Thursday, July 16, 2009

AstroPeg 2009 Game 5: Over the Top

Overview:
Trench warfare in the 41st Millennium.

This game was against William and his Space Marines:

- Commander
- Tactical Squad w/ Missile Launcher and Flamer
- Tactical Squad w/ Missile Launcher and Flamer
- Tactical Squad w/ Missile Launcher and Flamer
- Tactical Squad w/ Missile Launcher and Flamer
- Tactical Squad w/ Lascannon and Flamer
- Scout Squad
- Dreadnought w/ Assault Cannon, DCCW and Storm Bolter
- Terminator Squad w/ Heavy Flamer
- Whirlwind missile tank

The table was out of a World War One nightmare. One side had a single trench line. The opposite side had a double trench line. Both sides' trenches had saps dug well into No-Man's Land. (In WWI, short trenches called saps were dug from the front-trenches into No-Man's Land. The sap-head, about 30 yards forward of the front-line, were then used as listening posts.) The trenches were good going, and provided a 3+ cover save to infantry inside them, against fire from outside. Everything outside the trenches was a muddy blasted moonscape, Difficult Terrain everywhere. We concluded that the shallow muddy shell holes would provide minimal protection - 4+ cover save.

The trenches were modeled with a lot of detail, including the wooden duck boards designed to keep out the wet. However, the trenches weren't fully "figure-friendly." Even in the bottoms of the trenches, figures were very tippy.

Objective: Score Victory Points for every unit in the enemy deployment zone. Scoring Units counted double VPs. Night fighting was in effect for the entire game. Each side had a single Star Shell, which they could choose to call in as a reserve. It would illuminate the entire table for a turn.

William set up first, forming 5-man Combat Squads from his 10-man Tactical Squads. He set up all his forces in and behind the trenches to the north.



I declined to set up the Swordwind, to keep those MLs and the LC away from the skimmers. This could backfire later, since it might prevent Scoring Units from getting into play fast enough to get into the enemy deployment zone. William infiltrated a Scout Squad into the trench sap on the Eldar half of the table, in the southeast table quarter.

This was going to be a good, tough game. By forming combat squads William could use proper "bounding overwatch": every 5-man fire team with a heavy weapon could stay in their trench, providing covering fire for the 5-man assault teams armed with bolters and flamers. The assault teams would score VP's basically as if they were full-sized. The Space Marines had a good position for their forces. With the Southern trenches having two lines, the Marines would get into the first line trench and gain cover much faster than infantry coming from the south side slogging north.

My only hope was to try and defeat these small assault teams in detail, then try for an end run with an Avenger squad to score points at the end game.

The Star Shells would only help William's forces, since he had so much long-range firepower. There was no way I was intentionally going to use the Star Shell issued to the Eldar forces.

For the first two turns, the Space Marines formed fighting columns that rose out of their trench and moved into No-Man's Land. The Dreadnought followed the infantry over the top. The Scouts moved down the sap a little, just short of the trench.

Not much arrived once the Eldar reserves became available. The Dreamweavers teleported into the trench, right in front of the Scouts. The Blade Dancers and their transport skimmer, Fencing Master, moved on in support. The Companions, riding Ancient Whispers, came on to the west. I kept the skimmers close to the south table edge, to keep them out of night fighting range of the Space Marine heavy weapons.



The Warp Spiders shot down all the Scouts. As they used their second jump to the east down the trench, they rolled doubles and a Spider was lost to The Warp.



The Space Marines pushed on. A Combat Squad got into the trench line to the west.

A Terminator Squad landed in the muck just east of the sap where the Scouts fell. They shot up the Spiders, killing two more, but the latter's morale held.

The Autarch moved on to the west to support the Avengers already on the table. The Banshee Serpent moved up to the sap. The Fire Dragons moved onto the table. Fate's Tears then dismounted into the trench, unlimbering their Fusion Guns. The Fire Prism, War Prayer, and the Farseer moved onto the table to the southeast, to give support to the effort against the Terminators.

The Avengers dismounted and Bladestormed the Combat Squad, killing most of them. The Autarch survived his Difficult Terrain tests and dived into the trench, killing the last of them. The Dragons burned down three Terminators; all other fire against them was ineffective.

Another Combat Squad and the Dreadnought climbed into the trench to the west. The Space Marine Commander and his two Combat Squads ran into the trench line. Another Combat Squad made it to the sap in the east. The Terminators moved a little west, to get away from the Dragons.



The Autarch was wounded by close range bolt pistol fire. long-range Marine firepower was negated by the darkness. The Marines got the Autarch stuck in close combat, to avoid his lance's charge.

Eldar fourth turn. The Farseer Doomed the Terminators. The Blood Redeemers (the second Avenger squad) finally showed up, moving flat out up the easternmost flank. The Fire Prism moved to its left, capstoning it from most of the Marine firepower. The first Avenger squad, out of ammo, mounted up and their skimmer moved into No-Man's Land to the far west, hoping to split up the Marine firepower. The Banshee Serpent remained motionless, to block the Marine advance down the sap, and the Banshees dismounted, to bring their pistols to bear.

