Wednesday, October 24, 2018

Skirmish on MDF-7 - Gates of Antares AAR

One of the games I've been tempted into trying out is Warlord's Games' Beyond the Gates of Antares, since my Scifi gaming is sorely lacking (nevermind that, at the moment of writing this, I'm likely heading into a Kill Team league...)

I picked up a Freeborn starter set and a couple extra units, since the Freeborn look like a pretty versatile faction that have unit choices from very cheap, expendable infantry to expensive, elite troops. The whole "Space Dutch" backstory (as Keith put it) and the Fremen from Dune aesthetics were icing on the cake. 


So it was back to Keith's place to play on his table. We used the "Let Battle Begin" scenario, with both sides lining up on opposing long edges of the table.

Keith's force of Algoryn was small and elite, with a Command Squad, two AI Squads, an Infiltrator Squad, a Skimmer Squad, and an X-Launcher team.

My Freeborn were less elite but more numerable: A Command Squad, two Domari squads, a Feral Squad, a Mag Light Support team, an X-Launcher team, a Transport Drone, and a Targetter Probe shard.


The first turn was all maneuvering, with Keith moving his skimmers up one flank and my transporter drone hovering down the streets. The white poker chip was a minefield that Keith's infiltrators had placed before the game started. While they looked to be more anti-infantry, I decided I didn't want to risk my drone that early, so I moved it towards a different gap in the buildings.

Speaking of the buildings, we decided that were we playing in an industrial sector. This meant the buildings offered a decent resilience bonus, but were difficult to move through.


Keith's skimmers, unfortunately, took a hit when my Mag Light Support managed to ambush them, downing one of the vehicles. The remaining skimmer fired at my X-Launcher, but only managed to put a pin marker on the unit. Keith's Infiltrators, however, took fire from both the Domari unit in the buildings with the weapon teams and the drone, which did some damage. Thanks to a Down order and a Camo Drone, Keith's Infiltrators managed to stay alive.


By turn three, it was clear things weren't going well for the Algoryn force. The last skimmer was taken out by the Mag Light Support team. While a Scramble shot from the X-Launcher forced my drone back, the Ferals unloaded and charged forward.

This meant that one of the AI squads, which was trying to move forward, was caught both by an Ambush from the drone and supporting fire from the Ferals, severely reducing the unit. My other squads started to move out of the buildings and onto the street.


In a desperate last chance bid to take out the drone, the remaining two troopers in the AI squad charged my drone and attempted to wreck it. Unfortunately, they didn't have the equipment to deal with the vehicles armor, and both sides came away from the combat untouched. However, the AI squad was left in the sights of the Ferals, who opened fire and wiped the Algoryn out.

At that point, Keith decided to concede, as his force was badly mauled and unlikely to be able to do much to the drone or supporting infantry.

It was a fun game, if overlong for just 750 points (although some of that might have been us checking the rule books, QRS, army lists, and weapon lists again and again). One problem I have is GoA's similarities and difference to Konflikt 47 - there's enough of a shared ancestry that you feel like picking up the game will be easy, but the changes are enough that you're constantly second guessing or mixing up rules.

Still, I hope Antares gains popularity in the area, and we're hoping to get to 1,000 point games as a minimum for more variety.

Wednesday, October 17, 2018

Barrage 2018, Tamil Indians vs. Medieval Hungarians - ADLG AAR

My final game at Barrage was against Walt and his Medieval Hungarians. 


Like Bill, Walt decided to dismount his knights as the game started. He also decided to deploy heavily to his left, which would effectively leave one of my commands out of the fight.


The fighting started on the right in the forest, where Walts line of light infantry decided to charge into my command. For some reason, I decided to fight in the forest, knowing that my medium infantry and elephants would be at a disadvantage, while Walt's light infantry wouldn't. This resulted in a quagmire that bogged that command down in the difficult ground for the rest of the game.


The rest of the game didn't go well either - with Walt's commands interpenetrating and nudging each other all over the place, it was difficult to keep track of who was in command of what.


Ultimately, Walt managed to force my army to break, although his own army was just a couple of lost cohesion points away from breaking as well.

