantry continued the advance and the armoured detachments
that were in position went on first fire as other detachments moved
closer. The knights moved into a position to see the Warhound hoping
to draw some fire. The maximum amount of damage this Warhound could
do in a turn was only enough to kill a knight if it got perfect
shots. This round the Raptor was able to get in behind the Solar
Auxilla armoured detachments but only did a bit of damage to the
heavily armoured tanks. The Solar Auxilla tanks however ripped the
marine tanks to pieces since initiative allowed them to fire the
first detachment in the First Fire phase and the first detachment in
the Advanced Fire phase. As predicted the Warhound damaged but did
not destroy a knight, unfortunately the sentinel detachment was able
to sneak a missile through for the last point of damage. In this
round the Warhound started taking shots and lost all of its void
shield and took some damage. Also this round all but one of the
marine tanks were wiped out by the Solar Auxila armour. The lone
marine tank failed its moral check and was issued fall back orders.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwTplxGlTYVVetARQpR9Jr2jIo3jnoPBm2PRqRfiFf7dEisi2SLM2xKuuYtE03X5fdORGE9pDBhxl0WQR3RROqWwqvq6z9WnyTx6inGD2wqiC6B1XgIKpj42bO9l8U8kVvPplLSGjMKMH9PkKzC1Q3XGrR6MdgAgCs2yPXRNcPIMDsSSKGz_gSzTFiAfo/s4128/End%20Turn%202.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwTplxGlTYVVetARQpR9Jr2jIo3jnoPBm2PRqRfiFf7dEisi2SLM2xKuuYtE03X5fdORGE9pDBhxl0WQR3RROqWwqvq6z9WnyTx6inGD2wqiC6B1XgIKpj42bO9l8U8kVvPplLSGjMKMH9PkKzC1Q3XGrR6MdgAgCs2yPXRNcPIMDsSSKGz_gSzTFiAfo/s320/End%20Turn%202.jpg" width="320" /></a></div><p style="margin-bottom: 0cm;">Round 3</p>
<p style="margin-bottom: 0cm;">This round saw a lot of close combat
with an Ogryn charge into the Contemptor dreadnoughts. The
dreadnoughts managed to kill one with over-watch and was then engaged
by the remaining three. The marine commander anticipated this and
also charged in to the combat to fight beside the dreadnoughts. In
the centre of the board the marine detachment (8 stands including 2
terminators) charged into the large (12 stand) detachment of Auxilla.
While the Orgyns were defeated by the dreadnoughts it was only
because of some lucky rolls and the presence of the commander. The
marines and terminators were torn apart by the axe-wielding solar
auxiliary, Veletarri, however managed to stand their ground because
of the determination of the terminators. The standout ability in
close combat is Rend, the extra d6 for the axe warriors and Ogryn
completely offset the superior close assault factor (CAF) of the
marines. </p><p style="margin-bottom: 0cm;"><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqLG9gEZ4OZViofzK9bY05Kp2pLOa8sCFkuDbW5wrrD43PDqEayYnONy2kDPnDDbGpXMViNnaWtjC6Ef5zj-hzbYH7FhpvDbjJq3FqC6fRy44kjDwdiKCIxUIoSeOW1nZe_96_RtaLNIx9cVJZyIo7C5PjdIZWZgrj544a1FW0mVT60AOsNP1kFI-Dbzc/s4128/Turn%203%20Charge.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqLG9gEZ4OZViofzK9bY05Kp2pLOa8sCFkuDbW5wrrD43PDqEayYnONy2kDPnDDbGpXMViNnaWtjC6Ef5zj-hzbYH7FhpvDbjJq3FqC6fRy44kjDwdiKCIxUIoSeOW1nZe_96_RtaLNIx9cVJZyIo7C5PjdIZWZgrj544a1FW0mVT60AOsNP1kFI-Dbzc/s320/Turn%203%20Charge.jpg" width="320" /></a></div><p style="margin-bottom: 0cm;"> For shooting, the gunship took the two remaining wounds
from the Warhound, thanks to the rear armour bonus, but after the
Titan had destroyed the last knight, again with sentinel support.
The Rapid Fire weapon attribute also seems powerful, it makes to-hit
rolls of a 6 become two hits. This is powerful because when firing on
over-watch or firing at flyers 6 are needed to hit anyway.</p><p style="margin-bottom: 0cm;"><br /></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAP169dJLv2w9XbRrAcCZJNcEtGOoswXu4CsdG3qwhUB1p_PKsHo6jSS1sP9TcCJVyjKLb-B5tzuhHUr2Ife6RLgfJS2PYuT5ywD09MKSQ9prqmMteQH9Jzgs_RDRzjGwy07hOQy4SRS0ZcX9n5L6AFAa4plnRPvIaN-wHNCZGjUf7iZj6AZHoe8x5gzU/s4128/End%20Turn%203.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAP169dJLv2w9XbRrAcCZJNcEtGOoswXu4CsdG3qwhUB1p_PKsHo6jSS1sP9TcCJVyjKLb-B5tzuhHUr2Ife6RLgfJS2PYuT5ywD09MKSQ9prqmMteQH9Jzgs_RDRzjGwy07hOQy4SRS0ZcX9n5L6AFAa4plnRPvIaN-wHNCZGjUf7iZj6AZHoe8x5gzU/s320/End%20Turn%203.jpg" width="320" /></a></div><p style="margin-bottom: 0cm;">Round 4</p>
<p style="margin-bottom: 0cm;">Not much was left in this round the
dreadnoughts tried to charge into combat to help the remaining
terminators, one was shot by over-watch of the sentinels. Sentinels
have 4 dice per stand against walkers and infantry, and since any
detachment with first fire or advance orders can over-watch, even
after they have moved the sentinels were able to move into a position
to cover the Auxilla before the dreadnoughts charged. The gunship
showed up again to try and kill the Auxiliary armour who had taken a
marine objective but again failed to do significant damage (their
armour is the same as the Warhound, but it was against their front
armour). The dreadnought and commander were able to break the Solar
Auxilla but only after the last terminator and marine stands were
destroyed.</p><p style="margin-bottom: 0cm;"><br /></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRCxhpnbHmun3mD3ilnaHJr_brK_Zi1s5CA9f5erSyQvqa0AJzDLXhwezd_u_vs7rCLJ5Y6PVqB0pop9-9E5aqeOdv8He4Ac16_c38kWPyeYFwZj8b5T9BHI69Bek6vT_hioa9qwJGK3-s4xqhayESj1br_z7vDfm7K0oZ3NtEM25WT-pzHXOzcnQ8KS0/s4128/End%20Turn%204.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRCxhpnbHmun3mD3ilnaHJr_brK_Zi1s5CA9f5erSyQvqa0AJzDLXhwezd_u_vs7rCLJ5Y6PVqB0pop9-9E5aqeOdv8He4Ac16_c38kWPyeYFwZj8b5T9BHI69Bek6vT_hioa9qwJGK3-s4xqhayESj1br_z7vDfm7K0oZ3NtEM25WT-pzHXOzcnQ8KS0/s320/End%20Turn%204.jpg" width="320" /></a></div><p style="margin-bottom: 0cm;">Round 5</p>
<p style="margin-bottom: 0cm;">Round 5 was played briefly but the
victory was given to the Solar Auxilla as they were able to take one
enemy objective and the marines were unable to get any.</p><p style="margin-bottom: 0cm;"><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDZSVfJdfcWqv8seTOOg2GaQYje4k86VbHHyIUm_hc81cnpUT6vhMVRBtEeh9zsgqZfFqVXrQF-4Mmc5iW_W1a5yKyPsDi_5fuSzJ7bsva9vb0zLFhRq7MadEpcU9wN497vufblDb8aUL1PSoCJBQ0oF2yPJDNPggLsgFw1mJSFrqR1aKuzSVZuzDv_8o/s4128/Turn%203%20Knights.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDZSVfJdfcWqv8seTOOg2GaQYje4k86VbHHyIUm_hc81cnpUT6vhMVRBtEeh9zsgqZfFqVXrQF-4Mmc5iW_W1a5yKyPsDi_5fuSzJ7bsva9vb0zLFhRq7MadEpcU9wN497vufblDb8aUL1PSoCJBQ0oF2yPJDNPggLsgFw1mJSFrqR1aKuzSVZuzDv_8o/s320/Turn%203%20Knights.jpg" width="320" /></a></div><p style="margin-bottom: 0cm;">Playing the game is the best way to
learn a game. In Legion Imperials the infantry do feel like cannon
fodder, fodder that can secure objectives. Tanks can be tailored to
either infantry support with lighter weapons or for engaging other
tank units with heavier weapons. Flyers darting onto and off the
board feel like fast air and not hovercraft. The Titans are
interesting, they are very powerful but even a stand of marines with
heavy weapons can knock out void shields, and the Warhound did get
destroyed. I think their advantage is the tremendous range on their
weapons and their towering height. Structures are definitely a
double edged sword providing great protection against most weapons
and being an easy target for a few.</p>
<p style="margin-bottom: 0cm;"><br />
</p>Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-43769901946955730862023-07-04T13:04:00.002-07:002023-07-04T13:04:22.317-07:00Alpha Strike Post 3. Do I have the Way<p> <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiySydleqsp-sxx1STwLqIxD2Ybs45efGzM54f-PLmMmiU76q1_d7RFNyQTNcu_ZjlkLZMS2hGRm_g4Q9bhb_nd7XAU5CTGl4eukGJIi5t10NsWMYf1SBaTtqYR-oEXPLfMfPASW0NFmiMAuYoEE-PUBYFTix3U6c9GYSjyuNL2sab8vRAF3ZQkUP3dXrE/s4128/1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="3096" data-original-width="4128" height="429" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiySydleqsp-sxx1STwLqIxD2Ybs45efGzM54f-PLmMmiU76q1_d7RFNyQTNcu_ZjlkLZMS2hGRm_g4Q9bhb_nd7XAU5CTGl4eukGJIi5t10NsWMYf1SBaTtqYR-oEXPLfMfPASW0NFmiMAuYoEE-PUBYFTix3U6c9GYSjyuNL2sab8vRAF3ZQkUP3dXrE/w571-h429/1.jpg" width="571" /></a></p><p>Is it ironic that heavy doses of salt create fertile soil for ideas? Another clever name for this post could be Fighting the System. It seems that in my view of boardgames, as with much of my life, I demand that it unfold the way I see them being played out in my head. Maybe you have just finished painting a beautiful centerpiece to your army, but it got vaporised immediately, maybe you only need to roll a certain, and likely, number but it never comes up, or maybe you don’t ever win initiative, not even one time, until you only have one mech left and everyone else still has multiple lances… argh…. Oh, I like to think the ideas in this article are mine, but I have read someone else’s article a while ago talking about how to deal with the vaunted double turn in AoS, it is a discussion on initiative as well.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEic7D6oA7j6JfMzFiSbH5UQLLwObLuovKXbHA-y39nzn7izL2ojw-9vyxlFLwjKGlr9t9N3D7nSn7l7kGMahNtAM38MZYmPzKQy_5qcHuuun7BbkgXTiXaRqpQMaW2a9WPqeDuRoD1Ypr4HWuGc3k2MjTBiVw2wQp-1L8UckcYXINkrWn29XHrnpYvbItA/s4128/3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEic7D6oA7j6JfMzFiSbH5UQLLwObLuovKXbHA-y39nzn7izL2ojw-9vyxlFLwjKGlr9t9N3D7nSn7l7kGMahNtAM38MZYmPzKQy_5qcHuuun7BbkgXTiXaRqpQMaW2a9WPqeDuRoD1Ypr4HWuGc3k2MjTBiVw2wQp-1L8UckcYXINkrWn29XHrnpYvbItA/s320/3.jpg" width="320" /></a></div><p>Spoiler alert, I was the first of three to be eliminated in the latest game of BattleTech I played. I could blame the dice as I didn’t win the all-important initiative until it was too late. Or I could admit I was playing the game I wanted to play in my head and not the game that was in front of me and governed by a set of written rules that my imagination couldn’t change. I think in both of my recent posts I have mentioned, or alluded to, the disproportional importance of initiative. But maybe I should have said, if you want to play aggressively you need initiative. If you are going to storm the center of the board and be the first on the objective, it certainly helps to move last so that you can get the best arcs on your opponent or choosing to remain out of arc entirely. If you don’t you will just move aggressively onto the objective and then watch the opposing mech take up ideal firing positions and tear you to pieces.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjMVzDm4wFjdd1MOyHiKjw-v1rwI2zQUsT92FuCBan-zORDw044hZhsS-IADLFcRWhVlB9tWaZ2N4T_Wkg1ttdK90s37goJduCGnWoRPtB-XSze1bM_Axe4J_cjTmPi0Y6kRo1kDp4UlRupr74bVs4LC4Q3ru_Sh_kP9ZduMKdTr5v4dZQW4jN1z0LGPg/s4128/2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjMVzDm4wFjdd1MOyHiKjw-v1rwI2zQUsT92FuCBan-zORDw044hZhsS-IADLFcRWhVlB9tWaZ2N4T_Wkg1ttdK90s37goJduCGnWoRPtB-XSze1bM_Axe4J_cjTmPi0Y6kRo1kDp4UlRupr74bVs4LC4Q3ru_Sh_kP9ZduMKdTr5v4dZQW4jN1z0LGPg/s320/2.jpg" width="320" /></a><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5c4SfnZgT4ESkHHl7f7qpH2O9S6AH1Rls6MAmn7nNRBtP7dMFmu9lKgQjlF_GN_vZx612aKn1TWQiuwzXBoZz2YNM5Vn8UjG6LB_bJG6tr9ZfIPMqKlq6wGglJsFgy2MbjoqDNvIBngmnLf7-HcfJ21MefEm6tWQZUJiOvKHvZe5-734Vei30mEW6Aos/s1600/3.5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5c4SfnZgT4ESkHHl7f7qpH2O9S6AH1Rls6MAmn7nNRBtP7dMFmu9lKgQjlF_GN_vZx612aKn1TWQiuwzXBoZz2YNM5Vn8UjG6LB_bJG6tr9ZfIPMqKlq6wGglJsFgy2MbjoqDNvIBngmnLf7-HcfJ21MefEm6tWQZUJiOvKHvZe5-734Vei30mEW6Aos/s320/3.5.jpg" width="320" /></a></div></div><p></p><p>But what if you played defensively when you didn’t have the initiative? Moving your mech forward slowly, keeping them in cover, keeping them with arcs that covered both the objective and the most likely place you opponent would move? Letting the person with initiative go to the sole objective first… By doing this you are mitigating the effect of loosing initiative and biding your time until you do get it, at which point you turn up the aggression with what forces you have left. At least in games you can plainly see, even if you choose not to, who has the initiative and then you can decide your actions based on a fact. In real life you need to sense if you have the way, thankfully giant war robots aren’t real...</p><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQadfX02nKxpgnA4xPsMU-wV1qxM1QIfIzJ1gyf9ct7nJam6BS0CgXul6GH1cvSfF9XTMMKi7shGQw7dTxctfmS11Oz3_1K1NHwUgrIyM6SY5_ZZt33MFBQyOvo23asmQENOLtXq4xjhxLjygVfrX_7_oN1BxwIrNwwu72o5ACWUI4AY9WnsnmB0D_9Wc/s1600/4.5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQadfX02nKxpgnA4xPsMU-wV1qxM1QIfIzJ1gyf9ct7nJam6BS0CgXul6GH1cvSfF9XTMMKi7shGQw7dTxctfmS11Oz3_1K1NHwUgrIyM6SY5_ZZt33MFBQyOvo23asmQENOLtXq4xjhxLjygVfrX_7_oN1BxwIrNwwu72o5ACWUI4AY9WnsnmB0D_9Wc/s320/4.5.jpg" width="320" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYmkYArwA_r9-ztv0nxCdbU8BtR6Li9oVi5A4d74xDipWqcp9djdeY1qJfLC6woElqWjeFbiQYXT3lxlQ-0qTBiSVLTaNslE-3h3rzIjELZ3KUVuRTUkXCFVwLNrB0ULJMbHTnbJkWsdj_nwCWGPvNG_vJLHmWitXdz-BxrSZ_ip222DzFg_PJEscRDcE/s1600/4.6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYmkYArwA_r9-ztv0nxCdbU8BtR6Li9oVi5A4d74xDipWqcp9djdeY1qJfLC6woElqWjeFbiQYXT3lxlQ-0qTBiSVLTaNslE-3h3rzIjELZ3KUVuRTUkXCFVwLNrB0ULJMbHTnbJkWsdj_nwCWGPvNG_vJLHmWitXdz-BxrSZ_ip222DzFg_PJEscRDcE/s320/4.6.jpg" width="320" /></a></div></div><p>I am sure that with this approach sometimes you will bide your time, fight tooth and nail and just die. But I for one prefer to look back on a game like that and know I made the right decisions, so then I am fully justified in blaming the dice. </p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhr59vHJakv1qlm-_jP4xxpcLgF3_TP4DlHHZu2tEV91Xqu42888dcLG7OmhghgJedag4V3oiMfvfT95XBPWmnF-HVNQP0TjY_U73P_bYXIJ3pDWTj6-dHMtoxK6V4jJ_bPQOfoqAwkHLMun9taUw_CH0UoGx3dH8EwsqLgAsy_XVF-kMFWLRWW-rcct28/s1600/5.5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhr59vHJakv1qlm-_jP4xxpcLgF3_TP4DlHHZu2tEV91Xqu42888dcLG7OmhghgJedag4V3oiMfvfT95XBPWmnF-HVNQP0TjY_U73P_bYXIJ3pDWTj6-dHMtoxK6V4jJ_bPQOfoqAwkHLMun9taUw_CH0UoGx3dH8EwsqLgAsy_XVF-kMFWLRWW-rcct28/s320/5.5.jpg" width="320" /></a></div>As for the game itself. It was a three player “capture the flag” scenario where the team that moved the objective token from the middle of the board back to their starting location would win the game. The objective token could be carried without penalty but if two opposing mechs were in base-to-base contact with it one had to be destroyed before it could be moved. This led to a fairly silly “Rings of Steel” situation. The flag was also located on a hill with large structures to give the appearance of a defendable position.<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxy4ovZfx9G-u3Mnd7ZGq3OCJbRX5p3ph-LFZwiT9jmPZASC1y0xXKEzGB1x1crb8pcv2MSszvvvuKyQxJKbkHrCz99jLGFR7AqluwthJDlyJ5eOTv9Qg66QJQvQov3wN57EmzS0AZV07CfJEXfcwc8SA8eVGt15jOaSlKZe3WjUVL0K8mbbn8MPgElhY/s1600/7.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxy4ovZfx9G-u3Mnd7ZGq3OCJbRX5p3ph-LFZwiT9jmPZASC1y0xXKEzGB1x1crb8pcv2MSszvvvuKyQxJKbkHrCz99jLGFR7AqluwthJDlyJ5eOTv9Qg66QJQvQov3wN57EmzS0AZV07CfJEXfcwc8SA8eVGt15jOaSlKZe3WjUVL0K8mbbn8MPgElhY/s320/7.jpg" width="320" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><span style="text-align: left;">All three of us had a rag tag assortment of mechs that we arranged into two lances each so that we could all begin with an equal number of activations. And yes, this time I did look at my opponents lists, and I did destroy the Archer, Huzzah!!</span></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdbia-lyIXNbxbRdm0Ne6EohTkazVHdb_TGXRRIaQWE8coHeWXYlS5zL6f7KM5yYt_s40SG2Q7aLjFdqfjBg1IMac00PSXDXFipm42jqHxQADgFUNo1EEh8WCvPmKVFLXX7IQsNdcTwK10QAweYlCpdIqL6qrW26XxstL15ot7mvka1GvfD9cDhbv9dU8/s1600/7.5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdbia-lyIXNbxbRdm0Ne6EohTkazVHdb_TGXRRIaQWE8coHeWXYlS5zL6f7KM5yYt_s40SG2Q7aLjFdqfjBg1IMac00PSXDXFipm42jqHxQADgFUNo1EEh8WCvPmKVFLXX7IQsNdcTwK10QAweYlCpdIqL6qrW26XxstL15ot7mvka1GvfD9cDhbv9dU8/s320/7.5.jpg" width="320" /></a></div><p></p><p>To be honest, I was not the first at the objective but did charge a large mech onto it to tussle with another mech who had staked a claim. After both mechs had been shot to pieces by every other mech the captured flag was placed within a well painted ring of steel, this did take a few turns as the rule was you had to stop once you contacted the flag. The following turn the fastest mech of the bunch was able to scuttle off to victory.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOe0tYAaDJQBxCtk1oYM_Tq0yxbV7Khmj__CEs-nmQXfCJWUAwiYROdO6FoqTZ3iuLNdZUkD8R2L2SpOQsJKmOaqDsTDQrwATdSFcBtAW86qK84FL90733CsDlnPWfokkz6OZKOBAKzB8sHzcmzwO4EfUnbyPDSaUWfv2bZoP0Q6_WlpxIDNmKP4h0a9c/s1600/8.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"></a><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOe0tYAaDJQBxCtk1oYM_Tq0yxbV7Khmj__CEs-nmQXfCJWUAwiYROdO6FoqTZ3iuLNdZUkD8R2L2SpOQsJKmOaqDsTDQrwATdSFcBtAW86qK84FL90733CsDlnPWfokkz6OZKOBAKzB8sHzcmzwO4EfUnbyPDSaUWfv2bZoP0Q6_WlpxIDNmKP4h0a9c/s1600/8.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYwc6iQsS0_jKjucAzt4Gt2GPXf2FjHKHNXlXzvIsNkitM5jHD2LLBz3zlg8owjfEWpYcwnugxG-eQ-jX0ZtTODHNxcO0i4amR_2kcG1CY79CRMAAC9h6Q54sNPrIltuekf-3lR1UzjUfg3WnfwOWN8-ZZL6veK0TuAt9JWUTiOahMTjiE0CPl17am1Iw/s4128/9.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="4128" data-original-width="3096" height="301" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYwc6iQsS0_jKjucAzt4Gt2GPXf2FjHKHNXlXzvIsNkitM5jHD2LLBz3zlg8owjfEWpYcwnugxG-eQ-jX0ZtTODHNxcO0i4amR_2kcG1CY79CRMAAC9h6Q54sNPrIltuekf-3lR1UzjUfg3WnfwOWN8-ZZL6veK0TuAt9JWUTiOahMTjiE0CPl17am1Iw/w226-h301/9.jpg" width="226" /></a></div><img border="0" data-original-height="1200" data-original-width="1600" height="210" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOe0tYAaDJQBxCtk1oYM_Tq0yxbV7Khmj__CEs-nmQXfCJWUAwiYROdO6FoqTZ3iuLNdZUkD8R2L2SpOQsJKmOaqDsTDQrwATdSFcBtAW86qK84FL90733CsDlnPWfokkz6OZKOBAKzB8sHzcmzwO4EfUnbyPDSaUWfv2bZoP0Q6_WlpxIDNmKP4h0a9c/w280-h210/8.jpg" width="280" /><br /></div><br /><p></p><p></p><br />BattleTech is growing on me, and maybe with time and experience I will be able to appreciate its subtleties. But for now, I still consider it very beer and pretzels, which are wonderful as a mid-week distraction. But most importantly, rolling dice on a table with quality scenery, beautiful miniatures, and friends you can banter with is never a bad evening. Oh, and this one player did use a death from above attack, and it worked….<div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhz29ErkysTt5yKOfNdyb2-UNTZqWxD1qH9EAsn8Ypry8N7JGSoWdlGQzHiQfxT5XBxo_vpk0Gt1Ht9V75k91egqy-e6gzKSFquiYczJkDPYNqI-ut49RACW_1bn5zkJdN2Tmexppt738wtHj_M-duftdR7g0hLU0rygCO_5hjsXVZEY8QmvSjSAaF5BK8/s1600/10.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhz29ErkysTt5yKOfNdyb2-UNTZqWxD1qH9EAsn8Ypry8N7JGSoWdlGQzHiQfxT5XBxo_vpk0Gt1Ht9V75k91egqy-e6gzKSFquiYczJkDPYNqI-ut49RACW_1bn5zkJdN2Tmexppt738wtHj_M-duftdR7g0hLU0rygCO_5hjsXVZEY8QmvSjSAaF5BK8/s320/10.jpg" width="320" /></a></div><br /><p></p><br /></div>Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-87609807175935059142023-06-27T17:46:00.004-07:002023-06-27T17:54:33.043-07:00Alpha Strike Post 2<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvRGS5rAeyfj8-nncUk9oVc7p9lhwzGVFCaqfJYl1ySBZVJIJ-fBeRnHXVFp4ZQ-hyvn6NxC00GnVz3SajLzfZ4rV9ulrFWqH0xDMIBJ4n6chIg4TVEbhMsF583xvZdPdAFSfyOFQ1IVJJ1idSQ7TVTCbyYhbouhWqP8bd9sgVSajZaUYVWYHnJyGw4EI/s2016/First.jpg" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: black; color: white;"><img border="0" data-original-height="1512" data-original-width="2016" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvRGS5rAeyfj8-nncUk9oVc7p9lhwzGVFCaqfJYl1ySBZVJIJ-fBeRnHXVFp4ZQ-hyvn6NxC00GnVz3SajLzfZ4rV9ulrFWqH0xDMIBJ4n6chIg4TVEbhMsF583xvZdPdAFSfyOFQ1IVJJ1idSQ7TVTCbyYhbouhWqP8bd9sgVSajZaUYVWYHnJyGw4EI/s320/First.jpg" width="320" /></span></a></div><p></p><p><span style="background-color: black;"><span style="color: white;"><a name="m_176845724812313709_OLE_LINK1" style="font-family: Arial, Helvetica, sans-serif; font-size: small;">Sometimes it takes a while to get your thoughts down on paper. Several weeks ago, I had my second game of Battle Tech Alpha Strike. This time we each took a Battle Group (BG) comprising of two lances and a command mech. For this game we tried the Command and Control (C2) rules as well as allowed mechs to improve their pilot skill. Both BGs were close to 300 points. We played the C2 a bit different from the rule book, we limited the range of the inter-mech communication to 12” and each lance was its own network that couldn’t talk to an allied lance, the commander could choose a network if they were in range. Both BGs had the same C2 networks. We didn’t play a scenario, but hope to do it next time, this was just a “learn the rules” slug fest.</a><span face="Arial, Helvetica, sans-serif" style="font-size: small;"> </span></span></span></p><p class="MsoNormal" style="font-family: Arial, Helvetica, sans-serif; font-size: small; margin: 0px;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHPFLCUMJ0fErBnx0kNTOsGOYT3jf0Nae71awCXZ6BGMJ68SpvWaOI3uhl--gB4UivenIsvYd4MmJ-N44GlJKlQ3rOB6J5Zow2FIiB5tSMsnGiQgx0T0y8iXEZce_2QY_-6_GsycY8tI2WgDok0wswI8qI8MLzaBiMT4P6sfYxM4yGezkliwnHBL7chNM/s1600/Deployment.jpg" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: black; color: white;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHPFLCUMJ0fErBnx0kNTOsGOYT3jf0Nae71awCXZ6BGMJ68SpvWaOI3uhl--gB4UivenIsvYd4MmJ-N44GlJKlQ3rOB6J5Zow2FIiB5tSMsnGiQgx0T0y8iXEZce_2QY_-6_GsycY8tI2WgDok0wswI8qI8MLzaBiMT4P6sfYxM4yGezkliwnHBL7chNM/s320/Deployment.jpg" width="320" /></span></a></div><p class="MsoNormal" style="font-family: Arial, Helvetica, sans-serif; font-size: small; margin: 0px;"><span style="background-color: black;"><span style="color: white;"><br /></span></span></p><p class="MsoNormal" style="font-family: Arial, Helvetica, sans-serif; font-size: small; margin: 0px;"><span style="background-color: black;"><span style="color: white;">For our deployment we both set up one lance in the center and one lance on our respective rights. During the battle, my opponent consolidated his forces and was able to focus fire with his entire BG effectively against one of my lances at a time. I began a right flanking with my light lance, and tried to support by fire with my other, heavier, lance from the terrain in the center. My flanking was unsuccessful, as I did not commit. When they should have closed with the enemy, to get into their blind spots, they moved out of the line of fire. While the light lance gained some concealment from the terrain, they were not in a good position to damage the enemy until the end game when it was too late. The lesson learned is likely that (cheap) mechs with low damage, short range weapons benefit tremendously from the additional damage when attacking into the back of an enemy mech and really should get stuck in no matter the cost. If they are tasked with a harassing screen, they will not cause enough damage to force the enemy to react. While I was not tabled it was convincing victory for my opponent, I would attribute it to their ability to select and maintain an aim (even if it was to methodically destroy one mech at a time) and their list building (we will get to this later).</span></span></p><p class="MsoNormal" style="font-family: Arial, Helvetica, sans-serif; font-size: small; margin: 0px;"><span style="background-color: black;"><span style="color: white;"><br /></span></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0yNi-4pgdleUnWXRCjy1GDavPOAeCNLkX9ITV0v7ASo1gSa37Scei0gxOea2sYpR3zofJjQQpMntrz3OE3O46bhMLw5ByTIE1ZwvKE5xR7bBcLk53OFIP-4EkjISUBezoSseyBA7_O5V5YXJYhW95i05UgfJrdkmYMPYy3YipgiH1FJbqGP3R5oi9PLs/s4128/20230607_211610.jpg" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: black; color: white;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0yNi-4pgdleUnWXRCjy1GDavPOAeCNLkX9ITV0v7ASo1gSa37Scei0gxOea2sYpR3zofJjQQpMntrz3OE3O46bhMLw5ByTIE1ZwvKE5xR7bBcLk53OFIP-4EkjISUBezoSseyBA7_O5V5YXJYhW95i05UgfJrdkmYMPYy3YipgiH1FJbqGP3R5oi9PLs/s320/20230607_211610.jpg" width="320" /></span></a></div><span style="background-color: black;"><span style="color: white;"><br /></span></span><p class="MsoNormal" style="font-family: Arial, Helvetica, sans-serif; font-size: small; margin: 0px;"><span style="background-color: black; color: white;">If you are unaware of the C2 rule; essentially you take the range modifier of the closet mech in the network to the target. This rule combined with damage being resolved at the end of the turn allows you to hang a mech out to dry and reap huge benefits for the rest of the lance. The effect can be quite powerful, but I don’t think the rule is broken as long as both sides have equal access to the ability. I feel it just speeds up the game with every mech hitting more often.</span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJtyOrN3la7-xiDUCidVlnVfGFiTYRp-OuN3JMXTYrnr-fv8GWQHIbF_Q_ef6V9GKhBlkv1g-AozfV3pCqTy1zTAZgOFq2HbnqSJI3HQOM99FdDiUnqD0HPt4EvO-9FfRM7rQCogEKBuyuUVRHaDFKMDJZcKN8jESVyvIlEMNJChDhERHzapUysloTuAQ/s4128/Know%20your%20List.jpg" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: black; color: white;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJtyOrN3la7-xiDUCidVlnVfGFiTYRp-OuN3JMXTYrnr-fv8GWQHIbF_Q_ef6V9GKhBlkv1g-AozfV3pCqTy1zTAZgOFq2HbnqSJI3HQOM99FdDiUnqD0HPt4EvO-9FfRM7rQCogEKBuyuUVRHaDFKMDJZcKN8jESVyvIlEMNJChDhERHzapUysloTuAQ/s320/Know%20your%20List.jpg" width="320" /></span></a></div><p class="MsoNormal" style="font-family: Arial, Helvetica, sans-serif; font-size: small; margin: 0px;"><span style="background-color: black;"><span style="color: white;"><br /></span></span></p><p class="MsoNormal" style="font-family: Arial, Helvetica, sans-serif; font-size: small; margin: 0px;"><span style="background-color: black;"><span style="color: white;">Know your enemy. My opponent had glass cannons that I was not targeting, I should have looked closely at their list and figured out a target priority. One nice thing about Alpha Strike is it is very easy to get the gist of an opponents list. Essentially you compare hit points to damage of all the mechs separately. The mechs that do the most damage with the fewest hit points should be the ones on top of the target priority list. During the game I was constantly surprised by how his mechs of a similar type, but different variant had better guns than mine, it wasn’t until the end that I realized they had generally less hit points. It does seem that a lance of 50% glass cannons and 50% brutes would synergize well with the C2 construct.</span></span></p><p class="MsoNormal" style="font-family: Arial, Helvetica, sans-serif; font-size: small; margin: 0px;"><span style="background-color: black;"><span style="color: white;"><br /></span></span></p><p class="MsoNormal" style="font-family: Arial, Helvetica, sans-serif; font-size: small; margin: 0px;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7N7O4zQorZIKxXc0t92XcR3rtbMp8cc1c3PYj0uYVAESxq8JHdbeVwTHjTbBIzW9QimyUgCBgh9M4ljQvRASWhdQZ95NX3PzlDXq3nrjdOc4DFMcyyqSVMMA-4weD8X46R_RL4zB0OC3DhuHVfQXFYnh4vw158lKiuJAAnDPF3CoTda3DrBK3x8mtxi8/s1600/Third.jpg" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: black; color: white;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7N7O4zQorZIKxXc0t92XcR3rtbMp8cc1c3PYj0uYVAESxq8JHdbeVwTHjTbBIzW9QimyUgCBgh9M4ljQvRASWhdQZ95NX3PzlDXq3nrjdOc4DFMcyyqSVMMA-4weD8X46R_RL4zB0OC3DhuHVfQXFYnh4vw158lKiuJAAnDPF3CoTda3DrBK3x8mtxi8/s320/Third.jpg" width="320" /></span></a></div><p class="MsoNormal" style="font-family: Arial, Helvetica, sans-serif; font-size: small; margin: 0px;"><span style="background-color: black;"><span style="color: white;"><br /></span></span></p><p class="MsoNormal" style="font-family: Arial, Helvetica, sans-serif; font-size: small; margin: 0px;"><span style="background-color: black;"><span style="color: white;">Initiative is still king. While there are several valuable game wide factors to consider, initiative seems to be at the top of the list. Once mechs get close, and because you can turn a mech as much as you want while it moves, initiative becomes king. Moving out of arc provides a clear advantage and if you can pull it off with a big gun you will have a distinct advantage. Since initiative is an unmodified roll off it essentially comes down to chance. Some special rule allows mechs to shoot and resolve damage during movement, combat intuition. In our game only one mech had this ability so it wasn’t a huge factor, but it was able to knock out a mech before shooting in the middle of the battle. However, if an entire side had this ability, it could be an NPE.</span></span></p><p class="MsoNormal" style="font-family: Arial, Helvetica, sans-serif; font-size: small; margin: 0px;"><span style="background-color: black;"><span style="color: white;"><br /></span></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBZ3QhBd1lxdVLxNO6Nz5X4f12f5DQ_d6ZpXEpLybRHLHe3l8lv7TQlsjpbGG5fwcPmLFLOE8jXSIT5D9T2McmzGR6gYH3CAlNUbA1RRTgNnwIMfwUdApyk_MGybDKw7KGTU3AHO01mrOn5oD_N030Sa_WGxkfYgBsgFJRVUMndiTrkeii9qns115UoAc/s2016/Second.jpg" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: black; color: white;"><img border="0" data-original-height="2016" data-original-width="1512" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBZ3QhBd1lxdVLxNO6Nz5X4f12f5DQ_d6ZpXEpLybRHLHe3l8lv7TQlsjpbGG5fwcPmLFLOE8jXSIT5D9T2McmzGR6gYH3CAlNUbA1RRTgNnwIMfwUdApyk_MGybDKw7KGTU3AHO01mrOn5oD_N030Sa_WGxkfYgBsgFJRVUMndiTrkeii9qns115UoAc/s320/Second.jpg" width="240" /></span></a></div><p></p><p class="MsoNormal" style="font-family: Arial, Helvetica, sans-serif; font-size: small; margin: 0px;"></p><p class="MsoNormal" style="font-family: Arial, Helvetica, sans-serif; font-size: small; margin: 0px;"><span style="background-color: black;"><span style="color: white;">Battle Tech Alpha strike is a fast and accessible game that has a rich universe perfect for narrative campaigns. Are there ambiguous rules that need more than the normal amount of good behavior from both sides, I am not sure but probably not more then any of the common wargames. Certainly, there are a few broken special rules but nothing pre-tournament guidance from a TO couldn’t fix. If one were to play this competitively, I would have mild reservations about competitive Alpha Strike. I think the narrative feel of the game would benefit from mechs having less armour and more structural points so that critical damage would have a bigger impact, however this would lead to slightly more bookkeeping and another area where variance could possibly spoil the experience, detonating ammo.