Shuriken Cannon fire into its rear managed to destroy the Dreadnought. The Fire Prism landed a focused shot on the Terminators, killing them outright.



The Autarch killed some Marines in close combat, but was killed in turn, leaving a couple of Marines alive in the trench to the west.

Shuriken Cannons reduced the Marines in the trenches in the centre. The Banshees fleeted then assaulted, managing to contact both Combat Squads and the Commander. After the combat was resolved, The Commander and one Marine were left alive, locked in combat with eight Banshees (the Banshees just north and south of the trench were actually located on the trench lips - wobbly model syndrome).



William had vainly been trying to call in his Star Shell. It finally arrived at the top of the 5th turn, illuminating the bloody wasteland. In the harsh magnesium light, a missileer was able to draw a bead on the Wave Serpent to the west, blowing it up. The Combat Squad to the east assaulted the Banshee's Serpent, stunning it.



Bottom of the fifth. Time was being called, so we had to wind up our last turn. The Dire Avengers tried to run north through the mud, away from the wreckage of their Wave Serpent. They didn't get far:



(I made the crater and wreckage to provide a "destroyed vehicle" marker, as a result of my previous tournament experience in May.)

Peacemaker, the Avenger Serpent, managed another series of Difficult Terrain tests, and moved into the Space Marine deployment zone.

The Fire Dragons, their Serpent and the surviving Spiders gunned down the last of the Marines in the sap. The Fire Prism could finally see across the table, due to the Marines' Star Shell. War Prayer landed a focused shot on the two Marines in the trenches to the west; they failed their 3+ cover saves. In the close combat phase, the Banshees wiped out the last of the Marines in the southern trench lines.



At game's end, the only unit in an enemy deployment zone was the Blood Redeemers. This was a very hard-fought battle. Every unit in the Swordwind pulled its weight. As it was, the battle's outcome still turned on several single sets of die rolls, such as the "Hail Mary" shot by the Fire Prism against the entrenched Marines.

Result: Eldar Victory

Click here for the sixth and final game.

AstroPeg 2009 Game 4: Search Party

OVERVIEW
You have been sent to recover vital supplies dropped by friendly forces. Lost are 6 crates containing valuable supplies. A word of caution, these crates may have been damaged in the drop but you’ll only be able to tell once you open them.

A new day and a new set of opponents. First game that Sunday was against Jared's Space Marines:

- Captain with Jump Pack (stacked with Assault Squad)
ETA: - Sternguard Squad w/ meltaguns in a Rhino
- Venerable Dreadnought with Multi-melta, DCCW and Heavy Flamer, in a Drop Pod
- Assault Squad with jump packs
- Tactical Squad
- Tactical Squad
- Scout Squad
- Vindicator Assault Tank

The objective was to secure as many Supply Crates as possible and hold them at the end of the game. The objectives could be picked up by any model with a hand, and could be placed inside transport vehicles. They would be dropped if the model carrying it was killed, or its squad was involved in a close combat or was broken. The crates were fragile, so at the end of the game you had to roll a die for each crate - on a "1" they were worthless!

The entire table was snow covered, counting as Difficult Terrain except for skimmers and jetbikes. There were forests scattered about. There were also several hills, whose flat tops we ruled were good going.

Both sides placed the Supply Crates before setup. The first three crates were roughly midpoint in depth on the table, spread evenly from west to east. I placed another as close as I could to the center crate, to draw the Marines toward the centre. If a single sqaud went after both, I figured I could take those away from them if I concentrated the Eldar forces. The last two creates ended up near opposite deployment zones, in the eastern third of the table.

I lost the roll so Jared went second. We were required to set up at least one Troops unit, and could set up all our Troops. I placed one Dire Avenger sqaud in their Serpent behind a large hill, in the centre of my 12" deployment zone. The other Dire Avenger sqaud was placed in the southeast table quarter, behind some woods, hoping to make a play for a prize just 13" from the long edge. Jared set up his two Tactical Squads in the west and east. As I thought, he infiltrated the Scout Squad in the centre, to grab the two prizes located there in a woods.

Due to scenario special rules, we got to roll for reserves on the first turn, needing a "5" to bring stuff on. The Swordwind needed bodies on the table, so the Autarch used his +1 for Reserves rolls. The Farseer, Autarch, Banshees and Dragons all showed up. The Companions, located to the east, moved at combat speed and disembarked right on a Supply Crate, seizing it. The Farseer and Autarch hid behind the central hill with the other Dires. The Banshees moved flat out to be in a position to threaten the centre crates next turn. The Dragons moved flat out to the east, to threaten that flank and possibly seize another crate next turn.



Jared is a bold player. He tried to drop his Dreadnought right behind the dismounted Dire Avengers. He could have both roasted the infantry with flame and had the pod shoot up the Dragon's Serpent!



(ETA) Fortunately, he deviated right off the table. Rolling on the mishap table, the dread went back into reserves.



