Wednesday, June 21, 2017

Pining for the Fords - SAGA AAR

With their Warlord injured and winter settling over the lands, the Normans were forced to retreat from the Viking's onslaught. But Floki wasn't about to let his opponent slip away.


The two forces met at an abandoned village, with its fields untended and covered by snow. A river, flowing fast enough to keep from freezing but still deadly cold, meant that both warbands would need to cross by the flat bridges.


Thank's to Floki's Penny ability, the Normans were forced to sit back and watch as the Viking shield wall advanced.


The Vikings set foot on the bridges, axes and swords thumping against their shields.


Mutual destruction followed a clash between Norman and Viking hearthguards on the right.


The Vikings continued to move across the bridges. As Louis led a hearthguard unit forward, another unit of knights charged into a group of Viking warriors. Both sides were bloodied by the combat.


Bodies of men and horses continued to pile up around the bridges. Both sides had lost most of their hearthguard, with only the Warlord and a few warriors remaining.


Louis was left alone on the right side of the village while Floki faced down a unit of crossbowmen with a lone remaining warrior.


As the Viking Warrior ducked behind a house and Floki savaged the crossbowmen, the game ended with the Vikings winning, 4 victory points to 3.

With another loss, the peasants in the area revolted. The resulting loss in men and reputation, along with casualties suffered, dealt a major blow to Louis' power in the region. Floki, on the other hand, continued to bask in his repeated victories.

Monday, June 19, 2017

Endgame - Shadow War: Armageddon AAR

For the final week, the various gangs fighting in Armageddon came together for one final battle. 

This seven player game saw Orks, Chaos, Grey Knights, Skitarii, Inquisition, Tau, and a Vindicare Assassin, with alliances and betrayals constantly shifting as player's fortunes rose and fell with the dice. The last remaining kill team on the table (apart from the Vindicare) would be the campaign's overall winner


The early part of the game saw most of the combat focus on John's Chaos, easily the scariest of the factions on the table thanks to its equipment and skill. Meanwhile, the Skitarii and Inquisition warbands skirmished with the Tau. The Chaos kill team was the first to bottle due to casualties.

As the game progressed, the focus shifted to the Orks, who had managed to escape attention up until that point. Once the guns were turned on the greenskins, however, their numbers quickly began to dwindle.

The Tau bottled next, and the remaining Grey Knights were killed off and removed from the table. Once their Nob fell, the Orks also retreated, leaving only the Skitarii with a single model, and the Inquisition with two. The Vindicare ended up taking a shot at the lone Mechanicum soldier, taking him out with a Hellfire round and ending the game with the Inquisition winning the campaign.

It was a fun game and campaign, and it has energized the group for the arrival of 8th Edition (which I will not be taking part of, but I wish them the best).

Wednesday, June 14, 2017

Ride the Tide - Shadow War: Armageddon AAR

Last Wednesday, the SWAg group gathered for the last night before the big "end game."


Mike and I showed up first, and we rolled the Ambush scenario, with the Orks surprising a group of Grey Knights in the ruins of a hive.

The sheer weight of fire from the Orks (and some poor rolling on Mike's part) saw all of the Grey Knights fall over the course of the battle, apart from the Terminator Mike had hired. It was only towards the end of the battle that Mike realized the Orks had no guns or close-combat weapons that could hurt the Terminator. The walking tank lumbered out of the ruins, psycannon blasting away at Orks in cover and daemonhammer turning the charging boys into piles of steaming, crimson jelly. It was only a failed bottle test that likely managed to save the Orks from losing the game.


I then played against John and his Chaos warband in a Kill Team Fight.

This was a long, drawn out affair with plenty of casualties as both sides engaged with tons of lead and flashing blades. The game ended when the Orks failed a bottle check while the Chaos warband had only a single Cultist still up.

Friday, June 9, 2017

Feeling Green - Shadow War: Armageddon AAR

With the Harlequins shelved, it was up to Gutchoppa and his mob of boyz to take the fight to the ruins of Armageddon. 


My first game was against John and his Chaos kill team. The mission was Hit and Run, with the Orks attacking. My kill team needed to destroy a Promethium tank that John had placed atop the landing pad. 

The Orks managed to destroy the tank in the first turn thanks to a full-auto blast from a Spanner with a big shoota. The Orks then scrambled to get off the table as more Chaos Marines moved onto the table. Half the kill team was taken out in close combat with the servants of the Dark Gods, but as the greenskins managed to avoid bottling, they technically "won" the mission. And that's the best kind of winning.