</span></span></p><p class="MsoNormal" style="font-family: Arial, Helvetica, sans-serif; font-size: small; margin: 0px;"><span style="background-color: black;"><span style="color: white;"><br /></span></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtS3nFKPvn4e-cin3qxCaGC_p17m9CD7Ezlytnba8jqgzDBO_imNJw8Zs68m_lFEeBhRQFN3o0JgTrPKExNZnPOpwt8jOReJjL1hGZO1bg9-CXQWRoPXcJYWRh29_UFKCku9k02PFLBgZ1wvIMgUalztNd31acnDSbb_jyyqEVuCu4VR3Hr_OvoQgCnm8/s4128/20230607_221426.jpg" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: black; color: white;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtS3nFKPvn4e-cin3qxCaGC_p17m9CD7Ezlytnba8jqgzDBO_imNJw8Zs68m_lFEeBhRQFN3o0JgTrPKExNZnPOpwt8jOReJjL1hGZO1bg9-CXQWRoPXcJYWRh29_UFKCku9k02PFLBgZ1wvIMgUalztNd31acnDSbb_jyyqEVuCu4VR3Hr_OvoQgCnm8/s320/20230607_221426.jpg" width="320" /></span></a></div><div style="font-family: Arial, Helvetica, sans-serif; font-size: small; margin: 0px; text-align: left;"><br /></div>Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-71762739833762792112023-05-03T04:47:00.001-07:002023-05-03T04:54:15.431-07:00Alpha Strike Post 1<p><span style="font-family: inherit;"><span face="Arial, Helvetica, sans-serif" style="background-color: #444444; color: white;">Forgive me reader for I have sinned, it has been 11 months since last I posted. But I have a good reason, I have moved to a new country and am building a new group, I hope it's possible to mitigate sins? </span></span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgd_5kxLhX0oI1CxmDTicZZpIMwMk_ZRGZTE8PaqnJ_AmxGigoTJ8__Pu58mQz414TGuCpHhcABlFm2JbOFNEDJhdfGPHRrrpkWTewTIaGIG5Z3tCEZnkjJbdGMj8ndZ1sXRExDL382vPuM-sQVjkVcBTx3RqwCuNnfAAWjTtzHB-_cJ3yNLZYwwRok/s4128/Alpha%20Strike.jpg" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: #444444; color: white; font-family: inherit;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgd_5kxLhX0oI1CxmDTicZZpIMwMk_ZRGZTE8PaqnJ_AmxGigoTJ8__Pu58mQz414TGuCpHhcABlFm2JbOFNEDJhdfGPHRrrpkWTewTIaGIG5Z3tCEZnkjJbdGMj8ndZ1sXRExDL382vPuM-sQVjkVcBTx3RqwCuNnfAAWjTtzHB-_cJ3yNLZYwwRok/s320/Alpha%20Strike.jpg" width="240" /></span></a></div><span face="Arial, Helvetica, sans-serif" style="color: white; font-family: inherit;"><p style="background-color: #444444;">Battletech Alpha Strike is a streamlined version of the classic Battletech, which I believe is called Total War as a differentiator. For me, Battletech’s weight, as a game, is very similar to Full Thrust, see previous post. While the mechanics are different, I think the granularity of the rules are similar, with basic core rules augmented by special rules that go for as far as the eye can see. As well, the model count is approximately the same for a similar game length. As far as other giant robot games go Alpha Strike is quite like Adeptus Titanicus but all the aspects (move, shooting, robot bookkeeping) are all about half as in-depth in Alpha Strike. However, neither match Total War. I am not sure which one I like better as a game. I think AT has the right amount of crunch for me, sitting between the two Battletechs. But, as far as real-world cost goes Battletech is about 1/5<sup>th</sup> the price. And you don’t need to wait for them to re-release tanks and aerial units because they are all already in the game as optional rules!! Also, because the detail on the models is less they are perfect for printing.</p></span><p></p><p class="MsoNormal" style="margin: 0px;"><span style="background-color: #444444;"><span style="color: white; font-family: inherit;"></span></span></p><p class="MsoNormal" style="margin: 0px;"><span style="background-color: #444444;"><span style="color: white; font-family: inherit;"></span></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVB6uIkzam8xk8kIPSerbTm3cFbodEQgW--v5D6Ki2ZjP_PWAbnadhx62XRv0mz_rtEiQuNtmENTbyBrHee7XouMPYdpvU6QnF8bshZt_E2a6wsxYBWZ0SDY4zlSGw9-xwGT_MonVdC9EsQyW0ZeeBPooWU_jL_Ymu6AuL7mQy7CMhg5Ol29A-SMUy/s4128/Battle%20Map.jpg" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: #444444; color: white; font-family: inherit;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVB6uIkzam8xk8kIPSerbTm3cFbodEQgW--v5D6Ki2ZjP_PWAbnadhx62XRv0mz_rtEiQuNtmENTbyBrHee7XouMPYdpvU6QnF8bshZt_E2a6wsxYBWZ0SDY4zlSGw9-xwGT_MonVdC9EsQyW0ZeeBPooWU_jL_Ymu6AuL7mQy7CMhg5Ol29A-SMUy/s320/Battle%20Map.jpg" width="320" /></span></a></div><span style="color: white; font-family: inherit;"><span style="background-color: #444444;"><br /></span></span><p></p><p class="MsoNormal" style="margin: 0px;"><span style="background-color: #444444; color: white; font-family: inherit;"><br /></span></p><p class="MsoNormal" style="margin: 0px;"><span style="background-color: #444444; color: white; font-family: inherit;">The game we played was a 4-player free for all, something I have never done with AT. Two of us were brand new and after setup the game took just under two hours (4 mechs each, which is very small) and we were just churning through the turns once you got the hang of calculating target numbers for shooting.</span></p><p class="MsoNormal" style="margin: 0px;"><span style="background-color: #444444; color: white; font-family: inherit;"> </span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrxkWh-_2UjXbEDVGiaQDpX_mRtMKl1gCCqyuvO6jXfAkSe28sWhBPdHvvBnCb5bmF9BjYajM2mUg9T2h0zBK4Y0vaqIIuy5IqahcSYr9XjzFrPJky4u7JdDSUXV96BU59YFQdfXp48rabzHBfDwAsJYIvYY7Z-1JtiWM1207dOXLj964VP1j4pYE0/s4128/Set%20Up.jpg" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: #444444; color: white; font-family: inherit;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrxkWh-_2UjXbEDVGiaQDpX_mRtMKl1gCCqyuvO6jXfAkSe28sWhBPdHvvBnCb5bmF9BjYajM2mUg9T2h0zBK4Y0vaqIIuy5IqahcSYr9XjzFrPJky4u7JdDSUXV96BU59YFQdfXp48rabzHBfDwAsJYIvYY7Z-1JtiWM1207dOXLj964VP1j4pYE0/s320/Set%20Up.jpg" width="320" /></span></a></div><span style="color: white; font-family: inherit;"><span style="background-color: #444444;"><br /></span></span><p></p><p class="MsoNormal" style="margin: 0px;"><span style="background-color: #444444; color: white; font-family: inherit;">Because Alpha Strike is “Simultaneous” i.e. damage only takes effect in the end phase and movement is alternating (there is an initiative roll, which does become important) it is quite easy to integrate multiple players.</span></p><p class="MsoNormal" style="margin: 0px;"><span style="background-color: #444444; color: white; font-family: inherit;"> </span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhE9oB04UjX9XWVlsqD0auZHailFQQxpus8RXGoL9Q9QLFW24p_u7qZMkHBMLoH5MEJJxMXEynuHrpzcwmecHtwKLAil1Z8O8pw27Ne2A6X3uxgkzC4eSDFhTk-kuU2yHjznlY4modMxd2lokEWoEfT4mnM_RjlyipFuN0tdvDyyJHyoANOUigQVj25/s4128/Round%201.jpg" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: #444444; color: white; font-family: inherit;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhE9oB04UjX9XWVlsqD0auZHailFQQxpus8RXGoL9Q9QLFW24p_u7qZMkHBMLoH5MEJJxMXEynuHrpzcwmecHtwKLAil1Z8O8pw27Ne2A6X3uxgkzC4eSDFhTk-kuU2yHjznlY4modMxd2lokEWoEfT4mnM_RjlyipFuN0tdvDyyJHyoANOUigQVj25/s320/Round%201.jpg" width="240" /></span></a></div><span style="color: white; font-family: inherit;"><span style="background-color: #444444;"><br /></span></span><p></p><p class="MsoNormal" style="margin: 0px;"><span style="color: white; font-family: inherit;"><span style="background-color: #444444;">Since it was the first game for half of us, we did not play with all the special rules that the mechs had. So missiles could not choose warheads or shoot indirect, and we didn't worry about heat. In our game we were simply trying to be the player with the last mech standing, with verbal alliances being made and broken constantly. It was alot of fun, and swingy with me loosing three of my mechs off the hop but then sticking it out with a very small and fast mech to the end.</span></span></p><p class="MsoNormal" style="margin: 0px;"><span style="color: white; font-family: inherit;"><span style="background-color: #444444;"> </span></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJZML_iIuqRWZpI0uSWrWUNzoptO3qhe-hsCXO2jlNdsK3ei5WY7MCDvLv1W8RrFKEcQVv6y-bymgUI_QPSa19wEnsDjrK0Vl94YlJenxjAUabOhVtg81dkSX4qr8ZwB-mwL3WCqjfc4GdG8H1tSXuCTGw6wXkS8zhCUGZj0gf1KUilS2hbHlKJGxE/s4128/End%20Game.jpg" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: #444444; color: white; font-family: inherit;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJZML_iIuqRWZpI0uSWrWUNzoptO3qhe-hsCXO2jlNdsK3ei5WY7MCDvLv1W8RrFKEcQVv6y-bymgUI_QPSa19wEnsDjrK0Vl94YlJenxjAUabOhVtg81dkSX4qr8ZwB-mwL3WCqjfc4GdG8H1tSXuCTGw6wXkS8zhCUGZj0gf1KUilS2hbHlKJGxE/s320/End%20Game.jpg" width="320" /></span></a></div><span style="color: white; font-family: inherit;"><span style="background-color: #444444;"><br /></span></span><p></p><p class="MsoNormal" style="margin: 0px;"><span style="background-color: #444444; color: white; font-family: inherit;">Essentially this boiled down to the last person who moved would try to sneak around the back of the other remaining Mechs and into their blind spots (there is no movement cost for a facing change in Alpha Strike). This also led to the very cheesy situation of sliding down the sidelines, used by those of us not interested in having a good time <span>J</span></span></p><p class="MsoNormal" style="margin: 0px;"><span style="background-color: #444444; color: white; font-family: inherit;"> </span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEin5CuS_58paxf8VpQeZW5jSTJ1o5PMSSlNqVavQ9xOog-lRG5H9KzlXTJB4pdp6d09EU1KZ_rEZgX1UlcWl7_1H5LNkxF1peCNMJJOVgLOaLzhmjw9HuQLIuH6kLEso7_yQl9u-vK2EmVTu4IaQC94SQWzp-zrmOlDtd3qY8gPC8jvKqZvVU54hMI-/s4128/Combat.jpg" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: #444444; color: white; font-family: inherit;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEin5CuS_58paxf8VpQeZW5jSTJ1o5PMSSlNqVavQ9xOog-lRG5H9KzlXTJB4pdp6d09EU1KZ_rEZgX1UlcWl7_1H5LNkxF1peCNMJJOVgLOaLzhmjw9HuQLIuH6kLEso7_yQl9u-vK2EmVTu4IaQC94SQWzp-zrmOlDtd3qY8gPC8jvKqZvVU54hMI-/s320/Combat.jpg" width="240" /></span></a></div><span style="color: white; font-family: inherit;"><span style="background-color: #444444;"><br /></span></span><p></p><p class="MsoNormal" style="margin: 0px;"><span style="background-color: #444444; color: white; font-family: inherit;">Rules are not the clearest and I am sure that some concept are described by more than one key word and never explicitly linked. I think when they simplified the Total War rules they made some parts extraneous. Perhaps like heat and fighting. It never seems worth it to voluntarily gain heat and a flame weapon seems like it would be really annoying. That said, mechs that can over charge their weapons by gaining heat do seem to cost more. Close combat seems always riskier then just shooting at short range, even when jumping. Also, I am very new at the game and perhaps there are special rule synergies we missed out on. I can see heat being useful when you are playing a run and gun list where mechs overheat and then take cover the next turn, and close combat might simply be an act of last resort once your primary weapons have been destroyed.</span></p><p class="MsoNormal" style="margin: 0px;"><span style="background-color: #444444; color: white; font-family: inherit;"> </span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMdxT0I93CwF1YMuKOex2GKJZQWotiFXhwCvPFIsUyVuIwZQVK7OifjyK9yMMKm5vonkuUvTB3gsF4nI-mtEKs1vi-pkWkrBUb7MneJQjJr8GaW6AyfSFMt1Alnjl-fi5X6uZcKQEXYv0PdNAe7uK5UMmN7F0ifeWzzWYk__Kq91FN9AmJFJpZ7WPi/s4128/20230427_202831.jpg" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: #444444; color: white; font-family: inherit;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMdxT0I93CwF1YMuKOex2GKJZQWotiFXhwCvPFIsUyVuIwZQVK7OifjyK9yMMKm5vonkuUvTB3gsF4nI-mtEKs1vi-pkWkrBUb7MneJQjJr8GaW6AyfSFMt1Alnjl-fi5X6uZcKQEXYv0PdNAe7uK5UMmN7F0ifeWzzWYk__Kq91FN9AmJFJpZ7WPi/s320/20230427_202831.jpg" width="320" /></span></a></div><span style="color: white; font-family: inherit;"><span style="background-color: #444444;"><br /></span></span><p></p><p class="MsoNormal" style="margin: 0px;"><span style="background-color: #444444; color: white; font-family: inherit;">I am looking forward to playing in a more narrative style and slowly including more of the special rules. There do seem to be some neat command and control mechanics where mechs can acquire target solutions for other members in their lance (team) making it easier for other mechs at longer ranges to hit. There is also a mechanic for jockeying the mechs, taking successive hull-down positions each (other?) turn. Hopefully this will be explored in the next post.</span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLF6XEFTWLj5YqBaJ3_KVuhUIicy14LLynCdAFv3nTQRMa7Xdn30mhF7gOHT2cL3pwK2h5Rho44eIMAaSPjFFAPwtt3xycj6N6jpcxpbtRidQCMdTtL5zsUnFlqNu5v7tffCKahOR9Lxya8feW39WFH5di4yk5ozDTWqmhUGnJ6WeQN4pDipG-XYX7/s4128/The%20Library.jpg" style="margin-left: 1em; margin-right: 1em;"><span style="background-color: #444444; color: white; font-family: inherit;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLF6XEFTWLj5YqBaJ3_KVuhUIicy14LLynCdAFv3nTQRMa7Xdn30mhF7gOHT2cL3pwK2h5Rho44eIMAaSPjFFAPwtt3xycj6N6jpcxpbtRidQCMdTtL5zsUnFlqNu5v7tffCKahOR9Lxya8feW39WFH5di4yk5ozDTWqmhUGnJ6WeQN4pDipG-XYX7/s320/The%20Library.jpg" width="320" /></span></a></div><br /><p></p>Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-63923392202912256692022-09-15T09:23:00.000-07:002022-09-15T09:23:27.451-07:00Brotherhood and Unity Review? <p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-H9I2ylhaaf_m9eO6WB0REUiRRa-FvmbjBLpe3zHgNbuH9VLk6XCXZZ2ck1EKQjaS0hDkjJ7YMonaAXZii1yeX9DKBUJ21fN72_5TrRpGaLhdpTvowE3yWTw98gi5Mxd7DTT9D0Orsau6grE9ObUw6OyqcXU3Nxmxv-ma1kCX_7UlEMCfU6XqX_xe/s1070/Image%201%20.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="775" data-original-width="1070" height="232" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-H9I2ylhaaf_m9eO6WB0REUiRRa-FvmbjBLpe3zHgNbuH9VLk6XCXZZ2ck1EKQjaS0hDkjJ7YMonaAXZii1yeX9DKBUJ21fN72_5TrRpGaLhdpTvowE3yWTw98gi5Mxd7DTT9D0Orsau6grE9ObUw6OyqcXU3Nxmxv-ma1kCX_7UlEMCfU6XqX_xe/s320/Image%201%20.jpg" width="320" /></a></div><br /> Hello readers, it has
been a while since my last post. I must
say that having any readers at all makes me feel quite special, so thank
you. It is too bad I don’t know how to
turn on comments but I don’t think I am actually the administrator to this
blog. Someone just gave me a key a while
ago and forgot to change the locks… Anyway, since my last post I have moved
houses and in fact moved countries.
Luckily I know people in my new town so I have another group to play
with. They are more board gamers than
miniature gamers but I suspect some of them can be turned!<p></p>
<p class="MsoNormal">About a week ago we
played a board game called Brotherhood and Unity.<span style="mso-spacerun: yes;"> </span>It is a classic style cardboard units on a
hex map (there are no hexes but operational objectives) game, perhaps a great
uncle of the miniature games I now enjoy. As you can guess from the photos it
is about the war that broke up the former Yugoslavia, focusing on Bosnia.<span style="mso-spacerun: yes;"> </span>And that is the reason for this post.<span style="mso-spacerun: yes;"> </span>I will review the game, which does have cool
mechanics and historic value, but I really want to think about how I should
play games that actually represent human suffering and, in this case, documented
war crimes.</p>
<p class="MsoNormal"><span style="mso-ansi-language: EN-CA;"></span></p><div class="separator" style="clear: both; text-align: center;"><span style="mso-ansi-language: EN-CA;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQDdh2PNlg-EUx6Zbdkj2zxOaNvTqI7f8IPTnThfRkHWbmmoVQpinQsM0g2-DFKdNb0lC47wKdrbcx12kvbcUD6XMxSJbpJFllM751cy2vXo683wv4P34Lu11T6BSVz_VwCUIGXyG6jPd4ptZs41O3lvm9B8QMvljXjrGSdAb9yzSYpxRo8-l6f2n7/s1427/Image%202%20.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1427" data-original-width="1070" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQDdh2PNlg-EUx6Zbdkj2zxOaNvTqI7f8IPTnThfRkHWbmmoVQpinQsM0g2-DFKdNb0lC47wKdrbcx12kvbcUD6XMxSJbpJFllM751cy2vXo683wv4P34Lu11T6BSVz_VwCUIGXyG6jPd4ptZs41O3lvm9B8QMvljXjrGSdAb9yzSYpxRo8-l6f2n7/s320/Image%202%20.jpg" width="240" /></a></span></div><p></p><p class="MsoNormal"><span style="mso-ansi-language: EN-CA;">So, about those
mechanics….<span style="mso-spacerun: yes;"> </span>At its core this is an area
control war game, expanding your control increases your victory points.<span style="mso-spacerun: yes;"> </span>At the end of the game victory points are
modified by the different nation’s special rules and the winner is the player
with the most points.<span style="mso-spacerun: yes;"> </span>All of the units
on the map represent military units.<span style="mso-spacerun: yes;">
</span>They each have a combat power, defensive value, and road move
value.<span style="mso-spacerun: yes;"> </span>The combat mechanic is simple,
units that are going to engage in battle may move one location, think of it as
a tactical move and not an administrative road move, then combat values of both
the attackers and defenders are summed and each player roles a die and adds
terrain effects which determines the combat multiplier that is then multiplied
by the combat value (sounds complicated but if you can multiply by 1.5 you will
do fine </span><span style="font-family: Wingdings; mso-ansi-language: EN-CA; mso-ascii-font-family: "Times New Roman"; mso-char-type: symbol; mso-hansi-font-family: "Times New Roman"; mso-symbol-font-family: Wingdings;"><span style="mso-char-type: symbol; mso-symbol-font-family: Wingdings;">J</span></span><span style="mso-ansi-language: EN-CA;">). This final value represents the total damage inflicted, the enemy
then subtracts the defensive value of one of its units (this unit is damaged
and then flipped or removed).<span style="mso-spacerun: yes;"> </span>This
process is repeated until the combat value is too small to subtract a whole
defensive value. To be honest I like it, it plays fast and has sufficient granularity
for the operational level.<span style="mso-spacerun: yes;"> </span>It also means
that, often, when small groups fight each other nothing happens.<span style="mso-spacerun: yes;"> </span>Combat is spiced up a bit by a nation
specific hand of cards that each player gets.</span></p><p class="MsoNormal">Bigger picture, the
game has four “Turns” each turn the players get a new hand of cards and new
nation specific special rules.<span style="mso-spacerun: yes;"> </span>The turns
consist of the players playing their cards sequentially (which activates
military units) until they are out of cards, then the next turn begins.<span style="mso-spacerun: yes;"> </span></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6HlW-tQxcQw-R_h9MtHHKTrxjxiCghHPsq8cNvvIwPQkwGNNx6Z1aauGuWaYHqjYHq4Y8StuiQvchUhtg9zjMJoSC041Tcw0JTb0pUotCc4C-00zWXlK5I_LPnkey9g2uX1uFtyPBaU2JoMynl4m_w2Rl_sD_R3ijXimsxUBeao_bAVHkGHXQcnI0/s1070/Image%203%20.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="803" data-original-width="1070" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6HlW-tQxcQw-R_h9MtHHKTrxjxiCghHPsq8cNvvIwPQkwGNNx6Z1aauGuWaYHqjYHq4Y8StuiQvchUhtg9zjMJoSC041Tcw0JTb0pUotCc4C-00zWXlK5I_LPnkey9g2uX1uFtyPBaU2JoMynl4m_w2Rl_sD_R3ijXimsxUBeao_bAVHkGHXQcnI0/s320/Image%203%20.jpg" width="320" /></a></div><p></p><p class="MsoNormal"><span style="mso-ansi-language: EN-CA;">I do think the game has
historic value.<span style="mso-spacerun: yes;"> </span>The place names are
accurate and the setup is a good approximation of the war in its early
stages.<span style="mso-spacerun: yes;"> </span>Also, the cards have special
rules on them that represent things that actually happened, all be it in a
different order. Sadly, this historic setting does provide pretty big railroads
so re-play-ability is limited, if I had to guess, after ten games it would start
to repeat. There is also a pan game mechanic that represents international
opinion and yes the Serbs can get bombed by NATO but in the game the Croats
could as well.<o:p></o:p></span></p>
<p class="MsoNormal"><span style="mso-ansi-language: EN-CA;">So back to my
question.<span style="mso-spacerun: yes;"> </span>How should I play a game like
this?<span style="mso-spacerun: yes;"> </span>Should a disclaimer be read at the
beginning to all players that states this game represents an actual war and
then provide some details on the war crimes that were committed by all parties
to raise awareness and not minimise the human tragedy? Should the game not be
played at all?<span style="mso-spacerun: yes;"> </span>Is it okay for one player
to giggle after another player attacks a UN safe zone in order to efficiently gain
victory points to then be bombed by NATO because their token has reach the end
of the international tolerance track? I do prefer fictitious themes, as it
allows me to forget about the real world and just roll dice.<o:p></o:p></span></p>Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-46150541838586801162022-06-13T06:44:00.005-07:002022-06-13T06:45:12.758-07:00Dead Man's Hand - Thoughts<p><br />Yesterday my good friend introduced me to a skirmish game called Dead Man's Hand. I found it to be a fast paced and engaging game. It has a very thematic Wild West setting, that pits rival gangs against each other in situations reminiscent of your favorite western. Thanks in part to all the great scenery my friend has (but hasn't painted :) ), it is very easy to imagine your gang members crashing through saloon windows or unloading their shot guns at point blank range, and the random activation using playing cards are great!</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg82EkC0L9ZHWvN82KbxPWYlOJ31N-DfkamiMeq7IM6PIAKZMrlL669yOX8TCVYkoyYQy9YWifcmAz7PDV5pILKmvGkgy9mVbYQ-LKWVuGnE46Ise56zYLwdkfDysIPie515V87Dk57PZWIkII--3hTAcrDKlYsc8tnT5A7I06vtOAZ3pHlFVCGlVjd/s4128/20220609_213714%5B1%5D.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg82EkC0L9ZHWvN82KbxPWYlOJ31N-DfkamiMeq7IM6PIAKZMrlL669yOX8TCVYkoyYQy9YWifcmAz7PDV5pILKmvGkgy9mVbYQ-LKWVuGnE46Ise56zYLwdkfDysIPie515V87Dk57PZWIkII--3hTAcrDKlYsc8tnT5A7I06vtOAZ3pHlFVCGlVjd/s320/20220609_213714%5B1%5D.jpg" width="320" /></a></div><div><br /></div><div><br /></div>The main mechanic I had not seen before is the random activation of the models. At the start of each turn one card is drawn by each player and then assigned to one gang member face down, the rest of the gang members are dealt face down cards. The cards then get flipped and the gang member assigned the highest card gets to activate first. Activation is easy, choose three; move, shoot, aim, reload (clear a jam), charge, heal?, etc.. It is a very fast mechanic and after the first turn I was off and running. Between each turn there is also a random western themed event. like distractions form the saloon, creates of money, or grumpy sheriffs. <div><br /></div><div>In the first game, my group of Apaches were rescuing a friend who had been sent to the gallows, while my opponent was the gang that brought in the guilty party and was determined to see justice served. We finished it in about an hour and then my warriors were onto their second mission of busting a friend out of jail. Which raises the question, who were these Apaches hanging out with? </div><div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivs2UaZuZxiHXeu9FzdH9q4OcdfYNGsE45llWwQGuWqUf7rW8xFxbSU6LjvZaEq1eldSznv7PKAlL3mrKqzd_pJ7uxZdoMMn6SxZQnS9bgkC8VXF4H9eUVzjW0JSF7Dcb33-N4zuwLqb6pxYopr3GRsema2TabcyR0FJ7PaQs7USEDhG6RIqFJY4Az/s4128/20220609_193430%5B1%5D.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivs2UaZuZxiHXeu9FzdH9q4OcdfYNGsE45llWwQGuWqUf7rW8xFxbSU6LjvZaEq1eldSznv7PKAlL3mrKqzd_pJ7uxZdoMMn6SxZQnS9bgkC8VXF4H9eUVzjW0JSF7Dcb33-N4zuwLqb6pxYopr3GRsema2TabcyR0FJ7PaQs7USEDhG6RIqFJY4Az/s320/20220609_193430%5B1%5D.jpg" width="320" /></a></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVT7PBAlbcoKO9P_Fw3I06UlKt4aVUjguQLliRRCHYigEjSWLQXZQ1Ev0qj0Y7Lj2hZfkj12JSf5n1VqNfjamxIl9PZag2mJSO4bnodU1aA_cp1b-y1d3UISkW9LIf9t2SNF-MP9iGNbvngazJj91KIcRKKOE7_jvEBbHcxVM3BQjyDXULi356mQw7/s4128/20220609_193440%5B1%5D.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVT7PBAlbcoKO9P_Fw3I06UlKt4aVUjguQLliRRCHYigEjSWLQXZQ1Ev0qj0Y7Lj2hZfkj12JSf5n1VqNfjamxIl9PZag2mJSO4bnodU1aA_cp1b-y1d3UISkW9LIf9t2SNF-MP9iGNbvngazJj91KIcRKKOE7_jvEBbHcxVM3BQjyDXULi356mQw7/s320/20220609_193440%5B1%5D.jpg" width="320" /></a></div></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: justify;">If I were to have a critique, I would say that in the basic rules that we played variance was a big factor and there was little a player could do to mitigate a bad roll. It is my understanding that if you play with the actual playing cards designed for the game then there are special rules written on each card (some cards are kept in your hand) and these special rules can modify the dice.</div><div class="separator" style="clear: both; text-align: justify;"><br /></div><div class="separator" style="clear: both; text-align: justify;">Anyway, shooting is done with a D20 and fighting is done by comparing D10 rolls of the attacker and defender. There are ways to modify the rolls, so aiming gives you a plus one, every shot after the first is a minus one (this is cumulative), each "wound" that a player has is a minus one. So on occasion the modifiers do add up, but often it is a 50/50 chance of success, which is fine but it did feel a little fluky in the two games we played.</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0_Js2awn4Yu4_xBYy5psjzWhjHkxSxTuX3OqZURKZjsgQjq18bmZhZvEcm2acibvM3QWKN7yKzaqUuDPnvVoMhuQXl2MxLfPjUhObVTpqQIToZ62zytj6wsHCYkYFE2kYvnGlPYpJ488zF843k5tCo7rAplZc75nC11sMuOebeqF3CnIiX3JEGh5K/s4128/20220609_194538%5B1%5D.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0_Js2awn4Yu4_xBYy5psjzWhjHkxSxTuX3OqZURKZjsgQjq18bmZhZvEcm2acibvM3QWKN7yKzaqUuDPnvVoMhuQXl2MxLfPjUhObVTpqQIToZ62zytj6wsHCYkYFE2kYvnGlPYpJ488zF843k5tCo7rAplZc75nC11sMuOebeqF3CnIiX3JEGh5K/s320/20220609_194538%5B1%5D.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgN3C0bXWQCm6m8ZrQ64XpvYYsc9vvUbI1L_aeqBvswEJn2iz4FpcWoEjlULn6BY86R7COJEBY7jrRE5AL71gksaBz7I45AnAt1GFR4qPYwRemXShD_2MxbNLqyq5U2plClrBUiTCHjf2i8cZt8z-fSU98XY4W0wg52vj9JRl6YtQL8pzEKWAEpPcO3/s4128/20220609_195920%5B1%5D.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgN3C0bXWQCm6m8ZrQ64XpvYYsc9vvUbI1L_aeqBvswEJn2iz4FpcWoEjlULn6BY86R7COJEBY7jrRE5AL71gksaBz7I45AnAt1GFR4qPYwRemXShD_2MxbNLqyq5U2plClrBUiTCHjf2i8cZt8z-fSU98XY4W0wg52vj9JRl6YtQL8pzEKWAEpPcO3/s320/20220609_195920%5B1%5D.jpg" width="320" /></a></div><br /><div>Something that this game did have some of but could have more of, is interacting with terrain or bodies of gang members. I think it would be really cool if you could grab an improvised weapon if fighting in a saloon or take the Winchester from the limp body of a deputy. Since the basic mechanics are so elegant I really think this would be easy to incorporate. After all you do track shots and have to reload, this doesn't slow the game down at all.</div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjH2IuiNCEIPdy1evVIlbxyFWMTGvoRx79uHG-R6_yxlMysXy30OUEPS4SSgV1lsbxi2KqT3aIfuGBYx7xwECZZFF7cmUPzcWdCQIVxi9K_h4F5X8Q66YpFm_DoU1aR69sQvX2L84NKfCaEL4WTn514Ay5p6viQAJ3TZy-k3Fjf8njExnXHrkpgxv6u/s4128/20220610_144603%5B1%5D.jpg" style="margin-left: 1em; margin-right: 1em;"></a><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjH2IuiNCEIPdy1evVIlbxyFWMTGvoRx79uHG-R6_yxlMysXy30OUEPS4SSgV1lsbxi2KqT3aIfuGBYx7xwECZZFF7cmUPzcWdCQIVxi9K_h4F5X8Q66YpFm_DoU1aR69sQvX2L84NKfCaEL4WTn514Ay5p6viQAJ3TZy-k3Fjf8njExnXHrkpgxv6u/s4128/20220610_144603%5B1%5D.jpg" style="margin-left: 1em; margin-right: 1em;"></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiKe_6LGAPgyMrVcGnVD-ehzW-Ucz_T-19yzmutxFFgKNZ5u0xqSFcVwOAwFyOMCXljgFfWriOKzPHKlBTfbncag0YwiPPVqJFk4IBV0qxmBJzD8gYDIGb8l6A4GK27VXxgte2nVfPm-xI4xFw47E6xEJBRBQITV8p5fBEEk0O7iwYXJHKzxaqCT6e/s4128/20220609_203339%5B1%5D.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiKe_6LGAPgyMrVcGnVD-ehzW-Ucz_T-19yzmutxFFgKNZ5u0xqSFcVwOAwFyOMCXljgFfWriOKzPHKlBTfbncag0YwiPPVqJFk4IBV0qxmBJzD8gYDIGb8l6A4GK27VXxgte2nVfPm-xI4xFw47E6xEJBRBQITV8p5fBEEk0O7iwYXJHKzxaqCT6e/s320/20220609_203339%5B1%5D.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: left;">The next day my kids ask if we could invent a board game, and I decided to try and mimic Dead Man's Hand. It turned out to be very easy and fun for the kids (11 and under). We found some toys from the computer game "Among Us" and set up a space ship with card board buildings from an old infinity starter set. The Among Us models worked great, they were approximately 28 mm and they were also stamps!! To keep track of the damage and equipment of each crew member we used a sheet of paper that the kids wrote their character's names on and stamped them so we wouldn't forget. During the game they also drew skulls on the character sheets to track damage. In the game each team of three had to run around the spaceship doing tasks, but could also shoot at each other if they got close enough.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">the kids seemed to enjoy the game. I think they really liked the fast pace, dealing the cards to their crew mates and especially drawing on their character sheets.</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjH2IuiNCEIPdy1evVIlbxyFWMTGvoRx79uHG-R6_yxlMysXy30OUEPS4SSgV1lsbxi2KqT3aIfuGBYx7xwECZZFF7cmUPzcWdCQIVxi9K_h4F5X8Q66YpFm_DoU1aR69sQvX2L84NKfCaEL4WTn514Ay5p6viQAJ3TZy-k3Fjf8njExnXHrkpgxv6u/s320/20220610_144603%5B1%5D.jpg" width="320" /></div></div><br /><div><br /></div><br /><br /></div>Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-49234523721583594432022-05-27T14:55:00.000-07:002022-05-27T14:55:15.694-07:00Adeptus Titanicus – Battle Report 2<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrlRdAK5GnYz7qf9NUyCU6WZmpBgZo6UeVfkZxq6-P67oXB2KHD08N089vEEmKZpeMzzjkn9cIOvoFObQtxC0DqBdjmLShHscvIl9Z1o1vRjWE_tV2RoCvQyFaSjk484yf2uhmFNHdpPYjPuQF7PVW874kmqg8KGd1E_TT9C-kJ_AlqHgJxoVf7OtY/s4128/Deployment%202.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrlRdAK5GnYz7qf9NUyCU6WZmpBgZo6UeVfkZxq6-P67oXB2KHD08N089vEEmKZpeMzzjkn9cIOvoFObQtxC0DqBdjmLShHscvIl9Z1o1vRjWE_tV2RoCvQyFaSjk484yf2uhmFNHdpPYjPuQF7PVW874kmqg8KGd1E_TT9C-kJ_AlqHgJxoVf7OtY/s320/Deployment%202.jpg" width="320" /></a></div><p style="margin-bottom: 0cm;">It has been along time but I have
finally got another game in that was worth writing about, and not
because I won. But, because it was a fun game with some useful
observations that I wish to write down, and I got some pictures.</p><br /><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5O0kSMbTmmLXCq2U_wepnMUTTWi8w-WXWX9h7A6BST4qHr8GbNqrHFoV5n22r0AQpB0A3j_bdH41kRgG8Lm_zgQqicEvbTOUyLgzGlfuGkxRQFkMd0ayasg0rxClaFTtcWfEnu92HyDiTsbzcg8cPrIqsM3lq4TeM87mjDU0asC59DZNhJw2ZXglC/s4128/The%20Armies%201500.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5O0kSMbTmmLXCq2U_wepnMUTTWi8w-WXWX9h7A6BST4qHr8GbNqrHFoV5n22r0AQpB0A3j_bdH41kRgG8Lm_zgQqicEvbTOUyLgzGlfuGkxRQFkMd0ayasg0rxClaFTtcWfEnu92HyDiTsbzcg8cPrIqsM3lq4TeM87mjDU0asC59DZNhJw2ZXglC/s320/The%20Armies%201500.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><p style="margin-bottom: 0cm; text-align: left;">My friend and I decided to play a 1500
point game. It was a basic game with no scenario or special skills
for princeps or legions. My list was chosen based on the warlord
weapon sprue I got in the mail recently, giving me a Titanic Power
Glove and Sunfury Plasma Annihilators. As well as my kit bashed
Gatling Blaster that I am quite happy with. My maniple was two
warlords, a Reaver, and a few knights. One Warlord was going to be
the fire support, equipped with carapace missiles, Volcano Cannon,
and Sunfury and the other warlord was the assault titan with the
power glove, Gatling Blaster and carapace mounted Turbo Lasers.
</p>
<p style="margin-bottom: 0cm; text-align: left;">The support titan is, in my mind, the
work horse titan of this maniple. It will sit on the edge of the
board firing all of its guns, hopefully out of range of the enemy
titans. The banner of knights was also going to hang around this
titan and provide a bit of a screen if enemy skirmishers got to
close. It was given an oath banner to improve the resolve of the
knights and the tracking gyros for the missiles so that they had a
better arcs, because first fire orders don't let you turn...</p>
<p style="margin-bottom: 0cm; text-align: left;">The other warlord was the core of the
assault force. This one was going to stomp down the middle of the
board with a Reaver in support and hopefully get a chance to charge
something it could crush with its glove. The power glove is very
strong but since the warlord is so slow it can easily be avoided. I
also gave this titan the Turbo Lasers and the Gatling Blaster, I
don't know what it is but Gatling Blasters are my favourite weapon.