The Assault Squad showed up, moving on the ground so as to not incur Dangerous Terrain tests. Meanwhile, Jared started the Tacticals and the Scouts slogging through the deep snow.

The Fire Prism and the Warp Spiders showed up and moved up the eastern flank. The Dragons moved north and dismounted to seize another crate. The Avengers mounted up, putting the crate under tank armour. The other Avengers and the HQs moved north and east. The Banshees moved east in a feint. It looked like the Swordwind would do its usual "shift the axis of attack" to the east.



Vehicle fire killed three Tactical Marines to the east; their morale held.

In the Imperial turn, the Command Rhino moved onto the table. The Vindicator moved on in the northeast corner. The Dread stayed in orbit. The Tacticals to the west moved up to the crate located there. I would have to ignore that crate from now on and concentrate on the ones in reach. The Assault Squad moved up onto the relative safe terrain of a hill. To the east, the surviving Tacticals moved towards the Eldar, by-passing a crate. Good move. They would provide a buffer from behind which the Assault Squad could operate. The Scouts moved onto both crates in the centre of the table.



The Farseer Doomed the Scouts. The Dragons mounted up. The Fire Prism and the two Wave Serpents with prizes inside them moved west and south, away from the Vindicator - that Imperial tank did nothing else of note all game. The Spiders jumped in open order behind the vehicles, to prevent the Dread from landing there and popping skimmers from the rear. The Spiders lost one squaddie to the difficult terrain.

In the centre, the Banshees and the other Avengers moved up and dismounted, to bring the Scouts under fire. The Autarch and Farseer moved up in support.



The Dire Avengers unleashed a Bladestorm, two skimmers fired, and even the Banshees fired their pistols, all this shooting was directed at the Scout Squad. Their fate was sealed.



Vehicle fire, including a focused Prism shot, killed six Assault Marines. They were Jared's most mobile unit, save for the deep striking Dreadnought, so they had to be whittled down. At the bottom of the turn the Autarch and the Farseer slid east to help shield the rears of the first Avenger Serpent.



The demise of the Scouts left a drop zone in front of the dismounted Avengers and Banshees. Jared dropped the Dreadnought in another bold move, and this time it stuck!



The Rhino mounted Command Squad managed to plow through the snow and dismount in front of the Banshees. The Tacticals to the east moved back west and seized a Supply Crate. The Assault Squad moved up onto a hill to the west. The westernmost Tactical Squad starting slogging east. After the shooting phase was over, the Banshees were all gone, and their transport was wrecked.



Time in the game was running out; it was lunch time. Last turn!

The Farseer Doomed the Tactical Squad to the east. She and the Autarch moved towards the Dreadnought, hoping to take it out. Under the rules of the scenario, the crates could remain inside a vehicle without any passengers. The Companions and Fate's Tears dismounted, to bring fire upon the Tacticals. Their respective Wave Serpents and the potatoes inside moved south, away from the action and the reach of the Assault Squad and the Vindicator. The Spiders jumped north, losing another to a Dangerous Terrain test.

The Blood Redeemer's Wave Serpent moved west skimming past a crate, making its Dangerous Terrain test as it stopped over the western edge of the forest there. The Tacticals would have to move around the Serpent to reach the Supply Crate, which would take at least two turns of movement. No on else was close enough either.



In the shooting phase, the Autarch managed to immobilize the Dreadnought.

The Blood Redeemers couldn't reach a crate in the centre in the movement phase, the only phase in which you could pick up a crate. However, with a good run roll they were able to surround the crate. The Space Marines would be unable to pick up the crate in their next movement phase, having to concentrate on killing the Avengers.



Concentrated fire wiped out the Tactical Squad. The Swordwind had two crates to the Marines' one. The Eldar were in the lead again in the Supply Crate race.



Jared moved boldly again! The Rhino APC tank-shocked the Dire Avengers away from the Supply Crate they were shielding. The Captain separated off and jumped onto that crate. The Assault Squad jumped onto the abandoned crate to the east, picking it up. The Marines were in the lead again!

However, two of the Assault Marines had landed in the deep snow. Rolling for Dangerous Terrain, they both died. That forced a leadership test, which they then failed. The Assault Marines fell back, dropping their crate in the process.



We rolled for the two crates we each had, and they were all still viable. The Space Marines and the Eldar each held two Supply Crates.

Result: Eldar/Marine Tie

The Farseer sheepishly admitted that she had not foreseen any of this.

Click here for the next game.

AstroPeg 2009 Game 3: Sink the Baneblade

OVERVIEW
A renegade Baneblade has disrupted your battle plans. As its motives are of yet unclear, but it has the potential to destroy as much of your own force as that of the enemy. It is a threat that cannot be ignored! Use it to your advantage or destroy it to help secure victory!

