Thursday, 22 June 2017

Bligh memorial 2: Sanctuary Mount

 Continuing the Prospero campaign, this time the custodes attack a hill in the city protected by the thousand sons. The mission is "out of time" a badly written doodle with no primary objectives and only secondary victory conditions.
 The Emperor's household: shiney custodes & sisters
 Magnus leds his sons, overdue for a purging
 Crazy deployment map: the imperials deploy in a square and the sons in a triangle, the deployment measurements from the book state thay you need a football pitch to play this mission, so we scaled them down to fit our table.
 The imperials rushed forwards
 While the TS vets showed up on their backs!
 Concentrated fire wipes out Valdor's retinue of sisters
 The custodes reserves appear, some halberds next to the vets
 And the termis deepstrike into a container, being sent back to reserves
 Valdor loses some wounds by shooting, including from Magnus's serpenta, he charges the grenadier squad and kills them all in retaliation
 The shield squad also crushes the militia command squad in the ruins

 Magnus is distressed by the loss of his spireguard and fails a psychic test to the wonder of everyone
 Vets wheel about and pepper the custodes with bolter fire
 The termis finally drop somewhere
 Chaarge
 Valdor & friends also charge the dread, but both combats are tied
 My opponent concedes at this point. Game felt more balanced than the last one, due to Magnus mainly. The gameplay was boring as always with 7th, I spent most of the time leafing through the diverse books and PDFs and my father was quite exasperated at some point. Thanks to FW we are stuck with this failed game for heresy battles until Emperor knows when.
Note that mainly only humans died, the true victims of this civil war :'(
Most of the sisters got new heads (spares from the GW ones)
Updated campaign map

Saturday, 17 June 2017

Getting into 8th

 Today I got my first game of 40k 8th, the local GW organized a small battle event with 500pts armies, and there I headed with a patrol detachment of custodes and Pask on leman russ punisher
 My opponent brought lots of guard and a russ
 Affix bayonets!
 I got first turn and my punisher erradicated a squad of guards
 The enemy tank soon closed in and gave me some hurt with... heavy flamers!
 The custodes got into range and dropped some guards with the sword-pistols (no point on taking halberds when sentinel blades and shields cost much the same and are better)
 Then charged the russ and sliced it up badly
 The damaged tank reversed desperately so the rest could fire on the praetorians
 While massed guard firepower killed a wounded custodian
 In the next turn pask eliminated the last squad while the custodes destroyed the russ
 An amazing game, both Pask and the custodes cut their way through squad after squad of guards.
The enemy russ proved the worth of carrying 3 heavy flamers: since they hit automatically each turn and wound my tank at 5+ they are a guarnatee of sucess. The guard orders with lasers firing twice were also cool and would have been more effective against a less armoured foe. So the optimal combination for a russ is 3 flamers and punisher on turret. One shot weapons aren't as useful as autohits or dice spams: my lascannon and his battlecannon did little.
The game plays smoothly, long gone are the days of spending hours leafing through the nightmarish 7th rulebook, we got less rules, true, but gained more playability, losing none of the flavour.
From what I've seen from the guard veteran squads would be more benefitted from the orders, and specialists squads with flamers on a transport would pack the punch, also tanks are very hard to kill.
Consider however that my opponent got the moral victory: a custodian is dead, and long and mournful will be the tolling of the Bell of Lost Souls at the passing of such a hero
We then played a second game, he got out his blood angels while I picked the VIP army: the store's chaos guys from dark vengeance. I got pasted by the blood angels tactical squad and sergeants with powerfist, they resurrect at 4+  after dying if they have a sanguinary priest around, a charatcher far more useful than his captian. Since I got some BA termis it would be nice to give them one.
We also tested the reserves rules, with his assault squad appering in turn 2, not much since you have to drop  9" away from the enemy in a cluttered table, unless you roll 11 for the charge like he did...

Summing up I'm all out for 8th, there will be cheesebuilds and OP codexes as always, but the game is much more enjoyable and fun than it was before.

PS. Flamer: your best friend

Wednesday, 14 June 2017

Waterloo anniversary game

 18 june 1815, a cry is taken up by thousands of vocies as a figure upon a white horse reviews the troops: Vive l'Empereur! The battle of Waterloo is about to begin...
 The battlefield seen from the british side: the village of Papelotte in the right, la Haye Sainte in the middle and Hugoumont on the right. On top of  the picture the french with the villages of Plancenoit (left) and La Belle Alliance in the center. 
The allied commander, standing on a chair observes the field ponering his movements
 The french get first turn and make limber the battery in fornt of their massed guns, notice how I have mistankely put some prussian gunners mixed with he brits during deployment...
 The imperials form a line to face any british advance
 The english guns soon retaliate and rain iron upon the cuirassiers
 The Scots Greys move to the assault
 As do the light dragoons
 The scots launch a chirurgical raid on the great battery
 Routing the surprised frenchmen, Scotland forever!
 The french seize the bois de Paris near Plancenoit
 Many units move to catch the scots in a crossfire
 While the cuirassiers charge uphill in the face of britsh guns

 After several rounds of combat the cuirassiers are routed
 Ney is caught by the rout and killed by the advancing dragoons
 It's now 16:00 and the prussians show up on the imperial right
 A unit is caught unable to form square while the infantry moves in square 
 The garrison of Hugoumont also moves forward
 The Duke waves his hat, the prearranged signal for a general advance across all the line
 The prussian battery is destroyed by an accurate volley from the french
 Who are then routed by the german hussars
 As I have to go to my mother's birthday dinner we leave it here, we count up the losses, that give victory for the allies 425 to 100 points
 Photo finnish
 This battery was in a sticky situation
 Even shootout in the Hugoumont forest
 This french square was also about to die
The guard had kept back ad was pretty fresh, but they wouldn't have been able to kill enough allies to even the scores, they should have been sent into the fray sooner