They are kind of jack-of-all trades, but when enemy titans start
taking damage and their armour weakens the number of dice with each
shot from the Macro Gatling allows you to effectively aim your shots
for a killing blow. I also gave this titan the Bastion of Shielding
as I was anticipating this one to be the priority target of my enemy.</p>
<p style="margin-bottom: 0cm; text-align: left;">The Reaver would follow in close
support and hopefully not be the enemies priority target. It had a
Melta Cannon, Reaver Gatling, and Turbo Lasers, this load-out put is
a general purpose load out giving it a preferred engagement range
between 8 and 24 inches.</p>
<p style="margin-bottom: 0cm; text-align: left;">My opponent took his newest model, a
Warmaster with Plasma Destructors. This titan is monstrous. Despite
having almost zero flexibility in the load-out the standard weapons
are devastating and the titan's toughness is impressive (at least on
paper). The enemy force also had an expensive nemesis with the Quake,
Volcano, and Melta Cannon. The Reaver had a power fist, carapace
Turbo Lasers and Melta, clearly this one was going to be his assault
force.</p>
<p style="margin-bottom: 0cm; text-align: left;">The deployment saw my opponent
concentrate his forces in the centre and I split my forces to set up
a flanking</p><p style="margin-bottom: 0cm; text-align: left;"><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqaczTHb5t7vW57Ja3zHIl3nbwpAOy2CixPdPAXMFZL-2sOoUpF59XE-Ht-bjf1tFReJKwiIhAT42Tii9FNtdNv3mbVQxjLtIpf4-IZSZ5Z5Nym0xgardccDiGRY0mSufzAOesOPmH3LBTqEGyK6JLaDtje11_vvpXiitXUJEgwtGFbNdbGKyzsH72/s4128/Deployment.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqaczTHb5t7vW57Ja3zHIl3nbwpAOy2CixPdPAXMFZL-2sOoUpF59XE-Ht-bjf1tFReJKwiIhAT42Tii9FNtdNv3mbVQxjLtIpf4-IZSZ5Z5Nym0xgardccDiGRY0mSufzAOesOPmH3LBTqEGyK6JLaDtje11_vvpXiitXUJEgwtGFbNdbGKyzsH72/s320/Deployment.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div style="text-align: left;"><p style="margin-bottom: 0cm;">Turn One. Too Much First Fire. In the
first turn my opponent's Reaver moved aggressively towards my support
Warlord and my assault force moved slowly towards his titans
concentrating their firing arcs on the Nemesis. The other Titans all
had first fire orders. Unfortunately since I had more units to
activate and was activating second, once his Warmaster had orders I
was able to move out of arc/range of the Warmaster's missiles and
cannons. The firing this turn had voids on either side get knocked
down but no major damage.</p><p style="margin-bottom: 0cm;"><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVGz7fDPjFeYsXoIGbxoAig85uHNrPt9yB233qhz4ar_xxsfuKq-7Z6-poFFmyWZUnISohg3IgbYn-OoBTdrCa7fidL0jy-ng0hVrCGV7yIacUUOsllfE4HctU4c6kSlLtFAVZYBPb5FmJom7R7bFQhn6UykifEKmV9CQKk0MhbjMzKngekPWvYY99/s4128/Turn%201%20Battle%20on%20my%20Right.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVGz7fDPjFeYsXoIGbxoAig85uHNrPt9yB233qhz4ar_xxsfuKq-7Z6-poFFmyWZUnISohg3IgbYn-OoBTdrCa7fidL0jy-ng0hVrCGV7yIacUUOsllfE4HctU4c6kSlLtFAVZYBPb5FmJom7R7bFQhn6UykifEKmV9CQKk0MhbjMzKngekPWvYY99/s320/Turn%201%20Battle%20on%20my%20Right.jpg" width="320" /></a></div><br /><p style="margin-bottom: 0cm;">Turn Two 2 Focused Fire Kills the
Reaver. While there was a bitter exchange on one side of the table,
with the Nemesis and the Reaver collapsing their void shields and
some damage getting through the big fight was on the other side.
Unfortunately my opponent's Reaver (The blue one) did not have
sufficient fire power to damage the Warlord and the combined fire of
the warlord and knights, over two turns, was enough to destroy the
Reaver only loosing one knight in the exchange. In hindsight The
Reaver's load-out was too specialized to be operating independently
and it was likely doomed the moment it set out across the city
unsupported, even if the dice didn't help.</p><p style="margin-bottom: 0cm;"><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgu9OL27nWRoN2ae1tJvMcQszjrpWjek1ZQ5kT9glW10K1Er_WImT9UKEzJfrpG0iqLw0DuKjUFWalvWSR8ZEz5ZkVXK3Fl85bsFZbavOctl8UXI63RuAhcKco9VD92r9LaQytmC1qlLRMQSSGcLdYXJlxD5VyB2OnjN1Qj-PwEsuGGvJVWxGdQTYMJ/s4128/Turn%202%20Destruction.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgu9OL27nWRoN2ae1tJvMcQszjrpWjek1ZQ5kT9glW10K1Er_WImT9UKEzJfrpG0iqLw0DuKjUFWalvWSR8ZEz5ZkVXK3Fl85bsFZbavOctl8UXI63RuAhcKco9VD92r9LaQytmC1qlLRMQSSGcLdYXJlxD5VyB2OnjN1Qj-PwEsuGGvJVWxGdQTYMJ/s320/Turn%202%20Destruction.jpg" width="320" /></a></div><p style="margin-bottom: 0cm;">Turn Three. Nemesis and my Reaver die.
In this turn both the Nemisis and my Reaver were destroyed in the
firefight on the other side of the city. My Reaver was obliterated by
the shear power of the Warmaster and his Nemesis fell to the targeted
shots of the Macro Gatling Blaster and Turbo Lasers against the
Nemesis's damaged leg My support titan was able to turn and provide
missile support as well as some good void saves meant that my assault
warlord was unscathed. The two remaining knights in the banner were
also able to get to 9” from the Warmaster, perfect for charging.</p><p style="margin-bottom: 0cm;"><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjx78pg78kGosvRga6nJn_TSDV9bF7lqRK2eghnMNqiQHds3yGI9DL4p0a4hs_H24qzZaZKuYG2dTHr_3MXhbSr-DHg4kco5bEIRcHI78wER7AmFKA9NvUSv9JuKsq4BEzIs8BYrdVMtpnbg1qXK8FYRYWimPHmruPPeOXZVGRxWJXWtLh8c0uR8BrK/s4128/Turn%203%20Battle%20on%20Right.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjx78pg78kGosvRga6nJn_TSDV9bF7lqRK2eghnMNqiQHds3yGI9DL4p0a4hs_H24qzZaZKuYG2dTHr_3MXhbSr-DHg4kco5bEIRcHI78wER7AmFKA9NvUSv9JuKsq4BEzIs8BYrdVMtpnbg1qXK8FYRYWimPHmruPPeOXZVGRxWJXWtLh8c0uR8BrK/s320/Turn%203%20Battle%20on%20Right.jpg" width="320" /></a></div><p style="margin-bottom: 0cm;">Turn Four. Charge!! Charges in Adeptus
Titanicus are devastating, if they get within 2 inches, not only does
one melee attack happen in the movement phase and by pass voids they
also get one more attack dice for each 3 inches of moment the titan
makes. Also, the Warmaster stood still and took First Fire orders,
in hindsight stepping backwards so my warlord could not reach and so
that the knights didn't charge as far would probably have been a
better choice. However, the Warmaster chose first fire, and did get
a shot with the Plasma Destructor, it collapsed the Warlords void
shields but that wasn't enough to stop the warlord getting it's fist
in the Warmaster's face and allowed the knights to make a text book
charge to the rear of the titan. The combined might of the power
fist, knight melee weapons and the extra attacks for the charge
distance all targeting the Warmaster's head were sufficient to kill
the Warmaster before the end of the movement phase, and that was
that.</p><p style="margin-bottom: 0cm;"><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfGKr-y_HlrHkq1loY9zSJdBLEa8nEuiemaf60e-YC3wkz4c36ZB0LTTZ3Au88lQ_n97pECY5JYrvSNAOptibgmZJioqlnjyN75CPj_pPvTZB9ToPI496GjlpwReMxIFc9Uuck_E5Z46jilvfjzwKh31UKSz-_Ok9mvx9CV8M4_xpCKoa6f_REZMSu/s4128/Turn%204%20Heroci%20Charge.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfGKr-y_HlrHkq1loY9zSJdBLEa8nEuiemaf60e-YC3wkz4c36ZB0LTTZ3Au88lQ_n97pECY5JYrvSNAOptibgmZJioqlnjyN75CPj_pPvTZB9ToPI496GjlpwReMxIFc9Uuck_E5Z46jilvfjzwKh31UKSz-_Ok9mvx9CV8M4_xpCKoa6f_REZMSu/s320/Turn%204%20Heroci%20Charge.jpg" width="320" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZf5Mq1rnIxPIc5MoOTw5-pIw_LSNFAzvxWJ6vGOyKRghzXR8hOe6yrPaWTvynIpqel5rSELDCpETBvuOFOA--pI5vwiP6WZ7-e02ge6g0EPTHxlNWysZ-vPfESZsc1uyfx81ZY4snRm5sO__DIgll_IP9lKOusBa5h3pXs4lq9qqVMhgJ8TYrveF4/s4128/Turn%205%20Titan%20is%20brought%20down.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZf5Mq1rnIxPIc5MoOTw5-pIw_LSNFAzvxWJ6vGOyKRghzXR8hOe6yrPaWTvynIpqel5rSELDCpETBvuOFOA--pI5vwiP6WZ7-e02ge6g0EPTHxlNWysZ-vPfESZsc1uyfx81ZY4snRm5sO__DIgll_IP9lKOusBa5h3pXs4lq9qqVMhgJ8TYrveF4/s320/Turn%205%20Titan%20is%20brought%20down.jpg" width="240" /></a></div><p style="margin-bottom: 0cm;">Conclusion</p><p style="margin-bottom: 0cm;">Concentrating then diverging your
forces is not as effective and as splitting and then converging your
forces, the later requires thought and good timing. I was able to
achieve an over-match on one side of the city and on the other I got
lucky due to range and arc miscalculations, as well as dice. I think
if the Nemesis had been supporting my opponents Reaver and the
Warmaster blasted away at my assault titan from a safe distance the
battle would have gone the other way.</p><p style="margin-bottom: 0cm;">Servitors are always busy. In my
limited experience with this game it seems your servitors will always
be busy venting plasma and repairing damage. Anything you can take
to help these mechanics out will pay dividends in the battle, like
Bastion of Shielding.</p><p style="margin-bottom: 0cm;">Carapace weapons have crummy arcs and
poor short range engagement. I think the tracking gyros are a must
include even if they pretty much double the cost of the weapons.</p><p style="margin-bottom: 0cm;">Firing sequence depends on if the
target is shielded or not. With shields you fire from low strength
to high strength and when shields are down you fire from high
strength to low strength.</p><p style="margin-bottom: 0cm;">I think the to hit modifiers for cover
in Adeptus Titanicus need a review. A half obscured Warmaster is
more difficult to hit then three knights bounding across the field
even though half a Warmaster presents a much larger target. They
probably need something like if you can see less than a 20mm stand
worth of the model it is -2...</p><p style="margin-bottom: 0cm;"><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiz_0-ZJXQTE9fSg4gD1AzRLeyGyvuxZieJN6nCCjAYgPX4-f6qmURvlKnnKMl3qYyY37QF1UaIl4TwjCkGE9ShPV_e5AhPNmZTbaurnOQ3TK73crFFh7e0o2r1EyOtri8op07Txm4i-sRpsH-i5N--7D3T29TJq4jE9wPHK2pyn2q82Ywd-wZJTt3a/s4128/Turn%205%20Final%20view.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiz_0-ZJXQTE9fSg4gD1AzRLeyGyvuxZieJN6nCCjAYgPX4-f6qmURvlKnnKMl3qYyY37QF1UaIl4TwjCkGE9ShPV_e5AhPNmZTbaurnOQ3TK73crFFh7e0o2r1EyOtri8op07Txm4i-sRpsH-i5N--7D3T29TJq4jE9wPHK2pyn2q82Ywd-wZJTt3a/s320/Turn%205%20Final%20view.jpg" width="240" /></a></div><p style="margin-bottom: 0cm;">Oh and knights are annoying, don't
forget about them. Thanks for reading, I need to paint some scenery
:(</p></div></div>Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-43304545850466172262022-03-18T11:39:00.000-07:002022-03-18T11:39:08.567-07:00Multiplayer Kill Team<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtjYe31NqD0n9Z-MHC41wt3W1PqRW4TgBhprhjsz_8vLB5sO5fWzgjHIQPRL36fBHAWJ4PkyVjTk7c13ngyDMm593_orbakK6Usls0yn7UkFszJDTLlCBNpJHWJgGnY11Eq2rCkpyGJzeqPBDsOEYvWgsPdCgkhgMrcmjqzez-h6LRfW29d0oXw6JG/s4128/KT%20TP1%20Converge%20on%20the%20Center.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtjYe31NqD0n9Z-MHC41wt3W1PqRW4TgBhprhjsz_8vLB5sO5fWzgjHIQPRL36fBHAWJ4PkyVjTk7c13ngyDMm593_orbakK6Usls0yn7UkFszJDTLlCBNpJHWJgGnY11Eq2rCkpyGJzeqPBDsOEYvWgsPdCgkhgMrcmjqzez-h6LRfW29d0oXw6JG/s320/KT%20TP1%20Converge%20on%20the%20Center.jpg" width="320" /></a></div>So what do you do when an odd number of people show up to
game night? You play three player Kill
Team, that’s what! Thanks to the
alternating action system of the new kill team it actually works quite
well. The only strange situation that
came up was how to activate overwatch, but even that worked out.<p></p><p class="MsoNormal"><o:p></o:p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8sfKnwBoMcsRgE1lF_f1x5NuSD5awn6HvzcuZztGSlkvi89bPRyQ3P-FJJbb1b2FdIDJgNa-xelxhC6T-TVU3MOv4gFZJwp2gmguf1pTx_1-iLIpRi04Ec2snIfHQxCHpqKEQ0DXyQhNJFC3prH0auY3f-naW7b2uExSb14qkB0zgreBRzA_rVzuP/s4128/KT%20Setup.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8sfKnwBoMcsRgE1lF_f1x5NuSD5awn6HvzcuZztGSlkvi89bPRyQ3P-FJJbb1b2FdIDJgNa-xelxhC6T-TVU3MOv4gFZJwp2gmguf1pTx_1-iLIpRi04Ec2snIfHQxCHpqKEQ0DXyQhNJFC3prH0auY3f-naW7b2uExSb14qkB0zgreBRzA_rVzuP/s320/KT%20Setup.jpg" width="320" /></a></div><br />The scenario we played was Master the Terminals.<span style="mso-spacerun: yes;"> </span>In this scenario you get points for
controlling a terminal and you get more points if the terminal has been
disconnected from its two firewalls.<span style="mso-spacerun: yes;"> </span>We
chose this scenario because it was easy to modify the objective locations to
add a third terminal and corresponding firewalls.<span style="mso-spacerun: yes;"> </span>Once the objectives were placed we all took
turns adding scenery and then rolled off to select deployment zones.<span style="mso-spacerun: yes;"> </span>Deployment was no closer than 6” to an
objective marker and no further than “12 from your chosen terminal.<span style="mso-spacerun: yes;"> </span>This rule was okay but we also had a “don’t
be cheesy” clause (I am not sure three players would work in a competitive game<span style="font-family: Wingdings; mso-ascii-font-family: Calibri; mso-ascii-theme-font: minor-latin; mso-char-type: symbol; mso-hansi-font-family: Calibri; mso-hansi-theme-font: minor-latin; mso-symbol-font-family: Wingdings;"><span style="mso-char-type: symbol; mso-symbol-font-family: Wingdings;">J</span></span>).<span style="mso-spacerun: yes;"> </span>After that the person who chose the first
terminal deployed a complete fire team, or half of kill team if they only had
one fire team. Then we went around with each player deploying half of their
kill team until all the operatives were deployed.<o:p></o:p><p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikgRyFPmLryFa-dBUbI3sNJ_HGF_MxMnwJAWf4HycmyydnlqVqwq02ErAmmDbeBl8Lh_Gd2dakErMfcNihACUR9pr-i6MmFS6yxFxZG6gaXKvPmS7khiRbn3II81d4IihlUMJcVGdT3z6ZNdQ-lLukiX-ggwpsjxplKPer7LC_YpVtXvkTFRTowLhf/s4128/KT%20Setup%202.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikgRyFPmLryFa-dBUbI3sNJ_HGF_MxMnwJAWf4HycmyydnlqVqwq02ErAmmDbeBl8Lh_Gd2dakErMfcNihACUR9pr-i6MmFS6yxFxZG6gaXKvPmS7khiRbn3II81d4IihlUMJcVGdT3z6ZNdQ-lLukiX-ggwpsjxplKPer7LC_YpVtXvkTFRTowLhf/s320/KT%20Setup%202.jpg" width="320" /></a><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCgrNx1DXsERJwZl1iqVRq6yzQARK9Yk6-QjJe0nwQ5JhhznUoGAZ7N1kWL665PZcTmmow3XqTXkD7KAbkeY4VLSWPYuqDt_HS-vItFlh_3UrbuFT4TusttfKIFyShl-cIyvv-mHPn-69P0qCbQzmWe5-dgzlYJL3WYlWLDK07lAIlKQzLrHJEqf4F/s4128/KT%20Setup%201.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCgrNx1DXsERJwZl1iqVRq6yzQARK9Yk6-QjJe0nwQ5JhhznUoGAZ7N1kWL665PZcTmmow3XqTXkD7KAbkeY4VLSWPYuqDt_HS-vItFlh_3UrbuFT4TusttfKIFyShl-cIyvv-mHPn-69P0qCbQzmWe5-dgzlYJL3WYlWLDK07lAIlKQzLrHJEqf4F/s320/KT%20Setup%201.jpg" width="320" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjy1awJDJH4bN4epM7CUQBzJNcONObt60nidGAKX8TL0617z3Y1Q26rs_rAK7mcMUVzvjkF8uSMI1r8U4norvdjwgZf1WjsDHV3H-qfpe19mUpUno6YDvY5lCUYlb0jfxMNIE2b83kWnM0iWuiFMLDM-QFSLZi5KB9UhMaH8pw7MBBBJsBB91Fk2tJ5/s4128/KT%20Setup%203.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjy1awJDJH4bN4epM7CUQBzJNcONObt60nidGAKX8TL0617z3Y1Q26rs_rAK7mcMUVzvjkF8uSMI1r8U4norvdjwgZf1WjsDHV3H-qfpe19mUpUno6YDvY5lCUYlb0jfxMNIE2b83kWnM0iWuiFMLDM-QFSLZi5KB9UhMaH8pw7MBBBJsBB91Fk2tJ5/s320/KT%20Setup%203.jpg" width="320" /></a><br /><br /></div></div>After that the game ran pretty much like a normal game with
an initiative roll at the beginning of each turning point determining
activation order. Overwatch was allowed if a kill team had no more actions and
at least one other kill team had operatives to activate.<span style="mso-spacerun: yes;"> </span>Interestingly this didn’t happen all that
often and I don’t think anyone felt it was unfair.<o:p></o:p><p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7bZcRM03WVRQSMFoXNhz6TQI3T3puR288yddDTJA1Sf4SZKTEHdDstpPfrNBn1oBafg25dSC5WpiJ6gq4zniXsPd1ikpCxe0ZyuJzR73X3956zN0NDOsNzSUelb4JtNkpXAG_M9y0NyPLX5iA6tet5mcfBUAiCKi4SdlBkfmdxEMmOxHBOecWWhIv/s4128/KT%20TP2%20Marines%20Defend%20their%20wall.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7bZcRM03WVRQSMFoXNhz6TQI3T3puR288yddDTJA1Sf4SZKTEHdDstpPfrNBn1oBafg25dSC5WpiJ6gq4zniXsPd1ikpCxe0ZyuJzR73X3956zN0NDOsNzSUelb4JtNkpXAG_M9y0NyPLX5iA6tet5mcfBUAiCKi4SdlBkfmdxEMmOxHBOecWWhIv/s320/KT%20TP2%20Marines%20Defend%20their%20wall.jpg" width="320" /></a></div><br />Turning Point 1 (T3, M2, H3). Both the Harlequins and
Tyranids made use of their superior mobility to disconnect two fire walls while
the marines only disconnected one.<span style="mso-spacerun: yes;">
</span>Otherwise there was no shooting in the first turning point as the
marines were being very defensive and the other two kill teams were assigned
conceal orders.<o:p></o:p><p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiu_-IeqO_TFMAkkqSIsEzJW9BBgFhCd0YcDeTI9XVeCbzcxN2dM-BWj2db3XNcWby6kgzce846ld967bqQLsEYIbN4gzhOZRv6eTpjRQAQxr5w-h731nOv9zfHMGfxWw4Z-xx_vsjTqA6YU8_HtejAlPCcbdv6VMOaSUdIDM1_i_kQ17-Nz2ptL0jM/s4128/KT%20TP2%20Harlequins%20flank.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiu_-IeqO_TFMAkkqSIsEzJW9BBgFhCd0YcDeTI9XVeCbzcxN2dM-BWj2db3XNcWby6kgzce846ld967bqQLsEYIbN4gzhOZRv6eTpjRQAQxr5w-h731nOv9zfHMGfxWw4Z-xx_vsjTqA6YU8_HtejAlPCcbdv6VMOaSUdIDM1_i_kQ17-Nz2ptL0jM/s320/KT%20TP2%20Harlequins%20flank.jpg" width="320" /></a><br /></div><br />Turning Point 2 (T7, M5, H6).<span style="mso-spacerun: yes;"> </span>This turn got bloody with Tyranids and
Harlequins put some pressure on the marines who stay in their deployment zone,
but did lose two marines to the combined attack.<span style="mso-spacerun: yes;"> </span>Both the Tyranids and Harlequins suffered
losses attacking the marines and even more when they fought each other in the
center. One harlequin did reestablish a firewall around the Tyranid terminal
but they are quickly destroyed and the firewall again disconnected by the Tyranids.<o:p></o:p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGUp_YusEwYIVQf6LMTKapAjLtP-0xiXuT6QNAw-thWt97d4fLBfVxKakivxQjjzf61Li2DwMccqIISyuqPHgE1Hr1lxETQh2woVriSyThuvqILgdJlAEeWRpqxsTGvDcBPNs3Wg_NLGoUEZg4an2_CcDjrt5-uw6auEcIjlxeZLnirUYeLxiwgzvV/s4128/KT%20TP2%20Harlequins%20storm%20the%20center.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGUp_YusEwYIVQf6LMTKapAjLtP-0xiXuT6QNAw-thWt97d4fLBfVxKakivxQjjzf61Li2DwMccqIISyuqPHgE1Hr1lxETQh2woVriSyThuvqILgdJlAEeWRpqxsTGvDcBPNs3Wg_NLGoUEZg4an2_CcDjrt5-uw6auEcIjlxeZLnirUYeLxiwgzvV/s320/KT%20TP2%20Harlequins%20storm%20the%20center.jpg" width="320" /></a></div><p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrB-JKQG14JuU1B5Rfs-f0HwI7YrS8WRWiJcHWsbLiXCZON7zaho_A_hNybfdJ7CUsQ9IzXDsCACFy4afp4HfDQRJrlBWB0iHYoxiEul7YGPaKd1ysuJetZ0IvMunDS14wU3k9oA3-k-ptxirTjz5xpml6xawDy4rdNlML4eODRXbfno6rQtp-MTL7/s4128/KT%20TP3%20nids%20and%20Harle%20fight%20it%20out.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrB-JKQG14JuU1B5Rfs-f0HwI7YrS8WRWiJcHWsbLiXCZON7zaho_A_hNybfdJ7CUsQ9IzXDsCACFy4afp4HfDQRJrlBWB0iHYoxiEul7YGPaKd1ysuJetZ0IvMunDS14wU3k9oA3-k-ptxirTjz5xpml6xawDy4rdNlML4eODRXbfno6rQtp-MTL7/s320/KT%20TP3%20nids%20and%20Harle%20fight%20it%20out.jpg" width="240" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZyONJH6C2jfREOcBNMiIqD4lvjRwyzuZbQTUS6hc6rZOGX6bfMKUHRQ7cr-uni2D17pAMbkFZcY9q3QDfalQ_0fHmlIn7HxYVErdKyjwSFl-G_WKCq8DhWtulrekovSeAKN85XyNWLQt_az56ibamhsNUPOsZq_IZZ4mcDFlJ5BNAtVxyw3SN5gDS/s4128/KT%20TP29.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZyONJH6C2jfREOcBNMiIqD4lvjRwyzuZbQTUS6hc6rZOGX6bfMKUHRQ7cr-uni2D17pAMbkFZcY9q3QDfalQ_0fHmlIn7HxYVErdKyjwSFl-G_WKCq8DhWtulrekovSeAKN85XyNWLQt_az56ibamhsNUPOsZq_IZZ4mcDFlJ5BNAtVxyw3SN5gDS/s320/KT%20TP29.jpg" width="320" /></a><br /><br /><br /></div><br />Turning Point 3 (T9, M7, H8). More fighting but this time
the Tyranids and Harlequins give up on the marines and concentrate on each
other in the center incapacitating many operatives. There was one moment where
a Harlequin with shuriken pistol and kiss charged a wounded Tyranid warrior in
close combat and then blasted a Genestealer all without taking a wound.<span style="mso-spacerun: yes;"> </span>That operative was then blasted by a venom cannon
but they got the point across.<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3f8gkfvEX_j3LyYPNNmWJofXcNz4gJULIsfeEuCYpCjlH1jnT4xeG-vK20snemJE74fPJd3Tdafwc3A1sgvz3tOrimky67nuFIt2uNZN9mcclBznTlD1LtOeyL4SZHUAA5FFGhfnSXcXsPSpMI8L5M3qgxmJzQEqgUEGS2QiFXm7dyO8_N5QuNzHB/s4128/KT%20TP31.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj3f8gkfvEX_j3LyYPNNmWJofXcNz4gJULIsfeEuCYpCjlH1jnT4xeG-vK20snemJE74fPJd3Tdafwc3A1sgvz3tOrimky67nuFIt2uNZN9mcclBznTlD1LtOeyL4SZHUAA5FFGhfnSXcXsPSpMI8L5M3qgxmJzQEqgUEGS2QiFXm7dyO8_N5QuNzHB/s320/KT%20TP31.jpg" width="320" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi51uV2BK-Vfl0ACg8Kl6hQCVLQCeLwlqJYyCvmsqm2Q7rt48KjuDiSsf0YZe9r536zRJGVmEgJVHwoYqylLofn5m2NW_Fk5vZ7c0Hxk1PSleu7enZVAOl11osn8j-YWoTvGwPFMFKRfL_1l5LYGYuQPt8cVkZxiHruxMHJ2jzuuUwOsJGkAt_s5G0B/s3264/KT%20TP3%20Harlequines%20try%20to%20break%20nid%20line.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3264" data-original-width="2448" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi51uV2BK-Vfl0ACg8Kl6hQCVLQCeLwlqJYyCvmsqm2Q7rt48KjuDiSsf0YZe9r536zRJGVmEgJVHwoYqylLofn5m2NW_Fk5vZ7c0Hxk1PSleu7enZVAOl11osn8j-YWoTvGwPFMFKRfL_1l5LYGYuQPt8cVkZxiHruxMHJ2jzuuUwOsJGkAt_s5G0B/s320/KT%20TP3%20Harlequines%20try%20to%20break%20nid%20line.jpg" width="240" /></a></div><p></p><p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0TkcIt46FyCo5Tu2MxIctVgj_lETCbsNHtOX-QxYw2UgAjo-2c12K2nSlf2fkaKDMfd29iMuaKtWa_65tUD91mIdxnoAiSSk50nA1wZwu6GRTWc-c39xP5csEB-WhD-C1P1j63OX3rTaevI-lU-RjVLdsmxmwxwHzzASSQJWTYgZQFfZtxwaDd0ku/s4128/KT%20TP39.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0TkcIt46FyCo5Tu2MxIctVgj_lETCbsNHtOX-QxYw2UgAjo-2c12K2nSlf2fkaKDMfd29iMuaKtWa_65tUD91mIdxnoAiSSk50nA1wZwu6GRTWc-c39xP5csEB-WhD-C1P1j63OX3rTaevI-lU-RjVLdsmxmwxwHzzASSQJWTYgZQFfZtxwaDd0ku/s320/KT%20TP39.jpg" width="320" /></a></div><br /></div><br />Turning Point 4 (T10, M9, H10).<span style="mso-spacerun: yes;"> </span>By this point the Harlequins are exhausted
and with one operative remaining decide to defend their own terminal.<span style="mso-spacerun: yes;"> </span>The marines are too far back on points to win
but play the spoiler to reestablish a Tyranid firewall and the game ends in tie
between the Xenos, Better luck next time Emperor of Man.<div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVwedLjE9KDg1w-0eKZnwjHF0BGpiS8cmENG-ib5B0mwbJp_GJq55oHtQy4HJg9mjDJYTdRf3IwtVKn-YbHrjJ8vzk-yomzlY1p9H0mrumTSH0GO6AF5WLn1UDvgohcfjRSyCRplzTKfOlAHD7UMj9npE322DGXp1bhJaWr1qdTUqtcEb5OE3NNZLJ/s3264/KT%20TP4%20Marine%20push.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2448" data-original-width="3264" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiVwedLjE9KDg1w-0eKZnwjHF0BGpiS8cmENG-ib5B0mwbJp_GJq55oHtQy4HJg9mjDJYTdRf3IwtVKn-YbHrjJ8vzk-yomzlY1p9H0mrumTSH0GO6AF5WLn1UDvgohcfjRSyCRplzTKfOlAHD7UMj9npE322DGXp1bhJaWr1qdTUqtcEb5OE3NNZLJ/s320/KT%20TP4%20Marine%20push.jpg" width="320" /></a></div></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjolebIGdTFp20sY41znPfYJCJP0sNaQ_Ql7BWYlPBsQ4Kq-x2qW1r7EgFe0qCyC5-VFUFh27XHHh2mEsVBkWcIJDWcv9qGVALzToie3cOolynhdhc_rWQbFH6zPCeYpIixahbU20GVtKXsvLJCVDLUdJqCtZ-RW9N7Z9Ncr_4UwgECOptNwAvNWqEq/s4128/KT%20TP%2049.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjolebIGdTFp20sY41znPfYJCJP0sNaQ_Ql7BWYlPBsQ4Kq-x2qW1r7EgFe0qCyC5-VFUFh27XHHh2mEsVBkWcIJDWcv9qGVALzToie3cOolynhdhc_rWQbFH6zPCeYpIixahbU20GVtKXsvLJCVDLUdJqCtZ-RW9N7Z9Ncr_4UwgECOptNwAvNWqEq/s320/KT%20TP%2049.jpg" width="320" /></a></div></div><div>So the game ended very close and everyone had fun, so I
guess that is a win. Maybe it would benefit from Tac Ops cards for a few more
options for gaining victory points. Certainly adding a bit of complexity would
not hurt the speed, this game played in about the same time as a normal Kill
Team game.</div><div><o:p></o:p><p></p>
<p class="MsoNormal"></p>I think clearly the Harlequins were overly aggressive and it
was the first time the list was being used but their maneuverability really
showed its worth and their 3 victory points in the first turn kept them ahead
of the marines.<span style="mso-spacerun: yes;"> <br /> </span><o:p></o:p><p></p>
<p class="MsoNormal">The marines were perhaps too timid, but with a smaller kill
Team they did not want to loose operatives without a compensation in victory
points.<o:p></o:p></p>
<p class="MsoNormal">The Tyranids played well, they kept their eye on the victory
points and were given a bit of a blessing from the harlequins when they reestablished
the firewall which allowed them to disconnect it again and score some more
points.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLX--VaeVJYjSwBXdtsuX-RHoO0dcK1qrWda8RiS2snUGtA67viDg2109Ud0InLUL39dXGQvybTGzvKpZstRzg2Y6m0F7HZv7dKfDmqWbqaaindtU9nVVpuB6EBrTAuOOfKu0d2E8JQBVvwIQC3PQrq56ASpC052jguLvJFqGNwUygHeh0DvH4qh9d/s4128/KT%20TP28.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLX--VaeVJYjSwBXdtsuX-RHoO0dcK1qrWda8RiS2snUGtA67viDg2109Ud0InLUL39dXGQvybTGzvKpZstRzg2Y6m0F7HZv7dKfDmqWbqaaindtU9nVVpuB6EBrTAuOOfKu0d2E8JQBVvwIQC3PQrq56ASpC052jguLvJFqGNwUygHeh0DvH4qh9d/s320/KT%20TP28.jpg" width="320" /></a></div><br /><o:p></o:p><p></p></div>Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-84113526035277268942022-03-17T08:16:00.000-07:002022-03-17T08:16:03.775-07:00Full Thrust Review<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiByGRcE_T5aaZ2vzNBwEWLE8EWAy-tP21DKCX6V2qEzUgNy6qqgEaSml2rzJfWXKLjtTe92TnEvpzgLNXmyDBf-V4qaL0SIylGs84sFqPWEIAJRSHn1z5bpoAemc19Dzm-lxHzbQfSoMNArDikvbh6YR4jvqv1CZ6CXiNBH5ikCWQditQJtfNJz3Fo=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEiByGRcE_T5aaZ2vzNBwEWLE8EWAy-tP21DKCX6V2qEzUgNy6qqgEaSml2rzJfWXKLjtTe92TnEvpzgLNXmyDBf-V4qaL0SIylGs84sFqPWEIAJRSHn1z5bpoAemc19Dzm-lxHzbQfSoMNArDikvbh6YR4jvqv1CZ6CXiNBH5ikCWQditQJtfNJz3Fo=s320" width="320" /></a></div><br />So this post is going to be a bit different, my hope is to
introduce the limited readership to a really fun game my friend has recently
shown me. The game is Full Thrust and it is a space fleet tactical war-game. It is approximately the same scale as
Battlefleet Gothic but I am not sure how the rules compare. It was invented by <a href="https://shop.groundzerogames.co.uk/">Ground Zero Games</a> in the UK and
is jointly promoted by them and <a href="https://mechworld.de/">MechWorld</a>
from Germany. No one has given me anything to write this post… but maybe they
will ;)<p></p><p class="MsoNormal"><o:p></o:p></p>
<p class="MsoNormal">A general overview of the mechanics are; pre planned
movement, shooting with pools of dice (dice pool management), and a detailed
damage system which combines to make it a fun game, but with large variance in
a few small places.<o:p></o:p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg6lETwM0SlG91VepRwsl9Mq9eCtYzfwI2q15z1Nq1OtWkoXJ3MZz2qNQCwNqEIX24gMiQ2s0MIG_Kuk386_GX7PaRD_qcAjTvc9OfNYB5xJ3I-kT6j5QAzMG3QdAsxgXZURCNTCaxXKbMdP5tNy_-dMwvdKh7w1tzHDulLhYzkGS68-uiNxdRXIvMf=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEg6lETwM0SlG91VepRwsl9Mq9eCtYzfwI2q15z1Nq1OtWkoXJ3MZz2qNQCwNqEIX24gMiQ2s0MIG_Kuk386_GX7PaRD_qcAjTvc9OfNYB5xJ3I-kT6j5QAzMG3QdAsxgXZURCNTCaxXKbMdP5tNy_-dMwvdKh7w1tzHDulLhYzkGS68-uiNxdRXIvMf=s320" width="320" /></a></div><br /><p class="MsoNormal">The game is played over multiple turns with both fleets
planning and then executing their moves concurrently. I don’t think there is a set number and my
games go to 7 or 9 but if I was better it would probably go longer. The game take over 2 hours for the basic size
fleets, shown in the pictures. When my
brother and I play we have even started moving each other’s ships which is
possible due to the clear planning mechanics, but it does slow the game down a
bit.</p><p class="MsoNormal"><o:p></o:p></p>
<p class="MsoNormal">Shooting (in the basic game) is done with two weapon
systems; laser batteries and torpedoes.<span style="mso-spacerun: yes;">
</span>The shooting phase has alternating activation and beings with an initiative
roll for who gets to pick the first ship to activate.<span style="mso-spacerun: yes;"> </span>This is where the first bit of variance
creeps in as once ships start getting damaged an early activation can be used
to destroy a ship that then doesn’t get to retaliate. The order in which you
choose to activate a ship is significant as well and totally controlled by the
commander of the fleet, however there are turns where shooting first is just
more important.<span style="mso-spacerun: yes;"> </span>Once a ship is activated
it can then target a number of ships based on the number of active fire control
systems it has, this ranges from 1 to 3 on the big ships.<span style="mso-spacerun: yes;"> </span>The strength of the batteries and torpedoes
then depends on the approach of the two vessels with all weapon systems having
a unique arcs and range dependent dice pools.<span style="mso-spacerun: yes;">
</span>Laser dice pools are combined making it essentially one roll per target,
if you have different <u>coloured</u> dice for the torpedoes.<o:p></o:p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjLjU06_ClkjcwQWeTCiLtUg-MiK4wrCv4qtm1okSqu63VxpMbHD9M-m5bbGHfEy29GRb2kYW6p43MNgmIwTOhZUrd0nc2aUlTUIoOAozsGw1JkanuL6yfIEBVd9ibHeoSZdhMoUsmCg-Zi8I7G99a5lp4R32cUeAFrhZPtm36JULvIhgUzjfS1K2bF=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjLjU06_ClkjcwQWeTCiLtUg-MiK4wrCv4qtm1okSqu63VxpMbHD9M-m5bbGHfEy29GRb2kYW6p43MNgmIwTOhZUrd0nc2aUlTUIoOAozsGw1JkanuL6yfIEBVd9ibHeoSZdhMoUsmCg-Zi8I7G99a5lp4R32cUeAFrhZPtm36JULvIhgUzjfS1K2bF=s320" width="320" /></a></div><br />Rolls to hit are standardized (4+, 5+ if the target has
active shields) and the commander controls the chance of success by allocating
more batteries to the target.<span style="mso-spacerun: yes;"> </span>Once hits
are scored the target vessel starts to take damage immediately and “hit point”
boxes are crossed of the data sheet. <span style="mso-spacerun: yes;"> </span>As
ships take more damage, rolls are made for the different ship’s systems to determine
if weapon, engine or even life support systems get knocked out. At the end of
this part of the turn each ship can use their damage control teams to try and
repair some damage however this is rare, and another place where some lucky
dice rolls can provide an unexpected boon.<o:p></o:p><p></p>
<p class="MsoNormal">There is an advanced game that has missile boats and
carriers, I guess the missile boats launch drifting mines that can intercept
other vessels as they navigate the battlefield.<span style="mso-spacerun: yes;">
</span>But I have not played this.<o:p></o:p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEie2SNM6nq3TT9BUU3cTWK55BWfzolF2gdW-c0oKcs4Qh6k14toB3aBNBehlUaYUMH3Q2zKWQwx_deRInA85vYq0o_CwGjj9RLXs9j_ip3K5g-QiixAhLU5JC0gA6U6wKMlt7OXwxAfWPF7NAxn4mPR02bvcvi7Glzg3i6Xzt7AcTnB97cubjpZ05ar=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEie2SNM6nq3TT9BUU3cTWK55BWfzolF2gdW-c0oKcs4Qh6k14toB3aBNBehlUaYUMH3Q2zKWQwx_deRInA85vYq0o_CwGjj9RLXs9j_ip3K5g-QiixAhLU5JC0gA6U6wKMlt7OXwxAfWPF7NAxn4mPR02bvcvi7Glzg3i6Xzt7AcTnB97cubjpZ05ar=s320" width="320" /></a></div><br />I think my favorite aspect of the game is the planning
phase.<span style="mso-spacerun: yes;"> </span>This is the phase where the players
really do have all the control and try to outwit their opponent.<span style="mso-spacerun: yes;"> </span>Much like the dial in X-Wing, or the orders
tokens from Epic 40k, this provides the moment that generates the most regret
and second guessing. The data sheets are also great, and simplify the complex
damage accounting system into something that is smooth and plays well.<span style="mso-spacerun: yes;"> </span>The models look cool to, oh and yes I think
the light cruiser looks like the HALO rifle, and the cruiser came out first <span style="font-family: Wingdings; mso-ascii-font-family: Calibri; mso-ascii-theme-font: minor-latin; mso-char-type: symbol; mso-hansi-font-family: Calibri; mso-hansi-theme-font: minor-latin; mso-symbol-font-family: Wingdings;"><span style="mso-char-type: symbol; mso-symbol-font-family: Wingdings;">J</span></span><o:p></o:p><p></p>Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com1tag:blogger.com,1999:blog-5622098113058558421.post-38548926638242369562022-03-01T14:03:00.008-08:002022-03-01T14:03:37.438-08:00Kill Team Game 7 - Tyranids vs Chaos<blockquote style="border: none; margin: 0 0 0 40px; padding: 0px;"><blockquote style="border: none; margin: 0 0 0 40px; padding: 0px;"><blockquote style="border: none; margin: 0 0 0 40px; padding: 0px;"><blockquote style="border: none; margin: 0 0 0 40px; padding: 0px;"><blockquote style="border: none; margin: 0 0 0 40px; padding: 0px;"><p style="text-align: left;"> <a href="https://blogger.googleusercontent.com/img/a/AVvXsEiJ5jv8-mhntzPvnXTG9XclhA7d32eMzlv-mtW823plq-ZWL7CuNnYa6vRk5YP5pHV_bkZ-Seo9JbhFUreG5rRkd3vFvQm9IflDiskpHWLDbhnv57Otr6oRoj_KwHBQnGOPT5hWs6cFFb9sBxxaQfaZ1NH3SVfYh5izM1LOtW4S320VZT9x14TC6012=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEiJ5jv8-mhntzPvnXTG9XclhA7d32eMzlv-mtW823plq-ZWL7CuNnYa6vRk5YP5pHV_bkZ-Seo9JbhFUreG5rRkd3vFvQm9IflDiskpHWLDbhnv57Otr6oRoj_KwHBQnGOPT5hWs6cFFb9sBxxaQfaZ1NH3SVfYh5izM1LOtW4S320VZT9x14TC6012=s320" width="240" /></a></p></blockquote></blockquote></blockquote></blockquote></blockquote><p style="text-align: left;">Set Up, Escalation was the scenario selected for this week’s
game. This scenario has 6 objectives that
start to disappear at the beginning of turning point two and also increase in
value from 1VP to 2VP on turning point 3.