This game was a hard match against Mike's Witch Hunters:
- Two HQ characters with various power weapons and melta pistols
- Seraphim squad with two melta pistols
- Seraphim squad with two melta pistols
- Sister of Battle squad in a Rhino
- Sister of Battle squad in a Rhino
- Sister of Battle squad in a Rhino
- Exorcist
- Exorcist

Infantry units that did not have transports could be deployed at the start of the game. All other units are in Reserve. Force Selections which have a mix of infantry units with a transport and without could choose to deploy the units without a transport, leaving the units with a transport in reserve. Infantry with a dedicated transport could deploy and leave their transport in reserve. Units set of 12" deep, up to 48" from the eastern edge of the board.

The Baneblade had its own rules for movement and firing. The Baneblade started at the westernmost board edge and would move directly east as best it could.

This was a Kill Points mission, with the Baneblade worth 3 KPs (one for each structure point) and able to score Kill Points itself against both players' forces.

Mike won the roll and chose to set up first. He chose the north table edge, and declined to set up anything. This would be interesting...

I also kept everything in reserve; the Warp Spiders would Deep Strike.

Mike commented that this would be all about who got the Baneblade. I agreed with him, and we both turned out to be wrong.

The Baneblade had its player turn first, so it moved along to the east for two turns. The Witch Hunters then scored some hot reserves rolls, bringing on two independent characters (Sister Superiors?) a Seraphim squad, an Exorcist and a Rhino mounted Sister of Battle squad. The Rhino hunkered down in the ruins to the east. Just out of melta range, the Seraphim scored a couple of minor hits on the superheavy tank. The Executioner, with D6 S8 AP1 shots, took the first structure point off the Baneblade with a volley of missiles.



The Swordwind needed every hand, so opted to use the Autarch's +1 to reserves for everything. All four Wave Serpents, the two HQs and the Spiders came in. Only the Prism was left off-table. The Dragon's Serpent moved 12", turned around and Fate's Tears dismounted, readying their fusion guns. An Avenger Serpent moved flat out to capstone the Dragons, helping shield them from fire from both the Exorcist and from the Baneblade's next position after it moved next turn. The other Avenger Serpent with its TL Brightlances came on in the far southwest quarter, to take pot shots at the Baneblade. The Howling Banshee's Serpent moved flat out just to the east, shielding the BL Serpent from a lot of future gunfire.

The Farseer tucked herself in behind the Serpent in the soutwest corner. The Autarch prepared to assault the Baneblade next turn, moving beside the Dragons' boat. The Warp Spiders tried to deep strike behind the Baneblade, but deviated northward.



Two of the Dragons were actually within Melta range. The Dragon's fire slowed the Baneblade and took another structure point. The Brightlances did nothing. The Warp Spiders killed a single Saraphim with their shooting (in retrospect, they should have tried to gun down the character). They tried with their second jump to move south out of reach of the Sister's character, but didn't get very far.


Score: Eldar = 1 KP, Witch Hunters = 1 KP


The next turn was eventful. The Baneblade's guns started firing in every direction. Fortunately, only its heavy bolters targeted the Dragons. Yeah, I know, S5 AP4 - but at least it wasn't the main freaking gun. One Dragon fell to the sponson's weapons. The coaxial autocannon hit two Spiders, but their armour saved them. However, the main gun then targeted them, killing all but one, who was left standing in a new crater that I painted and brought for just such a purpose.



The Imperials brought on the remainder of their forces from reserve. Another Exorcist moved into the northwest corner, accompanied by a second Seraphim squad. Two more Rhinos came on, one by the middle Exorcist, the other to the east, behind the cover of more ruins.

The original Seraphim squad moved close enough for their melta pistols to fire at full effect. They rolled well, destroying the Baneblade in a large explosion that also killed three more Fire Dragons. The last Dragon passed his morale, no doubt enraged at the loss of his temple brethren.



Fire from the two Exorcists was devastating. Both Avenger squads' Wave Serpents were shot down, taking away a significant portion of the Swordwind's mobility. The following photo shows how one Serpent managed to shrug of two glancing and one penetrating hit through the 4+ cover save for moving flat out, only to succumb to a glancing blow (the white "3" in response to the red die).



To add insult to injury, the Sisters character seen in the top of the picture is just about to smoke the last surviving Spider with a melta pistol.


Score: Eldar = 1 KP, Witch Hunters = 5 KPs


Things were looking very grim indeed for the Swordwind. However, the Farseer wasn't one to just give up.

The Fire Prism showed up, and moved onto the table with LOS to the Exorcist in the northwest corner. The Dragons still existed, in the person of their final squad member. That worthy mounted up and his Serpent moved north. The Banshee's Serpent meanwhile leapfrogged ahead, capstoning the Dragon boat by interposing itself between it and the remaining Exorcist. The Autarch tucked himself in the acute angle formed between both mobile Serpents.

Fortunately, neither Dire Avenger squad was pinned in the wreckage of their vehicles. The Companions, in teal armour, moved to Bladestorm the victorious Seraphim. The Blood Redeemers, in dark blue armour, moved north to support the Farseer.