Overall, I placed 5th out of ten players. The Tamil force was interesting, if a little boring - there's no real tactical depth to the force. I missed the speed and maneuverability of light horse and real cavalry, and I may build a force with them for the next tournament I go to. Maybe I should expand my Avar?

Wednesday, October 10, 2018

Barrage 2018, Tamil Indians vs. Medieval Germans - ADLG AAR

My second game at Barrage was against Bill and his Medieval Germans. 


Unlike Joe, Bill decided to dismount what cavalry he could at the start of the game. 


However, since this mean most of his units were heavy infantry, I technically had a "faster" army, and I managed to reach the middle of the battlefield first. 

This meant that when combat came, I was able to claim the top of the hill on the left, which gave me a height advantage in combat. 


While my right flank ponderously swung around, the other two commands were having a decent go of it thanks to some hot dice, and I was able to liberally spread cohesion damaged against Bill's army. 


This time, the Indians managed to hang on in the scrum, and enough of Bill's units routed for me to score a victory.

Wednesday, October 3, 2018

Barrage 2018, Tamil Indians vs. Nikephorian Byzantines - ADLG AAR

This past weekend I travelled down to Maryland to take part in a 15mm L'Art de la Guerre tournament at Barrage 2018.


I had been furiously working on a Tamil Indian force, thinking I'd been in the Ancients bracket of the tournament (the split being between pre- and post-1000 CE lists). 

However, I was surprised to discover I had been placed in the post-1000 bracket!

That didn't affect my overall strategy much, however. With Elephants, Impetuous infantry, and Ordinary commanders, my army would simply march across the table and hope to roll high on the dice when in combat. 


My first opponent was Joe, who brought Nikephorian Byzantines. 


Despite all the elephants on the table, he elected to keep his units mounted, which allowed him to rapidly re-deployed his knights and heavy cavalry away from one of my commands. 


With all the shooting available to his army, I decided to push my units into combat as quickly as possible. The first round went decently for me, with the Elephants and Impact/Impetus Medium Swordsmen causing cohesion lost across Joe's line of infantry. 


Unfortunately, the dice then swung completely in the other direction, and I saw most of the two commands in combat simply evaporate, leaving Joe with the win. 

Wednesday, September 26, 2018

Kayfabe and Throwing Shade - Warhammer Underworlds and Rumbleslam AARs

While Sam couldn't make it this past weekend, John and I decided to put a couple games on the table that John had finished painting the miniatures for, but hasn't had the opportunity to play yet. 


The first game was Warhammer Underworlds: Shadespire. I had actually bought the starter earlier this year, but ended up selling it since no one else seemed to be interested. It's really a shame, since while I'm cold on Age of Sigmar, Underworlds turned out to be a fun, fast-paced, and tactically complex game.


John and I ended up playing three games. I lost the first, as I sent my warband in piecemeal. While Steelheart's Champions are stronger than the members of Garrek's Reavers in one-on-one combats, John was able to gang up on my fighters and tear them apart.

Realizing my error, I spent the next two games keeping the Champions closer together, playing a defensive game. With this strategy, I managed to win both games.

Warhammer Underworlds has actually piqued my interest, and I may purchase the new starter.


The second game we tried out was Rumbleslam, which John essentially owns everything for thanks to his participation in the kickstarter.

I chose to play as the Cryptborn Nightmares, while John used the Heavy Pounders.


Since I couldn't find a PDF of the rules online (c'mon, TTCombat - it's 2018, get with the times!), John and I had to take our time trying to learn the game as we played.


The first turn mostly saw both teams moving across the ring, positioning themselves for the next turn. My werewolf, however, managed to successfully activate his Crowd Pleaser ability, and leapt to the nearest empty turnbuckle.


The second turn saw most of the action. My werewolf leapt down from the turnbuckle onto the ogre, who in turn went off the ropes to slam into the werewolf. While the big guys fought it out, the smaller members of the team skirmished in the corner, with one of John's halflings and my zombie knocked out for the count.

Unfortunately, we ran out of time, but the two rounds was enough to get a taste of Rumbleslam's rules, and it left me wanting more. We used grappling, off-the-rope, and turnbuckle attacks, but neither of us managed to use any lifting or throwing rules. Maybe next time.