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.