The Banshee's Serpent, with a side shot available, fired its turreted shuriken cannons at the centrally located Exorcist, stunning and immobilizing it. The Companions' Bladestorm completely swept away the Seraphim in front of them. The Fire Prism landed a focused blast on the other Seraphims, killing one.

The Autarch challenged the Sister Superior to single combat, and she gladly accepted. Who would win this contest of power weapons? Whose martial skill would reign supreme?



With the loss of the character and the Seraphim, the game's outcome was now less clear.


Score: Eldar = 3 KPs, Witch Hunters = 5 KPs


The Rhino mounted squads started moving toward the centre of the table, the easternmost squads using a road to good effect. The undamaged Exorcist immobilized the Howling Banshees' Serpent. It had only moved combat speed, so it settled to the ground, still protecting its precious cargo.

The Seraphim moved to attack the Autarch. Their shooting failed to wound him, so they charged home, in order that they wouldn't be charged themselves by a S6 power weapon. The Autarch manged to survive their onslaught.



The Farseer tried to Doom the Seraphim, but their faith was too strong. The Dragon Serpent moved north and the lone Fire Dragon leaped out beside the immobilized Exorcist. He blew up the tank with a bolt of superheated plasma. Luckily, he wasn't killed in the ensuing explosion.



Meanwhile the Blade Dancers disembarked, moved and ran to surround the Seraphim. The Farseer moved north to cast her Singing Spear. The Blood Redeemers moved to support the Farseer. The Companions, out of ammo for a turn, moved southwest.

The combined fire from the Farseer, Dragon Serpent and Fire Prism destroyed the remaining Exorcist. The Banshees charged, rolling 30 attacks, wiping out the Seraphim.



The Autarch consolidated east, to draw the fire of the vengeful Sisters.


Score: Eldar = 6 KPs, Witch Hunters = 5 KPs


The game had now changed as the Swordwind tried to retain their KP lead and avoid being defeated in detail by the remaining Sisters of Battle.

Time was running down; it was almost supper time.

The Sisters of Battle advanced westward in a rough line abreast. The Sisters in the southernmost Rhino were joined by the remaining character, and rapid fired at the Autarch. Beyond all reason, the Autarch weathered most of the shooting, passing his invulnerable saves against the Sisters' energy weapons. His armour held up to all but two bolter rounds, leaving him with one wound remaining.

The last Fire Dragon moved behind the northernmost Rhino. The Dragon Serpent and the Fire Prism skimmed east to block the other Rhinos, cutting off the lone Rhino from any support. The Farseer moved against the Rhino, supported by the Banshees and the Blood Redeemers. The Autarch moved over the heads of the dismounted sisters of Battle squad, in order to contact the independent character who joined them. The Companions moved north east to Bladestorm the Sisters.

Despite their best efforts, the Fire Dragon and the Farseer failed to even damage the Rhino. The Fire Prism, Avengers and Autarch dropped a few Sisters. The Autarch charged, and the remaining Sisters moved in response. The Autarch allocated all 5 of his S6 power weapon attacks against the character, killing her outright when she failed an invulnerable save. The remaining Sisters failed to wound him. The game ended at that point, due to random game length.



What a drama filled game!


Score: Eldar = 7 KPs, Witch Hunters = 5 KPs

Result: Eldar Victory


This was a good end to the first day. Three great games, against three worthy opponents. What would the next day bring?

Click here for the next game.

AstroPeg 2009 Game 2: Hammer and Ambull

OVERVIEW
All day, the sun baked down like a hammer on your heads. Now, quiet night breezes cool the hot sands. Enemy forces face off against each other, the cool air fighting the ground's scorching heat. They ready their weapons and close to optimum combat range. As they engage, a rumbling shakes the earth and something rises from below…

As circumstance would have it, the next two scenarios I played were ones I played at the Astro-mini-con about a month ago. Somewhat surprising, since there were so many other tables and scenarios available.

This game, I faced Dustin's Necrons:
- Destroyer Lord
- 10 Immortals
- 10 Warriors
- 10 Warriors
- 10 Warriors
- 3 Destroyers
- 3 Destroyers
- 3 Heavy Destroyers

Potentially, a tough nut to crack. Lots of Necrons to help prevent phase out, lots of mobility with 10 things on a destroyer (that is, jetbike) chassis.

Victory points would decide the winner. Night fighting was active the whole game, negating much of the Necron long range fire. Ambull monstrous creatures randomly burrowed out of the ground 6D6 inches from the centre of the table.

The table itself was fairly open, with scattered wreckage and a large hill in the western half of the table. This hill was high enough to shield skimmers...

I won the roll, so elected to go second.

Dustin set up first in a long line from west to east. The Immmortals were in the northwest table quarter, with the Destroyers close by. The Heavy Destroyers and the Lord anchored the line on the eastern flank.



I kept everything in reserve, the two HQ's together as an ersatz unit, and not deep striking the Spiders. That would be two turns less shooting at the Eldar, and two turns for any Ambulls to kick the Necrons around.