Chaos won the roll and elected to defended, their side had a vantage
point with cover that would be a suitable place for the cultists shoot their
autoguns from. Otherwise the setup was quite balanced.</p><p class="MsoNormal"><o:p></o:p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgS6gbVmUWaLAW95xSkxe4D4zU9_oOMhhiBJOvICE3hNJDMT7KCP4gahSDJ58j3q3JK1iI7NhKdhY8XiidZBrP8qa155_JnYmTIEw9tvMvM9zFaC8bwNxPUhhU5yPkdPEN-wRcWZAN2DdQxSCIEAbpQX6F4Uoqpl2eOI4oBhmAM3vx6dtZEozVQSHqS=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgS6gbVmUWaLAW95xSkxe4D4zU9_oOMhhiBJOvICE3hNJDMT7KCP4gahSDJ58j3q3JK1iI7NhKdhY8XiidZBrP8qa155_JnYmTIEw9tvMvM9zFaC8bwNxPUhhU5yPkdPEN-wRcWZAN2DdQxSCIEAbpQX6F4Uoqpl2eOI4oBhmAM3vx6dtZEozVQSHqS=s320" width="320" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi68wVg9bBVNGIG0j6hcWmexRhtdzpd-KTwTtnHdQ9aJ-hIeXqTFt3v5dYBhZMFZy90tKt6qp30H6fs9VKsLaP4_49ex22doz-pgb1UDvMhl09Bd7tnpYjVL0J6Ekvdloha2CGbHP-dBILM9rS4qBKX4JtBYn9omGrRIlOUmRnOETD61IUtdspyRKql=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEi68wVg9bBVNGIG0j6hcWmexRhtdzpd-KTwTtnHdQ9aJ-hIeXqTFt3v5dYBhZMFZy90tKt6qp30H6fs9VKsLaP4_49ex22doz-pgb1UDvMhl09Bd7tnpYjVL0J6Ekvdloha2CGbHP-dBILM9rS4qBKX4JtBYn9omGrRIlOUmRnOETD61IUtdspyRKql=s320" width="320" /></a></div><br />Turning Point 1 (4-2, for Tyranids). In the opening Turning
Point the Tyranids decided to move aggressively across the entire frontage of
the board and secured 4 objectives, Chaos secured the other two.<span style="mso-spacerun: yes;"> </span>The shooting was limited to the gunner
operatives on both sides, who were effective, each incapacitating one enemy
operative.<span style="mso-spacerun: yes;"> </span>Unfortunately the Tyranid
gunner with only 2 APL remained in the open while the Chaos gunner was able to
move back into heavy cover.<o:p></o:p><p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiGZ2CldUVSTqnZQ_o6b97i60VJpzlltILMm-gzq_9ngaqVdxm9MIIvWxBPIIxDelna_NGjobKX5rlzq-S-uqVpbS9WtU-wNxNWQkM2Pj-1Ts8WesOrN5Jmasfn65QQQjvVVqOySo6xBzIyCWSiz8tMY7PPpjZa-Hu2LLS9tiE5Te-JZmF4ATM0uAl0=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEiGZ2CldUVSTqnZQ_o6b97i60VJpzlltILMm-gzq_9ngaqVdxm9MIIvWxBPIIxDelna_NGjobKX5rlzq-S-uqVpbS9WtU-wNxNWQkM2Pj-1Ts8WesOrN5Jmasfn65QQQjvVVqOySo6xBzIyCWSiz8tMY7PPpjZa-Hu2LLS9tiE5Te-JZmF4ATM0uAl0=s320" width="320" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiS_k3fRZmrAIZLS1-XRLRPPX7vJPgDUcJPYnQ6UQU9mFWQ-KuLjwXEtTdawrHZfw5nFGxwOdngZFahixBf5sZkhez4H2o6NsAO_fyN6Pt2IxDpEax89Ymjs0SNNAQPKloAg0Z8czwkP1apImoSgtPm6PYmruLcy34aysS8PIMnZQCcZLK0dRM-xsu-=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEiS_k3fRZmrAIZLS1-XRLRPPX7vJPgDUcJPYnQ6UQU9mFWQ-KuLjwXEtTdawrHZfw5nFGxwOdngZFahixBf5sZkhez4H2o6NsAO_fyN6Pt2IxDpEax89Ymjs0SNNAQPKloAg0Z8czwkP1apImoSgtPm6PYmruLcy34aysS8PIMnZQCcZLK0dRM-xsu-=s320" width="320" /></a></div><br />Turning Point 2 (6 – 4, for Tyranids). <span style="mso-spacerun: yes;"> </span>Objectives 6 and 4 were removed for this
Turning point. Chaos won the initiative and took a plasma gun pot shot at the
Tyranid gunner on top of the catwalk, with the help of a reroll the blast of
plasma did an incredible 22 points of damage and vaporized the warrior before it
could react.<span style="mso-spacerun: yes;"> </span>Obj 1 became the focus for
this Turning Point with cultists using their grenades and pistols to flush out
a hidden Geenstealers, who were then countercharged and ripped apart by more
Geenstealers.<span style="mso-spacerun: yes;"> </span>Not wanting to slip any
further behind on points the icon bearer also charged onto the objective. In
addition two of the cultists around Obj 5 were killed by a Tyranid warrior who
tried to secure that objective.<span style="mso-spacerun: yes;"> </span>The remaining
cultist on Obj5 responded with a spurt of flame doing some damage to the
warrior.<span style="mso-spacerun: yes;"> </span>Obj 5 would stay under the
control of Chaos.<span style="mso-spacerun: yes;"> </span><p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhHTSv8I2Dhlsvv6yk56QzSGb2rkdghfstn49BeVNe1KgRAdOzUVz6WUj3kT2ms85o5-M1AjIUI0QWwmXhYc5L3-JIi-7OsIoQmCb5YyO85kvm5ZcDy7vdizVXeBiI09scJPTmqjEsREfFU11d6iZ4xsU6tXmwMQJfwJKDd-72CtYVoaR09BDPUA1nY=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhHTSv8I2Dhlsvv6yk56QzSGb2rkdghfstn49BeVNe1KgRAdOzUVz6WUj3kT2ms85o5-M1AjIUI0QWwmXhYc5L3-JIi-7OsIoQmCb5YyO85kvm5ZcDy7vdizVXeBiI09scJPTmqjEsREfFU11d6iZ4xsU6tXmwMQJfwJKDd-72CtYVoaR09BDPUA1nY=s320" width="320" /></a></div>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEitwV485MustTGDGAHa6vn8r0Y8ev3FcW5qiSxNgSd4AaHz-xw3p_Xrg4hJvmnxLZWDxLfwZV6cs2OLKKHR46e8Iajl_wLbnNLmdNhksySfAeuy8323Fb7P4Myg3B7B2iFx_A935VdjY-EsXPz4PVo5zd73sK4s9bfUKS2YG5LLVV_33W4IIiZefMoF=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEitwV485MustTGDGAHa6vn8r0Y8ev3FcW5qiSxNgSd4AaHz-xw3p_Xrg4hJvmnxLZWDxLfwZV6cs2OLKKHR46e8Iajl_wLbnNLmdNhksySfAeuy8323Fb7P4Myg3B7B2iFx_A935VdjY-EsXPz4PVo5zd73sK4s9bfUKS2YG5LLVV_33W4IIiZefMoF=s320" width="320" /></a></div><br />Turning Point 3 (6 – 6). <span style="mso-spacerun: yes;"> </span>Obj 3 and 5 were removed forcing all the
operatives to the center and contest the remaining objectives that were now worth
double points.<span style="mso-spacerun: yes;"> </span>The Tyranids began the
turn with a charge into the icon bearer killing him.<span style="mso-spacerun: yes;"> </span>The Chaos Champion then showed the value of 3
APL by charging into the Tyranid that had killed the icon bearer killing it and
then firing his pistol at the Tyranid leader who was now on Obj 2 after eating
a hapless cultist.<span style="mso-spacerun: yes;"> </span>Again the marine
gunner showed his value by melting the last Tyranid warrior. <span style="mso-spacerun: yes;"> </span>At the end of the Turning Point all but one Geenstealers
was incapacitated and Chaos had lost about half of their kill team. Objective 2
was contested but Obj 1 was in the grip of chaos.<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjxDubRlLm2wY6MTh_k7C6dOo40UFkfjHOcQY9sasUr0O76F7vspV7aUqJAiSq2DrGoLevwE7sNt8K_tmdHTdR7cNe9kJ4657GrBzkVLtHWEplTz636OdAbRQeBlAOAu8o65nvnKGE0ohamAvvjRR1I38VXGGGTTE355uLd5kznpEpN2-xRsiA21k-B=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjxDubRlLm2wY6MTh_k7C6dOo40UFkfjHOcQY9sasUr0O76F7vspV7aUqJAiSq2DrGoLevwE7sNt8K_tmdHTdR7cNe9kJ4657GrBzkVLtHWEplTz636OdAbRQeBlAOAu8o65nvnKGE0ohamAvvjRR1I38VXGGGTTE355uLd5kznpEpN2-xRsiA21k-B=s320" width="320" /></a></div><p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgeNWXWAxcuGjkspeZaZVzgPft4IwxtCx3u_KSme9_tnvzhV0PGvtruTEDswz_d3YW9EUlpZnBafrLLea_kelfNduQLsVxOauaBPq3V5stvwS30ejf7U853yIxo1WDmQUIKSp4XMv6lRokQnPQj0UDyZdE5ZKnyUzEvaitfbbXTOKmni3M89NM3ws3c=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgeNWXWAxcuGjkspeZaZVzgPft4IwxtCx3u_KSme9_tnvzhV0PGvtruTEDswz_d3YW9EUlpZnBafrLLea_kelfNduQLsVxOauaBPq3V5stvwS30ejf7U853yIxo1WDmQUIKSp4XMv6lRokQnPQj0UDyZdE5ZKnyUzEvaitfbbXTOKmni3M89NM3ws3c=s320" width="320" /></a></div><br />Turning Point 4. (6 -10, for Chaos).<span style="mso-spacerun: yes;"> </span>Outnumbered and outgunned the loan Geenstealers
sells his life dearly but is taken down by a gout of flame at very short range.
With the opposition removed the Chaos kill team score 4 VPs to clinch the victory.<o:p></o:p><p></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjEoJs1QEM3iTsx-7aT-izKZZTyy2gyu-OK7mxZLXSRmzLZcsNhIRhSj_RHKxq-UP1RyWq-xbbwOFBz6OxHh_lDTodcN3pDDgNycIDVNdVhdmt9hf_FDZLY0tPiWGo83i-D2k2VHbrHn7XBzXztbu2IY934uHGUGEbybxTwvT3ekwVwthyheUSHFDeb=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEjEoJs1QEM3iTsx-7aT-izKZZTyy2gyu-OK7mxZLXSRmzLZcsNhIRhSj_RHKxq-UP1RyWq-xbbwOFBz6OxHh_lDTodcN3pDDgNycIDVNdVhdmt9hf_FDZLY0tPiWGo83i-D2k2VHbrHn7XBzXztbu2IY934uHGUGEbybxTwvT3ekwVwthyheUSHFDeb=s320" width="240" /></a></div><p class="MsoNormal">Conclusion. </p><p class="MsoNormal"><o:p></o:p></p>
<p class="MsoNormal">Mission. Each mission in Kill team is quite different, in
this case the evolution of the objective inevitable forced both kill teams into
the center of the battlefield. <span style="mso-spacerun: yes;"> </span>It is
important to understand the implications of the mission. In this scenario 12 of
the 18 potential points could come from controlling the center for four turns.<o:p></o:p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgiJBQZ8x05jzouffft7ggx1dgoa93xCYeOMVxjzeqTkn87dKCqKPZ0fmpAPOZZsU4QZw9-4uwc6A1BIMJM_KNXciHjSNT9a5Ik8cayWZ0hh50DbvWET2F-hydwW4ZIZS9N27e9pgYUQP0wSS4X_UsjFcnTW7OURVwhQuRvS_kbwFMe11hlWNPHXX4F=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgiJBQZ8x05jzouffft7ggx1dgoa93xCYeOMVxjzeqTkn87dKCqKPZ0fmpAPOZZsU4QZw9-4uwc6A1BIMJM_KNXciHjSNT9a5Ik8cayWZ0hh50DbvWET2F-hydwW4ZIZS9N27e9pgYUQP0wSS4X_UsjFcnTW7OURVwhQuRvS_kbwFMe11hlWNPHXX4F=s320" width="320" /></a></div><p></p>
<p class="MsoNormal">Plasma guns seem way too good, in many cases they are
preferable to heavy gunner options in most kill teams.<span style="mso-spacerun: yes;"> </span>This is also not the first time I have
noticed the power of these weapons.<span style="mso-spacerun: yes;"> </span>My opinion
is that their normal damage should be reduced by 2 and their critical damage
should be reduced by 1, but they should still retain their Armour Piercing special
rule.<span style="mso-spacerun: yes;"> </span>Armour Piercing is very powerful
and when fired on hot the plasma gives very reliable damage.<span style="mso-spacerun: yes;"> </span>In addition the disadvantage of the hot rule
can be effectively mitigated by the kill team’s good luck token (most kill
teams have access to this for 2 or 3 equipment points).<o:p></o:p></p>
<p class="MsoNormal">After the game my initial reaction was that the Tyranid
forces spread themselves out too thin.<span style="mso-spacerun: yes;">
</span>But on reflection I think they just lost too much in the center where
the majority of victory points were to be had.<span style="mso-spacerun: yes;">
</span>Again the 3 APL pop up attacks were powerful. Likely the best counter is
to just charge the elite team’s gunner as soon as possible. Perhaps the Geenstealers
needed to focus more on killing marines and should have tried harder to ignore
the cultists… I don’t know, certainly we should play more games.<o:p></o:p></p>Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-59977323490236267502022-02-18T04:14:00.007-08:002022-02-18T04:14:36.917-08:00Kill Team Game 6: Space Wolves vs Orks<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEicD-76kyzwb1FMm3MJR--mAS0JoO5sltIm1Fl1tmh0pPNyCZtsaLhhNe0W6v3lAIZzwq3x326DNz73jZy87khu4rwHtO7p5H88MSIrt99fWq4jT_OuyRNz44ZlOUbmjm128Z6reRrMkgtThb0hJQC0u0opF95zLd5icCj9InwvPHMhvOPOb3iILxQ3=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEicD-76kyzwb1FMm3MJR--mAS0JoO5sltIm1Fl1tmh0pPNyCZtsaLhhNe0W6v3lAIZzwq3x326DNz73jZy87khu4rwHtO7p5H88MSIrt99fWq4jT_OuyRNz44ZlOUbmjm128Z6reRrMkgtThb0hJQC0u0opF95zLd5icCj9InwvPHMhvOPOb3iILxQ3=s320" width="240" /></a></div>Turns out I am still learning…<p></p><p class="MsoNormal"><o:p></o:p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgYndVvxkB07ZaqZd5tZm8cRAwjScnQE2gVVzucFBpGgEUZY5zGQcF0NowYdEg1NpJbfyCoM_XaW8zbWU4HRWC_GQmMzlhszI_H4S-SblM_ubAiV1NaTgVJXroZgIGdwrYTx9_KEUmkF8rsTBO68CxJDG4vIWnx9r_wSi7SClb4UUX7qLxH7PHYu6AA=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgYndVvxkB07ZaqZd5tZm8cRAwjScnQE2gVVzucFBpGgEUZY5zGQcF0NowYdEg1NpJbfyCoM_XaW8zbWU4HRWC_GQmMzlhszI_H4S-SblM_ubAiV1NaTgVJXroZgIGdwrYTx9_KEUmkF8rsTBO68CxJDG4vIWnx9r_wSi7SClb4UUX7qLxH7PHYu6AA=s320" width="320" /></a></div>Set Up, Domination. So I got my wish and rolled a different
scenario this time. Also this would be my opponent’s first game of Kill Team so
I thought I would take it easy on them.<span style="mso-spacerun: yes;">
</span>We rolled domination which has the players deploying from the short edges.<span style="mso-spacerun: yes;"> </span>This seemed a bit cramped and I think would favor
an elite kill team since there is less frontage to cover.<span style="mso-spacerun: yes;"> </span>We were both quite deliberate in the setup of
the scenery making sure that both deployment zones had vantage points. The set
up developed into three distinct and parallel lanes through the battle field.
The lane between Obj 2 and 1 was a narrow single file approach. The lane with Obj
3 was the center of the board, and quite wide, with lots of light cover and
vantage points, essentially turning it into a sucker’s graveyard. The last lane
was between Obj 4 and 5 it was primarily through the factory and had lots of
heavy cover and overhead concealment.<span style="mso-spacerun: yes;">
</span>Orks won the roll and elected to attack, the Wolves then deployed between
Obj 5 and 1. My deployment was an even spread between Obj 4 and 2 with my heavy
weapons in the middle.<span style="mso-spacerun: yes;"> </span>The plan was to
cover Obj 3 with the big guns while I flanked the wolves on both sides, conquering
the board by turning point 3 (just like last time <span style="font-family: Wingdings; mso-ascii-font-family: Calibri; mso-ascii-theme-font: minor-latin; mso-char-type: symbol; mso-hansi-font-family: Calibri; mso-hansi-theme-font: minor-latin; mso-symbol-font-family: Wingdings;"><span style="mso-char-type: symbol; mso-symbol-font-family: Wingdings;">J</span></span>).<o:p></o:p><p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjm3UE4oK0PcRUStejPCGCLKFH3rMtlcUrcgZ-d00TVxQEsltRnhh2n9yiSySCf3uHDPo53xrBDNGg-KNgSgZtwMtvgl6DoysnAbZxHRYr3O2-l_up5gFO5HJLEnDzCeZqMuzfbJckbmW0lsoAHSyt7_yske74hZTxSBv0HQwXw390bQUak0SahyLLC=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjm3UE4oK0PcRUStejPCGCLKFH3rMtlcUrcgZ-d00TVxQEsltRnhh2n9yiSySCf3uHDPo53xrBDNGg-KNgSgZtwMtvgl6DoysnAbZxHRYr3O2-l_up5gFO5HJLEnDzCeZqMuzfbJckbmW0lsoAHSyt7_yske74hZTxSBv0HQwXw390bQUak0SahyLLC=s320" width="320" /></a></div>Turning Point 1 (1-1, ). What a disaster, and I blame this
on my laziness.<span style="mso-spacerun: yes;"> </span>In a rush to get the game
going I elected to place all the ladz, except my first activation, with engage
orders.<span style="mso-spacerun: yes;"> </span>In my mind the orks and wolves
would meet gloriously at Obj 3 and duke it out in a good old fashion punch up.
Instead the wolves used their three APL to play peek-a-boo and I was forced to
slow the advance and make use of as much heavy cover as I could.<o:p></o:p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiedVtbZgoO1LE8ZWvftgIx5e0K30U4TzcokMvQ_zMFS8ZbHBXjJNSPQn2cOZx7BO_tJ2uGuwFq8RFZG1rdrNkIIpzE04Je4Wk94yAdEgwwbPz2wWBrK6cKGYsI_4O3taVtaXdRdL9bvW-lDIwnfHXk_Z0E2zBgWI6AN1tRpaPuhprZQvOjPCWf3A9L=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEiedVtbZgoO1LE8ZWvftgIx5e0K30U4TzcokMvQ_zMFS8ZbHBXjJNSPQn2cOZx7BO_tJ2uGuwFq8RFZG1rdrNkIIpzE04Je4Wk94yAdEgwwbPz2wWBrK6cKGYsI_4O3taVtaXdRdL9bvW-lDIwnfHXk_Z0E2zBgWI6AN1tRpaPuhprZQvOjPCWf3A9L=s320" width="320" /></a></div><p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgEXSpv29jeX2nmy7mioJDT23mx5lvFg1vwhfyYE1yrP86hPoO9lN3eLtI6z3H-IDJe82viFjRSsND-fCEtkckSFwsPDnr_UAkzfbkCn3RuXLyMnkBxKFXbKqef5RiMP-k5btgsrp6mRGnKyMNXjJMbg_-Eh2p0AuI5aOlJRIcEJ4T8P4P3eJ7myF2f=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgEXSpv29jeX2nmy7mioJDT23mx5lvFg1vwhfyYE1yrP86hPoO9lN3eLtI6z3H-IDJe82viFjRSsND-fCEtkckSFwsPDnr_UAkzfbkCn3RuXLyMnkBxKFXbKqef5RiMP-k5btgsrp6mRGnKyMNXjJMbg_-Eh2p0AuI5aOlJRIcEJ4T8P4P3eJ7myF2f=s320" width="320" /></a></div>Turning Point 2 (3 – 2, for Wolves). For the Orks Turning Point
2 was what Turning Point 1 should have been since I was now able to give some
of the more fighty ladz the conceal order and fro them make their way up board,
still advancing on three axis. The wolves were not perturbed and conducted
their pop attacks from the boiler in the center of the board and casualties for
the orks began to mount. There was a fight for Obj 3 that killed the Wolf Sgt
at the cost of many Ork lives and leaving the objectives in the paws of the
wolf.<o:p></o:p><p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhf8Kzwz_k1ygR_GRD17Po-Buh3qiaoBEDPhs3OCuejnK3AT4T0Qat5xmpxQlh8nw06q1HoTPunOKCWkz6WwPOiKM2aq9sD0l-WICf_40iGP1sTmYLjyz0rpLPeetRHKTg4z0gZQudKEKm38igpBZbD69oEadiZvl0Sn1a9K-T7aL5s7hCs5Eawt0Mb=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhf8Kzwz_k1ygR_GRD17Po-Buh3qiaoBEDPhs3OCuejnK3AT4T0Qat5xmpxQlh8nw06q1HoTPunOKCWkz6WwPOiKM2aq9sD0l-WICf_40iGP1sTmYLjyz0rpLPeetRHKTg4z0gZQudKEKm38igpBZbD69oEadiZvl0Sn1a9K-T7aL5s7hCs5Eawt0Mb=s320" width="320" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjYbgYNt5y1TYeyoRD1z5lFz10DpAijxfSf98Ott7F6pJ7YX0_0_dWyIEXlM-Vflr6MHMIkaOBQJa27X-ajF7OozNUMyG_ftnf2SNJOvhdJVNa2J6GBHxO0dj58RcdSgDZbXzCfHrbN53I76p6VDyuENwEJX1LCVGZk9RK670YTVyfRWWTnBuZzpcBm=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjYbgYNt5y1TYeyoRD1z5lFz10DpAijxfSf98Ott7F6pJ7YX0_0_dWyIEXlM-Vflr6MHMIkaOBQJa27X-ajF7OozNUMyG_ftnf2SNJOvhdJVNa2J6GBHxO0dj58RcdSgDZbXzCfHrbN53I76p6VDyuENwEJX1LCVGZk9RK670YTVyfRWWTnBuZzpcBm=s320" width="320" /></a></div>Turning Point 3 (4 – 4). With incapacitated Ork operatives
littering the battlefield the ladz pulled together for a concerted push onto
Obj 3 as well as a sneaky flank from a lone Burna Boy who moved to attack the
wolves behind the boiler from a window near Obj 5.<span style="mso-spacerun: yes;"> </span>The Burna boy did some damage and created
enough of a distraction for the orks to hold Obj 3 until the end of the Turning
Point but at what a cost.<span style="mso-spacerun: yes;"> </span>The Wolves emboldened
by their successful pop up attacks pushed more operatives onto vantage points
and continued to rack up more yellow toothed war trophies.<o:p></o:p><p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjR595-7MYxJUBmxzIYCE08yXOZmf9ptW02OIW1AnENlpesh-16N_FiKDA6Ne8b0UbolElfAoDFlhSGXPfldCIyfbpUTtkWTJBueQBiDSNVBGKDzQ7XKIdB0LIWTE8Uj6qtHDXxh52nrATLkleHjT0LIjKUb5O_C8yaUoJKVyjCzl3QZORD96Y78ffn=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjR595-7MYxJUBmxzIYCE08yXOZmf9ptW02OIW1AnENlpesh-16N_FiKDA6Ne8b0UbolElfAoDFlhSGXPfldCIyfbpUTtkWTJBueQBiDSNVBGKDzQ7XKIdB0LIWTE8Uj6qtHDXxh52nrATLkleHjT0LIjKUb5O_C8yaUoJKVyjCzl3QZORD96Y78ffn=s320" width="320" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgs-Ss28jDr_hWDh3c_4MtG_133TCxKHGbOpErcFpTKQ2P_s4vFrzcYiivJPN7ejsH03HZCXocjBQ28F1Q4uUqJYV6qsrjKAi2Wj8ZujqsjB-aNBh4yhdtImt8JKPoyzLMyBMZPY_4ddBGtii_qTsF9nMBprh-Ua5k1IoeNzmMuZOHmK7pkdTXyuz9c=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgs-Ss28jDr_hWDh3c_4MtG_133TCxKHGbOpErcFpTKQ2P_s4vFrzcYiivJPN7ejsH03HZCXocjBQ28F1Q4uUqJYV6qsrjKAi2Wj8ZujqsjB-aNBh4yhdtImt8JKPoyzLMyBMZPY_4ddBGtii_qTsF9nMBprh-Ua5k1IoeNzmMuZOHmK7pkdTXyuz9c=s320" width="320" /></a></div>Turning Point 4. (7-4, for Wolves). As the dust settles only
a lone Gretchin and injured Ork Boy remained in the debris around near Obj 2. <span style="mso-spacerun: yes;"> </span>Triumphantly the Wolves advanced and by the
end of the Turning Point controlled almost all of the battlefield uncontested.<span style="mso-spacerun: yes;"> </span><o:p></o:p><p></p>
<p class="MsoNormal">Conclusion.<span style="mso-spacerun: yes;"> </span><o:p></o:p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgXZSUvUjah77WSIFH7yA-olNlQ37defEUweANYvkmGW3z1s517z2AXMPM4_R00CK9HDjENO7oB0OxGHkzgKqknLCw3Nih8eRT5U8FhfWxxFB3rNzzB1fnVltHwm-zymuPORHrycMKSTcwtziVaBmSlDAVWfmH4LQHDtg8_cHD6q_vi_PuQUxHePnz3=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1536" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEgXZSUvUjah77WSIFH7yA-olNlQ37defEUweANYvkmGW3z1s517z2AXMPM4_R00CK9HDjENO7oB0OxGHkzgKqknLCw3Nih8eRT5U8FhfWxxFB3rNzzB1fnVltHwm-zymuPORHrycMKSTcwtziVaBmSlDAVWfmH4LQHDtg8_cHD6q_vi_PuQUxHePnz3=s320" width="240" /></a></div>Terrain, what can I say. <span style="mso-spacerun: yes;"> </span>Terrain is way more important in Kill team then
in 40k.<span style="mso-spacerun: yes;"> </span>That boiler became a perfect
battle position for the Wolf support weapons.<span style="mso-spacerun: yes;">
</span>It was the combination of a 3” platform and the 3 APL of the Marine
Operatives that meant the orks had nowhere to hide and the marines would always
end their turn completely concealed.<span style="mso-spacerun: yes;"> </span><o:p></o:p><p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiiJxpTaz4IQid3ETOhbmLgMAYtZdUpFXWWxM3qsZQGWgomgoe8yMxgvuGxY6Jl3Tj4KmkUNWzYBiLeZS3AdHgL2T2kBnEh83hbWpw8leQ8vb-0ZqkNXfxcokKIGvsX6hVxJMo943PwpLBD-rvVnI-FSsxuONNLPwkmcrS3MT_feUZB6rSy9rJmoB3k=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEiiJxpTaz4IQid3ETOhbmLgMAYtZdUpFXWWxM3qsZQGWgomgoe8yMxgvuGxY6Jl3Tj4KmkUNWzYBiLeZS3AdHgL2T2kBnEh83hbWpw8leQ8vb-0ZqkNXfxcokKIGvsX6hVxJMo943PwpLBD-rvVnI-FSsxuONNLPwkmcrS3MT_feUZB6rSy9rJmoB3k=s320" width="320" /></a></div>The plan, at least it briefed well.<span style="mso-spacerun: yes;"> </span>I can imagine the PowerPoint that the boyz
would have put together, the graphic of the double envelopment would look like
the Ork Clan’s bull horn insignia and the Boss Nob would have approved it
without a second thought.<span style="mso-spacerun: yes;"> </span>In reality the
double envelopment spread out the boyz to thin and when the inevitable casualties
came they quickly lost the sufficient combat power to claim any objectives.<span style="mso-spacerun: yes;"> </span>A plan to defend Obj 4 and 2 and go hard into
Obj 5 under the cover of the factory roof would likely have proven harder for
the wolves to stop, especially since the boyz are stompier up close. Maybe next
time. <o:p></o:p><p></p>
<p class="MsoNormal">Deployment. Next time I won’t be lazy and I think the
general rule is that operatives with a limited range (6” or less) always begin with
conceal. The exception is if you expect to need to counter charge the other kill
team, which is unlikely against all but the fastest opponents. Ah the lessons….<o:p></o:p></p>Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-20084985460587365102022-02-15T03:09:00.000-08:002022-02-15T03:09:10.745-08:00Kill Team Game 5 Tyranids vs Orks<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEg909yDzPV7UoVa0u_vCDsRupGWCow285IoaF7nu52tKZkHzQP_AIv_bfQOCD6_e4BYKPu3E4YVP3OtUyRJI6VUOXAj5FvaFA-jC1k-00WwZCAyX2F2sD7kHXFlDAfCTam-WJsJFm0kaGikC5HM-rZUSgVg-YDDycLN9yYOWfNHDiNETV3WfUeEH5-l=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEg909yDzPV7UoVa0u_vCDsRupGWCow285IoaF7nu52tKZkHzQP_AIv_bfQOCD6_e4BYKPu3E4YVP3OtUyRJI6VUOXAj5FvaFA-jC1k-00WwZCAyX2F2sD7kHXFlDAfCTam-WJsJFm0kaGikC5HM-rZUSgVg-YDDycLN9yYOWfNHDiNETV3WfUeEH5-l=s320" width="240" /></a></div><br />I think we are starting to get the hang of this game!<p></p><p class="MsoNormal"><o:p></o:p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhVhwGzpBrhzOu3HdxLCYA4niMK0gznhAgmR4lqEIrMfmOLN1vjz3jsYXTzKMFghqtTGKkjtKBf1aG0uuA_nNOmdtlFJjXeWCNesOsT5wPGq1O7Npj5t8qvxr0dMmqBWtFpQsg7YN7g7_mbBj0bYUnv9bAj08IqdbU2D119ElIBs5J1giHxNu3OlPPF=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhVhwGzpBrhzOu3HdxLCYA4niMK0gznhAgmR4lqEIrMfmOLN1vjz3jsYXTzKMFghqtTGKkjtKBf1aG0uuA_nNOmdtlFJjXeWCNesOsT5wPGq1O7Npj5t8qvxr0dMmqBWtFpQsg7YN7g7_mbBj0bYUnv9bAj08IqdbU2D119ElIBs5J1giHxNu3OlPPF=s320" width="320" /></a></div><br />Set Up, Duel of Wits.<span style="mso-spacerun: yes;">
</span>Isn’t it funny when you roll for the scenario and get the one you played
last time?<span style="mso-spacerun: yes;"> </span>On the bright side at least
we had a good idea of how it worked.<span style="mso-spacerun: yes;">
</span>After we placed objectives we took turns placing terrain.<span style="mso-spacerun: yes;"> </span>I was carefully to make sure that both
deployment zones had good lines of sight to the objectives.<span style="mso-spacerun: yes;"> </span>I think I would have preferred Objective 5 to
3 but generally I think the battlefield was balanced.<span style="mso-spacerun: yes;"> </span>It was also great to finally play with painted
terrain. Tyranids won the role and decided to defend Obj 5. But, Obj 3 was in a
very defendable position and once I put the barricades in front of it I knew it
would be mine for the game.<span style="mso-spacerun: yes;"> </span>I then decided
I would contest 2 and 6 leaving 4 and 5 to the Tyranids.<o:p></o:p><p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhvoA43J1Q4bJPID52lo4W8M1cZJ6JOAB34IqQTOW9PkVfJNj8s-J3yINo8X1QVBmnFJma8rUJfJDzBD3IIgPGxcOxDlTjOdcF0IEQuSkAHDwqU2uM75kh2NhLLm42WwahCl46LuGfAsmLYWoe2PqohUHLKS1-5OPi5CqTWM-1jTu55NSNohUSS8DfO=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhvoA43J1Q4bJPID52lo4W8M1cZJ6JOAB34IqQTOW9PkVfJNj8s-J3yINo8X1QVBmnFJma8rUJfJDzBD3IIgPGxcOxDlTjOdcF0IEQuSkAHDwqU2uM75kh2NhLLm42WwahCl46LuGfAsmLYWoe2PqohUHLKS1-5OPi5CqTWM-1jTu55NSNohUSS8DfO=s320" width="320" /></a></div><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjDnOxd0vLOG1NlpION_UUyvIze1w6_F5-GjZ2vn3EEkcOobsJRn9tjGlxrlVHLBcqFgnhwA_uI1dD3a3XFVpGpU0QM483N6Kgj03JRSFJpZnqeQp2L-RQ1pKBagsr-JG1t_C11_R6_s6R7vRhsSMjwZECGHiWHaWyVo6KM0uTPVDUaGr4cSuVLjmU6=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjDnOxd0vLOG1NlpION_UUyvIze1w6_F5-GjZ2vn3EEkcOobsJRn9tjGlxrlVHLBcqFgnhwA_uI1dD3a3XFVpGpU0QM483N6Kgj03JRSFJpZnqeQp2L-RQ1pKBagsr-JG1t_C11_R6_s6R7vRhsSMjwZECGHiWHaWyVo6KM0uTPVDUaGr4cSuVLjmU6=s320" width="320" /></a></div><br />Turning Point 1 (3 – 0, for Tyranids). At the beginning of
each turning point you are allowed to choose one objective (not near your
deployment zone) to be your “Gambit” I was fairly confident that I would not be
able to reach any of them so opted for my gambit to be the central
objective.<span style="mso-spacerun: yes;"> </span>I was hoping to draw his
attention there and away from Objective 2, and it worked.<span style="mso-spacerun: yes;"> </span>With 2 activations and no free dash the orks
would clearly loose in a foot race to the Tyranids, so my first two activations
were just to throw the grots up at full speed in order to contest the
objective. The rest of the turning point was really just the kill teams fanning
out (declaring their intentions?) with only a grot dying.<o:p></o:p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjNS3LxdOVu89m9lryvvqZQTiV5AmJABJXqIq38NbJIF4j9xs3I3NRNJZefuHuIW5h5qg_F8iAxw2xsJH8MMceUtrsgzp4un9nEtBP7NU2tsVoomoaoG7A0vS0VBqHtEWfcIkWXbaKY_4iQgtdxwypY5iddthpXhMwAZUieq_RFCDXnoa5EMw9QPBcv=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjNS3LxdOVu89m9lryvvqZQTiV5AmJABJXqIq38NbJIF4j9xs3I3NRNJZefuHuIW5h5qg_F8iAxw2xsJH8MMceUtrsgzp4un9nEtBP7NU2tsVoomoaoG7A0vS0VBqHtEWfcIkWXbaKY_4iQgtdxwypY5iddthpXhMwAZUieq_RFCDXnoa5EMw9QPBcv=s320" width="320" /></a></div><p class="MsoNormal">Turning Point 2 (5 – 2, for Tyranids) At the end of the
first turning point both kill teams massed their forces for an assault on the
center and Obj 6. The Orks probably had
a better area to attack from as they controlled the nearby vantage point and
could contest the objective from behind a large piece of cover. In addition as the Lootas on the vantage
point got injured (as they inevitably do) they then moved to secure the
objective, on the Tyranid side, which drew the Tyranids into the open were they
could be shot by the other ladz. The
real bit of luck in this turning point was the boy who moved to secure Obj 2
and also managed to land several slugga shots into the Geenstealers, injuring
him and thereby guaranteeing the Obj would remain with the orks for the game,
if it wasn’t reinforced.</p><o:p></o:p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEipRTX7EdE4fCa_HhSVuTmPy-F0fDuEEr2Mu6kZEW3rhvvkNSWY6I_QYqDW7MuAU3FYrIorvmG0dFXP5nqZELtXLeig8hZ-7b64ygnxuD3kBKB_SuEWNVIoQ4XpbiVFgR3ZSlkf3a2QAahqPRpIJbI4xTuWk4bRRbIK6BzMg77etfkGsCb37cwPTxnu=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEipRTX7EdE4fCa_HhSVuTmPy-F0fDuEEr2Mu6kZEW3rhvvkNSWY6I_QYqDW7MuAU3FYrIorvmG0dFXP5nqZELtXLeig8hZ-7b64ygnxuD3kBKB_SuEWNVIoQ4XpbiVFgR3ZSlkf3a2QAahqPRpIJbI4xTuWk4bRRbIK6BzMg77etfkGsCb37cwPTxnu=s320" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjIguI5jM-nWgGXyuCzr4KGZIIhNVLtC5ZI1jQQHyihXcOnoDCh8xaumnYl_4b-rUnlRzs2OmQVR5NArkEiK839judmtX3mFtyIBMg14_KJWZ81YuezgNb7UX90bvyKP4PcalNexpTGkVg69cLR3PMLkaP4PFV3_iOtGGOjV9vPurCIoDjxjQKZyMN4=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEjIguI5jM-nWgGXyuCzr4KGZIIhNVLtC5ZI1jQQHyihXcOnoDCh8xaumnYl_4b-rUnlRzs2OmQVR5NArkEiK839judmtX3mFtyIBMg14_KJWZ81YuezgNb7UX90bvyKP4PcalNexpTGkVg69cLR3PMLkaP4PFV3_iOtGGOjV9vPurCIoDjxjQKZyMN4=s320" width="240" /></a></div><br />Turning Point 3 (5 – 5). With Obj 5 and 4 controlled by the
