Friday, July 14, 2017

Shantytown Massacre - Strange Aeons AAR

After discovering last week that Kevyn had made a rather substantial purchase of Strange Aeons miniatures, we decided to get around to playing the game (also helping with my 6x6 challenge). We both created Threshold Lists, which we'll play while alternating control of the Lurkers. 


Kevyn offered to lead his Threshold team into the fray, and we rolled Fight for the scenario. We set the table up as a ramshackle shanty town in Nowhere, USA, where a cult had set itself up and created a ritual site.

Kevyn's Threshold team consisted of a Character, two Agents, and a Civilian. The Lurkers were members of the Cult of the Dying Light, with a Cult Leader, five cultists, and an Ancient Warrior that the cult had resurrected.

The goal of the scenario was simple - kill the other side!


The Cult Leader, covered by two .22 pistol wielding followers, advanced behind the shambling Ancient Warrior. Due to it's skeletal frame and unnatural physicality, the undead monstrosity shrugged off the Threshold team's bullets.


The Ancient Warrior lurched into contact with one of the Threshold Agents, who managed to pass her Resolve test to withstand the fear-inducing Lurker.


But the Ancient Warrior's claws made quick work of the Agent. Her companion, unable to stand the sight of flayed and brutalized flesh and bone, fell to the ground, catatonic.


The Threshold Character, cursing his bad luck, hunkered behind a fence and fired his .45 at the Ancient Warrior. Ignoring the bullets, the undead Lurker attacked the catatonic Agent, removing her from play.


Finally, the .45's hollowpoint round managed to connect, tearing the monster to shreds.


But now the Threshold Character had to deal with the remaining cultists.


One cultist's advance put him within charge range of the Threshold Character, and the government agent leaped onto the servant of darkness, cutting him down with his knife.


Unwilling to close, the remaining cultists (not counting those who never got beyond their starting positions) starting to shoot at the Character.


After several rounds of shooting, the Character caught a bullet and fell. The remaining member of the Threshold team - a mere Civilian - decided to run for it.

The Threshold team retreated and treated their wounded, while the Cult of the Dying Light went back to their dark machinations. Only time would tell if the Threshold could put a stop to their nefarious plans...

Wednesday, July 12, 2017

Who Brought the Big Guns? - Warhammer 40k AAR

With Warhammer 40,000's 8th edition release, Kevyn and I have been drawn back by its siren's call. The rules seem alright, although we're somewhat wary of some of the stuff we've seen on other tables. 


The scenario was Big Guns Never Tire and deployment was Dawn of War. We were playing with the combined 7th and 8th edition starter sets. Kevyn had Chaos and Death Guard, while I was playing with Dark Angels backed by Primaris Marines.

I finished deploying first, and Kevyn failed to steal the first turn.


My units shuffled forward into cover and took potshots where they could. The forces of chaos charged forward, returning fire.


Both sides continued to exchange fire. The Deathwing Terminators teleported behind the Chaos lines and fired on the Sorcerer and Cultists protecting one of the Objectives.


The battle essentially turned into three engagements. A Chaos force led by a Lord and supported by Chosen, Cultists, and and Hellbrute assaulted an objective held by a Tactical Squad and Ravenwing Bikers.


In the Center, a Plague Drone and Poxwalkers bore down on the main contingent of Marines - the Captain, Librarian, and Primaris Lieutenants with two Intercessors and a Hellblaster squad (funnily enough, the only Heavy Support option on either side).


The Deathwing Terminators sprinted into combat (after rolling an 11 for their charge distance). They tore through the Cultists and the Chaos psyker.


As the game neared it's conclusion, the score was still almost even. Kevyn's assault on the objective on the left side was complete after annihilating the Marines defending it. But the Deathwing had also secured the objective they had attacked, and the Plague Drone and Poxwalkers had been killed.


The game came down to a single Primaris Lieutenant who attempted to grab an objective in the last turn. Kevyn's Lord of Contagion wasn't having any of that, first slaughtering the last of the Intercessors, and then taking the head of the Lieutenant off with his weapon.

The score was 8 to 7, with the Marines just managing to secure victory.