The first turn and the top of the second turn went pretty much as I expected. The Necrons didn't move much, just enough to get good shots on any rogue Ambulls, killing them with entire squads firing.

The Autarch's used his reserves bonus to help bring on, respectively, the Prism, the two Avenger squads, the Farseer and Autarch, and the Howling Banshees. They all occupied the southwest quarter. They were either out of LOS or covered by terrain from the long range fire of the eatern half of the Necron army. They were around 30" from the closest Necron models, so the Necrons would require very good night fighting rolls to see them. This positioning would also put them almost out of reach of the Lord and the Heavy Destroyers, who would require at least a couple of turns just to get close to the action. Vechicle shuriken cannons wiped out any Ambulls in the Eldar vicinity.



An Ambull appeared just in the middle of the northern board edge, and the nearby Warriors failed to drop it. Necrons moved both Destroyer squads forward. As it turned out, the Necrons couldn't see far enough in the murky darkness to pinpoint their elusive foe.

The Swordwind received the last of their reserves. The Spiders moved on from the south edge, anchoring the Eldar right flank. They were in a good position to be shielded from fire, yet able to respond to the looming Destroyer threat. The Fire Dragon Serpent moved on less than 12", in a position also to respond to the threat.

The Howling Banshee Serpent moved flat out north, capstoning the following Avenger Serpents. Even if their ride was brought down then, the Banshees could disembark possibly in charge distance of the Immortals or some Warriors next turn. The Fire Prism moved up at combat speed, under 12" movement, so as to stay just out of the 24" rapid fire and assault fire ranges of the Warriors and Immortals. The two Eldar HQ's split up, following the vehicles. A smattering of Shuriken Cannon fire managed to bring down one Destroyer.



Next turn, the Ambulls achieved nothing.

The downed Destroyer got back up. Dustin had played his movement well, keeping the destroyers within 6" of each other. The Necrons killed off all the current Ambulls, again. There would be more. The Immortals moved south. Necron spotting and shooting were both very poor, killing a Warp Spider. When the dice leave you, they leave you.

For the top of the Eldar player turn, the Farseer failed her psychic test for Doom. Sigh.

The Banshees disembarked and moved towards the Immortals. Their Serpent moved off to the southeast to shield that flank from enemy Destroyers. There was a general advance as the Fire Dragons and both Avenger squads dismounted. The Autarch moved east to join the Dragons, to add his Fusion Gun to their firing on the Destroyers, and to absorb any charge.

The following photo looks south, taken from the Necron side of the table.



Fusion guns dropped all of one Destroyer squad, the ones just west and north of the drop pod. Shuriken Catapult fire from the Avengers dropped a few Warriors and Immortals. The Banshees then contacted both the Immortals and the westernmost Warriors, so as to not win this turn and to tie up both of them from firing. Some more Necrons died, at the cost of a Banshee. The Spiders used their second jump to interpose themselves between the Necrons and the Autarch/Dragons, offering themselves as both bait and shield.

Two of the three downed Destroyers got back up again, and joined their fellows, leaving a unit of 5 Destroyers. Dustin's Necrons started moving west, to try and get into the action. Necron firepower killed another Ambull, and killed 3 of the last 4 Warp Spiders; the remaining Spider's morale held. Potential Exarch material, that one! A couple more Warriors died in close combat, and another Banshee, but the Necron's morale held up. This was a good result, that set up the next and, as it turned out, final Eldar player turn.

Doom was successfully cast upon the Immortals. The westernmost Avengers, who were now out of ammo, moved north to help out the Banshees. Everything else except the Prism and Farseer moved east, to deal with the Destroyer threat. The Autarch separated off, to be in charge position. The skimmers all moved at combat speed, so as to bring fire on the Destroyers and, potentially, the Lord and the Heavy Destroyers. The end of that final movement phase was captured in the following photo:



The Fire Prism failed to see anything in the murk and darkness. Shooting from the Dragons, Autarch, the other vehicles and the last Spider wiped out the Destroyer squad. The clock wound down and we completed the turn. The Dire Avengers ran well and the Avenger Exarch was able to contact the Immortals. Combined with Doom, the last of the Immortals went down to multiple power weapons. A couple of Warriors were left alive, but to no avail.

The Eldar received full VP's for the two Destroyer squads and the Immortal squad, and half points for the reduced Warrior squad. The Eldar in turn only gave up half the value of the Spider squad. The Eldar had scored well over 150 points more than the Necrons,for the win.

Result: Eldar Victory

Click here for the next game.

AstroPeg 2009 Game 1: Battle at the Farm

ATTACKER’S OVERVIEW
You’ve located a small force of the enemy holed up at a nearby farm. Sneak in and attack before more enemy forces arrive.

DEFENDER’S OVERVIEW
This farm was the most defensible place you could find. The sector is being overrun by the enemy. Put your sentries out and hold until reinforcements arrive!