swarm and 3 and 2 controlled by the Lads, this turning point focused on
objective 6. I don’t remember who had initiative but the highlight of this turn,
for the orks, was the heroic death of the Nob, who killed a Geenstealers,
wounded a Tyranid warrior with his Kombi Burna and then was eventually dragged
down by another Tyranid warrior who was then caught in a cross fire of the ladz.<span style="mso-spacerun: yes;"> </span>Other actions of note were a very lucky rokkit
that took out the Tyranid gunner from behind cover and perhaps a miss
calculation by the Tyranids when the Geenstealers on Obj 4 moved to join the
melee in the center.<span style="mso-spacerun: yes;"> </span>Once accidental thing
that turned out very beneficial for the orks was that where their Nob fell was
slightly too far from Obj 6 for the Tyranids to contest the objective, it turns
out kill team is a game of inches <span style="font-family: Wingdings; mso-ascii-font-family: Calibri; mso-ascii-theme-font: minor-latin; mso-char-type: symbol; mso-hansi-font-family: Calibri; mso-hansi-theme-font: minor-latin; mso-symbol-font-family: Wingdings;"><span style="mso-char-type: symbol; mso-symbol-font-family: Wingdings;">J<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhquxNVwgjdv3VMLL-3bNu4VI8SlK-hhGWsX4Zep3yQht-mbr9m0dmyTmEUi8jin05Eh9QiCZvfAL3EQVD7LP4bLBkihUwakLP1YtWJHVvRx0BHiCI4qjsQnpNLc6ANskPAvptD6piGIuz2tfBwa-Fg14ewG5cimZdgMGh0UJs1WPEnDWb6V2y1P3E6=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhquxNVwgjdv3VMLL-3bNu4VI8SlK-hhGWsX4Zep3yQht-mbr9m0dmyTmEUi8jin05Eh9QiCZvfAL3EQVD7LP4bLBkihUwakLP1YtWJHVvRx0BHiCI4qjsQnpNLc6ANskPAvptD6piGIuz2tfBwa-Fg14ewG5cimZdgMGh0UJs1WPEnDWb6V2y1P3E6=s320" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div></span></span><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj5NrYQhwOKSDBMCaX7VaQ8BibycOk_WgBs9E43HQDDB4tWSrqwYZyDXDj-dauwVmGLHENjPxgeKoyv9ZV4Mp1wV_GLfNRf0MzOEKLOjqwHBaqp31ZfykIyDdCN1IfS6KhMJcywdwZCvLda_i0Pbol6N25-tXltdA1AJP9L6r92ExRbXmUVOV1H4NpN=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEj5NrYQhwOKSDBMCaX7VaQ8BibycOk_WgBs9E43HQDDB4tWSrqwYZyDXDj-dauwVmGLHENjPxgeKoyv9ZV4Mp1wV_GLfNRf0MzOEKLOjqwHBaqp31ZfykIyDdCN1IfS6KhMJcywdwZCvLda_i0Pbol6N25-tXltdA1AJP9L6r92ExRbXmUVOV1H4NpN=s320" width="320" /></a></div><br />Turning Point 4. (5 – 8, for Orks)<span style="mso-spacerun: yes;"> </span>By this turn it was over. However the remaining
Geenstealers decided to make the ladz pay and charged in for one last gnashing
of teeth!<span style="mso-spacerun: yes;"> </span>RIP swarm.<o:p></o:p><p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiWTLNEKzgRTfnIFTGUpx4TDXQWO5HVqzakm_6pBqsVCwEKUZAZPUkvhMeJldactpQuyIBlKSCNr97bMoyEKSktVFiOBpBpD8pl7KzMM2v0m4OKRfp63A4V4KrDdlykMxJ8yFKnfueMODC0tCGmi9FxARmdbXHpSKliaGVuJWJhh1lAv5vunW6xgFXE=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEiWTLNEKzgRTfnIFTGUpx4TDXQWO5HVqzakm_6pBqsVCwEKUZAZPUkvhMeJldactpQuyIBlKSCNr97bMoyEKSktVFiOBpBpD8pl7KzMM2v0m4OKRfp63A4V4KrDdlykMxJ8yFKnfueMODC0tCGmi9FxARmdbXHpSKliaGVuJWJhh1lAv5vunW6xgFXE=s320" width="240" /></a></div><br />Conclusion.<span style="mso-spacerun: yes;"> </span>Drawing
the Tyranids into combat and out of hiding in the center proved to be
successful for the orks.<span style="mso-spacerun: yes;"> </span>Orks are decent
in close combat, and once you have more models it is an inevitable war of attrition.<span style="mso-spacerun: yes;"> </span>Also the Just a Scratch tactical ploy proved it
worth in gold and I believe that Dakka Dakka Dakka also activated a fair bit
and was instrumental in the ork taking Obj 2. Tyranids need to lurk all the
time, if they had kept Obj 2 and 4 it would have been over. In fact a pair of Geenstealers
with conceal orders, in cover (with the lurk ploy) and just outside of 2” of
each other become a hard target for the orks to crack. Small tactical things
are that Rockits are better than Defguns and I love the Burnas, even on the
boss. I just like the consistent 4 points of damage as it allows the enemy
operative to be one shotted on a subsequent charge.<o:p></o:p><p></p><br />Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-5288865949028603862022-01-24T04:03:00.003-08:002022-01-24T04:03:37.003-08:00Kill Team Thoughts on Factions<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhl8g2lYwdXLSK-ZW2RmEdxfaPMo-qAdSI00vu0P1U-7x2ZrJQxq-lxfX-xJRQGoPeXsqs3gYZzKcD3Pg916q3vJj4DfABbj30mIkVDAXv62D2IyD3zbNcPnrtJw0ZrAIPJ3xMGRx214SbMerwSdirv-Pc7KEfIdMqZlOnnqK8qaK-bPkATbWndJXBv=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhl8g2lYwdXLSK-ZW2RmEdxfaPMo-qAdSI00vu0P1U-7x2ZrJQxq-lxfX-xJRQGoPeXsqs3gYZzKcD3Pg916q3vJj4DfABbj30mIkVDAXv62D2IyD3zbNcPnrtJw0ZrAIPJ3xMGRx214SbMerwSdirv-Pc7KEfIdMqZlOnnqK8qaK-bPkATbWndJXBv=s320" width="320" /></a></div><p></p><p class="MsoNormal">What makes a good Kill Team? At a very basic level a good
kill team can generate Victory Points (VPs) faster than its opponents, over the
four turning points of the game. Typically VPs are gained through taking
actions, and taking actions is directly related to the Action Point Limit of
the team (Team APL or TAPL). But this is not the end of the story, some action
are better in some situation and some special rules and raw stats allow actions
for one faction to be more powerful than the same action for another
faction.<span style="mso-spacerun: yes;"> </span><o:p></o:p></p>
<p class="MsoNormal">Considering this, I think there are five main factors when
comparing kill teams. TAPL and Model (but also wound) count determines how much
of the board you can occupy and also allows you to spend proportionally less
actions on getting VPs than maneuvering. Next are the Ploys.<span style="mso-spacerun: yes;"> </span>Ploys are the soul of the Kill Team.<span style="mso-spacerun: yes;"> </span>They give the Kill Team flavor and also, with
consideration, can dramatically increase the power level of the Team. Finally
there is maneuver, which has three elements; the ability to move, to shoot and
to fight in close combat. A Kill Teams ability to maneuver is what allows it
space to gain victory points and limit an enemies options.<o:p></o:p></p>
<p class="MsoNormal">One thing I like about the kill teams, in the compendium, is
that they all have tradeoffs among these five attributes and while not balance
none seem broken.<span style="mso-spacerun: yes;"> </span>With this in mind let’s
looks at the compendium teams we have been playing with.<span style="mso-spacerun: yes;"> </span><o:p></o:p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEggfv6tjPwwiNIxc70Z0YdqdH-49if6v6klyaNhcK932FGuKzhcmGyIrELvU8yx-T1GO1raVdVdlQmsq7fTHVlWbhCGakHo4_pz-q1aFP082JKezI8y1rYrRJKv_z-2UyHZI3CcpqPf9smbA9N4Ar94--vLJYXj959WYX24q0pawpI0QtYuCdyfCRx7=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEggfv6tjPwwiNIxc70Z0YdqdH-49if6v6klyaNhcK932FGuKzhcmGyIrELvU8yx-T1GO1raVdVdlQmsq7fTHVlWbhCGakHo4_pz-q1aFP082JKezI8y1rYrRJKv_z-2UyHZI3CcpqPf9smbA9N4Ar94--vLJYXj959WYX24q0pawpI0QtYuCdyfCRx7=s320" width="320" /></a></div><br />In our group these guys have the most winning record.<span style="mso-spacerun: yes;"> </span>I would not suggest they are intrinsically
better but they are a well-balanced team. In our group the build is always the
same; 3 Warriors and 5 Genestealers.<span style="mso-spacerun: yes;"> </span>This
Kill team has a good TAPL and Model Count. The free dash action is okay, and
can help if you need an activation to secure a victory point, but since the
stealers don’t shoot what were they going to use that second action for anyway.<o:p></o:p><p></p>
<p class="MsoNormal">Ploys. Lurk is awesome, and combined with the Genestealers
hidden horror rule really boost their durability until it is time to strike. <o:p></o:p></p>
<p class="MsoNormal">Maneuverer. If they lack somewhere it is in their shooting.
They have some great weapons but with a 4+ to hit their effectiveness is
noticeably less than other shooting teams, also with only three operatives
caring weapons it is easier for your opponent to focus their shooting and
incapacitate them early.<span style="mso-spacerun: yes;"> </span>Keeping the Tyranid
bio swarms firing thought the game is their key to success.<span style="mso-spacerun: yes;"> </span><o:p></o:p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEifF6yC67mFOsxUjmRWATsGlT2gKZczG-rmlDJ4k8XWSHXwoscWXwrO3SxttypksWuu8K4OvYUgmQiOwgYdif5320Ca7CWyEuFsOSDoCyrZQJC1hm6VYyUOKzy7QF2hbVpFyTOYNXltsXERwd5JnyDVNaed4Mp8qmqV7Hzw5L_GD3Ui2XltsDWHW37h=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEifF6yC67mFOsxUjmRWATsGlT2gKZczG-rmlDJ4k8XWSHXwoscWXwrO3SxttypksWuu8K4OvYUgmQiOwgYdif5320Ca7CWyEuFsOSDoCyrZQJC1hm6VYyUOKzy7QF2hbVpFyTOYNXltsXERwd5JnyDVNaed4Mp8qmqV7Hzw5L_GD3Ui2XltsDWHW37h=s320" width="320" /></a></div><br />The Emperors finest… (This comment is specifically for
Intercessors but is generally true for all Primaris) It is quite ironic that
they are currently an absolutely lousy Kill Team. While they do look good on
raw stats their TAPL is 15 and their ploys are good, even if a bit boring.
Where they fall down is in model count. Custodes are 50 % better
(approximately) and marines only get 25% more fighters… They also lack in diversity,
while the auxiliary grenade launcher is cool it is no substitute for a proper gunner.<span style="mso-spacerun: yes;"> </span>Finally they are simply not good at close
combat, with the exception of the sergeant.<span style="mso-spacerun: yes;">
</span>The best type of Primaris are (IMO) the Incursers, just because they can
shoot the full range and have better close combat to normal Intercessors.<o:p></o:p><p></p>
<p class="MsoNormal">Possible Fixes. Lots of idea here, you could make their Kill
Team 6 operatives, but this would really not fit with the history of the 5
marine squad, you could mix types of Primaris marines, this would not really
work with the fluff either and might not be enough, it would give a bit of
diversity to the list though.<span style="mso-spacerun: yes;"> </span>Personally
I think the best thing to do is give the kill team 30 experience points (6
abilities) to spread amongst the team.<span style="mso-spacerun: yes;"> </span>I
think this would work with the fluff and bump the power to the right level.<o:p></o:p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj0u0eaFgKv6h78LSFQqlp7cpWrdWlfRFyWkfx-jzBxlx7waZrGlcfYZUbqzFT7DFqSC9dibXvlrXCThVWKcJ0v8hl0eqz-0vkJc_k-waxpH6ewPiCyXsx4N4mOVTOCJk-BSGmODpUQsCbNIQ-vcwCF2gvHY7ngnLnZNBt3EPLXnGi3ArRUTtsjDbg8=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEj0u0eaFgKv6h78LSFQqlp7cpWrdWlfRFyWkfx-jzBxlx7waZrGlcfYZUbqzFT7DFqSC9dibXvlrXCThVWKcJ0v8hl0eqz-0vkJc_k-waxpH6ewPiCyXsx4N4mOVTOCJk-BSGmODpUQsCbNIQ-vcwCF2gvHY7ngnLnZNBt3EPLXnGi3ArRUTtsjDbg8=s320" width="320" /></a></div><br />Orks are very cool.<span style="mso-spacerun: yes;">
</span>They have decent ploys (dakka dakka dakka is something I do almost every
turn) and a good TAPL (around 19) as well as being quite tough.<span style="mso-spacerun: yes;"> </span>They are very strong in close combat and
average in movement.<span style="mso-spacerun: yes;"> </span>They loose on armour
and shooting.<span style="mso-spacerun: yes;"> </span>Armour can be mitigated by
being sneaky with the terrain and weak shooting mainly means if you take Lootas
you should take Targetin’Fing with them.<span style="mso-spacerun: yes;">
</span>I have mixed feelings about the shoota boyz, and think the choppa slugga
boyz are more often the better choice. I have played them a few times and I
think the stand out is the Nob.<span style="mso-spacerun: yes;"> </span>Nobz are
proportionally better than other kill team leaders compared to the average
operative, and the Boss Pole for an extra APL is an auto include.<span style="mso-spacerun: yes;"> </span>While you could make the leader a spanner I don’t
know if being accurate when you shoot is all that orky. Gretchins have their
place as mobile (short lived) barricades or as a helping hand in combat or seizing
objectives. Generally they are fun thematic and not bad compared to other compendium
teams.<o:p></o:p><p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgrJK7WkHlLcxWTq-8ofztRlvFs4d26QSoON9YdsQTRNPnr539iehvwz52QcWNZ68WH1TK3o_nJ766OQKSAsbUrhPGuffM7IyQSMrBGAvd7hdUVzsLNhFvAAtmAF78Vj9NtSA1EZslOX2v-P_mhQnPTN1J6SF7MkCZe4-s1SwPZlW9UNir5s8cadGkr=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgrJK7WkHlLcxWTq-8ofztRlvFs4d26QSoON9YdsQTRNPnr539iehvwz52QcWNZ68WH1TK3o_nJ766OQKSAsbUrhPGuffM7IyQSMrBGAvd7hdUVzsLNhFvAAtmAF78Vj9NtSA1EZslOX2v-P_mhQnPTN1J6SF7MkCZe4-s1SwPZlW9UNir5s8cadGkr=s320" width="320" /></a></div><br />Chaos has good balance when you take eight cultists and
three marines. For the cultists I think focusing on close combat is better than
shooting but two autogun operatives can be effective snipers and a safe early
activation. Their ploys are a bit disappointing as they often only effect the
marines.<span style="mso-spacerun: yes;"> </span>I have found that “Letting the
Galaxy” burn is your best choice 9 turning points about of 10 and then warp
infused is also handy when your plasma gun gets injured.<span style="mso-spacerun: yes;"> </span>I love the double activation of the cultists
and do think that the flamer gunner is the best choice. You do need to be
careful the way your models are grouped during the game, the autogun guys
should be placed up high and then group your other cultists together.<span style="mso-spacerun: yes;"> </span>You priority target is any enemy with torrent
or blast special rule.<o:p></o:p><p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhyTw8Ll2neitppJdRFMOxvcpAH6PEtM2IBOCfhV0YORYjDYhgK_-6m9lQxXU6lfHs_vkxdYZKUMWrkLJI2kHLpCyxcnZFrJ1rij5bPNpW4_JxZdIEZb2rslIiXtcpHjhD19bqcAywtaMFNVmym2-p0rQIWpjwfqup8wWeJM8G3W6X9EACEqnZt0NCx=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhyTw8Ll2neitppJdRFMOxvcpAH6PEtM2IBOCfhV0YORYjDYhgK_-6m9lQxXU6lfHs_vkxdYZKUMWrkLJI2kHLpCyxcnZFrJ1rij5bPNpW4_JxZdIEZb2rslIiXtcpHjhD19bqcAywtaMFNVmym2-p0rQIWpjwfqup8wWeJM8G3W6X9EACEqnZt0NCx=s320" width="320" /></a></div><br />I haven’t played these guys yet.<span style="mso-spacerun: yes;"> </span>We have only played compendium teams so far
and Harlequins seem like they would not be fun for a beginner to play
against.<span style="mso-spacerun: yes;"> </span>But, as soon as my friend finishes
his Custodes Kill Team these guys will meet them on the table.<span style="mso-spacerun: yes;"> </span>They seem to only lack ranged weapons but due
to the abilities bestowed by their flip belts and seemingly powerful ploys I
think they will both be thematic and fun.<o:p></o:p><p></p>
<p class="MsoNormal"><u>Balance</u>. On one hand
it seems like the highly prescribed Kill Team lists means that the factions
should be balanced. On the other hand it
does seem that even within the compendium there are three tires. The top tier
is Harlequin and Custodes, then the rest are quite similar but as with any
distribution there is a top and a bottom.
As mentioned with the marines, experience points is a built in way
making any game fair and I bet they could even compete with the new designer
lists. Assuming designer lists, Custodies
and Harlequins are fine the way they are then something in the realm of 4 random
skills (20 xp) to an above average compendium list and 8 random (40 xp) to a
below average list would likely make everything competitive.</p><p class="MsoNormal"><o:p></o:p></p>Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-35895463203094170452022-01-19T05:32:00.002-08:002022-01-19T05:32:19.727-08:00Kill Team Game 4 Sisters of Battle vs Orks<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj5A20x92wvQ1S_AD1UdBmI2iWYSeqn6448nFxE8wkHMxXB28Z38NwWRbadpajSMVzfx4T5GpW7hYom8b0TGrXo0-U6nK0k9lkMgC2xkoQIO5zHUfZLv8NsdDuHEThNUQZRtbqKhk11OP6FYcj0L3HlWqC71m3yLZEL01UHaEpk5QN58NzMdJo26xRW=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEj5A20x92wvQ1S_AD1UdBmI2iWYSeqn6448nFxE8wkHMxXB28Z38NwWRbadpajSMVzfx4T5GpW7hYom8b0TGrXo0-U6nK0k9lkMgC2xkoQIO5zHUfZLv8NsdDuHEThNUQZRtbqKhk11OP6FYcj0L3HlWqC71m3yLZEL01UHaEpk5QN58NzMdJo26xRW=s320" width="320" /></a></div><br />Since this was my friend’s first game of the new Kill Zone
we played the control the Kill Zone scenario.
He used his sisters of battle and I brought a kill team of compendium
orks. I have begun to think more about gaining objectives and counting points
rather than just blasting away at the enemy operatives and I think that was the
main reason I did better. <p></p><p class="MsoNormal"><o:p></o:p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhOs1JnqDsQViJmmL0FcPgmelCF1iZe_a_uvM_z1sE7iYIcsQxjcpWE__gJ3rsSJrX9O8ue1c7zcgpDdLroJiyY1eAE5hh38Kgty0nfF5DBEhpW9gqi_xIPUNMI1AOawG3sPcHaNk9hiSvk7c0OMlXIkEFXxVwVKPAqd9KYkaaujwXilIgzLzmJCEg0=s1535" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1419" data-original-width="1535" height="296" src="https://blogger.googleusercontent.com/img/a/AVvXsEhOs1JnqDsQViJmmL0FcPgmelCF1iZe_a_uvM_z1sE7iYIcsQxjcpWE__gJ3rsSJrX9O8ue1c7zcgpDdLroJiyY1eAE5hh38Kgty0nfF5DBEhpW9gqi_xIPUNMI1AOawG3sPcHaNk9hiSvk7c0OMlXIkEFXxVwVKPAqd9KYkaaujwXilIgzLzmJCEg0=s320" width="320" /></a></div><br />Turning Point 1 Size the ground. I won the roll and elected
to defend this gave the initiative to my opponent the Sisters of Battle
(SoBs).<span style="mso-spacerun: yes;"> </span>Both kill teams secured their
two objectives on their respective left flanks and prepared to square off in
the middle of the Kill Zone. <span style="mso-spacerun: yes;"> </span>There was
some effective first turn shooting with 4 SoBs getting incapacitated.<span style="mso-spacerun: yes;"> </span>This was more due to eagerness on the part of
the SoBs then any cunning or lucky dice from the orks.<span style="mso-spacerun: yes;"> </span>It does highlight how important setup
is.<span style="mso-spacerun: yes;"> </span>Also if you are going to leave an
operative out as bate make sure you have a good trap to counter attack with. In
the end both the SoB leader and gunner plus two more were incapacitated <span style="font-family: Wingdings; mso-ascii-font-family: Calibri; mso-ascii-theme-font: minor-latin; mso-char-type: symbol; mso-hansi-font-family: Calibri; mso-hansi-theme-font: minor-latin; mso-symbol-font-family: Wingdings;"><span style="mso-char-type: symbol; mso-symbol-font-family: Wingdings;">L</span></span>, with only two injured
lootas and an incapacitated ork with rokkit to show for it, oh and maybe a dead
grot.<span style="mso-spacerun: yes;"> </span>At the end of Turning Point One the
score was 2-2. <o:p></o:p><p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjyRBbQDgUAMBmLgvZhB6rrYJ0mUIf4UCye7ln1cCcQpkRg1obNIEfqIoS3AaNNNV6M-Dzqm6XeVaHpimGhLs1eE7gm050wD9Ms3l11CL4KNnsA0xmPpffZ4VNKnf21a0j6kZfV__5RYPl8X5N0cpGxGpysPKxXl0GnQQ4A10zGOP-Oautg5cTS6o-W=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjyRBbQDgUAMBmLgvZhB6rrYJ0mUIf4UCye7ln1cCcQpkRg1obNIEfqIoS3AaNNNV6M-Dzqm6XeVaHpimGhLs1eE7gm050wD9Ms3l11CL4KNnsA0xmPpffZ4VNKnf21a0j6kZfV__5RYPl8X5N0cpGxGpysPKxXl0GnQQ4A10zGOP-Oautg5cTS6o-W=s320" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgsRiNM4LGSI-so4TwPKNbRey0bDBjHHwHS7pbfaWUOGcBTVI-4ow1R0xJnzkyd2-hziXUeEbWSczNDLVyOsUYMYWpI01csnl1ub6AcfOs2ddMSL1XenE7jP0GAW857B1FXyrRa_nMJ3DpmcsHTLjaNoUwn5arogHqTobjNAauPT0yWqr71hOcf4qiP=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgsRiNM4LGSI-so4TwPKNbRey0bDBjHHwHS7pbfaWUOGcBTVI-4ow1R0xJnzkyd2-hziXUeEbWSczNDLVyOsUYMYWpI01csnl1ub6AcfOs2ddMSL1XenE7jP0GAW857B1FXyrRa_nMJ3DpmcsHTLjaNoUwn5arogHqTobjNAauPT0yWqr71hOcf4qiP=s320" width="320" /></a><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEh5mOIxzofTfYehPX8-TDZMOvaYj9X6lB-pOz5_5zXs2zcjAi7nYiVALjA2myPx8HpYsSDSkHDN6-J61tVYwI4UAiXUfJtOBQWMpAUCA8wWZNg8ai64sAX7xOK-EjlyHKWQOO1ns1FFUbyjZ-mBGvuiZEezBU1SXYZxOaxJTzDKTTexSVp1zTb6TInn=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEh5mOIxzofTfYehPX8-TDZMOvaYj9X6lB-pOz5_5zXs2zcjAi7nYiVALjA2myPx8HpYsSDSkHDN6-J61tVYwI4UAiXUfJtOBQWMpAUCA8wWZNg8ai64sAX7xOK-EjlyHKWQOO1ns1FFUbyjZ-mBGvuiZEezBU1SXYZxOaxJTzDKTTexSVp1zTb6TInn=s320" width="320" /></a></div></div><br />Turning Point 2.<span style="mso-spacerun: yes;"> </span>In
this turn the SoBs do a good job finishing off the Lootas that they injured in
the first turning point.<span style="mso-spacerun: yes;"> </span>The Repentias also
tried charging into a group of Orks huddled around an objective only to learn
the hard way about charging operatives that have more wounds then you remaining
and also have support from their team mates. <span style="mso-spacerun: yes;"> </span>The Reaping special rule did get activated a
few time in the battle, but I am not sure how useful it really is.<span style="mso-spacerun: yes;"> </span>The Burna Boyz also had a few opportunities
to shoot at multiple targets and the death toll on both sides continued to
mount but each side held two objectives and the score was 4-4 at the half.<o:p></o:p><p></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgvwvkeh9JO6UN8NNMVxmVLWrUH3iK0OHGoN-MylfBY7WL2X0m97bLfTBlqw5uzK0ZhCQ-tJuwQykUNBdIwuAEhtJMjoecLF5dAzUlJGRODdsypp-DuZrbv1w92PTEQH_iv0Wv4KhC-hAYedlvhAtfcjJ5K72QZq75hzbfibAvc9Y0V4_ZPPBAmK9fQ=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgvwvkeh9JO6UN8NNMVxmVLWrUH3iK0OHGoN-MylfBY7WL2X0m97bLfTBlqw5uzK0ZhCQ-tJuwQykUNBdIwuAEhtJMjoecLF5dAzUlJGRODdsypp-DuZrbv1w92PTEQH_iv0Wv4KhC-hAYedlvhAtfcjJ5K72QZq75hzbfibAvc9Y0V4_ZPPBAmK9fQ=s320" width="320" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgOKR0AOnl5vI9a-VkJgYlnR8tpf4V46kVQu52WjscPi7fzb8w8VdcPGjIS1sLmrbIXBXP0Sbuidy0-KH77qMPRDWN8LuQGSblNT8lm6FFQ0m5__Mc1rENk-3vzHCdayCPuFufI9DE5D3Cuk2l8yBGlVTKRN4b5Rz_cu9JEKCZFUSyvceahLKjW3S8N=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgOKR0AOnl5vI9a-VkJgYlnR8tpf4V46kVQu52WjscPi7fzb8w8VdcPGjIS1sLmrbIXBXP0Sbuidy0-KH77qMPRDWN8LuQGSblNT8lm6FFQ0m5__Mc1rENk-3vzHCdayCPuFufI9DE5D3Cuk2l8yBGlVTKRN4b5Rz_cu9JEKCZFUSyvceahLKjW3S8N=s320" width="320" /></a></div><p class="MsoNormal">Turning Point 3. The Sisters win the initiative and decide
to shoot up as many orks as they can causing some damage but spreading that
damage across several operatives and not using an action point to claim one of
the objectives.<span style="mso-spacerun: yes;"> </span>The orks boss and
remaining Burna boy charged into the SoBs objective in the center killing them
and seizing it (the Boss Pole with its extra APL given to the Nob is a must
include) allowing the Gretchin in the back to claim an objective and give the
orks control of the kill zone 6-5.<o:p></o:p></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhRi-mI0eUXsSFVGIyrUEXyyl0x7Z9OKrZw3VW58nzlSDKBPE-1jXZRwPHnkatVflxbfKqA6slDweiuZSyrUdEZysXc0_XKq9iU6mz5JHZgRtNuu_-KTiLoUipzruUs3FfrrRYzQxWVglzPFedv1HOHMmWUIO7KPoqwUhtH7THOuRt_pjtOFYSD_zb9=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhRi-mI0eUXsSFVGIyrUEXyyl0x7Z9OKrZw3VW58nzlSDKBPE-1jXZRwPHnkatVflxbfKqA6slDweiuZSyrUdEZysXc0_XKq9iU6mz5JHZgRtNuu_-KTiLoUipzruUs3FfrrRYzQxWVglzPFedv1HOHMmWUIO7KPoqwUhtH7THOuRt_pjtOFYSD_zb9=s320" width="320" /></a></div><p class="MsoNormal">Turning Point 4. Sister of Battle again win the initiative
but have too few models left to push the orks off the third objective. And the turning point ends quickly with a
final score of 8-5 for the ork.</p><p class="MsoNormal"><o:p></o:p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjg2WJztBFl8-sGQROcLIYtOoizutdd9cRjbGb3ebezpaEoA60x3rsGUvbA1J0KyONBVqUovKLur_Mdp2QqaAWWVM9pgWy3NnsVXltA5nG2gc1Xu2N-gFB49aX34RtfA1XoxIVLvUgfozeuI4zTamS4dDIiFhkexaNOyMsv0VmNNecosgKW8Yjiwq8a=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjg2WJztBFl8-sGQROcLIYtOoizutdd9cRjbGb3ebezpaEoA60x3rsGUvbA1J0KyONBVqUovKLur_Mdp2QqaAWWVM9pgWy3NnsVXltA5nG2gc1Xu2N-gFB49aX34RtfA1XoxIVLvUgfozeuI4zTamS4dDIiFhkexaNOyMsv0VmNNecosgKW8Yjiwq8a=s320" width="320" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjtSYKGL5pJcNRIsFgi1ST1EacEyaz0zhRD2QDQ8Cg7VjhITr4oImnzjqZdIHch8shKSJi0MkDfOWzqvEYf7b0r4L_3oyZ3N6sFQNXSvGPuAGrNykPAe46kN9knzhYMqbyAc9vJgWI6SlQF0rpI8mxXkwN6ucSqxit1Xgdw-QRmH3YaAuh7dPTKYLoq=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjtSYKGL5pJcNRIsFgi1ST1EacEyaz0zhRD2QDQ8Cg7VjhITr4oImnzjqZdIHch8shKSJi0MkDfOWzqvEYf7b0r4L_3oyZ3N6sFQNXSvGPuAGrNykPAe46kN9knzhYMqbyAc9vJgWI6SlQF0rpI8mxXkwN6ucSqxit1Xgdw-QRmH3YaAuh7dPTKYLoq=s320" width="320" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhUEB6U31xFTPVNnCztfv7bLmCt4JLbVPDmqJb2jVpFC7czLqTAHqKF9NCSc5qVVLO0tZ7emvrVx2Vxg918Ly3CQa4OjfwdC6asWm5qZYL7gTAYYC6oE7YKgeat-GdrB2wygkmyS23iz688DLa8YWuO7jyD7O9dIVIqAKCA6AH6pjqKbJUro4jlF1BA=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhUEB6U31xFTPVNnCztfv7bLmCt4JLbVPDmqJb2jVpFC7czLqTAHqKF9NCSc5qVVLO0tZ7emvrVx2Vxg918Ly3CQa4OjfwdC6asWm5qZYL7gTAYYC6oE7YKgeat-GdrB2wygkmyS23iz688DLa8YWuO7jyD7O9dIVIqAKCA6AH6pjqKbJUro4jlF1BA=s320" width="320" /></a></div><br />Some observations<o:p></o:p><p></p>
<p class="MsoNormal">Jockeying Lootas.<span style="mso-spacerun: yes;"> </span>I
believe I made a significant mistake by deploying my Lootas visible to the
enemy.<span style="mso-spacerun: yes;"> </span>Since the Loota’s Deffgun does
not have the heavy trait it is possible to move it a normal move and still fire
it (jockeying).<span style="mso-spacerun: yes;"> </span>This could have
prevented them getting injured before they had even fired.<span style="mso-spacerun: yes;"> </span><o:p></o:p></p>
<p class="MsoNormal">It seems that flamers or Burnas get a mixed review, some
people feel that since it is unlikely to kill anyone and have a limited range
they are poor weapon.<span style="mso-spacerun: yes;"> </span>I like them for
their ability to cause wounds to multiple targets thereby setting them up for a
charge. Of course this is a bit situational and it does take an activation.<span style="mso-spacerun: yes;"> </span>In all my games I have found them useful,
even when targeting loan operatives.<span style="mso-spacerun: yes;">
</span>Often doing 2 or 4 wounds is enough to allow them to be one shot-ed in
close combat by a subsequent activation. <o:p></o:p></p>
<p class="MsoNormal">Charges and counter charges.<span style="mso-spacerun: yes;">
</span>I think I have said this before but close combat is a brutal war of attrition
in Kill Team.<span style="mso-spacerun: yes;"> </span>Only with careful
planning, good tactical ploys, luck or all three will you get away
unscathed.<span style="mso-spacerun: yes;"> </span>This means your operatives really
need to be able to support each other, so keep a guy in the back waiting until
your last activation, just in case.<o:p></o:p></p>
<p class="MsoNormal">Injured is good, Incapacitated is better.<span style="mso-spacerun: yes;"> </span>I feel like the SoBs would have been more effective
if they concentrated their fire better. After the lootas if they had whittled
down the Burnas it might have been a different story<o:p></o:p></p>
<p class="MsoNormal">Orks are a decent list. I think the Ork Boss is very good
and might be the best leader relative to their average warrior.<span style="mso-spacerun: yes;"> </span>They can shoot (I like the combie-skorcha),
fight and have 3 APL with a boss pole.<span style="mso-spacerun: yes;"> </span>I
think the Lootas are fine if they have a Targetin’Fing and don’t get injured.