Wednesday, July 5, 2017

Camp Curry - ADLG AAR

Chris, Carl, Bob and I decided to play a 300 point game of ADLG this past Sunday. Bob and Carl were commanding a Tamil Indian army, while Chris and I led a Brutus-Cassius Alliance Roman force. 


The field of battle consists of a coastline blocking one flank, a gentle hill on the Roman right flank, and three fields on the Indian side.

The attacking Indians had three commands of Elephants and their accompanying light infantry screen, and a massive command of bowmen, elite impetuous medium swordsmen, and a pair of light chariots.

The defending Romans had three commands of elite Legionaries with light infantry, and a command of light horses with some medium cavalry backing them up.


The first turn saw both armies moving forward.


A pair of Roman-allied light horse were chased off by the mass of Indian bowmen, while the light forces on both sides exchanged fire with arrows, slings and javelins.


The two armies closed. The light horse and medium cavalry continued to harass the Indian flank. A light chariot was forced into combat, unable to retreat due to the coastline, but managed to beat the legionaries in combat. In the center, a charge from the Elephants came just sort of the Roman infantry, who charged in against the massive beasts.


Progress on the flanks grounded to a halt, with the cavalry unwilling to commit to combat and the mass of bowmen slowly advancing. In the center, however, the Elephants had apparently walked into a mass of man-sized blenders, as three of the elephants fell in combat.


The Roman cavalry was forced to commit, as continuing to evade would leave the Roman camp open to attack. The center was clear of most Indian units, but the Roman lines were in disarray. Incredibly, the Light Chariot was still holding up the Romans by the coast.


Indian swordsmen charged through the bowmen as the Romans attempted to reform their lines. A lone Roman-allied light horse fled a charging elephant. The horsemen realized, then, that the Indian camp was completely undefended.


The light chariot gone, the Romans on the left finally prepared to get stuck in - only for the Indian bowmen to rout a Legionary unit and bring another close to breaking. On the right, the Roman cavalry began to waver, hoping for reinforcements to arrive soon.


The lines of battle continued to adjust as the Romans attempted to shift their forces to the mass of Indian infantry.


The Roman-allied light horse finally managed to contact the camp, causing a massive morale loss. That, plus other routed units, pushed the Indians past their break point. It was a close match, however - had the dice not so heavily favored the Romans in the center at the beginning of the game, then the outcome would have been much different.

Friday, June 30, 2017

2017 6x6 Challenge - June

Games Played in June



One on One - SAGA AAR


Pining for the Fords - SAGA AAR


The Final Campaign - SAGA AAR

Wednesday, June 28, 2017

The Final Campaign - SAGA AAR

Unable to stop the Vikings at the river crossing, Louis was forced to take up a defensive position at a nearby town. The ramshackle wall provided some defense, and its gate was reinforced by the defenders. A single unit of knights was tasked with outflanking the Vikings, hoping to strike at some point during the northmen's assault. 


As the crossbowmen waited in cover, the Vikings approached the wall, eager to get the battle over with and return home before the winter became too unbearable.


The Viking hearthguard advanced. The crossbowmen fired volley after volley, hoping to take down some of the enemy before they could reach the gate. Floki, seeing some of the Norman knights had gone missing, held his warriors back.


The Vikings continued to advance on the gate.


One unit of Viking hearthguard fell, as the other began hacking and beating at the gate.


Louis held his men back, hoping his reinforcements would arrive before the gate fell.


The sound of thundering hooves announced the arrival of the knights, who ran down the surprised and unguarded Floki.


But even as the Viking Warlord was run down, the gate fell. The Vikings' roars of victory quickly turned to cries of surprise as the other Norman knights charged, forcing the northmen back. A unit of Viking warriors was also felled by the Norman reinforcements.


Incensed by the attack, the Viking Hearthguard leaped back into the fray, trading blows before being routed. With only a single unit of Viking warriors remaining, the northerners decided to retreat. Floki was found and dragged away from the burh.

Despite this final win, the Vikings won the campaign with a massive score of 12 victory points to the Norman's 4. Floki would return home to fame and fortune, while Louis was forced to slink back to his lands to deal with the ongoing revolt.