This battle was against Ken's Imperial Guard:
-Company Command squad with the Master of Ordnance and a named character
(Stracken? I don't recall; Ken only had one copy of his army list)
- Infantry platoon with two infantry squads plus platoon command and two mortar squads
- Veterans w/ Meltaguns in a Chimera
- Psyker squad in a Chimera
- Large Ratling sniper squad
- Hellhound flame tank
- Leman Russ battle tank

For the tournament, I used the latest variation of my Swordwind:



HQ
Sword-of-the-Lord - Farseer, Doom, Eldar Jetbike, Runes of Warding, Singing Spear
Warrior of Surprise - Autarch, Eldar Jetbike, Fusion Gun, Laser Lance

TROOPS
Companions - Dire Avengers x 10
- Far-Darter - Exarch upgrade, Bladestorm, 2nd Avenger Shuriken Catapult
- Ancient Whispers - Wave Serpent, TL Shuriken Cannon, Shuriken Cannon Upgrade

Blood Redeemers - Dire Avengers x 10
- Pious - Exarch upgrade, Bladestorm, Diresword and Shuriken Pistol
- Peacemaker - Wave Serpent, TL Bright Lances

ELITES
Blade Dancers - Howling Banshees x 10
- Angelic Rhapsody - Exarch upgrade, Executioner
- Fencing Master - Wave Serpent, TL Shuriken Cannon

Fate’s Tears - Fire Dragons x 5
- The Kid - Wave Serpent, TL Shuriken Cannon

FAST ATTACK
Dreamweavers - Warp Spiders x 5

HEAVY SUPPORT
War Prayer – Fire Prism

Total: 1499 points

Ken won the roll so chose to be Defender. As Attacker, I could field Infantry units, including units without their dedicated transport. At the end of the game, the side with the most Victory Points worth of troops inside the northwest table quarter would win.

Reserves would start appearing only after the game proper started. The "pre-game show" was like the old Kill Teams or Combat Patrols. only the Defenders sentries were active. For each sentry, both sides would roll a die. Winner got to move the sentry the die roll in inches. So, if I won the roll-off with a "4" that sentry moved 4 inches. The alarm would be raised at the end of a phase if the attacker had models within Initiative distance of a Defender model. Shooting attacks, using jetpacks, etc. would all cause the alarm to be raised. If the Attacker wiped out a Defending unit in close combat, the alarm would be raised on a 4+. only the sentries moved during this pre-game action. The rest of the units rested in place, no doubt sleeping or otherwise doing what soldiers do during their downtime.

The Defender set up his platoon inside the farm area with his sentries on the periphery.

I chose to go with the tried and true - a squad of Avengers and my Banshees. I set up my infantry to the far east, hoping to divide his sentries and make a gap to rush in. If the Eldar could wipe out the IG forces before the alarm was raised, they would win!

The photo below shows our initial setup. An errant Banshee was correctly positioned before we shook hands and commenced play.



The table was a beautiful setup built by Kevin Nelson, who ended up being my opponent in the last game. The board is actually very figure friendly. Half of the crop rows are merely painted, to allow figures to fit. All the trees plugged with wire into the insulation foam base, so they could be removed and replaced easily for movement.

The first 60 minutes of our scheduled two hours was spent jockeying for position as the Banshees and Avengers moved around to the South and West. While the Avengers drew off half the sentries, getting some of the Guardsmen caught up in the forest, the Banshees changed course and ran northwest towards the snipers...



The action heated up when the Banshees snuck through a gap in the picket line and rolled over the snipers.



The snipers fell to their blades too quickly for the alarm to be raised, so the warrior women splashed across the stream and into the northwest quarter.



The Howling Banshees followed up their initial success by silently murdering an entire command squad:



However, the Avengers ran afoul of some sentries in the woods, so the alarm was finally raised...



The IG squads within the compound were called to arms and took up firing positions. After the order "First Rank...Fire! Second rank...Fire!" rang out, half the Banshees fell to lasgun shots. Ken's mortars opened up at point blank range, only killing some of the Guardsmen of the firing sqaud. The Banshees passed their morale. The 6 stands of mortars were right close by, so next turn the Banshees charged into both squads, to tie them up and keep them from firing.



The game proceeded at a breakneck pace as both sides tried to bring on their reserves, any reserves. By the rules of the scenario, reserves came on randomly from either your own board edge or either short table edge.

The Guard were able to bring on the Hellhound and the Russ just to the east of the farmhouse. Their combined fire wiped out the Avengers already on the table. Served them right for making so much noise!

The Banshee Serpent and the Farseer followed a Chimera full of infantry from the eastern edge, and were in turn followed by the Psyker squad in their Chimera. The Psykers declined to cast powers, in the face of the Farseer's Runes of Warding. However, she was put out of action by combined small arms fire from the Chimeras open hatches.

Meanwhile to the Southwest, the other mounted Avenger squad, the Fire Prism and the Autarch made it onto the board.



A solid hit from (IIRC) a plasma gun stunned the Prism so it couldn't move. The Banshees had by this time killed 5 of the 6 mortar stands, but had finally fallen in close combat with the IG named character and his retinue.