But otherwise Burnas and Choppas are where the money is made. I think Grots are
useful as well but will need a few more games.<o:p></o:p></p>
<p class="MsoNormal">Sisters of Battle also seem good enough, they do have poor
close combat but their shooting is very good. I think I would give the Repentias
a miss and just take 10 SoBs.<span style="mso-spacerun: yes;"> </span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEis36WN8twA1VfbZEy5vtPozMVJ_HtgmpGnGw65-cLNTSRl-ifEo-aF8gNdMFTvQ6YkEjCjRFuZu0lfwqljMSa4Fln_zNzEJInGGvQUiKyxqy_P5OpG79muappCH7m63hNqMXmBWGUnrHg2Pbsyix2bpjZ7bxMoIltrLhKGJ6Ns7PfVMU1REqjwEYIT=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEis36WN8twA1VfbZEy5vtPozMVJ_HtgmpGnGw65-cLNTSRl-ifEo-aF8gNdMFTvQ6YkEjCjRFuZu0lfwqljMSa4Fln_zNzEJInGGvQUiKyxqy_P5OpG79muappCH7m63hNqMXmBWGUnrHg2Pbsyix2bpjZ7bxMoIltrLhKGJ6Ns7PfVMU1REqjwEYIT=s320" width="320" /></a></div><br /> <o:p></o:p><p></p>Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-60353754955751594792022-01-11T04:47:00.006-08:002022-01-13T00:24:07.404-08:00Kill Team Game 3 Chaos and Tyranids<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjMk4t_ZypjPDTdNlBoLlBUtaEFbT9IFI_2lbXyIE4JEzMr13udHL6gb5mq7GzSclpc7jFI9j1zFzGhSEobHfpF5_1RwPy1uMc_O_uLciOwaqPTfgdJ6F7NlrsmGgdL1j5s6LnLBQN84pDh50jHZ_VWX1yCihbGeDMrrFTsaAXpVlhPBWIqIteaUHgN=s4128" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjMk4t_ZypjPDTdNlBoLlBUtaEFbT9IFI_2lbXyIE4JEzMr13udHL6gb5mq7GzSclpc7jFI9j1zFzGhSEobHfpF5_1RwPy1uMc_O_uLciOwaqPTfgdJ6F7NlrsmGgdL1j5s6LnLBQN84pDh50jHZ_VWX1yCihbGeDMrrFTsaAXpVlhPBWIqIteaUHgN=s320" width="320" /></a></div><br />On a bit of a role with Kill Team and I am enjoying it quite a bit. This was our third game of kill team and as such we are still
learning the game, although we think we only got one rule wrong (the first
cultist activated as a group of one not two).
One thing I am learning is that there is a reasonable amount of tactical
thinking required to be a successful commander if you don’t just want to rely
on the dice gods (who were very present this game). In this game placement and control of the
objectives were significant factors, some would say less significant than the
dice but I digress <span style="font-family: Wingdings;">J</span><p></p><p class="MsoNormal"><o:p></o:p></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgmZ4qWvopshwEHBZ5DyKZFnDfqYabdaz9o_Bu9bWrfcQR6ldSw2AJgp_fkBFHmKdP_ROmWFrV6cnxJncJ0ttCEoSHB0jEL1xnznoOI_IfL42UewSScbw6pqf4RQTufHoNrtTfEu7Q0IJjlVSxAp1B22z3r4hWfkI6Ex7VyWLqgQnzm4vPCEpOQpJ15=s1600" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEgmZ4qWvopshwEHBZ5DyKZFnDfqYabdaz9o_Bu9bWrfcQR6ldSw2AJgp_fkBFHmKdP_ROmWFrV6cnxJncJ0ttCEoSHB0jEL1xnznoOI_IfL42UewSScbw6pqf4RQTufHoNrtTfEu7Q0IJjlVSxAp1B22z3r4hWfkI6Ex7VyWLqgQnzm4vPCEpOQpJ15=s320" width="240" /></a></div><p class="MsoNormal">The scenario for Game 3 was the basic Control the Kill Zone
scenario, we played this because we had a new player in the game and wanted to
start with a scenario that us grizzled veterans already knew. This scenario relies on the placement of 4
objectives, two are placed on the center line and the other two have more
freedom. In the deployment photo you can
see the position of the objectives and how they favor the Chaos deployment
zone. The reasoning for the Tyranid
player to place the right most objective where they did was to have it in a bit
of cover (Oh we also set up the scenery before the objectives, so two
mistakes...).</p><p class="MsoNormal"><o:p></o:p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEh35gvEi2H8KcicVDDs8YaQ1S75YBIuZzOSZUiCdwmbRhcT5Nle7Y-3zuOGxDjhP4E9Lkce-97vZu02UJcr9iok6vvyo7eqx13D_fstrXKGOAMDsZe_S6Elr7viMPd8be-vf5rF1N_ZrjUj3apU0jAOi3ho-uU4ULh7MjzXyLkHkB5zamM6V0JPT704=s1600" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEh35gvEi2H8KcicVDDs8YaQ1S75YBIuZzOSZUiCdwmbRhcT5Nle7Y-3zuOGxDjhP4E9Lkce-97vZu02UJcr9iok6vvyo7eqx13D_fstrXKGOAMDsZe_S6Elr7viMPd8be-vf5rF1N_ZrjUj3apU0jAOi3ho-uU4ULh7MjzXyLkHkB5zamM6V0JPT704=s320" width="240" /></a></div><br />Turning Point One, Grab and Go.<span style="mso-spacerun: yes;"> </span>Chaos won the initiative and their leader
used his 3 APL very wisely to move to and secure an objective through a window
before dashing back out of sight (the left objective). After that both sides
advanced on each other but the right most objective was too far away to be
secured by the Tyranids and the Kill Zone was controlled by Chaos at the end of
the Turning Point.<span style="mso-spacerun: yes;"> </span><o:p></o:p><p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjIAzorAK_yxYV0LIJIHYdolNXNP5gxHYJAL6CwwVqtf19e189rK0GrvPmMJnO9gjjSGML-ccbn0lhpOQglaQIfMo9EN5M6hYJfgf4vbKt3Z_6BCaeDuOooLloOV3anrxikCI3jpJ0r8kgRaL0qC8bopdCquVQSFgzFpIFZnGk64Z7izvIxYt4OIl9g=s4128" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjIAzorAK_yxYV0LIJIHYdolNXNP5gxHYJAL6CwwVqtf19e189rK0GrvPmMJnO9gjjSGML-ccbn0lhpOQglaQIfMo9EN5M6hYJfgf4vbKt3Z_6BCaeDuOooLloOV3anrxikCI3jpJ0r8kgRaL0qC8bopdCquVQSFgzFpIFZnGk64Z7izvIxYt4OIl9g=s320" width="320" /></a></div><br />Turning Point 2, Burn them Down.<span style="mso-spacerun: yes;"> </span>Again the initiative was won by Chaos and the
Chaos Marine Gunner with the plasma gun proved very effective at injuring large
monsters.<span style="mso-spacerun: yes;"> </span>The Tyranids and Geenstealers
did their fair share of killing in close combat but even in victory they were
wounded and then able to be mopped up by the lasgun snipers from their vantage
points or the two Cultist Gunners with flamers. The Chaos dice were hot but the
Chaos stratagems of let the galaxy burn (easier critical hits) and warp infused
(lets the marines ignore penalties for being injured) also proved very
effective.<o:p></o:p><p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEiEpukbKn9aXDDjjkm5iRT_Io9oAG70-VUpu55gbnb-ntHGmtMdJEZBxEVFhq1xFbgEJ2EU5VUenAx1bmtfol0C7I0wcLD59LTqiy81g9HWYfBPxA6mmH5arprGmSzVZCHXvNyD7nvV6qFCd-Uo8R4fsVjgYDTFwjNdVm7lxbv6RsBL9zhEwyzry_YD=s1600" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEiEpukbKn9aXDDjjkm5iRT_Io9oAG70-VUpu55gbnb-ntHGmtMdJEZBxEVFhq1xFbgEJ2EU5VUenAx1bmtfol0C7I0wcLD59LTqiy81g9HWYfBPxA6mmH5arprGmSzVZCHXvNyD7nvV6qFCd-Uo8R4fsVjgYDTFwjNdVm7lxbv6RsBL9zhEwyzry_YD=s320" width="240" /></a></div><div class="separator" style="clear: both; text-align: center;"><span style="text-align: left;"><br /></span></div><div class="separator" style="clear: both; text-align: center;"><span style="text-align: left;">Turning Point 3, all is quiet.</span><span style="text-align: left;"> </span><span style="text-align: left;">By this point the Tyranids had largely been
crushed and they had not scored enough victory points. The kill Zone was firmly
in the hands of Chaos and the game was called with a 6 to nothing victory for
them.</span></div><o:p></o:p><p></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgX_pefQrsJcJrITBgjvyabRc5i_aPdz-XEs84YPd_Ks_8yP8gm_Jd4AueYGYtSUxu8SrxE2yjq-Ja7S_06twdcMfjvqTl2-1Ycy8FyMVoqumvsticKIu1fkfRTpTsuXhqRCcNl01Lh66gHFb7RaAr1-ze_hz9gIOZUMgWGnJNwPjcj4lqIUOHbm5Ue=s4128" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgX_pefQrsJcJrITBgjvyabRc5i_aPdz-XEs84YPd_Ks_8yP8gm_Jd4AueYGYtSUxu8SrxE2yjq-Ja7S_06twdcMfjvqTl2-1Ycy8FyMVoqumvsticKIu1fkfRTpTsuXhqRCcNl01Lh66gHFb7RaAr1-ze_hz9gIOZUMgWGnJNwPjcj4lqIUOHbm5Ue=s320" width="320" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhcBDYtYRVDikjMY0rE_VSrNsLX5bK2MXFTthbfAMgkqisrkMatlDHTjoF4wyyn-4Oe-EVWu6AOLQWYsgvozJH2uF8_tCxmDH7S0QLmDkRarzzx6eVTlyzEi8dbmp_6joCVMvGoBbxF9CRpemTPUYqD8olCW6GwBfFcFIQxryBF4isJeKEmgeP5iuhZ=s4128" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEhcBDYtYRVDikjMY0rE_VSrNsLX5bK2MXFTthbfAMgkqisrkMatlDHTjoF4wyyn-4Oe-EVWu6AOLQWYsgvozJH2uF8_tCxmDH7S0QLmDkRarzzx6eVTlyzEi8dbmp_6joCVMvGoBbxF9CRpemTPUYqD8olCW6GwBfFcFIQxryBF4isJeKEmgeP5iuhZ=s320" width="320" /></a></div><br /><p class="MsoNormal"><br />Turning Point 4, …..<o:p></o:p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhGC6umjL1nQN4FJ_OuqGOvnWu8BMw2RxAZnCvXw46Fb39JMoWQ6gtSUpm-mMcdLMSQne3Ly9jILYFzHcXoVKNpEfai0KAE0HJKaGNgW3rCwqNeEHyxwTZhfFwTtpuNTT5npAUYWhj2dxrsTIOOM6nq0tOr-CuUYRrqsBd0ayYHjZ04E3Yy4nnP_fiS=s1600" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEhGC6umjL1nQN4FJ_OuqGOvnWu8BMw2RxAZnCvXw46Fb39JMoWQ6gtSUpm-mMcdLMSQne3Ly9jILYFzHcXoVKNpEfai0KAE0HJKaGNgW3rCwqNeEHyxwTZhfFwTtpuNTT5npAUYWhj2dxrsTIOOM6nq0tOr-CuUYRrqsBd0ayYHjZ04E3Yy4nnP_fiS=s320" width="240" /></a></div>What Chaos did right!<span style="mso-spacerun: yes;">
</span>Well other than having hot dice I think they did a good job organizing
their 11 models into smaller teams to take and hold three objectives.<span style="mso-spacerun: yes;"> </span>Also the group activation of 2 allowing the
activation of both flamer gunners was a headache for the Tyranids as they tried
to get into engagement range.<o:p></o:p><p></p>
<p class="MsoNormal">Ultimately it was the setup that probably did the Tyranids
in.<span style="mso-spacerun: yes;"> </span>They suffered from not having a
close objective they could lurk around. This meant that it was easier for Chaos
to control the majority of the objectives.<span style="mso-spacerun: yes;">
</span>In hindsight the barricades could have been used to provide enough cover
to defend an objective in the open and closer to the Tyranid deployment area<o:p></o:p></p>
<p class="MsoNormal">Principles of Kill Team.<span style="mso-spacerun: yes;">
</span>This is a work in progress but this is where I will try and direct my
thoughts for the next battle. <o:p></o:p></p>
<p class="MsoNormal">Deploy the objectives and set up the terrain with the advantages
of your Kill Team in mind.<o:p></o:p></p>
<p class="MsoNormal">Deploy your Kill Team with the mission objectives in mind
maximizing your stratagems<o:p></o:p></p>
<p class="MsoNormal">Activate your Kill Team first to claim victory points, then
to kill enemy operatives before they activate, and finally to kill enemy
operatives after they activate.<o:p></o:p></p>Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-23875092766767082472022-01-10T04:07:00.000-08:002022-01-10T04:07:47.525-08:00Kill Team Game 2 - Tyranids and Smurfs<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEi6QG7bu4ePVREOJ68mCR-kWEarejVAo1MuhA9qGkQ3wF2T_VfgH-Rx2PaNEpSoosQKSW4fGGnGT7Nl8eaeQ31boRp5xHDtRTNVqg54s-RVz8dteoCwTkzxBE34QAv_B_OXjHc2A-goXo8GLySjF7xP-ta1lL-9kulDw_dRfHYvgS1x4M49iiO9YH1n=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEi6QG7bu4ePVREOJ68mCR-kWEarejVAo1MuhA9qGkQ3wF2T_VfgH-Rx2PaNEpSoosQKSW4fGGnGT7Nl8eaeQ31boRp5xHDtRTNVqg54s-RVz8dteoCwTkzxBE34QAv_B_OXjHc2A-goXo8GLySjF7xP-ta1lL-9kulDw_dRfHYvgS1x4M49iiO9YH1n=s320" width="320" /></a></div><p>This was my second game of kill team I changed my kill team
to the Ultramarines and my friend stayed with the Tyranid list form the last
report. The Marines were nothing special
(with the current rules they can’t be special). For tech I took an Auspex, Auxiliary
Grenade Launcher with Krack grenades and the reroll charm for the Sgt, who also
had a Thunder Hammer. All the Marines
took the rapid fire bolters with the ceaseless special rule except one who had
the Stalker Bolt Rifle. the mission was Duel of Wits.</p><p class="MsoNormal"><o:p></o:p></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgN5Cj6R71Sqqc9MRBXuxzhDnlwpE0JHkaICgv6Ni8GeZHgeFURgAFLoKxgTx3hz_Q4efP_dgjQFzME6yNF95spATrYTCpzz2OBNgZzgmc7b8zG_JOmNjJaJ_rS4YPlTZaPo-hJg3zAf0BjobHi4r4BvnD1ex7fwG_-suQs8kNEsnQBWYkMILsralWG=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgN5Cj6R71Sqqc9MRBXuxzhDnlwpE0JHkaICgv6Ni8GeZHgeFURgAFLoKxgTx3hz_Q4efP_dgjQFzME6yNF95spATrYTCpzz2OBNgZzgmc7b8zG_JOmNjJaJ_rS4YPlTZaPo-hJg3zAf0BjobHi4r4BvnD1ex7fwG_-suQs8kNEsnQBWYkMILsralWG=s320" width="320" /></a></div><br /><p class="MsoNormal">Turning Point 1, Gun Line.
In the first turning point of this game the Marines decided to form a
gun line on the high ground around objective 1, sadly it was too far away to
control objective 1. Meanwhile the
Tyranids lurked, sneaked and scurried out of their corner securing objectives
2, 4 and 5. The fire from the marines was effective and two Geenstealers died
and the Tyranid heavy gunner was injured but at the end of this turn it was 3
points to nothing for the bugs. Bolter discipline seemed to be an effective
strategic ploy to double the effectiveness of the marines. The grenade launcher supported by an Auspex
combination was also strong (injuring the Tyranid warrior).</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgGSbSPak5hAWYVDrMnglk9dLxtSIiVVoQmxQiq5zco5Kht-WM8CPJMS4dHH3yn-uorSnPUb_7JJm9K2GBvEBzB8wFRTJwuRrbSOCJc7snWedhjzwRZ8Vu8ZJ9_SzNx3BKsbqipX51URerqGzDIKs1rFleyJMG34H5sHmJqVaYp1kuM3n62pyd4mKnE=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgGSbSPak5hAWYVDrMnglk9dLxtSIiVVoQmxQiq5zco5Kht-WM8CPJMS4dHH3yn-uorSnPUb_7JJm9K2GBvEBzB8wFRTJwuRrbSOCJc7snWedhjzwRZ8Vu8ZJ9_SzNx3BKsbqipX51URerqGzDIKs1rFleyJMG34H5sHmJqVaYp1kuM3n62pyd4mKnE=s320" width="320" /></a></div><p class="MsoNormal">Turning Point 2, leap of faith, or being too high up. With the Tyranid forces in the lead by
victory points they attempt to pin the Marines in their current position by
charging the Geenstealers at the center of the Marines. One thing you learn about Marines in kill team
is that the Intercessors are really not that good at fighting (close combat). On the Marine Sgt’s activation he decides to
leap into the melee to save his injured brothers form the Geenstealers. Unfortunately
even with a reroll he failed the leap from his vantage point onto the pipe and
then the catwalk below and lands with the thump ending his turn. There is more fighting and the Geenstealers
do get pushed back but it is 6 to 0 at the end of the turning point, with the
bugs controlling the same objectives and again being able to play a gambit on
objective 2.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjkHX8ZFzMvZ63MhlDAsUANTZ_R23LwAROiNapyDGo214A19nQHdHqwG3qhrlx0rUGoUyEvaohYiNsJYfvOkps7r25IbdzpOxrZRW4kWPUVTAt53m4X8OrSlLpBHFaYR9bc2Gnb2sBDEuQkUcyhDNSQ-zo8KCAbcJo5q6lBkBQVj5oT0r6_smiGZn3j=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjkHX8ZFzMvZ63MhlDAsUANTZ_R23LwAROiNapyDGo214A19nQHdHqwG3qhrlx0rUGoUyEvaohYiNsJYfvOkps7r25IbdzpOxrZRW4kWPUVTAt53m4X8OrSlLpBHFaYR9bc2Gnb2sBDEuQkUcyhDNSQ-zo8KCAbcJo5q6lBkBQVj5oT0r6_smiGZn3j=s320" width="320" /></a></div><p class="MsoNormal">Turning Point 3, Mopping up the Bugs. This turn brought a desperate struggle
between the Tyranid Kill team leader and the marines contesting objective 3 and
4. The charge of the Tyranid was a bid of a rookie mistake since the Tyranid
had only 2 wounds left and the marine had 8 wounds left. This meant as long as the marine rolled 2 hits
(one could get parried) the Tyranid had to die. As well the Marine Sgt crack the skull of the
other Tyranid Warrior with his hammer but being too far away to contest
objective 2. The Turning Point ended with a score of 6 to 2 for the bugs, with the
marines finally in control of more objectives.</p><p class="MsoNormal"><o:p></o:p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgH5rqkc9PoU4RtvVweZziTE6atvLVyQgjSLf3AsqTfqk6-FTVICEkglv41-xTHSaBgolx0ZA5z4ud1cTyUGKyIcgbwBCL90mK9Wo6UIoq0GQjK_-fyw8PJWxmWJiozoqm46zwj0KmhATOiu1VcLz9gDVft3zHYd3Uu-qMkZrvXrueO2HLMlJemaifZ=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgH5rqkc9PoU4RtvVweZziTE6atvLVyQgjSLf3AsqTfqk6-FTVICEkglv41-xTHSaBgolx0ZA5z4ud1cTyUGKyIcgbwBCL90mK9Wo6UIoq0GQjK_-fyw8PJWxmWJiozoqm46zwj0KmhATOiu1VcLz9gDVft3zHYd3Uu-qMkZrvXrueO2HLMlJemaifZ=s320" width="320" /></a></div><p class="MsoNormal">Turning Point 4, too little too late. Even with almost all the Tyranids incapacitated
the marines were four points down and only a maximum of three to be gained this
turn. The Tyranids delay had worked, no
doubt to provide some devastating effect on some other corner of the war
ravaged city.</p><p class="MsoNormal"><o:p></o:p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjC5Gh-eVmrOgvmBAzRJQd-gczW_ZkJZjzxPYCBX5u_BlljnBK_IYE_iFjeAtkArmoqm_1pOkNBZ6Dmx49XI0Wr_36et2tMOtDxJB1-okAs8MFVdQ8Haoo9Loo4vDgtm2woTj67kZjgZLyIxGEvb00c-nvKMFqXqhsyeQVLllQQ9wuHp0fXwFC0nrrB=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjC5Gh-eVmrOgvmBAzRJQd-gczW_ZkJZjzxPYCBX5u_BlljnBK_IYE_iFjeAtkArmoqm_1pOkNBZ6Dmx49XI0Wr_36et2tMOtDxJB1-okAs8MFVdQ8Haoo9Loo4vDgtm2woTj67kZjgZLyIxGEvb00c-nvKMFqXqhsyeQVLllQQ9wuHp0fXwFC0nrrB=s320" width="320" /></a></div><br />Close Combat (Fighting, as it is called).<span style="mso-spacerun: yes;"> </span>Close Combat in Kill Team is a war or attrition.<span style="mso-spacerun: yes;"> </span>Even the winner will take some damage, no
matter the quality of their armor.<span style="mso-spacerun: yes;"> </span>The
only exception to this is the “one shot” charge.<span style="mso-spacerun: yes;"> </span>If you can charge an opponent who has fewer
wounds than your basic damage it is almost guaranteed you will kill them
without taking any damage.<span style="mso-spacerun: yes;"> </span>For instance,
3 dice at 4+ means close to a 7/8<sup>th</sup> chance of getting one or more regular
hits.<span style="mso-spacerun: yes;"> </span><o:p></o:p><p></p>
<p class="MsoNormal">Objectives and Victory Points.<span style="mso-spacerun: yes;"> </span>This game was also a good example of killing
without thinking.<span style="mso-spacerun: yes;"> </span>The marines had only
one warrior incapacitated while the Tyranids were virtually wiped out, yet it
was a resounding Tyranid victory.<span style="mso-spacerun: yes;"> </span>This
was mostly due to the blood thirsty marine commander but also due to a poor
plan to capture the objectives and certainly a poorly thought out deployment.<span style="mso-spacerun: yes;"> </span>Deployment and Victory Points go hand in
hand.<o:p></o:p></p>
<p class="MsoNormal">Deployment. In this game the deployment area was triangles
in opposite corners.<span style="mso-spacerun: yes;"> </span>Each corner had an
objective just outside it and three more objectives were spread out diagonally
between the other two corners. At first glance I was happy with my corner, since
it had a very strong wall around my deployment area and objective.<span style="mso-spacerun: yes;"> </span>What I learned was that from my objective I
could not support other objective markers and from the wall I could not claim
my objective.<span style="mso-spacerun: yes;"> </span>This meant that claiming
the objective took one marine out of the fight.<span style="mso-spacerun: yes;">
</span>I also deployed to move into a gun line on the elevated wall, and while
this did provide a vantage point from which to kill everything it was not close
enough to other objectives to score points.<span style="mso-spacerun: yes;">
</span>It is also a pain to climb down from, even if you fall.<span style="mso-spacerun: yes;"> </span>After turning point 2, where I still had yet
to score (2 points for most objectives controlled and 1 for a successful
gambit) the best I could do was tie….<o:p></o:p></p>Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-21180142385639462672021-12-20T04:48:00.000-08:002021-12-20T04:48:16.426-08:00Kill Team Initial Impressions<p> The other day I played my first game of Kill Team (KT), 2<sup>nd</sup>
Ed. I have played the 1<sup>st</sup> Ed
which is very similar to 40k. The only similarity between 40k and 2<sup>nd</sup>
Ed is the names of forces and the models, otherwise it is very different. My first impressions is that it plays fast
and has more tactical depth than 40k.
Another difference would be in the nature of the collection you will
acquire. The basic mechanic in shooting
and fighting is comparing dice pools, which is essentially how Risk works. But,
due to the number of special rules still provides a lot of player agency. An area where it is a bit sluggish is
terrain, instead of over simplifying terrain (like many table top games) they
have given terrain a lot more rules.
This will likely not be an issue after a couple of games, once your
group has decided how big and effective each structure is. One essential piece of kit, not provided in
the box, is a laser!</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgDIoY073I9XBW5pXQyQMuVak97x_fgf4tSkNLEXgiY3XjObR8sM5QhFLjAGK3dRndGs8AwRkfwUzodMrrVpIaZClexFr2I45sfDDqvHT_wa4Zf0bRaTlHwDl4MstnQ4fTiL2mx54BUgCcW-p5GOonPa3cty3Z-3guw5umK7Fyf94iqyo3w5vrr53aK=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgDIoY073I9XBW5pXQyQMuVak97x_fgf4tSkNLEXgiY3XjObR8sM5QhFLjAGK3dRndGs8AwRkfwUzodMrrVpIaZClexFr2I45sfDDqvHT_wa4Zf0bRaTlHwDl4MstnQ4fTiL2mx54BUgCcW-p5GOonPa3cty3Z-3guw5umK7Fyf94iqyo3w5vrr53aK=s320" width="320" /></a></div><p></p><p>Lists/List building.
We used lists from the compendium, there is not much variety in each
factions KT. KTs are currently one or two fire teams and while each fire team
has choices there is usually an obvious best pick, always take the plasma gun!
The major decision for your operatives is whether they will be good at shooting
or fighting. After that it is what extra equipment to give your KT. In this skirmish
the Tyranids KT consisted of 3 Warriors each with a shooting and melee weapon
as well as 5 Genestealers. The ability
to give each warrior both weapons combined with their 18 hit points makes them
a very strong choice, the Genestealers also have a free dash special rule. The
Chaos KT was a Fire team of Chaos marines with a plasma gunner and icon bearer
as well as an aspiring champion and 8 cultists. The cultist were mostly equipped
for fighting with two equipped for shooting and two gunners with flamers.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgsrAopY8j35aWDEqbvzSC9RLHRnF5SSiTCFyWOQP9TXsYr56HrujoS4JqCB3csK_zt65uKBpDMPIZAEFuFyFjUq0x7Hz6-s1_jU78h-IKZ7p-zG6crdYfu6h01Q2e6pZwrCpJDuiiVlPq3HjOdTxCINTQYsieZARZKrFXSN8D2oX7UpuclDpHYeaqq=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEgsrAopY8j35aWDEqbvzSC9RLHRnF5SSiTCFyWOQP9TXsYr56HrujoS4JqCB3csK_zt65uKBpDMPIZAEFuFyFjUq0x7Hz6-s1_jU78h-IKZ7p-zG6crdYfu6h01Q2e6pZwrCpJDuiiVlPq3HjOdTxCINTQYsieZARZKrFXSN8D2oX7UpuclDpHYeaqq=s320" width="240" /></a></div><p></p><p class="MsoNormal">I think the real variety in KT will come from collecting KTs
from different factions. This will also diversify your collection which I think
is a bonus.<span style="mso-spacerun: yes;"> </span>I think the “Art of List
Building” if you will, is making a list that maximizes both the strategic and
tactical ploys of the faction.<span style="mso-spacerun: yes;"> </span>Once you
have master this for one faction, it will probably be time to move to
another.<span style="mso-spacerun: yes;"> </span>I think as the Meta gets
developed for this game then an important rating will be Action Point Limit
(APL) per KT.<span style="mso-spacerun: yes;"> </span>In our game the Tyranids
had 16 APLs/Team and The Traitors had 25 APLs/Team.<span style="mso-spacerun: yes;"> </span>Spoiler alert the Traitors lost, but that was
due to bad decisions not unbalanced lists.<o:p></o:p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjDdcmpJgj0KWxWRwLrjy6Q3_i6Wq2NPD96frODB6Emosb0LrpZ5GhmQvBK2eC7A_KK-KdGiq6JEbzrChxld3-MBHNn6hLiEFLAZPAGkbD0P3rzg2oxbVYzfXjfsVADwcMDmL1ZZlJjBjR9qa6-p3VDuNVyzZ_FADDOWYryeTJIMYRn67VgyibZTUUD=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1536" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEjDdcmpJgj0KWxWRwLrjy6Q3_i6Wq2NPD96frODB6Emosb0LrpZ5GhmQvBK2eC7A_KK-KdGiq6JEbzrChxld3-MBHNn6hLiEFLAZPAGkbD0P3rzg2oxbVYzfXjfsVADwcMDmL1ZZlJjBjR9qa6-p3VDuNVyzZ_FADDOWYryeTJIMYRn67VgyibZTUUD=s320" width="240" /></a></div><p></p>
<p class="MsoNormal">The Actual Fight. Since it was our first game we just played
the standard one from the open play rules.<span style="mso-spacerun: yes;">
</span>There were four objective on the table and you could score one point per
turn per objective (four blue circles), with the highest score wining.<span style="mso-spacerun: yes;"> </span>The Tyranids had the initiative (deployed in green ellipses), and even
though I had to set up my complete Kill Team (I was Traitors, and deployed in the red ellipses) first, I did not
feel I was at a disadvantage in the first turning point. The game took about
two and a half hours but we tried our best to get the rules right so were
looking up things in the rules constantly.<span style="mso-spacerun: yes;">
</span>By the 3 Turning Point felt comfortable and the game trucked along very
quickly.<o:p></o:p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEifnbSR1rS8xYPJ6nfY2hoYOp-l7pB81rs82GZv9ArojwwTyF7tSpelBrsiGk0MT84qnEZqS3hXFiIPzZTOl6P6Kyos3KFWqWW1_q2rAVq7nRsTwVIxhc8jg-iFjZCE81oPKMLFTlYQkL3eljoAt2DW44bpIc3Q0nLuGU_DMFnMK_YBdgJcj-SYAJI2=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEifnbSR1rS8xYPJ6nfY2hoYOp-l7pB81rs82GZv9ArojwwTyF7tSpelBrsiGk0MT84qnEZqS3hXFiIPzZTOl6P6Kyos3KFWqWW1_q2rAVq7nRsTwVIxhc8jg-iFjZCE81oPKMLFTlYQkL3eljoAt2DW44bpIc3Q0nLuGU_DMFnMK_YBdgJcj-SYAJI2=s320" width="240" /></a></div><p class="MsoNormal">Turning Point 1. In the
first Turning Point both sides spread out to secure and cover different
objectives. Interestingly both sides
lost sight of this aim once the lives of their operatives became at risk. Otherwise the first turn had minimal combat,
essentially it was just the fighting on the catwalk between the Chaos Gunner
and a Tyranid Warrior with both operatives getting wounded but not enough to
injure either.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj8qYxRyz-vhHJo00yKFsqxQfysnKV_fiJYmsSIlRJb2AKCrwdy1_UEowrpAAqH_dDmWzGZqLBVig1YyoZQub5ztc2rcxJMBYo3yTg8-t4EozId4FyCMhIIP2gGgJuRZYZC66g3Z_gIIHr5mKN7n2AKbkz-NcPTFdO9-L6KR7C1RDahlm6V8T6ozBI8=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1536" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEj8qYxRyz-vhHJo00yKFsqxQfysnKV_fiJYmsSIlRJb2AKCrwdy1_UEowrpAAqH_dDmWzGZqLBVig1YyoZQub5ztc2rcxJMBYo3yTg8-t4EozId4FyCMhIIP2gGgJuRZYZC66g3Z_gIIHr5mKN7n2AKbkz-NcPTFdO9-L6KR7C1RDahlm6V8T6ozBI8=s320" width="240" /></a></div><p></p><p class="MsoNormal">Turning Point 2.<span style="mso-spacerun: yes;"> </span>In
this turn there was a lot of hand to hand fighting, with both KTs advancing aggressively
on the objectives.<span style="mso-spacerun: yes;"> </span>I would say that any special
rules that is activated after a critical role is rolled going to get solid use
in any game. <span style="mso-spacerun: yes;"> </span>During the fighting there
were lots of cultists getting incapacitated, with minimal damage to the
Tyranids.<span style="mso-spacerun: yes;"> </span>Essentially Tyranids roll more
dice and do more damage so the poor cultists didn’t stand a chance.<span style="mso-spacerun: yes;"> </span>A point on fighting, it is very hard to avoid
damage completely while fighting.<span style="mso-spacerun: yes;"> </span>This
leaves the winner of the battle quite vulnerable to counter attacks.<span style="mso-spacerun: yes;"> </span>This is where activation order and tactical
depth become very important, charge with your cannon fodder first. <span style="mso-spacerun: yes;"> </span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgc7HgA0cJSNXlqkEvbCJI19JQ18smwBJQ-pLjYCKoP2p12YOkvV37vwKOZrekKGTS057vz7xnwf0iF7xtVktFaTNuue0vB5WS6W3EnvCgterrPzAhTovow6vO5Kga3vC01asG_81R-QpaFlUDzA7K6YVks9AEdThppg-wLncRY0U6Kk5yhs8Hpdkov=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1536" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEgc7HgA0cJSNXlqkEvbCJI19JQ18smwBJQ-pLjYCKoP2p12YOkvV37vwKOZrekKGTS057vz7xnwf0iF7xtVktFaTNuue0vB5WS6W3EnvCgterrPzAhTovow6vO5Kga3vC01asG_81R-QpaFlUDzA7K6YVks9AEdThppg-wLncRY0U6Kk5yhs8Hpdkov=s320" width="240" /></a></div><p></p><p class="MsoNormal">Turning Point 3.<span style="mso-spacerun: yes;"> </span>This
Turning Point had a lot of combat, essentially with the Tyranids finishing off
most of the Chaos KT and securing most of the objectives.<span style="mso-spacerun: yes;"> </span>Both sides did do some shooting with the star
being the Chaos gunner incapacitating two Tyranid operatives. Of course this
was only after three Chaos operatives had been incapacitated in the melee on
the catwalk.<span style="mso-spacerun: yes;"> </span>While shooting is deadly,
in KT it can be mitigated effectively by conceal orders and cover.<span style="mso-spacerun: yes;"> </span>This meant that the shooting was at its most
effective when it was used to counter attack by fire, after an enemy operative
and left their concealment to engage with an enemy in the open, at which point
they were shot to pieces.<span style="mso-spacerun: yes;"> </span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjRO8PEkxxzO-5QIIxw1R1tqqWEA2MNbubSOUeyIQJ6iwkoBvHXgzo2F1HNHYYkA9Hlymg1aEsjcvqqTRgQqvGE8poO5dvyIN7fRQcHZsVWKlUz3oK3bbRJlMsJRxhgTGNZKRIG1tnwps79-tYbW4byPgmAtGPs3FEno0FVFDjpj6OmDUx_53MQLuRc=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEjRO8PEkxxzO-5QIIxw1R1tqqWEA2MNbubSOUeyIQJ6iwkoBvHXgzo2F1HNHYYkA9Hlymg1aEsjcvqqTRgQqvGE8poO5dvyIN7fRQcHZsVWKlUz3oK3bbRJlMsJRxhgTGNZKRIG1tnwps79-tYbW4byPgmAtGPs3FEno0FVFDjpj6OmDUx_53MQLuRc=s320" width="240" /></a></div><p></p><p class="MsoNormal">Turning Point 4.<span style="mso-spacerun: yes;"> </span>At this
point of the skirmish with two cultists on the top floor of the factory, hopelessly
out of position and the Chaos Gunner injured and not close to any objectives the
battle was firmly in the Tyranid’s clutches.<span style="mso-spacerun: yes;">
</span>The Tyranid activations saw the KT taking cover and claiming objectives
while the cultists tried to climb down a ladder and the traitor gunner let off
some steam by blasting away at the Tyranids but not effecting the score.<span style="mso-spacerun: yes;"> </span>The final total was 7 to 1, interestingly the
total potential for the game was 16.<o:p></o:p></p>
<p class="MsoNormal">Conclusions.<span style="mso-spacerun: yes;"> </span>It was a
fun game and I will not play the same next time. For the force deployment I
will mix melee troops with shooting troops and I will not charge my leader into
a fight with an enemy that has 50% more hit points, 18 damage is not enough to
kill a monster with 19 hit points….<span style="mso-spacerun: yes;"> </span>I
will also not send cultists armed with pistols onto a roof 6 inches above the
battlefield…..<o:p></o:p></p>
<p class="MsoNormal">Neither of us did a good job with our Command Points. During
a game you will normally accumulate 6 Command Points we spent 2 or 3 each… I really
think that at each turning point you need to be choosing one or two strategic
or tactical ploys and then spamming its effect as much as you can. For instance
Chaos can fight twice or shoot twice in one turn, If you save your command
point from the first turning point you could do each of these for the rest of
the game, too bad they don’t effect cultists.<o:p></o:p></p>
<p class="MsoNormal">Forces in depth (counter charge). <span style="mso-spacerun: yes;"> </span>Since fighting is so bloody, the victor is often
left vulnerable to counter attacks.<span style="mso-spacerun: yes;"> </span>A
great deal of planning should be put into who will charge and when, even
charging and not fighting seems more useful than you might think as it may provide
opportunities in the next turning point and is a great way to avoid enemy fire.<o:p></o:p></p>
<p class="MsoNormal">Anyway, fascinating game.<span style="mso-spacerun: yes;">
</span>Can’t wait to play again.<span style="mso-spacerun: yes;"> </span>Maybe
even with painted scenery.<span style="mso-spacerun: yes;"> </span>Thanks for
reading.<o:p></o:p></p>Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-44709716187391358362021-12-15T04:23:00.001-08:002021-12-15T04:23:40.040-08:00The Emperor’s Finger – Warhammer 40K Battle Report<p>This battle report is of a very casual game of 40k, many of
us hadn’t played in a while and we really just wanted to put some models on the
table and roll some dice. The objective of the battle was to hold the center of
the table. The imperium forces were
trying to recover an escape pod that contained a relic of the emperor. For the sake of a story it was called “the Emperor’s
Finger” a hive fleet had intercepted the signal and thinking that I was genetic
material from the emperor himself, sent a swarm to intercept.</p><p class="MsoNormal"><o:p></o:p></p>
<p class="MsoNormal"><i style="mso-bidi-font-style: normal;">“Sir the Heavy Cruiser
Divinity has suffered a catastrophic malfunction, cause unknown, the ship is destroyed.<span style="mso-spacerun: yes;"> </span><o:p></o:p></i></p>
<p class="MsoNormal"><i style="mso-bidi-font-style: normal;">And the cargo? <o:p></o:p></i></p>
<p class="MsoNormal"><i style="mso-bidi-font-style: normal;"><span style="mso-spacerun: yes;"> </span>The Emperors Finger was jettisoned and has
landed on a remote planet.<span style="mso-spacerun: yes;"> </span>Awaiting
authority to dispatch recovery team.<o:p></o:p></i></p>
<p class="MsoNormal"><i style="mso-bidi-font-style: normal;">Deploy the recovery
team.<span style="mso-spacerun: yes;"> </span>Do we know what destroyed the Divinity?<o:p></o:p></i></p>
<p class="MsoNormal"><i style="mso-bidi-font-style: normal;">Unknown.<span style="mso-spacerun: yes;"> </span>There are reports of xenos on the planet, it
looks like tyranids.<o:p></o:p></i></p>
<p class="MsoNormal"><i style="mso-bidi-font-style: normal;">May the Emperor’s strength
be with them”<o:p></o:p></i></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhByhuxgvibIuGbFPRNkJGcDQwYxgFCYqepE6HHMjU77ykwsVm6l9m9aGVWuYhdjIB6T1p7sbL8n2gh-42ZXC7irNL8Kfhd78cUJYVwR9bCiOJ6PyR4TWcq9i4gblaexebsstDNHv7H_rKOno3uVR3bKMS7tnfCBlGcmRCpl8-NdjdNKADHOKUWSR1t=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEhByhuxgvibIuGbFPRNkJGcDQwYxgFCYqepE6HHMjU77ykwsVm6l9m9aGVWuYhdjIB6T1p7sbL8n2gh-42ZXC7irNL8Kfhd78cUJYVwR9bCiOJ6PyR4TWcq9i4gblaexebsstDNHv7H_rKOno3uVR3bKMS7tnfCBlGcmRCpl8-NdjdNKADHOKUWSR1t=s320" width="240" /></a></div><br /><p class="MsoNormal">Sisters of Battle, Dark Angles, Ultramarines and Blood
Angels have been dispatched to recover a secret Imperial Weapon known only as
the Emperors Finger.<span style="mso-spacerun: yes;"> </span>The Tyranid Hive
Fleet has also sent a swarm lead by a Tyrant and Broodlord.</p><p class="MsoNormal"><o:p></o:p></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgUVqgZdfMSgGrvtTHHIe4I_85qzL3YPR3ybthauffJVjv0OyxPOaiJ3Ok15YZRePYh0WLWXpv3nxYQuvZBorUuJQ26izo50Lnj1fw_kZ8tBkp6uaxoOjlNJtAuRjRVLwujGKmD8WSyWMRZ2uVI2W2WaWVDMa6dIXFzUP4Bu4IzMh6m_sWSuwei22_X=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEgUVqgZdfMSgGrvtTHHIe4I_85qzL3YPR3ybthauffJVjv0OyxPOaiJ3Ok15YZRePYh0WLWXpv3nxYQuvZBorUuJQ26izo50Lnj1fw_kZ8tBkp6uaxoOjlNJtAuRjRVLwujGKmD8WSyWMRZ2uVI2W2WaWVDMa6dIXFzUP4Bu4IzMh6m_sWSuwei22_X=s320" width="240" /></a></div><p class="MsoNormal">Set up for the battle used 6 inch deployment zones along the
long edges with both armies keeping some forces flying high above the
battlefield (Gargoyles and Tyrant as well as Assault Marines and a Chaplin on
the loyal side). No points values were used and side were just best guessed.