I then faced Zach and his Inquisition warband. We rolled up Ambush, with the Orks defending. The Orks failed to counter-ambush, and had to crowd into the middle of the table.

The game went back and forth, with the Inquisition taking the first bottle check. But the Inquisitor kept his retinue in line, engaging the Ork Nob in close combat. Eventually the Orks' nerve failed, and the greenskins broke, leaving the Inquisition victorious.


Next was Chris and his Skitarii. The game was Kill Team Fight.

Both sides engaged with long-range fire. The Orks got lucky and managed to take out the Skitarii sniper in the first turn. The Nob led most of the Kill team around the right side of the table, but the Mechanicum soldiers bottled before the Orks could get stuck in.


The last game was against Bill and his Chaos. We got Kill Team Fight for the scenario.

The game went quickly, with Chaos Bottling after three of their members (two Marines and a Cultist) went down to the Orks' wall of lead.

Wednesday, June 7, 2017

One on One - SAGA AAR

After a break, Kevyn and I met up to continue our Age of the Wolf campaign. 


We decided to play the Challenge scenario, where a confrontation between Floki and Louis turned violent. We used the terrain rules in the book, which gave us a forest, rough ground, and a gentle slope.


For the first turn, both warbands advanced in support of their warlords. Floki charged the mounted Norman warlord, dealing a couple wounds and forcing Louis back. The Norman crossbowmen took aim at Floki, but the Viking leader nimbly dodged the bolts.


With Floki's ability to reduce the Norman's SAGA dice for the beginning turns of the game, the Normans were slow in getting to grip with the Vikings. Louis charged in against Floki with a unit of mounted Hearthguard, but were forced back.


Grinning and laughing maniacally, Floki again charged Louis, but had a unit of Viking hearthguard with him. The Vikings landed another series of savage blows on Louis, bringing him down to only five wounds remaining.


The Normans countered, their horses trampling the Viking warlord and dealing eight wounds in one turn!


But the Vikings were in a blood frenzy, and Floki had a fresh unit of hearthguard at his back. He was able to deal enough damage to finally take Louis down, winning the game for the Vikings.

Louis ended up with a serious injury, losing an Attack for the rest of the campaign. Both warlord had managed to amass enough power to become Athelings, setting them up for the next two games in the campaign.

Tuesday, May 30, 2017

2:10 to Jaeger City - Fistful of Lead AAR

For our second game, Carl and I decided to use the "3:10 to Yucca" scenario from the  Fistful of Lead rulebook.


The roughs would need to get the captured bandidos leader to the coach to secure victory. Meanwhile, the sister of the bandidos leader had shown up, hoping to free her captured sibling and escape.


 With the rough's leader providing covering fire from the old fort's battlements, the roughs moved out.


The bandidos didn't waste any time, opening fire on the roughs who were stuck out in the open.


Fighters on both sides were taking hits and diving to the ground. As both sides continued to fire at each other, the sister fell in combat against the ex-Army officer


The roughs were bogged down, unable to recover from their wounds or being pinned down. One bandido rushed the downed hostage-holder, hoping to free the captured leader.


That combat didn't go in favor of the bandido, who was killed by a lucky shot from the prone rough's pistol. But that distracted the rough long enough for another bandido to sneak up behind and put a bullet in his back. Now free, the bandido leader took off running without a second glance. On reflection, she had never really like her older sister all that much.

This was a fun, action-packed game with plenty of back and forth on both sides. If Carl's shooting hadn't stopped the rough escorting the hostage, I might've had a chance to get her onboard the coach and secure victory. Instead, I suppose the roughs will need to watch their backs for some time.

Monday, May 29, 2017

Barn Storming - Fistful of Lead AAR

Carl and I got together these weekend with the intent to put on our spurs, don our ten gallon hats, and head out into the West with a couple games of Fistful of Lead. 


The first game was fairly simple - a head-on clash between our two gangs of roughs. While I had an advantage in numbers, Carl's bandidos were equipped with rifles, out-ranging my pistol-wielding men.


After all the cards had fell on the first turn, both gangs had advanced towards the center of town.


The air was soon filled with lead. Brazenly, my gang attempted to surround the bandidos, who were hoping to get into the cover of the barn after their leader had kicked the door open.


Both sides took casualties, as a pinned rough in my gang ran for the hills, while a bandido fell, blood staining the front of his shirt.


Led by an Army officer gone rogue, the roughs continued to poor lead into the barn, with the bandido leader falling to the ground.