The clock was winding down for lunch. As a last desperate move, I boosted the Avengers and the Autarch into the northwest table quarter, and rammed the Hellhound with the Banshee's serpent, Fencing Master, damaging the flame tank and costing it half its value (the Serpent didn't have enough movement to actually get into the table quarter). However, as the 5th and final turn wound down and the game ended, it was too little, too late. The remaining Eldar reserves didn't have enough movement, and the Imperial Forces just had way more tanks and infantry on the ground in the farm's table quarter.

The game was very cinematic. Ken and I waited with baited breath the outcome of each die roll to raise the alarm. The MVP of the match were clearly Exarch Rhapsody and her Howling Banshees, who must have run over 6 feet on the table during the course of the game, gaining contact several times to use their swords. In the end, the Banshees were undone by their brother Aspects of the Dire Avenger Temple.

Result: Eldar Loss

Fortunately, this was my sole loss for the entire weekend....

Click here for the next game.

Wednesday, July 15, 2009

The Finished Valkyrie



Finished Valkyrie on my painting table last night.


It's finished! All-in, with assembly and painting, it took about three weeks for me to finish one of the new 40k plastic Valkyrie kits. I have painted it in GünSchwarm colours, so it can aid in the noble purpose of strafing FuturKommies and transporting Gün Grenadiers to various military missions and VIP corporate sponsorship events.

There are a variety of options to arm it - I opted for rocket pods and a "multi-laser" (which looks practically identical to the lascannon, but would be lucky to harm a fly in 40k). The kit comes with two "hellstrike" missiles (huge, Phoenix-sized missiles), but in the end I liked the look of the rocket pods much better. The variant that I suspect will be most popular among 40k gamers, the "Vendetta", is armed to the teeth with lascannons, but in true GW fashion, they don't include the bits for that in the box.

In the end, I didn't want to go with the Vendetta variant on this model - it is a troop carrier first. I think it should have weapons designed to suppress enemy troops etc. In any other gaming system, free of the absurdities of "AP" rolls for shooting infantry, the rocket pods would hurt pretty good. Besides, the likelyhood of this thing flying in a 40k game is remote - the first priority of this bird will be flying in support of the GünSchwarm in our whacky and fun Futre War setting.



"By combining troop transportation with air support, GünSchwarm can significantly increase attack power while reducing its carbon footprint." - Future Al Gore


I have already ranted about the challenges of assembling this model, but I need to return again to the canopy. If anyone out there is contemplating building this model, I strongly, strongly remind you to be ultra-careful building the pilots.

The pilot models have big stupid GW skulls on their shoulder pads. Not only do these look absolutely ridiculous, if you are not careful, they actually prevent the installation of the canpoy. I had to pop the front pilot's left arm off TWICE to shave it down enough so the canpoy would fit over him, and even then it was a tricky job. And that is SO much fun when you have already painted it.

I'm not the first to say this (in vain), and surely won't be the last, but for goodness frigging sakes GW, not EVERYTHING has to have a fr*cking big skull on it!!!

On the plus side, special thanks to Dave V for providing great tips on using Future Floor Polish to give the canopy a good glassy finish. Did a stray, small paint brush fibre end up embedded in the Future on the canopy? Yes, but you can hardly notice it. I choose to look upon this as "character" for the model.





Mid-stage on the painting - no decals, getting ready for final highlights.


One other weak area is the decals. GW provides a copy of their older, pre-plastic Cadian Imperial Guard decal sheets with the kit. All the graphics on that one are lame, but the numbers are very handy, so I'm not complaining (they'll look great on my upcoming line of new Soviet armour). These particular numbers don't match the WW2-style German numbering I've been using on the other Gün vehicles, and the awesome stash Dallas gave me was running low, so I opted to raid my small remaining stash of 15mm scale DAK decals to provide numbers on the doors, wings etc.

What I would love to find some aircraft decals to go on the kit. Stupid things like "not a step" etc. would really help this model look more like a military aircraft. If anyone has a lead on how to acquire some of those (without having to buy a 1/48 model I will never assemble) please comment on the blog.




I'm still stuck with the Forge World Vulture model. In the wake of my last post, I broke the wings off to re-assemble them properly. Handled with the usual level of Greg B patience, this will be tricky to put back together again. And I think I'm going to switch the weapon load too (since I needed to pop all of that off the wings so it would face the right way) so it will be a "mixed" mission - 6 hunter-killer missiles for shooting at vehicles, and twin auto-cannons.

The auto-cannon is a mixed bag in 40k - a high-strength weapon with a middling "AP", meaning it isn't actually very good. On the other hand, the auto-cannons look great, and in the event it appears in a 40k game, they are good against light vehicles, the sides and rear-aspects of heavier vehicles, and together with the chin-mounted heavy bolter, will help against infantry and protesters.

Anyway, figuring out how to mount that sucker, much less re-assemble it, will be a big challenge. Still, now that I have that one flyer done, the gun-ship to go along with it would be pretty darn cool. Watch for more ranting in this space as that project staggers onward!