Loyalist army won the role for initiative.<span style="mso-spacerun: yes;"> </span></p><div class="separator" style="clear: both; text-align: center;"><span style="mso-spacerun: yes;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhGFMwSyhpI785pV0o-DHunVTjPWDUJoUNshwxhAlqw3XRo3vN4ob-jsCSLqgb4Nwjo185Psl3Jqjw6_x_JGI7CMQ4531Bm8sF5DSn6rFppwWOlPAKaQdj2WXbp76F71Z_aEV_3njEVvVEnVoIhFT2ICY4m1E6mbDfUZImJHKKTLaRFcZEzdOmM0kTP=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEhGFMwSyhpI785pV0o-DHunVTjPWDUJoUNshwxhAlqw3XRo3vN4ob-jsCSLqgb4Nwjo185Psl3Jqjw6_x_JGI7CMQ4531Bm8sF5DSn6rFppwWOlPAKaQdj2WXbp76F71Z_aEV_3njEVvVEnVoIhFT2ICY4m1E6mbDfUZImJHKKTLaRFcZEzdOmM0kTP=s320" width="240" /></a></span></div><span style="mso-spacerun: yes;"><br /></span><p></p><p class="MsoNormal"><o:p></o:p></p>
<p class="MsoNormal">Turn 1.<span style="mso-spacerun: yes;"> </span>The loyalist
conducted a general advance, and directed some very effective fire from the
plasma guns in the center on the Carnifix, destroying it instantly.<span style="mso-spacerun: yes;"> </span>Bolter fire killed lots of little Termagaunts
that couldn’t find the shelter of the bushes.<span style="mso-spacerun: yes;">
</span>On the Tryranid turn 1 the Hive Tyrant and Gargoyles landed and the rest
of the army moved forward using as mush cover as possible.<span style="mso-spacerun: yes;"> </span>A lone Hormagaunt ran for the objective
hoping to draw the fire of the marines, and the other Carnifix destroyed a
Battle Sister Mortifier.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjMmmyGnqKqhtgZfUQfrsnFuWuXehBj5d00vWEglLDxIMmG8qdVeDuF1D-T9fwXrJoeLxKgz2YpmqWc4UtUxjIAGos0kr0bQ1BtC1UW2QChc7wfANH9IA0pJ93CtJUX2ZdtDwRp7YK4bORSTqc-dbw2jcf0KTNMte_bZvG-dhV-cFzOhINSnpZlDr-h=s2048" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1536" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEjMmmyGnqKqhtgZfUQfrsnFuWuXehBj5d00vWEglLDxIMmG8qdVeDuF1D-T9fwXrJoeLxKgz2YpmqWc4UtUxjIAGos0kr0bQ1BtC1UW2QChc7wfANH9IA0pJ93CtJUX2ZdtDwRp7YK4bORSTqc-dbw2jcf0KTNMte_bZvG-dhV-cFzOhINSnpZlDr-h=s320" width="240" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEggAULV2-LcV-A_b91wkhthIPN3wJvBwIrF6-5uDmwPPaEJqcWd7E-fDGBYXHbqD5znq3ykGhRz4qMQpaW-RWA7i6dE_LF52bJZOa6saVXN6so10fgymmJy2ylMYHUpayPO7_i8KAiusAQk2sHFxTY2VdUr9yXYFvdcgZA86C1SJHubXIW16Ir1Td_B=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEggAULV2-LcV-A_b91wkhthIPN3wJvBwIrF6-5uDmwPPaEJqcWd7E-fDGBYXHbqD5znq3ykGhRz4qMQpaW-RWA7i6dE_LF52bJZOa6saVXN6so10fgymmJy2ylMYHUpayPO7_i8KAiusAQk2sHFxTY2VdUr9yXYFvdcgZA86C1SJHubXIW16Ir1Td_B=s320" width="320" /></a></div><br /><o:p></o:p><p></p>
<p class="MsoNormal">Turn 2. The Loyalists tried to shoot the lone Hormagaunt but
luck would not let them land a shot.<span style="mso-spacerun: yes;">
</span>This forced some marines to charge the lone Tyranid and finish it in
melee.<span style="mso-spacerun: yes;"> </span>Their heavy weapons focused on
the Hive Tyrant who had luck on its side and made far more saves then it should
have.<span style="mso-spacerun: yes;"> </span>The big action for the Tyranid
turn was to charge with the Broodlord in the center, after summoning his
bodyguard of 15 Genestealers, who all stormed the objective.<span style="mso-spacerun: yes;"> </span>The hive Tyrant also started to roll up the
fire base in the loyalist deployment zone.</p><p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEh9byDov2O4wfRcSprmqlBA4-66CI1e4BvhgSMZS1eRfBJMoIBNfYdPvbc541vIPVhAs1cMIk9SkQhPj1G1gDdCWne11H1DZFZ4CKdCorm5b20mOpdqph9HybI5ywIQcpA1sqCLZ8NmhaoBp4gYeYqdKQq5V6tsuu8LpeUSg2s4zFQVsiRzxN3lz9b1=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEh9byDov2O4wfRcSprmqlBA4-66CI1e4BvhgSMZS1eRfBJMoIBNfYdPvbc541vIPVhAs1cMIk9SkQhPj1G1gDdCWne11H1DZFZ4CKdCorm5b20mOpdqph9HybI5ywIQcpA1sqCLZ8NmhaoBp4gYeYqdKQq5V6tsuu8LpeUSg2s4zFQVsiRzxN3lz9b1=s320" width="240" /></a></div><br /><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEihmRkVILx96UvD2A_GQWhDBH_S1NSUVRIjwjlgbPEsXvVFioVJrUR2qjPls_Ng66viNn7e6r9fZdjE3f0FYQzM3en5ImXZmlX3lwA_z7qYJtuHqkhaouY4bJU2bEuvhms6Ra_MdYZDzb-QADOeMLFKtdnNW7ZU17AHVheHgh9yn5aM_U9rZwtNNyob=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4128" data-original-width="3096" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEihmRkVILx96UvD2A_GQWhDBH_S1NSUVRIjwjlgbPEsXvVFioVJrUR2qjPls_Ng66viNn7e6r9fZdjE3f0FYQzM3en5ImXZmlX3lwA_z7qYJtuHqkhaouY4bJU2bEuvhms6Ra_MdYZDzb-QADOeMLFKtdnNW7ZU17AHVheHgh9yn5aM_U9rZwtNNyob=s320" width="240" /></a></div><p class="MsoNormal">Turn 3. Assault marines and the Chaplin land on the battlefield
and charged the Genestealers on the objective with support from the Sanguine
Guards (The Chaplin didn’t make it in), but they did not cause sufficient
damage. The Psyker in terminator armour also charged the Hive Tyrant and
somehow got eaten.<span style="mso-spacerun: yes;"> </span>Hive Tyrant destroyed
the remaining marines and charged the Canoness (and not the Battle Sisters with
heavy weapons). Dark Angles do an awesome job holding up the Tyranid Warriors
and Termagaunts from reinforcing the Genestealers on the objective, who do
finish off the Sanguine Guards and most of the Assault Marines.</p><p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjK_E3kYyoWECQVvMY6HKrosEQ-Qc2juIj0RYPhJaDuMIOcKg5_394OVcH7jYqB_iSRflWMoefqwXTNqA35UrHq7q4g11NcVkGhMatxSO_5EthRh3t-2sOpaBpnAzdRM86TVaNzcfO45FxVFlJlErEqLMwlVPp6_2XQr019_E-YjWrOaUvW84E2wSgF=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjK_E3kYyoWECQVvMY6HKrosEQ-Qc2juIj0RYPhJaDuMIOcKg5_394OVcH7jYqB_iSRflWMoefqwXTNqA35UrHq7q4g11NcVkGhMatxSO_5EthRh3t-2sOpaBpnAzdRM86TVaNzcfO45FxVFlJlErEqLMwlVPp6_2XQr019_E-YjWrOaUvW84E2wSgF=s320" width="320" /></a></div><br /><o:p></o:p><p></p>
<p class="MsoNormal">Turn 4. The tide of battle finally shifts to the loyalists
who manage to finish off the Tyrant and Broodlord, sadly the Dark Angles finally
falls.</p><p class="MsoNormal"><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgmJySF8uiW0SaQnWg3OX3DpHlVlogTibP0yHX56CX_5xDAW4q-L0XX66XODXOD-AbM5WXA6aagUheCWQMglpYQ6I5u4PkFDSGbwtPjU-OhnL8KNAPXjLVBgLOP5yvi08hZz8Mz_W4SzWUWYNqCI5t3Cy5NZ8RzPaoRg99hR_ex_O8rKvK4OmDBlgxD=s1600" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1200" data-original-width="1600" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgmJySF8uiW0SaQnWg3OX3DpHlVlogTibP0yHX56CX_5xDAW4q-L0XX66XODXOD-AbM5WXA6aagUheCWQMglpYQ6I5u4PkFDSGbwtPjU-OhnL8KNAPXjLVBgLOP5yvi08hZz8Mz_W4SzWUWYNqCI5t3Cy5NZ8RzPaoRg99hR_ex_O8rKvK4OmDBlgxD=s320" width="320" /></a></div><br /><o:p></o:p><p></p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgeTw5BCzvjLJlsK7Oc_TQKh4c0hGmufYKFAKk2Jg_TBTBJkbSqBcp9VIRouocfIReq3hlSDJy4A5gMg-pZdkcZWVNfbpEEwJMa3FtrEAUmuXdEH5yTOya0zRDz_iJPNI9ThxJvM48jTvq8pF5m80U6lXyI_-pDUlZxTSyuXGvZeZeVOPgpTgJugT8S=s1600" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEgeTw5BCzvjLJlsK7Oc_TQKh4c0hGmufYKFAKk2Jg_TBTBJkbSqBcp9VIRouocfIReq3hlSDJy4A5gMg-pZdkcZWVNfbpEEwJMa3FtrEAUmuXdEH5yTOya0zRDz_iJPNI9ThxJvM48jTvq8pF5m80U6lXyI_-pDUlZxTSyuXGvZeZeVOPgpTgJugT8S=s320" width="240" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><br />Turn 5, 6, 7. The survivors in the center face off, and the
Marines clean-up of last Carnifix and Tyranid warriors while the Battle Sister
secures the objective for the win.<p></p><p class="MsoNormal"><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjVJEsf4hHVPdOoe7A3-cE8reK-oRnN_xO7RIvKZ11-SbqZLelARRGJvzIngSsupvfgycZOiDrslRB1GByh2SKc9UD9sBTu6PX4DMLUc62FhL32ItW-oQIuM6xv2G8zMhRxZDIoaB9Zer3UbVSiPmEfbkWhzQcYFAH_lVOh6vsMmdhkcadqrBdOSnSu=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"></a><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjVJEsf4hHVPdOoe7A3-cE8reK-oRnN_xO7RIvKZ11-SbqZLelARRGJvzIngSsupvfgycZOiDrslRB1GByh2SKc9UD9sBTu6PX4DMLUc62FhL32ItW-oQIuM6xv2G8zMhRxZDIoaB9Zer3UbVSiPmEfbkWhzQcYFAH_lVOh6vsMmdhkcadqrBdOSnSu=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"></a><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgEooYkE8RyTy_cg3l6UOkgta1NofA49G17rjgqZ_D2yhDEPKbaOcGirhUys8_FksMOCw6gi5K50-U4GjmYg9s1ZLUXa24rQF0t1pnfGBngK_5rzdh_dGt0OE5Lpv89Iyj5Z8ves2YvFbSxljuav2bqsQmzLq-kF1Lu2B03CYL_6KJXhjUoLGex_kkh=s4128" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEgEooYkE8RyTy_cg3l6UOkgta1NofA49G17rjgqZ_D2yhDEPKbaOcGirhUys8_FksMOCw6gi5K50-U4GjmYg9s1ZLUXa24rQF0t1pnfGBngK_5rzdh_dGt0OE5Lpv89Iyj5Z8ves2YvFbSxljuav2bqsQmzLq-kF1Lu2B03CYL_6KJXhjUoLGex_kkh=s320" width="320" /></a></div><img border="0" data-original-height="3096" data-original-width="4128" height="240" src="https://blogger.googleusercontent.com/img/a/AVvXsEjVJEsf4hHVPdOoe7A3-cE8reK-oRnN_xO7RIvKZ11-SbqZLelARRGJvzIngSsupvfgycZOiDrslRB1GByh2SKc9UD9sBTu6PX4DMLUc62FhL32ItW-oQIuM6xv2G8zMhRxZDIoaB9Zer3UbVSiPmEfbkWhzQcYFAH_lVOh6vsMmdhkcadqrBdOSnSu=s320" width="320" /></div><br />Observations. Some short observations from someone who
doesn’t often play 40k.<p></p><p class="MsoNormal"><o:p></o:p></p>
<p class="MsoNormal">Initiative seems so important in a game where one army moves
and fights in its entirety before the other.<span style="mso-spacerun: yes;">
</span>While certainly the Tyranids could have won it did seem like they were
always playing catch up.<span style="mso-spacerun: yes;"> </span>If the Tyranids
made one major mistake it was not having the Hive Tyrant attack the Battle
Sisters with heavy weapons instead of the Canoness.<span style="mso-spacerun: yes;"> </span>While the heroic single combat was fun and
thematic, the long range heavy weapons covering the objective wee a more
important target. Anyways bit of a crummy report but I just wanted an excuse to
post photos.<span style="mso-spacerun: yes;"> </span>Thanks for reading.</p><p class="MsoNormal"><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEglzk33BDM4fcXs8OiBh-2Q7_AlkUIHWl-rH0on0D3dbdu96KPmKR8ywfxXatYMP_B8yXZv48WyMPo212WPJkg22O4npchwijXyxMQ4OrEIJR5r0WNtTp7iiiRS5tgnyEEguxPfVuU7qzR4rb5U_6R22yqxpQCbyOHx90vbk9d1AQUNlt2JVjbmbdvc=s1600" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="320" src="https://blogger.googleusercontent.com/img/a/AVvXsEglzk33BDM4fcXs8OiBh-2Q7_AlkUIHWl-rH0on0D3dbdu96KPmKR8ywfxXatYMP_B8yXZv48WyMPo212WPJkg22O4npchwijXyxMQ4OrEIJR5r0WNtTp7iiiRS5tgnyEEguxPfVuU7qzR4rb5U_6R22yqxpQCbyOHx90vbk9d1AQUNlt2JVjbmbdvc=s320" width="240" /></a></div><br /><o:p></o:p><p></p>Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-19235338516310370522021-11-29T04:39:00.005-08:002021-11-29T04:40:33.172-08:00Adeptus Titanicus – God Engines Awake - Bat Rep1 Part 2<p> After a bit of a delay we got back to finishing our
game. During the interlude we did find
some cotton balls. The cotton did work as a damage marker but I think they need
to be a bit more deliberate so they can be attached to specific locations. Also a bit of paint wouldn’t have hurt.</p><p class="MsoNormal"><o:p></o:p></p>
<p class="MsoNormal"><o:p> </o:p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8TE4y5ivp-bX5nRJCIcWc2VnZleTpOlPbqwodyBQ6k7P7VKGqxE9Qui_C9T0ldAo1BAdxEyS0KnGJaOK_LC1Y9yN0k5IrW1W_ZMa1_Oi6nOwN2iY7J4NF88uWG_P9loB_rVZrBv9vN7o/s2048/Turn+4+Blog.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8TE4y5ivp-bX5nRJCIcWc2VnZleTpOlPbqwodyBQ6k7P7VKGqxE9Qui_C9T0ldAo1BAdxEyS0KnGJaOK_LC1Y9yN0k5IrW1W_ZMa1_Oi6nOwN2iY7J4NF88uWG_P9loB_rVZrBv9vN7o/w362-h272/Turn+4+Blog.jpg" width="362" /></a></div><br /><p></p>
<p class="MsoNormal">Anyway, Turn 4 started with a rundown of all the damage each
titan had sustained in the first three turns.<span style="mso-spacerun: yes;">
</span>This was a good recap and perhaps should be done during a normal game as
well, but more on that later.<span style="mso-spacerun: yes;"> </span>Most of
this turn was the titans firing away at each other with lots of structural and
critical damage being taken but no titans were completely destroyed.<span style="mso-spacerun: yes;"> </span>Of note this turn was the charge by the small
banner Knights against the right most Warhound.<span style="mso-spacerun: yes;">
</span>The Knights managed to attack from a blind spot and thanks to the extra
attack from the charge managed to land some critical hits on the Warhound. The
larger Banner of Questoris Knights were not so lucky and were annihilated by
two other Warhounds.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-DFQfs1AAbkeHTfpuVbkTHdcTHoPlcm7I2IVAymkQ-_Ge7u7EKvas62tVJOQVJuxYqILNuiSqTNPger6TBLct3HQwKqbfQClldeVc49-bqVmay6YHSJFMxg7kik4bYelm4amLlt1j2xM/s2048/Turn+5+Blog.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="269" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-DFQfs1AAbkeHTfpuVbkTHdcTHoPlcm7I2IVAymkQ-_Ge7u7EKvas62tVJOQVJuxYqILNuiSqTNPger6TBLct3HQwKqbfQClldeVc49-bqVmay6YHSJFMxg7kik4bYelm4amLlt1j2xM/w359-h269/Turn+5+Blog.jpg" width="359" /></a></div><br /><p class="MsoNormal"><br /></p>
<p class="MsoNormal">Turn 5 saw my Reaver and the Red Hounds disengage from each
other.<span style="mso-spacerun: yes;"> </span>I suppose both titans thought
they were in danger of being charged by the other and finished off. While on my
right flank the Warhounds tried to deal with the pesky Knights but thanks to
the activation order the Knights were able to stride out of arc of one and into
melee with the rear Warhound.<span style="mso-spacerun: yes;"> </span>One Knight
would later be obliterated by the Warhounds flame thrower but the other would
cause some damage. Otherwise the shooting between Titans caused lots of
critical damage but no killing blows.<o:p></o:p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbw1sJGLi2Q0VK_MdhDzf05SxeZPxEhfEzE5qFVHw3rsYYTn_TZsVppvYPm1PKsyIJV43251nki9V2EYHJhUOb0hAQ0bdLn1o6OvF3VDglwJ3boIxcNyVlnDhyphenhyphenJ7LxQfMxyYbEtgFxXeA/s2048/Turn+6+blog.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="288" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbw1sJGLi2Q0VK_MdhDzf05SxeZPxEhfEzE5qFVHw3rsYYTn_TZsVppvYPm1PKsyIJV43251nki9V2EYHJhUOb0hAQ0bdLn1o6OvF3VDglwJ3boIxcNyVlnDhyphenhyphenJ7LxQfMxyYbEtgFxXeA/w384-h288/Turn+6+blog.jpg" width="384" /></a></div><br /><p class="MsoNormal">Turn 6 sensing an immanent reactor meltdown all the hound
got as close to the enemy as they could, planning on selling their lives
dearly. The Warlord had to push its
reactor to turn and engage the Warhounds on its right but managed to knock out
its legs with a direct hit from its volcano cannon causing the Warhound to
topple to the ground dead. By this point the Warlords reactor was almost orange,
good thing it didn’t need a second shot.
Otherwise there was more firing and two titans, one Reaver and one Red
Hound detonated in the end phase. </p><p class="MsoNormal"><o:p></o:p></p>
<p class="MsoNormal"><o:p></o:p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqN1WRE8V7gQ-63NOVPadCSoL1VHgSEWqqZQ_ZDXHUZOIyDKZ2SrvAVN6YrLr2qYoDwvb4jRi55xCM0xdonnm7rUHWoLOsH8jO1kGIqLfOD5RCwtBjG0z0ggnYuO7ztFLWThiH3jQUO8o/s2016/Turn+6+End.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2016" data-original-width="1512" height="393" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqN1WRE8V7gQ-63NOVPadCSoL1VHgSEWqqZQ_ZDXHUZOIyDKZ2SrvAVN6YrLr2qYoDwvb4jRi55xCM0xdonnm7rUHWoLOsH8jO1kGIqLfOD5RCwtBjG0z0ggnYuO7ztFLWThiH3jQUO8o/w295-h393/Turn+6+End.jpg" width="295" /></a></div><br /> <p></p>
<p class="MsoNormal">Final thoughts.<span style="mso-spacerun: yes;"> </span>Wow
Titans are hard to kill, although this might have been us.<span style="mso-spacerun: yes;"> </span>By the end of the game only one Titan had
died from shooting and another two had melted down as a result of un-repaired
critical damage overloading their reactors.<span style="mso-spacerun: yes;">
</span>A couple thoughts come to mind. Firstly, targeted shots.<span style="mso-spacerun: yes;"> </span>I don’t remember any Titan taking targeted
shots all game, partly because we were new and partly because our big guns were
template weapons.<span style="mso-spacerun: yes;"> </span>Secondly know the
status of your enemy. Finally don’t ignore the Knights.<o:p></o:p></p>
<p class="MsoNormal">I think in Adeptus Titanicus there are three (maybe four)
types of weapons. The first is the shield stripper this has a minimum strength
of four and as many dice as possible or the shield bane trait. In this battle
both sides had ample of these types of weapons. And, except for some fantastic
rolls by my enemy, shields dropped quite fast. The next are the weapons designed
to break amour and cause structural damage, like volcano cannons.<span style="mso-spacerun: yes;"> </span>For these it doesn’t matter where you hit,
and in fact templates are great because it can give you two hits in the same location.<span style="mso-spacerun: yes;"> </span>Then once a location has taken damage it loses
amour and this is where the killing blows come in.<span style="mso-spacerun: yes;"> </span>I think it is fair to expect a +2 – 3 on the
damage roll from the damage the titan has caused or perhaps a flank shot, when
you are ready to finish an enemy Titan.<span style="mso-spacerun: yes;">
</span>This means that a well-aimed strength 7 weapons can potentially finish
your enemy, this is what we didn’t have or perhaps think to do.<span style="mso-spacerun: yes;"> </span>The fourth are the melee weapons.<span style="mso-spacerun: yes;"> </span>The knights showed how dangerous even the
smallest melee weapons can be, unfortunately you do have to lose a range weapon
to take one…<span style="mso-spacerun: yes;"> </span>I am not sure it is worth
it on a bigger titan, although the Warhounds can close the gap very quickly.</p>
<p class="MsoNormal">Also, knowing the status of your enemy titans and
concentrating your fire on the closest to death seems very important, especially
if you can eliminate them before an activation.<span style="mso-spacerun: yes;">
</span>During our game the titan data cards were kept behind us and it was
difficult for us to see each other’s.<span style="mso-spacerun: yes;"> </span>I think
next time a dedicated shared space should be used so we have a better idea of what
is going on with each war machine.<span style="mso-spacerun: yes;"> </span>The
smoke was useful in reminding us to ask our opponent but didn’t provide enough detail
to plan around.</p>
<p class="MsoNormal">Knights.<span style="mso-spacerun: yes;"> </span>The
advantage of these guys is their 360 degree arc and an extra activation.<span style="mso-spacerun: yes;"> </span>This makes them so nimble and versatile.<span style="mso-spacerun: yes;"> </span>The knights on both side were a pain for
their enemy and did require a turn or two to deal with, which bought their friendly
Titans a turn or two of respite. Also once they were destroyed it made that
battle group more predictable by eliminating an activation.<span style="mso-spacerun: yes;"> </span>It seems like a mistake not to take a banner with
each battle group, but perhaps I need to play a few more games.<o:p></o:p></p>Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-28446937965546373782021-11-24T07:32:00.001-08:002021-11-24T07:32:05.513-08:00Adeptus Titanicus - God Engines Awake – Bat Rep 1<p class="MsoNormal"><o:p></o:p></p><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNAClEG7XF3dvosJdrA_railcHv8hbtlh_mL3r3aEHW7snz9cSQUbBeYl8ceL6-t-2EHlbngrYK5ul2bUlR_BYMHw-CNrUyJz6sqZU80ZEHSzNN2sY7VdHuuQGDMIhm2d7qqaYRMGI30g/s2048/opening+picture.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="346" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNAClEG7XF3dvosJdrA_railcHv8hbtlh_mL3r3aEHW7snz9cSQUbBeYl8ceL6-t-2EHlbngrYK5ul2bUlR_BYMHw-CNrUyJz6sqZU80ZEHSzNN2sY7VdHuuQGDMIhm2d7qqaYRMGI30g/w461-h346/opening+picture.jpg" width="461" /></a></div><br /><p></p>
<p class="MsoNormal">This was my first real game of Adeptus Titanicus, my friend
Chris and I each made 1500 point Battle Groups. <span style="mso-spacerun: yes;"> </span>We simplified force building, no legions or
maniples although mine are painted as the War Griffons, and it would have fit
into a core maniple.<span style="mso-spacerun: yes;"> </span>This meant no
special rules were used for legions or maniples. Chris got a random stratagem
card since he was a few less points (40), and both precepts got a roll on the
special ability table. We also played with the Optional Rules from the core book
as I really wanted to destroy buildings.<o:p></o:p></p>
<br />
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEij8S8sbixEhrBn8X0iQQ_mx1K7dIbJR_4jLqjetN30AfNh-77oHX8N5zMplMbrdb_0h5bgOrQLvaufXWCeQK4KBhSAzDWmVpU4ko___xRcH9WyFW7sZXrvHSYp_S014b1ZhkGbiRquVm8/s2048/War+Griffon+Battle+Group.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="289" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEij8S8sbixEhrBn8X0iQQ_mx1K7dIbJR_4jLqjetN30AfNh-77oHX8N5zMplMbrdb_0h5bgOrQLvaufXWCeQK4KBhSAzDWmVpU4ko___xRcH9WyFW7sZXrvHSYp_S014b1ZhkGbiRquVm8/w385-h289/War+Griffon+Battle+Group.jpg" width="385" /></a></div><p class="MsoNormal"><br /></p>Essentially we just picked the titans and weapons we had (Chris
had way more choices than I <span style="font-family: Wingdings; mso-ascii-font-family: Calibri; mso-ascii-theme-font: minor-latin; mso-char-type: symbol; mso-hansi-font-family: Calibri; mso-hansi-theme-font: minor-latin; mso-symbol-font-family: Wingdings;"><span style="mso-char-type: symbol; mso-symbol-font-family: Wingdings;">J</span></span>).<span style="mso-spacerun: yes;"> </span>My Battle Group was led by a Precept Warlord,
2 Reavers, and 2 banners or Questoris Knights. For the first game I wanted as
much “what you see is what you get” (WUSWUG) as possible so the warlord was
kitted out with two bellicose volcano cannons and the rocket pods. Luckily I
had more choice for the Reavers. The War Griffon was set up for medium to close
range with a Gatling blaster and melta-gun on the arms and a twin laser on the
top.<span style="mso-spacerun: yes;"> </span>The other Reaver was kitted out for
long and medium range with a volcano canon and triple laser on the arms and a
rocket pod on the top.<span style="mso-spacerun: yes;"> </span>The six knights
were broken into two banners.<span style="mso-spacerun: yes;"> </span>A group of
four (maximize ion shield) to act as a screen for the warlord and a group of
two to provide some freedom of activation for the titans. Their weapons were as
you see except the Avenger Cannons were used as Battle Cannons because avenger Gatling
cannons are garbage since they don’t strip voids<p></p>
<p class="MsoNormal">Chris’s maniple was a lighter force consisting of a Warbringer
Nemesis precept, 4 Warhounds and one Acastus knight.<span style="mso-spacerun: yes;"> </span>While this could have been six activations he
made a squadron from two of the hounds to maximize his flanking stratagem.<span style="mso-spacerun: yes;"> </span>Essentially his build was similar to mine in
that the bulk of his titans would advance under the cover of his precept
providing fire support.<o:p></o:p></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLapOHxZm1imlf8ndGUy-XB0-VexemzkNM8l3YyMT5vni0L-lJ_vErMz_W6vV4q8c3kaGtxben9QgDzaQ36Iu891vrTM888Xb3gTK3MFFMddk5pI2UneF1su46mLHrWohihIUi76UyIzg/s2048/Set+Up.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="273" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLapOHxZm1imlf8ndGUy-XB0-VexemzkNM8l3YyMT5vni0L-lJ_vErMz_W6vV4q8c3kaGtxben9QgDzaQ36Iu891vrTM888Xb3gTK3MFFMddk5pI2UneF1su46mLHrWohihIUi76UyIzg/w364-h273/Set+Up.jpg" width="364" /></a></div><br /><p class="MsoNormal">Setup. I rolled the initiative
and set up the first unit. Immediately the advantage of two banners became
apparent. By placing them first and second (about the 1/3<sup>rd</sup> – 1/3<sup>rd</sup>
portion of my deployment zone) I was able to place my first titan after his
while keeping the initiative. This
combined with the fact that two of his hounds were off flanking, meant that I actually
got to place my Warlord last and in the best place possible to maximize it long
range weapons. Chris deployed his Nemesis and Acastus in a corner (that I
avoided) and his other two hounds (red) on the other side (that I concentrated
on). </p><p class="MsoNormal"><o:p></o:p></p>
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgib1Qcn8tl2c404AHTMDbCBatPWlV1gA94Tgl0BwIvqSjZkSKxmQXHq1msZ5Nu58Gj85rUoqEv6i_2WIPMJ3MulvxTnAt3VztgQWH-XQyeocH6Wb-_MTQGL95GsSL4dPzEwF8FbaQcV20/s2048/1st+Turn.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="269" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgib1Qcn8tl2c404AHTMDbCBatPWlV1gA94Tgl0BwIvqSjZkSKxmQXHq1msZ5Nu58Gj85rUoqEv6i_2WIPMJ3MulvxTnAt3VztgQWH-XQyeocH6Wb-_MTQGL95GsSL4dPzEwF8FbaQcV20/w359-h269/1st+Turn.jpg" width="359" /></a></div><p class="MsoNormal">1<sup>st</sup> turn saw orders being received by all the
titans, the fog of war had not settled in yet.<span style="mso-spacerun: yes;">
</span>I will only mention the first fire order for the Warlord.<span style="mso-spacerun: yes;"> </span>This order seems, to me, to be <u>the</u>
choice for any titan equipped for long range and set up in a good spot.<span style="mso-spacerun: yes;"> </span>In effect the ability to fire one weapon
during movement increase the damage output for the titan by 33%.... that is
crazy if you think about it.<span style="mso-spacerun: yes;"> </span>Otherwise
my Reavers lumbered forward and my knights moved to the right flank to
screen/guard against the out flanking war hounds that had been spotted on the
long range sensors and would arrive on the second turn.<span style="mso-spacerun: yes;"> </span>Shooting was largely ineffective for me, his
hounds were cowering behind the buildings. <span style="mso-spacerun: yes;"> </span>But Chris managed to smash some voids off my
left most Reaver, dam that Acastus Knight.<span style="mso-spacerun: yes;">
</span>Luckily his precept in the Nemesis got tucked in too close to the buildings
and could not find any targets except with the Quake Cannon in his left arm.</p>
<p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsHPljFxZ4VVz7IitbInBI0snpQS7M0NUSfhKtQIlUfaW4AlFNAKka_Bo5T3V6vPS01sauQY-hqsJ5GJwuAN7K2viKNFGkX3zTiHI2eKAXVgVHzSlZLjAcMufEANPOWCEDSZ96xI4AqRs/s2048/Turn+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="282" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgsHPljFxZ4VVz7IitbInBI0snpQS7M0NUSfhKtQIlUfaW4AlFNAKka_Bo5T3V6vPS01sauQY-hqsJ5GJwuAN7K2viKNFGkX3zTiHI2eKAXVgVHzSlZLjAcMufEANPOWCEDSZ96xI4AqRs/w376-h282/Turn+2.jpg" width="376" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div>On Turn 2 the gap was closed considerably by the Red Dogs,
and the Green Dogs came in on the flank.<span style="mso-spacerun: yes;">
</span>Luckily the Green Dogs were put off by the 6 knights waiting for them
and did not push into my warlords blind spot, they could have.<span style="mso-spacerun: yes;"> </span>Shooting this turn was balanced with voids
absorbing most of the impact but some shots did get through and caused
structural damage to Reavers and the Red Dogs.<span style="mso-spacerun: yes;">
</span>I was lucky that his Nemesis was still having a heck of a time finding
targets, partially due to my Reaver hiding behind a spire of a church and partially
due to the restrictive arc of the Bellicose Cannon <span style="font-family: Wingdings; mso-ascii-font-family: Calibri; mso-ascii-theme-font: minor-latin; mso-char-type: symbol; mso-hansi-font-family: Calibri; mso-hansi-theme-font: minor-latin; mso-symbol-font-family: Wingdings;"><span style="mso-char-type: symbol; mso-symbol-font-family: Wingdings;">J</span></span> Again the first fire order
for the warlord was handy as it allowed a volcano cannon to annihilate a
building opening up shots on the lead Red Dog in the shooting phase.<p></p><p class="MsoNormal"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4RG-UkrvRQNg4wcb1x1cvXc6UtemQyTAYoqL8h7qsnKNhHCCYj3XmhYGyeSGtJMwqA3NvXT5LLXlSoWdDFEcCHhgYNVH3WWkTnc-VGE8dI8lgFQU4oIwN_AINsy-qw-oS4R4e7FQrMeM/s2048/Turn+3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" height="290" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4RG-UkrvRQNg4wcb1x1cvXc6UtemQyTAYoqL8h7qsnKNhHCCYj3XmhYGyeSGtJMwqA3NvXT5LLXlSoWdDFEcCHhgYNVH3WWkTnc-VGE8dI8lgFQU4oIwN_AINsy-qw-oS4R4e7FQrMeM/w387-h290/Turn+3.jpg" width="387" /></a></div><br /><o:p></o:p><p></p>
<p class="MsoNormal">Turn 3 saw the Red Dogs and Reavers mixing it up with some
near misses and some critical hits. If it wasn’t for some voids getting
activated in the repair phase there would likely have been some smoldering
Reavers on this turn.<span style="mso-spacerun: yes;"> </span>That said both Red
Dogs had critical damage all over their bodies and were hurting little puppies.<span style="mso-spacerun: yes;"> </span>The brave knight banners had intercepted the
Green Dogs and while they did take damage from the Warhounds they provided
enough of a distraction to keep the Reavers safe.<span style="mso-spacerun: yes;"> </span>The Warlord had had enough of the Acustus
knight and dropped two volcano cannons onto it, instantly turning it into slag.</p>
<p class="MsoNormal">We played for about two and a half hours, including setup,
and put the battle on hold here.<span style="mso-spacerun: yes;"> </span>That
said I do think that the game was going very quickly for turns two and three,
once we got the hang of it.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxffQbDGxSh7Dd7prA2c4I8OfuGx5sPqHSfdavzlK_6852OUJS_B1scRGS7Ft7JXduQgWjXdDYKskwRE07NeOaFkzXvO3RbtfaQ3Mco5kBP5s_0WHiAtmGNzsFAffw3jSeZbBITMTeJlM/s2048/End+of+Turn+3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1536" height="404" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxffQbDGxSh7Dd7prA2c4I8OfuGx5sPqHSfdavzlK_6852OUJS_B1scRGS7Ft7JXduQgWjXdDYKskwRE07NeOaFkzXvO3RbtfaQ3Mco5kBP5s_0WHiAtmGNzsFAffw3jSeZbBITMTeJlM/w303-h404/End+of+Turn+3.jpg" width="303" /></a></div><br /><p class="MsoNormal">End of Turn 3, photo was taken as insurance against Chris medaling
while I was gone <span style="font-family: Wingdings;">J</span></p><p class="MsoNormal"><o:p></o:p></p>
<p class="MsoNormal"><o:p> </o:p>Thoughts….. Adeptus Titanicus is a very fun game that I believe
will go quickly once you get the hang of the rules. If I had to pick an issue with the rules it
would be to hit modifiers with cover. Why does a warlord obscured from just
above the waist to the ground have a -2 to hit and a knight in the open have no
modifiers to hit, the knight is about a third the size of the exposed part of
the warlord. Perhaps the whole banner
should be considered a target so if you can only see one knight the banner benefits
from cover (this could get abused easily), or maybe the game needs a standard
size target (like infinity) and if you can see all of standard target you are
good to shoot without modifiers…</p><p class="MsoNormal"><o:p></o:p></p>
<p class="MsoNormal">The Warlord weapon mix, although being the default, is fine
even with two draining weapons.<span style="mso-spacerun: yes;"> </span>Since it
was the last model placed it started in an ideal location and pushing the
reactor was not an issue.<span style="mso-spacerun: yes;"> </span>In addition
the precept skill was the one to make it agile and get a free turn before shooting
(with -1 to hit). Also first fire orders to give a 50 point weapon a second
shot will make your opponent cry.<o:p></o:p></p>
<p class="MsoNormal">Activation order.<span style="mso-spacerun: yes;">
</span>This is a factor from setup to end game.<span style="mso-spacerun: yes;">
</span>My side had 5 activations while Chris began with 5 (technically) but
only had 5 activation on turn 2, by turn 3 the Acustus Knight had been vaporized
and the flanking hounds were not in play on turn 1.<span style="mso-spacerun: yes;"> </span>Having activation superiority is very
valuable as it lets you charge last, or walk away since you don’t get locked
into melee.<span style="mso-spacerun: yes;"> </span>It also allows you to get
one titan lined up perfect each turn.<o:p></o:p></p>
<p class="MsoNormal">Smoke!!<span style="mso-spacerun: yes;"> </span>Adeptus
Titanicus must be played with something to show the damage on titans (cotton
balls or something). The game itself is more of a team boxing match than a
