Sunday, 6 November 2016

Skirmish at Lexington

 The AWI campaign takes us to New England where a small american force must try to contain the lobster swarms under general Howe.

 The americans await, confident behind their entrenchements


 The british move in two wings, avoiding the difficult terrain of the ploughed fields

 The redcoated masses advance purpousefully, intent on bringin King's vengeance upon the rebels




 Just out of musket range the columns deploy in line

 The cavalry goes in first, followed by infantry reinforcements
Minutemen fire doesn't startle the charging dragoons
 The redoubt is abandoned, the militia prefers to deploy in line outside it
 The milita steps back into the forest
 While their compatriots wheel to form a deadly crossfire
 The advance into the village is hampered by the field, with a lone unit advancing unsupported, moving in lines in Lasalle sure is tricky!
 The red line now menaces the whole american deployment
 The advancing regulars recieve a warm welcome from the garrison
 While the cavalry cuts to pieces the continental left
 Wounding general Greene
 The regulars trade shots with the village, unsure if to charge on their own
 The other unit of dragoons moves to the american center, but the woods slow their progress, giving time to the minutemen to get ready

 The brave garrison, not content with taking pot shots at the regulars even charges into them!
 After repulsing the first cavalry charge,  the minutmen turn about face to fire upon closing regulars
 The first line of brits before the village is pushed back
 The cavalry charges again, but is surprisingly repulsed!
 Fresh redcoats now gun down the continentals, while the grenadiers seize the unprotected village, trapping the americans between the fire and the frying pan

 Fired from the front and the rear
 The continentals wisely flee. From that point on the americans had to roll to see if the army was demoralized and left the field
 With only the central militia remaining, the redcoats close the trap, but will it be too late?
 The heroic militiamen repulse again and again the frustrated dragoons
 Too damaged physical and psycologically they would retreat some distance and do nothing for the rest of the battle
 The other militia unit was dangerously close to being taken between two fires


In the 16th and last turn of the battle the american player rolled the morale dice, had to roll 17+ to get a tie and repulse the brits, he naturally rolled a 16 and lost the battle.
A lone unit of militia retreated southwards. Surelly it must have been the heroic minutemen that held the forest against cavalry for the whole battle, those spirits from the baggage train sure helped!
The british conquer the northern colonies, one SP and general Greene retreat to the capital. War still rages around Philadelphia.
Of course the propaganda couldn't wait to hear this!

Saturday, 5 November 2016

Battle of Gernuda

 Went to a shop for a 40k game vs Imperial Fists and look what was on the wall!
 I brought the painted Horus plus levy and some White Scars to playtest

 The Fists had several tacticals, devastators and centurions plus two devastators and two assault squads in reseve
 I got first turn and rushed forward
 Then the jetbikes got killed by the grav centurions despite being in cover!

 The psyker was as useless as always
 In my second turn Horus appeared and got his back on the centurions, while a unit of vets outflanked
 The fists then deployed most of their reserves

 Things looked bad for the vets
 Blam! one turn of shooting and all the termies are dead
 The psyker finally summoned something
 The remaining vet charged, pinning this squad for several turns
 Horus killed a unit of grav devastators 
  One of my cultist units was killed by the assault squad
 Then the thudd cannon shot and the bloodletters were no more
 The assault squad went on to charge another unit of cultists
 Horus now eyed the Fists captain


 Horus charged and killed all the devastators but not the stubborn captain

 In the next turn an assault squad charged Horus but he killed most of them, smashing the captain to the ground with Worldbreaker to boot

 The remnants of the Fists lined up for a firing squad, reducing the Warmaster to one wound!!
 Since the battle was coming to an end the last cultists moved to my oponent's edge to get linebreaker
 Horus quickly regenerated and charged some more fists, calculating their numbers so he wouldn't kill them all in one phase and so be protected from shooting in the next turn
 This rhino was the closest the Fists came to my edge
The battle ended in turn 6, victory to the 30k marines 9-7

I've come with several conclusions from this battle: the first is that since only Horus does something there is no point in taking more marines over cultists since if the cultists are killed they at least don't give any VP; secondly I was sorelly disappointed with the White Scars, I think that I'll keep them in storage until rules for the Khan come out. Then the psyker proved once mure his uslessness my opponent agreed on that. Last of all, never put units that you want to move inside ruins since the difficult terrain will keep them deadlocked for most of the battle.

A future list would swap the scars by a more vets together with an outflanking support squad, adding an antitank lightning and change the psyker for (even) more cultists. I've found out that 80 is the ideal number for them since 40ish die in each battle.

On a side note check this out, best titans I've seen: http://gmmstudios.blogspot.com.es/2016/11/sistine-sisters-freehand-warlord-and.html