Tuesday, 14 March 2017

Blood bowl - Bunker bowl Playoffs

Group stage
Bunker Bowl season 1 has ended! Our first season had eight participating teams, for a total of 7 group games for each player. The now infamous Misery carneval performed 4 ties, 2 wins and a Walk-over. Enough to take the team to the playoff session.

http://is.gd/bloodbowl

Semi finals
Misery Carneval vs Lokomotiv Omskva

The two Chaos rivals, dwarf and beastmen alike, both line up for winning a spot in the final. I added a mercenary chaos blocker as he dwarfs had slightly higher TV and I had some spare cash. Still the dwarfs were outnumbering the beasts.

Lokomotiv begin the first half as receiving teams and goes for a running TD, but the beastmen line pull up to the challenge. The first half played mostly in the dwarfs favor, with two causalities against zero, as the beastmen repeatedly fail to break the AV 9 of the dwarfs. Add also the struggle with 
guard skill of the dwarf linemen (good choice). But the  ball somehow dropped fast resulted in a last turn TD for the Misery Carneval. 1-0.

I switched dice for the upcoming half and suddenly the un-penetrable armor of the iron dwarfs started to fail. The second half must have been the climax of a bloodbowl fans expectation on the field, as a beastman is killed and another is put of action for the next game. But somehow four of the five Chaos dwarfs finds them self badly hurt (or maybe they found some beer in the infirmary) and the slightly more agile beastmen pulled off another TD in their 8th turn. 

5-4 Cas for Lokomotiv. And 2-0 TD for Misery Carneval, running for the final.



Finals
Misery Carneval vs bugmans Pint

So with nine players and less difference in TV, now I had to play the final with two Journey(beast)men, But final it is! And another dwarf team!

Misery Carneval start as the receiving team, going for a running TD (I actually made a pass as well). The first half plays out quite ordinary, as the Beastmen slowly push down the right side of the field. Even though the dwarfs manage to blitz the ball carrier, the last turn comes down to a 3+ dodge to score. And sometimes a dodge is actually passed! 1-0 for Misery Carneval.

Setting up for the second half, both teams have suffered plenty (3 each) of knocked out players, but not yet any casualties (to the crowds disappointment). So after two attempts to get KO back (dwarf turn 8 fist half and 1 turn second half), both teams are 11 man strong for the second half.

But again, this is bloodbowl. in a few turns the dwarfs have badly hurt 3 chaos players and seriously injured another one. In return, The beastmen Badly hurt 2 dwarfs and injures another. The Dwarfs formed a cage along their right flank, but a blitzing beatsman knocks down the ball carrier and suddenly the chaos team is swarming the ball.

With some help from unlucky dwarf dauntless rolls, the Misery carneval grabs the ball and score another TD in the 8th turn.

2-0 TD for MC. 4-3 CAS for Bugmans Pint.




Misery Canreval are Season one champions!

Thoughts
I never imagined that a set of games between high AV teams would yield so many causalities, not taking in consideration the number of dead players in season one (2 rat ogres for instance). I would really like to play Dark elves in season 2, but being slightly overpriced to start with, replacing lost players would be an expensive enterprise. Still Blood bowl is probably better than it ever was considering the rules have been continuously improved from the same ruleset over 20 years (unlike most other games). 




Friday, 3 March 2017

Flames of war Vietnam - Hot LZ



Forces - 1000 pts UR Air-cavalry vs 1000 PAVN

We decided to throw a rather fast game of FoW Vietnam, at 1000 pts each. My Airborne troops once again mounted up in their choppers to inflict causalities upon the north Vietnamese army. As this battle takes part in the early stages of the war where the American doctrine was basically to inflict as much casualties on the enemy as possible and then withdraw from the battlefield - it felt perfect for a short and impulsive battle. The objective in this mission is either to gain points through killing enemy platoons or secure the opponents objective.

The battle
In the distant sky the local Vietnamese farmers could hear the sound of choppers. Sending a runner to the nearest PAVN outpost, they would be certain of a welcoming the capitalist warmongers do not expect.

The first US squad dismount in peace and secure the nearest building to set up a forward fire position waiting for more troops to come.

From the bushes, the first welcome party announce themselves. A company of PAVN regulars open up on the US positions.




The US do not hesitate to throw in more troops to the fray, as the sound of gunships blasting away rockets emerge from the wood tops. Scores of Vietnamese warriors are killed, but their relentless assault continues. in response the Vietnamese deploy heavy machine guns and bring down an american chopper in a hail of led.


Another platoon of US infantry try to reinforce the battle, but are forced away by the closing PAVN troops. The choppers redeploy in a safer position, eager to help their soldiers in battle.