shootout.<span style="mso-spacerun: yes;"> </span>Titans can take a lot of punishment
and it becomes a little tricky to remember who has been damaged, it will also
look so thematic.<span style="mso-spacerun: yes;"> </span>We are totally doing that
next time…… <o:p></o:p></p>
<p class="MsoNormal">As always let me know if I made a mistake, thanks for
reading.</p>Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-86508086648729908272020-08-15T17:45:00.004-07:002020-08-16T12:45:02.686-07:00Tallarn Rough Rider fixing WIP<p>I bought these guys years ago on eBay. It shipped from China.... didn't realize it at the time, so I have a strong suspicion that I inadvertently bought fakes. That said, the molds are good, and didn't require too much fixing.</p><p>The big place these guys did need was their lances. Plastic lances are just bent and look like crap. I had a bunch of brass rod lying around for pinning figs, but it looked perfect to replace the lances. With some micro drills in hand, I fixed 2 of the lances on these guys. Only 1 of them needed the front of the lance fixed. The other guy required BOTH parts in front and behind his hand repaired. Resin is a double edges sword. GREAT detail... but also thing parts flex and bend. Then again, it's also easy to cut with a hobby knife, and you can always do the hot water bath to fix bent stuff..</p><p>Sarg is in the middle. He didn't need any brass but I did have to cut off some of the flash. 4 to go..</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9t4wqS3bzOgBEW9W7gxyvYids0i_qe-rttVNI49HhaftpUk1sW9_jqjWVHKO9bXUsalHJoPDyIydg7vMklQs8SrqCJSxgWcyJcOqmz8VGJUrMPZBOp9hN9eEU0Ll5IRY0k9OgWCp45PU/s2048/IMG_7171.JPG" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="1536" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9t4wqS3bzOgBEW9W7gxyvYids0i_qe-rttVNI49HhaftpUk1sW9_jqjWVHKO9bXUsalHJoPDyIydg7vMklQs8SrqCJSxgWcyJcOqmz8VGJUrMPZBOp9hN9eEU0Ll5IRY0k9OgWCp45PU/s640/IMG_7171.JPG" width="640" /></a></div><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJHtWzuauNpQVMsEFp9BNigJsQdGJZi_9k-45yWLWjNNO6OvgkjPiJ4yGNeL7X5xIapy1uX85kdEBFBanyLkalG4dPOhadzycFdwAujXKuDOi0g0_V6xZG4ue8ajNBCp2unGXBIpGcuWI/s2048/IMG_5221.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJHtWzuauNpQVMsEFp9BNigJsQdGJZi_9k-45yWLWjNNO6OvgkjPiJ4yGNeL7X5xIapy1uX85kdEBFBanyLkalG4dPOhadzycFdwAujXKuDOi0g0_V6xZG4ue8ajNBCp2unGXBIpGcuWI/s640/IMG_5221.JPG" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyrgBs-IsAZ4-cFKBujhAEQTrDTnCc2EsFGzTdaSR5Yz8yIKGclI5YlWM8dn2RIQL51-Ea1nmLoHOtsIVqtJQ-giJLZ5btbH2bvmAyyvLDGcJGrVkbY72Rrg6G0bu-PLWbvRujr14wzlo/s2048/IMG_5294.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyrgBs-IsAZ4-cFKBujhAEQTrDTnCc2EsFGzTdaSR5Yz8yIKGclI5YlWM8dn2RIQL51-Ea1nmLoHOtsIVqtJQ-giJLZ5btbH2bvmAyyvLDGcJGrVkbY72Rrg6G0bu-PLWbvRujr14wzlo/s640/IMG_5294.JPG" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div><p><br /></p>greedohttp://www.blogger.com/profile/06040218271997172413noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-80130574281891778002020-08-15T17:02:00.004-07:002020-08-15T17:40:25.127-07:00Battlemat Deepdive & Madness<p>Something that I don't tend to focus on in wargaming is the terrain, and more specifically the surface of the board, so I wanted to share a bit of the collection that I've been working on of battle mats, but also terrain "flats" since I don't have much room for buildings, trees, etc. like I used to back in my parent's basement back in the day. The flats will be another post.</p><p>Many games require different sized boards, 2x2', 3x3', 4x4', 4x6' seems pretty standard. There are those historical Napoleonic guys who have 5x8' tables, but that's just not very common anymore. It's also WAY easier to lean across a 4x6' table and not spear yourself on the metal points of your pikemen, knock over trees, or shift a figure/unit by mistake.</p><p>But either way, what we used to do "back in the day" was to get a thin green thin fabric sheet from a place like Michael's, lay it down, with some books underneath it for hills, stick some trees, buildings, fences etc. on it, and get to playing. Whenever I make it to my parent's house for XMas days with BigWillie and/or Goulio, that's STILL what we do, because all my old terrain and that green sheet is still there.</p><p>I also play the ancient's game DBA, which uses a 2x2 or sometimes 3x3 board, and I bought a few boards for this game:</p><span><a name='more'></a></span><p>JoAnn's Fabric square 2x2':</p><p>I bought this first. It's called Something Something Green:</p><p><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiC7MyLTvC0U3KSIfvnstdMSmlGxSeThimrypNWmcX2w_UG2wb8_1qEMUH3arUo56PV9RD7pUXMYtarKstVN8Ke8mX2cJvGkuXgfPrrhylWgtDhVFhbKP26irYIB0zcjkfFI0FzoC4lMSs/s2048/IMG_1299.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="2048" data-original-width="2048" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiC7MyLTvC0U3KSIfvnstdMSmlGxSeThimrypNWmcX2w_UG2wb8_1qEMUH3arUo56PV9RD7pUXMYtarKstVN8Ke8mX2cJvGkuXgfPrrhylWgtDhVFhbKP26irYIB0zcjkfFI0FzoC4lMSs/s640/IMG_1299.JPG" /></a></p><p>Pros: </p><p></p><ol style="text-align: left;"><li>Subtle mottling to it. Perfect for terrain cloth.</li><li>Almost felt, but not quite. Nice and soft and pads the figs without tipping them over.</li><li>Plus, I could use a sharpie to mark the dots for DBA deployment zones on it, and they are pretty subtle too. </li><li>Easy to scrunch up into a box/bag and not worry about it. I prefer to roll it to remove creases as much as possible</li><li>Cheap as chips since all it is is fabric</li></ol><div>Cons:</div><div><ol style="text-align: left;"><li>But it tends to hold creases a bit. </li><li>Because it's artificial material, you can't iron it (or at least I haven't tried yet)</li></ol><span><!--more--></span><div><a href="https://matsbymars.com/">Mats by Mars 2x2'</a>:</div></div><div><br /></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoB6ozkap9meqQLWo9veAzzA1K-MKDJsyFsYu0bRmJ3aKkk_idVVMzwnlNTxCLAuguBWtPwIeSVZTWmVeQQVR2x7BBr3oJhS1CtL1L8soRKZm-XxqxfaBUDdkQkABhmKfw_sP1K_VTKQI/s2048/IMG_5503.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="1536" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoB6ozkap9meqQLWo9veAzzA1K-MKDJsyFsYu0bRmJ3aKkk_idVVMzwnlNTxCLAuguBWtPwIeSVZTWmVeQQVR2x7BBr3oJhS1CtL1L8soRKZm-XxqxfaBUDdkQkABhmKfw_sP1K_VTKQI/s640/IMG_5503.JPG" width="640" /></a></div><div><br /></div><div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBN7U5O2gF8vi69wv_j7qZJR-4FQWKNiK0HR4X4zmQ78D4GG33ZjA-A7bGLq-lKq11RxLzJ8hzdAEGFWUvLVimXkepNzyBUYpakDW8S7Q0fWXyLoZbwFEgcA7V182siKy7OvG1Bez66QQ/s2048/IMG_1302.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="2048" data-original-width="2048" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBN7U5O2gF8vi69wv_j7qZJR-4FQWKNiK0HR4X4zmQ78D4GG33ZjA-A7bGLq-lKq11RxLzJ8hzdAEGFWUvLVimXkepNzyBUYpakDW8S7Q0fWXyLoZbwFEgcA7V182siKy7OvG1Bez66QQ/s640/IMG_1302.JPG" /></a></div><div><br /></div><div>Pros: </div><div><ol style="text-align: left;"><li>Looks great! Fantastic choice of textures. I picked <a href="https://matsbymars.com/collections/24-x-24-mats/products/mats-by-mars-swallowing-sand-tabletop-wargaming-play-mat">Swallowing Sand</a> terrain and some <a href="https://matsbymars.com/collections/24-x-24-mats/products/grassy-spring-wargaming-play-mat">Grassy Spring</a> for DBA fights</li><li>Easily takes sharpie. I used a brown marker to mark out the deployment zones. They are still subtle (can't see 'em in the photo can you!), and if you REALLY want you can send Mats by Mars a deployment overlay and they'll print it custom on that mat for you! I saw this at the DBA tournament, and it was very helpful and fast</li><li>Totally flat. Very thin vinyl material, so easy to place "flat" mousepad terrain on. I shall use these for my first few battlebox fights with Warmachine in addition to DBA.</li></ol><div>Cons:</div></div><div><ol style="text-align: left;"><li>Takes a bit of time to level out. If they have been rolled up for a while, you have roll them the other way, and sit a while for them to totally sit flat, but do they do it eventually so not a biggie.</li><li>Expensive. These 2x2' mats are (compared to just cloth) a little pricier, about $17 each, which frankly isn't that bad for what you get, so a minor con :)</li></ol><span><!--more--></span><div><a href="http://cigarboxbattlestore.bigcartel.com/products">Cigar Box Battle Mats</a>:</div></div><p></p><p>Next on the list are the luxury things that I indulged in. CigarBox has a kickstarter every couple of years, where they do a special run of "double sided" mats. I could not resist.</p><p>Pros:</p><p></p><ol style="text-align: left;"><li>Looks AWESOME. 4x6' fabric fleece. Great printed textures, and it doesn't bleed through both sides, so both sides look completely unique.</li><li>Fleece. It's machine washable. You can wrap yourself in it! My daughter rolled around on one because she just thought it was a cool blanket.</li><li>Double sided. More expensive than single, but worth every penny. I will definitely buy 1-2 more when they do another kickstarter. The hard part is deciding which terrain to pick!</li><li>Really flexible, so you can fit hills underneath it, and it doesn't crease and make your figs fall over</li><li>It's flat. Really flat. It doesn't crease. You scrunch it into a ball and toss it into a bin, then pull it out 6 months later and it's aok. That's such a nice thing.</li></ol><p></p><p>Cons:</p><p></p><ol style="text-align: left;"><li>Expensive. Roughly $100 each. Ouch! But if you do double sided, it's more worth it, AND make sure you'll use 'em for more than 1 game (but I might break that rule with my planned mat #3..)</li><li>Satin fleece so can look a bit "shiny". Not super bad, and will be dulled down once a bunch of scenery and figures are put on there. You can't notice it in the photos, but you can see it under strong lights. I don't care that much, but some people might.</li></ol><div>Some comment on these things: </div><div><br /></div><div>I bought 2 double sided mats, 1 with Europe + Fields (ala Normandy, Italy, Russia, Market Garden etc.), and Desert (ala.... erm Desert). I figured these would be useful for my FOW Mid War Desert troops and Tallarn 40k, and the other side for my late war Germans/Americans/Canadians. </div><div><br /></div><div>The only complaint I'd have for the European fields is that the roads I picked were for 28mm, so they're pretty wide for a tank to rumble down. More like a highway. But I figured if I ever did a 28mm game, it would look perfect, and it's ok to have wider roads for the 15mm guys. </div><div><br /></div><div>The desert side *could* have had a road running down it, but I decided I'd put the road on there if I ever needed one since open desert battles would look weird with roads.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhj38MNCgqiUcYMN9zgJxgZm749g7TcsBQPdudFHFLJ_b3kpoR7WpcCNJMwAwwWxRczEE0wvsUADoy3CimAMIklE9_oMEME3KJ0UqbS6FCiAsrxzPDTYkh3VTX7E4YS4Zbchpwd_h3H1P8/s2048/IMG_3051.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1536" data-original-width="2048" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhj38MNCgqiUcYMN9zgJxgZm749g7TcsBQPdudFHFLJ_b3kpoR7WpcCNJMwAwwWxRczEE0wvsUADoy3CimAMIklE9_oMEME3KJ0UqbS6FCiAsrxzPDTYkh3VTX7E4YS4Zbchpwd_h3H1P8/s640/IMG_3051.JPG" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: left;">Next up is the stranger one. One side is "Redwood Forest", and other side is a more generic rough ground. The <a href="http://cigarboxbattlestore.bigcartel.com/product/mixed-ground-4x6-plus-240">rough ground</a> can be used for pretty much anything, and substitutes for that flat green sheet I used to use. Can be used for every game from Warmachine to Saga to To The Strongest (With some rock squares), to 40k, Warhammer, One Page... Basically EVERY wargame out there, this is generic without being just a really expensive blank sheet.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: left;">The other side I'm reserving for <a href="http://cigarboxbattlestore.bigcartel.com/product/redwood-conflict-4x6plus-650">forest type games</a>. This'll be for Musket and Tomahawk French Indian War (if I ever collect more figs for that), and more especially my Japanese + Australian 28mm Jungle forces. It can double as regular forest but also jungle so looks great. If somebody brings over a bunch of Star Wars Endor figs, well.. I've got them covered too.</div><div class="separator" style="clear: both; text-align: left;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWS74JVhbRuoTfLsoMyL-ezK_PPLoIWtdDtO2zEJa8PNALLsosuz7We8xm17_O0U07_juWwVtj-EteBEGcjzqAJLLRD5mM3cWt40gxr52RUlV_xOq_Z49dXL_XwV1P-n0s5hrEKFZf0RE/s2048/IMG_3053.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="1536" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWS74JVhbRuoTfLsoMyL-ezK_PPLoIWtdDtO2zEJa8PNALLsosuz7We8xm17_O0U07_juWwVtj-EteBEGcjzqAJLLRD5mM3cWt40gxr52RUlV_xOq_Z49dXL_XwV1P-n0s5hrEKFZf0RE/s640/IMG_3053.JPG" /></a></div><div><br /></div><div>If/when CigarBox does a third kickstarter, I'll definitely invest in at least 1 more double sided sheet. </div><div>My plan is to do a <a href="http://cigarboxbattlestore.bigcartel.com/product/russian-winter-mat-106">Snow with road 15mm</a> + <a href="http://cigarboxbattlestore.bigcartel.com/product/modern-urban-middle-east-4x6plus-751">Urban wreckage</a> combo. This will allow my eventually to be painted FOW Finns to have snow to fight in against Russians in Winter War '39. Again if somebody brings over Star Wars Hoth figs, well we are good to go. Haven't decided on either <a href="http://cigarboxbattlestore.bigcartel.com/product/russian-winter-mat-106">deep snow</a>, or <a href="http://cigarboxbattlestore.bigcartel.com/product/winter-scrubland-4-x6-plus-191">winter scrub</a>, but I really like the idea of deep snow yet though.</div><div><br /></div><div>The other side of the mat would be urban, either <a href="http://cigarboxbattlestore.bigcartel.com/product/modern-warfare-aleppo-4x6plus-740">grey</a>, or <a href="http://cigarboxbattlestore.bigcartel.com/product/modern-urban-middle-east-4x6plus-751">brown</a>. I might go with brown so that my Tallarn or Black Templar Space Marines would be right at home. Grey urban would work too, but I like the desert one a bit more. </div><p></p>greedohttp://www.blogger.com/profile/06040218271997172413noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-31547024816858545172020-08-15T15:21:00.001-07:002020-08-15T15:21:27.264-07:00Tallarn Desert Raiders Flamer Conversions WIP<p> I love my Tallarn Desert Raiders Imperial Guard Army. I will never sell it.</p><p>BUT, when GW made these guys, they decided to NOT include flamers or heavy flamers as part of the weapon loadouts.</p><p>After many ebay purchases, I have obtained quite a number of Tallarn Desert Raiders. The main box came with a Melta guy, so I have plenty of those. I also have only 2 Plasma guns, a single Grenade Launcher, and assorted heavy weapons.</p><p>BUT no flamers! Thus with all my spare time with COVID, I decided to change this with a little ingenuity. I shall explain my process below the pics. I present; 3 flamers & a heavy flamer WIP. I was encouraged by original Ogryn Conversions (<a href="http://legiominimus.blogspot.com/2010/06/tallarn-ogryns-complete.html" target="_blank">here</a> and <a href="http://legiominimus.blogspot.com/2010/12/ogryn-mobile-turret.html" target="_blank">here</a> but they've since been <a href="http://legiominimus.blogspot.com/2011/04/tallarn-110th-redux-battlegroup-ptolemy.html" target="_blank">rebased</a>) and am getting more comfortable with green stuff in general.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyBpp5Adm1q1syCrLozHaMeMxGOrHEqOOzrc4cEp9U0sYbtN41uaPjJmaPiLAXtXxmU4bkCvpA4sNNFDVmcXeeQuOLbmWEyWGRt3vypKUQhb0EZmXXV0LJ4PDgv1IsS-a2u9gZAA5dk04/s2048/IMG_1257.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="2048" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyBpp5Adm1q1syCrLozHaMeMxGOrHEqOOzrc4cEp9U0sYbtN41uaPjJmaPiLAXtXxmU4bkCvpA4sNNFDVmcXeeQuOLbmWEyWGRt3vypKUQhb0EZmXXV0LJ4PDgv1IsS-a2u9gZAA5dk04/s640/IMG_1257.JPG" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiz_T7sBziiI7thZXD7fcl1iXp4QjjQmZxyZ8TPzDn9vjbVW8bB4s_Rukd4Nd8Ogq4XkGZnwwulTi-QzHvGE5nBmeNUr7XvozYif9NjNHZc-sOHEfbT6aEwsUyLhGwVS1VfMGQOi-JC3KU/s2048/IMG_1258.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="2048" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiz_T7sBziiI7thZXD7fcl1iXp4QjjQmZxyZ8TPzDn9vjbVW8bB4s_Rukd4Nd8Ogq4XkGZnwwulTi-QzHvGE5nBmeNUr7XvozYif9NjNHZc-sOHEfbT6aEwsUyLhGwVS1VfMGQOi-JC3KU/s640/IMG_1258.JPG" /></a></div><p>Process Regular Flamers:</p><p></p><ol style="text-align: left;"><li>Purchased several flamers + 1 heavy flamer Imperial Guard bitz, including Gas Tank backpacks from ebay (pretty cheap).</li><li>Took 3 existing melta guns that I had purchased (the red paint job is old), and sawed off the Melta bit.</li><li>Also had to grind their backs a little bit to remove the head covering ends etc. to make way for the gas tank(s). Not too much is needed if you're cool with a "slouched" diagonal look to the gas tanks.</li><li>Took 2 flamer gas tanks, and cut them in half, carving them down so that they looked like a single tank backpack. This is to help differentiate the heavy flamer from the regular flamers on the tabletop from a distance.</li><li>Cut off the flamer "flame" bits from the original flamer arms and glued them onto the end of the cut down melta guns. Now the melta guns looks like flamers</li><li>Took 1.5mm jeweler's wire which is very flexible, and cut it down to the right length</li><li>Drilled shallow, roughly 1.5mm holes in the end of the gas tank as well as the bottom of the melta gun. I found the part where the other piping goes in looks logical.</li><li>Glued the wire into the gas tank and the melta gun</li><li>Hey Presto! Instant Tallarn Flamer dude</li></ol><div>Process Heavy Flamer:</div><div><ol style="text-align: left;"><li>This guy was neat because he's actually an older missile launcher guy who was missing his missile launcher arm. I had nothing for him to do...</li><li>Had to grind down his shoulder a little bit and bend his holding arm, but eventually got it to a good place where it looks like he's holding the Heavy Flamer with both hands. But it's a great look</li><li>Grind his back a bit to accommodate the flamer tanks.</li><li>Glue the double gas tanks onto his back. I keep the double tanks since he's "heavy" so will need more gas, and at a distance I'll be able to easy tell he's the heavy. I'm not a HUGE fan of the heavy flamer weapon model, but that's ok. I think it would look better if it were more horizontal instead of vertical.</li><li>The piping almost fit, but needed a bit of hot bending, and I broke it a bit so will have to fill in with Green Stuff eventually</li><li>Also, since he's supposed to be holding a missile launcher against his head, I'll need to Green Stuff the side of his head to fill it out a bit. Otherwise it looks a bit flat.</li><li>Hey Presto! Instant Heavy Tallern Heavy Flamer dude.</li></ol><div>Even if I don't use them in 40k which I don't really play, I could play One Page Rules Sci Fi or Kill Team. These guys will be a great addition. I'll update once I've got the Green Stuff in place, and might have undercoated 'em.</div></div><p></p>greedohttp://www.blogger.com/profile/06040218271997172413noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-62196373573641282432020-08-15T13:53:00.007-07:002020-08-15T14:29:27.653-07:00Khador Battlebox magnetized<p> Being locked down here in California, I've been distracting myself with thinking about wargaming, modeling, and collecting.</p><p>I can't paint (my daughter is still young enough that she wants to fiddle with whatever Daddy's doing), but I can occasionally do some greenstuff, and modifications. The next few posts are just what I've been up to.</p><p>First up is my magnetization of my Khador Warjacks. I needed an opponent for my Menoth. Originally I'd have gone with Crucible, but those figures seem to be unavailable. Khador however, my next favorite has plenty on eBay, MiniatureMarket.com etc. So Khador it is!</p><p>Mk3 of Warmachine uses "Themes" heavily. I really like forces with lots of 'jacks, so the obvious choice in Khador is the Theme "Jaws of the Wolf", which is the 'jack heavy theme.</p><p>To that end, I bought the Khador battle box, which has Kozlov1, a good beginner caster, a Juggernaut, and a Decimator; two heavies which are easy to play.</p><p>Ever since I magnetized my Menoth Crusader YEARS ago, I thought it would be a good idea to magnetize these guys, so I bought a box of Khador Heavy Jack Kit, which comes with plenty of options. I also bought the Kodiak Kit because it looks amazing, and magnetized EVERYBODY. </p><p>Behold!</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWgiLRwFFqEb7TVREP7EgdNR0jrwHt2_yrP-XHJIfdywKg-4t51TbeRhbhod-Xu_LhyVO6JXofawf8Ihsmeu_tuH4v87-njqqyHaR9P2G91qrZFiad3K75c9WTZOu1APMOXxJhggbRjdI/s2048/IMG_1085.JPG" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2048" data-original-width="2048" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiWgiLRwFFqEb7TVREP7EgdNR0jrwHt2_yrP-XHJIfdywKg-4t51TbeRhbhod-Xu_LhyVO6JXofawf8Ihsmeu_tuH4v87-njqqyHaR9P2G91qrZFiad3K75c9WTZOu1APMOXxJhggbRjdI/s640/IMG_1085.JPG" /></a></div><p>With this group of lads, I can make 2xJuggernauts, 2xDecimators, a Marauder, and/or a Destroyer. Add to that a Kodiak or a Grolar. So lots of choice! And a good setup for some Battlebox battles or even 15 pts.</p>greedohttp://www.blogger.com/profile/06040218271997172413noreply@blogger.com0tag:blogger.com,1999:blog-5622098113058558421.post-53656734675366139692020-01-02T02:39:00.000-08:002020-01-02T02:39:01.942-08:00X-Wing Report - Epic Battle<br />
<div style="margin-bottom: 0cm;">
Here is a battle report/review of my
first game of epic. Generally speaking I think that epic is now my
preferred format for X-Wing. It feels much more interesting, both
tactically and thematically The only advantage the competitive
format has is that it takes less time to play. While moving the ships
has been made very quick, thanks to the wing tool, there are a lot
more dice rolls and squadron/card management (not so bad really). In
this report I had to proxy some ship cards (interceptors) and ships
(TIE bomber for a gunboat). The battle report is 500 points a side
straight up fight, no mission. In this battle the Empire have found
a rebel resupply location and jumped-in to intercept them. The C-ROC
is on the side of the rebels. The board was about 4 feet by 5 feet.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9uX_tixFaXlrnEvy1_gCF1bdLeJwlE7MpkzbIpEyrxBRsowxs40nb-5kPNyBZWrmZCN4DYGPg9XwLv6isVu66bXXCH5nKXwP7UIjFWfldqbHwEHDwIH86f0MmvIMuslHjITNHnVb7Phk/s1600/Sqn+Empire.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="1200" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9uX_tixFaXlrnEvy1_gCF1bdLeJwlE7MpkzbIpEyrxBRsowxs40nb-5kPNyBZWrmZCN4DYGPg9XwLv6isVu66bXXCH5nKXwP7UIjFWfldqbHwEHDwIH86f0MmvIMuslHjITNHnVb7Phk/s200/Sqn+Empire.jpg" width="150" /></a></div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhv_98dMPNeGgOzYTkZ-Klr_6RphEsduk7bT_yfSqesummL7mzLZg4W-n-hkoSzx46IUh_o0pmK6HFi2PSOy8uwJbj9-5X5PbU36h__N7Ru_kL9krWbb_GLq98Aos3J0iz_65nS581q28/s1600/Turn+0+Set+Up.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em; text-align: center;"><img border="0" data-original-height="1572" data-original-width="1600" height="196" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhhv_98dMPNeGgOzYTkZ-Klr_6RphEsduk7bT_yfSqesummL7mzLZg4W-n-hkoSzx46IUh_o0pmK6HFi2PSOy8uwJbj9-5X5PbU36h__N7Ru_kL9krWbb_GLq98Aos3J0iz_65nS581q28/s200/Turn+0+Set+Up.jpg" width="200" /></a> <a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDiRioljZdaYHs3kgvLSSyeZUOmjw2lW9mCnRjAz_uNLPq7r79RNFAjsgcGVmwa5LxgP8pIXCm_0_4UDdaL9TbZ9cj7YeTDQqs3m4nZw5LX13Kd_6zpm6NrUvKlwd9QHgQb4t54oe8rv4/s1600/Sqn+Reble+and+Scum.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" data-original-height="1600" data-original-width="1200" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDiRioljZdaYHs3kgvLSSyeZUOmjw2lW9mCnRjAz_uNLPq7r79RNFAjsgcGVmwa5LxgP8pIXCm_0_4UDdaL9TbZ9cj7YeTDQqs3m4nZw5LX13Kd_6zpm6NrUvKlwd9QHgQb4t54oe8rv4/s200/Sqn+Reble+and+Scum.jpg" width="150" /></a><br />
<br />
The Empire deployed with the intent of
jousting the C-ROC. The rebels deployed as a group except the X-Wing
squadron on their flank, their primary target was either going to be
the decimator or imperial cruiser (the decimator was the most
points). Interestingly with the CROC set up along its friendly edge
banking one right makes it fish tail off the board (we didn't remove
it and let it dangle for a turn).<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtHI-YLUcX-ZfURJ9oy3mhd2iVbPItc8_O96pRRH3ketI9FHrkE6zE4viTvf6UCkM-PLD74iKZQp_xwI7rTUs573NzUbCSWIGptJLLd-o2gXOxmYuFSWy2L2GYmia9Bx_x32RremeAETc/s1600/Turn+1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1547" data-original-width="1600" height="308" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtHI-YLUcX-ZfURJ9oy3mhd2iVbPItc8_O96pRRH3ketI9FHrkE6zE4viTvf6UCkM-PLD74iKZQp_xwI7rTUs573NzUbCSWIGptJLLd-o2gXOxmYuFSWy2L2GYmia9Bx_x32RremeAETc/s320/Turn+1.jpg" width="320" /></a></div>
<br />
<div style="margin-bottom: 0cm;">
<u>Turn 1.</u> The rebels move slowly
forward with the Empire sending the interceptors after the X-Wings
and the squadron of gunboats quickly slamming up the other flank.</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh11xPoBcT99ziuxm2j2PBYSFMLfWMbgOM1XkP2kEscR7g9b4sRCK585RC1iJ3dAeHBNiattOGtHkCe2QRLopkYcrKL4ae92lz57oalCap3foUIhYiUQ38bGsmokuUPtp6SBw4SRWW0VTc/s1600/Turn+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1141" data-original-width="1600" height="228" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh11xPoBcT99ziuxm2j2PBYSFMLfWMbgOM1XkP2kEscR7g9b4sRCK585RC1iJ3dAeHBNiattOGtHkCe2QRLopkYcrKL4ae92lz57oalCap3foUIhYiUQ38bGsmokuUPtp6SBw4SRWW0VTc/s320/Turn+2.jpg" width="320" /></a></div>
<div style="margin-bottom: 0cm;">
<br />
</div>
<div style="margin-bottom: 0cm;">
<u>Turn 2.</u> The interceptors (they
moved before the X-Wings) continued to advance too quickly. At the
end of the movement phase they were stressed and at range three of
the X-Wings, which resulted in three proton torpedoes into their
their leader Soontir, who was saved because of his veteran wing
leader ability. That ability probably saved all of the aces on both
sides, but also revealed a huge opportunities for concussion missiles
(in epic concussion missiles might be better than proton torpedoes).
On the other flank the imperial gunboats slammed though the asteroid
field showing great manoeuvrability. The wing rules allow the
wing-men to effectively fly over obstacles with no effect. Sadly,
they also out-paced their support ships leaving them to face the
first shots from the C-ROC alone. The CROC build allows 4 shots at
range three with only spending one energy and one calculate... seems
very good for the 115 points.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNITT_cbw3-Fg-xgjlSdGuwmj3lu-fnvtJpJe4gp7Mwh9JzIkNmyZPENqIGDjt2qVrblM2yFo3ZeiZgailiv9B0CGu2h4CKMDpbdPx3sJoHX-tCJLtJNR-osAC18Q4tBnOGvwR_QQI0kY/s1600/Turn+3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1504" data-original-width="1600" height="299" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNITT_cbw3-Fg-xgjlSdGuwmj3lu-fnvtJpJe4gp7Mwh9JzIkNmyZPENqIGDjt2qVrblM2yFo3ZeiZgailiv9B0CGu2h4CKMDpbdPx3sJoHX-tCJLtJNR-osAC18Q4tBnOGvwR_QQI0kY/s320/Turn+3.jpg" width="320" /></a></div>
<br />
<div style="margin-bottom: 0cm;">
<u>Turn 3.</u> After their initial
joust both the X-Wings and interceptors flew past each other to
engage their intended targets. The X-Wing would be out of range but
the interceptors managed to target the Arc killing it by turn 4. The
rest of the ships smashed away at each other with the imperial
cruiser taking a huge beating, and unable to return much fire, I
messed up with my manoeuvre and was still not close enough for the
point defense battery My intent was to use the title to add free
“eye” results and then convert them to hits with calculates and
focus. This didn't work because once the cruiser started taking
damage its green tokens were routinely stripped away.</div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuSdbZ9g87BchNMqodZ-bTTuQUGSude2UqGeA7eHL5cC7pgK5yu2EsB5KFi7-o1f4b8q2AT92uzNjiVA5TImyG5XSz28bchzwGjvL1FNGGbzFHZHyB_rx0_2nprYz7MJHEluetOoFsNVY/s1600/Turn+4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1089" data-original-width="1600" height="217" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuSdbZ9g87BchNMqodZ-bTTuQUGSude2UqGeA7eHL5cC7pgK5yu2EsB5KFi7-o1f4b8q2AT92uzNjiVA5TImyG5XSz28bchzwGjvL1FNGGbzFHZHyB_rx0_2nprYz7MJHEluetOoFsNVY/s320/Turn+4.jpg" width="320" /></a></div>
<div style="margin-bottom: 0cm;">
<br />
</div>
<div style="margin-bottom: 0cm;">
<u>Turn 4</u>. Was the heart of the
fur ball with all ships getting into range with each other. The
gunboats had totally missed their approach on the CROC and that
cruiser only took minimal damage. The same could not be said for the
imperial cruiser who was badly damaged by the collective bombardment
of the rebels, notably the remaining proton torpedoes on the X-Wings.</div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhR6dtXbKtktOZNSO6pXSCaqtGgnjt_XuhfZkejOjeGpiiwdYRo6HCLOnPzjbYjrxHPoyxkUjhdQNwwdq3dTJ5HxMDJI5duTkCtWgdOlJRdUBGQ8cG-TGbW9kdsVQQTzCibgbe8ZJO8Ll4/s1600/Turn+5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1356" data-original-width="1600" height="270" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhR6dtXbKtktOZNSO6pXSCaqtGgnjt_XuhfZkejOjeGpiiwdYRo6HCLOnPzjbYjrxHPoyxkUjhdQNwwdq3dTJ5HxMDJI5duTkCtWgdOlJRdUBGQ8cG-TGbW9kdsVQQTzCibgbe8ZJO8Ll4/s320/Turn+5.jpg" width="320" /></a></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
</div>
<div style="margin-bottom: 0cm;">
<u>Turn 5</u>. Interestingly the
fur-ball thinned out pretty quick and did not become a parking lot.
One interceptor was run over by the CROC but wasn't destroyed and the
Imperial Cruiser was finished off before it had a chance to fire that
turn.</div>
<div style="margin-bottom: 0cm;">
<br />
</div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKjipf5G69kdB7q232MxS-g_oH0fNR_sx2VpoKscASEWGgWpXf6TRQLeKqd_yxheg_I1qjczXNVvu_R1utQaScyq1ghMg0XlFAD0ELrgDaQcUckooQYr_xHuLsuYsAmfwuSi1dzjHllkU/s1600/Turn+6+.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1450" data-original-width="1600" height="290" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKjipf5G69kdB7q232MxS-g_oH0fNR_sx2VpoKscASEWGgWpXf6TRQLeKqd_yxheg_I1qjczXNVvu_R1utQaScyq1ghMg0XlFAD0ELrgDaQcUckooQYr_xHuLsuYsAmfwuSi1dzjHllkU/s320/Turn+6+.jpg" width="320" /></a></div>
<div style="margin-bottom: 0cm;">
<br /></div>
<div style="margin-bottom: 0cm;">
<u>Turn 6</u>. was played but not much
happened and the Imperials conceded to the rebels. I didn't have a
watch but the game took probably two hours once set up was complete.</div>
<div style="margin-bottom: 0cm;">
<br />
</div>
<div style="margin-bottom: 0cm;">
<u>Conclusion</u>. I think the Imperial plan
was executed poorly. Both of its wings that it was going to flank
with missed their lines or misjudged their ranges. Played again I
think it could easily have gone the other way. Veteran wing leader
is the upgrade with the best value for cost. But the most fun part
about epic is commanding the huge ships. The huge ships play very
differently from little fighters, as you would expect. Managing
their systems seems thematically correct and adds a whole new layer
to the game. However, it does seem the most powerful element is the
wing. I suspect multiple 3 ship wings led by aces with veteran
leader and swarm tactics will prove to be the optimal build.</div>
<div style="margin-bottom: 0cm;">
<br />
</div>
<div style="margin-bottom: 0cm;">
<br />
</div>
<div style="margin-bottom: 0cm;">
<br />
</div>
<br />Savvy_Wombathttp://www.blogger.com/profile/04870866079839509692noreply@blogger.com17