Wednesday, February 15, 2017

Vavoom City Tarts vs Baltimork Corviks, League Game - Blood Bowl AAR

This week's game was against Trevor and his Amazons, badly beaten down from the previous game - they had four players missing with three Journeymen filling in the roster. 


The Tarts decided to receive in the first half.


The ladies hit hard on the first turn, driving back the Orc line.


The Corviks recovered, trying to shore up their defense.


A poor roll from the Tarts saw a player take a dirt nap.


The Corviks saw a chance and managed to knock the ball away from the Tarts, moving up the table.


But the Amazons weren't going to let the Orcs get away with that kind of breakaway play, knocking the ball away and sending down the pitch.


The Corviks weren't able to retrieve the ball, instead re-positioning their players.


The Tarts try to break away, but the Amazon failed her dodge rolls and hit the ground.


Breaking stereotypes, the Orcs play the passing game, getting the ball up to a free Blitzer.


Again, the Amazons went for a risky dodge roll, but failed.


The Corviks ran the ball up to the endzone, taking some time to knock about the Amazons.


The Amazons recover, moving in to threaten the Corviks' ball carrier.


Not wanting to risk the turn, the Corviks ran the ball in for a touchdown.


With only a turn left, the Amazons set up a line, hoping to keep their players safe into the second half. The Corviks didn't manage much before a Black Orc knocked himself down, ending the first half.


After a halftime break, the teams reset with the Tarts kicking off.


The Corviks beat down the Tarts' front line while falling back to grab the ball.


The Amazons respond fist-for-fist, even managing to bring down the Troll.


The Orcs rallied, moving the cage up the pitch.


But the Tarts weren't just going to let that happen. They managed to bust the cage open and threaten the Corviks' ball carrier.


The Orc Thrower managed to bust free, but a failed go-for-it roll tripped the player up. He dropped the ball, passing the turn over to the Amazons.


The Tarts were ready to send the ball towards the endzone, but a failed pickup sent the ball bouncing over the prone Orc Thrower before coming to a rest on the pitch.


The Corviks recovered the ball, defending it behind a wall of green flesh.


The Tarts failed to break through, and the Corviks passed the ball off to another Blitzer.


A lone Amazon moved in, threatening the ball carrier.


With half the Amazons off the pitch, the Orc Blitzer made what should have been an easy block - but managed to roll double skulls, knocking himself over and dropping the ball.


In a flash, the Tarts had the ball and passed it back the length of the pitch. The Journeyman at the other end failed to catch the ball, but it was still in easy range of the endzone.


The Corviks couldn't managed to pick the ball up, but at least had it protected.


And another failed dodge reroll ended the Tarts' turn.


After a pickup, hand-off, and pass, the ball was back on the Tart's half of the pitch, but out of the hands of the Orc Blitzer.


And again, a lone Tarts player charged in, grabbed the ball, and managed to successfully make a long-bomb to another player. The Amazon Blitzer then rushed across the pitch, ending her move just two squares outside the endzone. After one successful go-for-it, the Blitzer tried again... and failed with no rerolls, ending the game 1-0 to the Corviks.

Monday, February 13, 2017

Town Square Dancing - Fistful of Lead AAR

Carl and I got together for some Old West action with Fistful of Lead: Reloaded. We decided on a simple game between Carl's cavalrymen (few models, but lots of rifles with backup pistols) and my outlaws (lots of bodies with only pistols).


The table was a 4x3 space with buildings surrounding a small square, with the two gangs deploying on opposites sides.


Both gangs spent the first turn moving through the town. Carl's feds moved into the saloon, waiting for the outlaws to move into their line of fire.


The outlaws continued to move up, but the cavalrymen tagged one with a rifle shot.


Bullets continued to fly out of the saloon. The roughs were forced to keep low and charge forward, hoping their numbers could outlast the cavalrymen's rifle rounds.


The sound of gunshots filled the air as the outlaws closed in and started shooting back, killing a soldier.


One outlaw went down, riddle with bullets. But a pair of outlaws dashed into the saloon's bottom floor, attacking and driving back the cavalry sergeant.


Without reinforcements, the sergeant was killed. Two outlaws, having spent the whole of the firefight sneaking around, finally reached the steps to the saloon's upper floor. They exchanged shots with the remaining soldiers.


Another cavalryman went down. The remaining survivor fled indoor as a group of outlaws pounded up the stars.


Finally, the last cavalryman was dispatched by an outlaw, ending the game.

As the rules point out, there's not much advantage in loading your models up with guns. An "out of ammo" result is easily fixed with an action, and those extra build points could go towards another model with a pistol, which also brings another draw from the activation deck. Of course, it didn't help that by the time Carl's soldiers were able to shoot with their rifles, my own outlaws were already in range with their pistols.

Wednesday, February 8, 2017

Swiss Miss - L'Art de la Guerre AAR

I had the chance to play a game of L'Art de la Guerre against Chris. He provided the armies and terrain - all I had to do was to do was pick a side and try to roll some 6's. 


I chose the Swiss and ended up defending, which left the attacking Polish to Chris. I had a small command of Impact Heavy Knights and Light Cavalry, and two commands of Elite Pikemen, Halberdiers, and Handgunners.

Opposing the Swiss were two commands of Impetuous Heavy Knights, Impact Heavy Cavalry, Medium Mounted Crossbowmen, and Light Horse, and an infantry command of THW Medium Swordsmen, mixed Spearmen/Crossbowmen, and Light Infantry.


During the first turn, both commands shifted forward, with the Light Infantry/Horse getting into ranged combat.


With an army made up of mostly Heavy Infantry, I wasn't exactly eager to move forward, especially with that large command of cavalry on my left. I did manage to chase off a Light Horse unit.


Unfortunately, I had to move up to try and chase off the light horse that were harrying my right flank. It was around this point that I began to realize that I had made a mistake during deployment - it would have been much more advantageous to face the cavalry horde with the pikes, and the smaller Polish cavalry force with my own mounted units. 


Of course, the best way to cover those kinds of mistakes is to get stuck in. All of my commands charged in this turn, after Christ hit and routed my Light Horses.


The combats went as about expected. The Pikemen in the center saw off most of the Polish Infantry, the Light and Medium mounted units on the right retreated, while my Knights were slowly being ground down.


With the Polish center command gone, I started to wheel my Pikemen to the left to face the oncoming cavalry. The smaller polish cavalry group was split into multiple parts as a couple units of Light Horse were run off the table.


My cavalry command was wiped from the table, but I managed to reach the Polish fortified camp.


We decided to finally call the game. We weren't entirely sure who won/lost - the Swiss had a number of disordered Elite units, but the Polish were mostly wiped from the table.

It was a fun game, and I finally got to see what all the buzz was about this ruleset. It's a lot less complicated than the QRS would lead one to believe.