Two of the roughs tried rushing the barn door, hoping to get at the remaining bandido. One caught a bullet in the stomach and was killed. The other took advantage of the situation to unload his pistol into the prone enemy.


The last remaining bandido was dispatched from a distance.

As it turned out, the rifles weren't much help when the fighting was so close against the weight of fire and advantage in numbers of the roughs,

It was only after the dirt and blood had settled, however, that the roughs realized that the bandido leader was still alive. They recognized her from a wanted poster in the nearby saloon, and after securing her with some rope, the gang retreated to the abandoned fort to decide on what to do next...

Friday, May 26, 2017

Bowing Out - Shadow War: Armageddon AAR

The group gathered on Wednesday for more games on the war-torn world of Armageddon. 


The first game was against Mike and his Grey Knights in the Raid scenario. The Grey Knights would be defending against Harlequins, who would need to destroy the entrance to a bunker before reinforcements could arrive. 

The Harlequins rushed the two Grey Knights that had deployed, with both falling in close combat to the xenos. The bunker entrance fell soon after. The Grey Knight reinforcements didn't arrive until late in the game, but were unable to stop the Harlequins from retreating off the table and winning the game. 


The second game was against Pat and his Imperial Guard, who had managed to Ambush the Harlequins.

Unfortunately, the guard had split up, leaving a convenient group of three troopers vulnerable to the Harlequin's speed. The xenos ran out of cover, their prismatic blur keeping the worse of the enemy's fire at bay. A single round of close combat was enough to down all three of the guardsmen, forcing a bottle check and ending the game.


Finally, I faced off against John and his Chaos. This was a straight Kill Team Fight, as John wanted to see just how nasty a full force of Harlequins could be.

The answer? Very, very nasty. Despite the Chaos Marines essentially hunkering down at the opposite end of the table, that didn't prevent at least two of the Harlequins from getting into close combat. The final tally end the end of the game saw three Harlequins and seven Chaos Space Marines taken out of the game, with Chaos bottling.

So, I've decided to drop the Harlequins. They're simply too powerful for the league, and even increasing their invulnerable save to 5+ doesn't change the fact that they're difficult to hit at range, and are absolute monsters in both shooting and close combat. I picked up a couple boxes of Ork boyz to make a new, hopefully fairer, kill team.

Wednesday, May 24, 2017

Arachnophobia - Gruntz AAR

While I'm still waiting for my VTOLs to arrive, Gary was kind enough to let me borrow his DEVGRU and USA forces to use in Gruntz against his Prang. 


Our game once again on the eye-searing Prang homeworld. We used a scenario in which the humans would need to defend three objectives as reinforcements came onto the board, while the Prang would need to destroy those objectives in six turns. As the defender, I placed two objectives on both flanks of my table side, while Gary placed his objective behind the rocky formation in the center.

The humans started with their infantry and snipers prone, and three spider tanks. The Prang had their entire force on the table - a collection of slow, heavily armored tanks and APCs, and a massive dropship.


The Prang started by double-timing across the table. 


The humans got a single ATM armored car to arrive. Then the spider tanks emerged out of cover and opened fire, scoring solid hits against the lead Prang vehicles.


The Prang returned fire, scoring some hits. An APC speed towards the objective on the human's left side of the table, disgorging a Prang infantry squad into cover.


The humans received another reinforcement as a heavy wheeled APC rolled onto the table. Their second salvo ripped into the Prang forces, destroying a tank and two APCs.


The Prang pushed on, using their dropship full of warbots to get behind one of the humans' spider tanks and let rip with its weaponry. The humans tried to focus fire on the dropship, but between the damaged systems on the spider tanks and the dropship's micro-CIWS, most of the fire was ineffective. 


With the clock counting down on the scenario, Gary raced his dropship further into the human lines, approaching the objective on the right side of the table. The spider tank in the middle of the table finally fell to Prang plasma weaponry.


Unfortunately, further reinforcements and concentrated fire brought the dropship down, along with the warbots. Another APC was destroyed, and the armored wheeled APC used its Gatling gun to mow down the remaining Prang infantry by the left objective.


The Prang moved in for one last push, with their infantry mortars decimating one of the defending human infantry squads. But there simply weren't enough Prang units remaining to make much of  a difference. The humans finished the game by taking out the Prang mobile artillery unit.

The VP count at the end of the game gave the humans a solid win, thanks in large part to the spider tanks. They're extremely mobile, relatively hard to damage, and pack enough firepower to do some major damage on their own. The Prang vehicles might have been more heavily armored, but enough concentrated fire from the humans was usually enough to get through the aliens' defenses.