Monday, 19 June 2017

Blood bowl - Bunker bowl Playoffs season 2

So the end of Bunker bowl's second ever season is nigh. The Semi-finals have been concluded and the last upcoming game is a battle between the rats of Rattsburg stealers (RS) and the orcs of Nazdreg name callers (NNC). The NNC has recently developed an intense taste for blood, resulting in many of the local vampire guilds going sold out on their blood stock.

Who is favorite in the finals is not yet clear, as the NNC might find themselves to occupied fighting the rats and each other tho the extent that RS might find a way through the NNC defense quite easily. A possible but less likely event could include the RS hitting back hard and actually puncture some of the green beasts thick hides.

Misery Carnival vs Bloodmoon Ratbags in the Jumbo finals.
So what happened with the others? My Misery carnival (MC) players suffered an immense five deaths and three reduced armor values during this season. Chaos - Thought on the paper, weak on the table? With an expected TD ratio of 1.5 per game they weren't up for the top score without their heavy hitting linemen.

In the end they played off against the exceptional sneaky Bloodmoon ratbags in the Jumbo final for those on the second half of the score table. The game ended a Tie, just a single "1" roll from losing 2-1 to the sneaky rats!

Flames of war - Pacific V4

Somewhere in french Indochina the expeditionary British forces encounter the Imperial Japanese army. A company of Matilda tanks face off against a Japanese infantry company trying out the V4 rules.

In V4 fewer teams can assault and causalities can only be taken from units in base to base contact.

Dug in infantry cannot expect to live as long as they did in V3. Better charge forward! 

Tanks can still be beaten by the Nikuhaku teams, but they can only target one or two tanks nowadays.

Bulletprof cover is still your friend!

Tanks must make cross checks to see if they can flee from an assault if they can only flee through terrain. A failed crosscheck means that the tank is captured and destroyed.

Guns have a better surviveability to direct fire with a 3+ save. But command teams are not used any more, so small gun platoons will become even smaller!

Tanks are pretty much the same as in V3, except their movement have change slightly. Many re-roll abilities are now a bonus to morale or skill checks instead.

You can still win by taking the opponents objectives, or you can destroy enough troops to once the enemy company to retreat. In this game, the British Matilda company was reduced to a single combat platoon and had to retreat.

Tuesday, 30 May 2017

Flames of war - Rearguard

Hero strelkovy 1500 pts (Berlin book) - 6 platoons (Fearless trained)
Kampfgruppe Lehr 1500 pts (Atlantic wall) - 6 platoons (Confident veteran)

The scenario
In this scenario an attacker and a defender is chosen. It is very similar to the v3 scenario "Hold the line", with the defender winning after turn 9 if the attacker has not claimed a objective before that happens. The defender will however have to remove a unit every turn as long as there is 5 or more units, or receive a counter "counting" as a unit. The defender also place a minefield for every 750 pts point allowance.

Turn 1
The attacking Panzer lehr cannot use any scout abilities as the enemy deployment is just 40 cm away. Units advance on all flanks and the pre-ranged in Hummels eliminates two of the four soviet zis -3 guns making them out of command.

The T-34s ambush to get some shots off the armored mortars and the gep. infantry. The veteran infantry advance on the right soviet flank. The guns just pass their morale and chose to remain out command to fire back.

Turn 2
A german smoke screen covers the half tracks advence from the su-100. Guns are slowly killing off soviet infantry, but with little effect. The gep. infantry on the german left flank take positions in the nearby buildings.

The Zis-3 fail their morale and is removed as casualty. The t-34:s hunt down the armored mortars, while the infantry attempts to assault the infantry in the building, killing two teams before breaking off.

Turn 3
The gep. infantry now attempts an assault on the dug in infantry, killing two teams, but also having one half tracked bailed in defensive fire. The soviets counterattacks but fail to penetrate the armor of the halftracks. The Lehr rolls for counterattack, but fails, and the bailed halftrack and its passengers are destroyed!

The Katjushas are removed as there are 5 of more defending platoons on the table. The infantry platoon partially in the buildings attempt to assault the German infantry, but are pinned back by defensive fire.

Turn 4
The Pumas outflank the su-100, lining up for a perfect shot next turn. The gep infantry once again attempts to assault the soviet infantry position, this time killing three teams. The soviets fail their motivation to counterattack and have to break off, leaving the objective undefended.

The infantry fail to up-pin, resulting in the only way o stop the Germans is to kill the other infantry platoon and the CiC. A long range shots from the s-100 kills the 2iC and a panzer IV, but the attempt to assault the infantry in the building are once again stopped by defensive fire. 

Turn 5
The German gep infantry claims the objective.

German Stunning victory (as only the mortars were lost)