As the PAVN swarm all positions, the US objective is suddenly out of control for the american troops. Even though there is nowhere to flee to, the US just find them self incapable of securing grounds.


In an attempt to avoid defeat from loosing ground the US launch an assault at the Vietnamese troops now holding the objective. But the skill of the US warriors seems imperfect this day and the Vietnamese throws back the assault.


Inflicting three dead platoon upon the PAVN they are required to take a battalion motivation test - with they pass. The morale of the defenders of the motherland is a hard thing to break. As the US are forced off the objective, the game ends in a Vietnamese victory!


Wednesday, 1 February 2017

Blood bowl - Chaos team

With the new edition of Blood bowl hitting the crowd, we decided to start a seasonal league at our local club. Looking through my old collection of miniatures I found a dusty chaos team ready to be put to the pitch. Just had to motivate myself to finish the paint job.


The chaos team offer very little variation in terms of player types and the starting team lack any skills. It makes the starting setup a difficult choice and most reasonable option would be to go for many re-rolls and three or four chaos blockers to begin with. I decided I wanted a Minotaur to start with, to throw in some variation. But it also meant very little money to spend on the valuable blockers or re-rolls. A few games in, the team has proven OK, but maybe it will develop into something cool?

The TV 1000 team
2 Chaos blockers
8 Beastmen
1 Minotaur
2 re-rolls
1 Apotechary

Tuesday, 17 January 2017

Warhammer 30k - Emperors will


Mechanicum Taghmata vs Legion Iron warriors

Forces 1500 pts
Legion Iron warriors
-Centurion w terminator armour
-6x terminators
-Spartan assault tank
-Contemptor dreadnaught
-10x Veteran legionarie w Rhino (with snipe)
-10x Veteran legionarie w Rhino(with snipe)
-5x Iron havocs

Mechanicum Taghmata
-Magos
-1 Thanatar sige autonoma
-1 Domitar autonomica
-2x Castellax autonomica
-2x Castellax autonomica
-2x Vorax autonomica
-3x Thrallax
-10x Thralls

Alright, my first 30k "full point scale" game. We roll for a mission from the core book and the result is "Emperors will" with Dawn of war deployment. The two main objectives are worth three points each and secondary objectives are Slay the warlord, Linebreaker and first blood. My opponent (the mechanicum) win the roll for whom goes first and deploy.


Turn 1
The Iron warriors open up strong with a successful Size the initiative! Perturabo sitting somewhere in his forward tactical bunker gives a tiny smile for himself. The Iron gauntlet push forward, killing two thralls in the following shooting as well as wound off the Thanatar.

The Mechanicum strikes back, rocking two hull points off one Rhino.



Turn 2
The Iron warrior veterans disembark to unleach some fire upon the Thrallax, killing one of them. The Iron havocs take a wound off a Castellax.

In return the Thanatar destoy the damaged rhino and kill five veterans in a massive barrage. First blood for the mechanicum. The Domitar charge the other Rhino, tearing it apart and killing five (!) veterans in the successive blast.



Turn 3
Iron warrior terminators embarked in the spartan initiate an assault trying to kill the Magos. The Magos challange the Centurion who stands little chance of breaking the T5 and 3+ inv. save of the Magos. a few wounds are inflicted in the combat.

The Dreadnaught charge the Thrallax and cause them one wound, enough to make them flee and destroy them in pursuit.

The Vorax enter the battlefield, outflanking and kill one veteran. 







Turn 4
The veterans and the Spartan destroy the Vorax. The thralls are reduced to a single model by the Iron havocs and finished off by the dreadnaught.

The Centurion die by the hand of the Magos in the Mechanicus assault phase, granting "Slay the warlord" for Mechanicum. 





Turn 5
Even thought it can't score, the dreadnought reveal the mysterious objective - a skyfire nexus.
The Iron warrior terminator squad is killed in the Iron warriors assault phase, allowing the Magos and the surviving Castellax to push forward. 

The Thanatar kills the four remaining veterans on the right flank. 

We roll to see if the battle continues. The dice shows a "2", but the Iron warriors chose to fight for another turn (with their "the bitter end" rule).


Turn 6
Iron warriors elect to play another turn in hope of slaying the enemy warlord, but it backfires and only result in the Mechanicum getting a Linebreaking unit as well.

Another Castellax is destroyed so maybe Perturabo would have some indulgence for the returning troops.



Result 
Mechanicus (3) - Iron warriors (1)

Mechanicus score First blood, slay the warlord and Linebreaker. Iron warriors scores Linebreaker. Neither objective is taken.





Tuesday, 10 January 2017

Flames of war - Late Pacific war - Dust up

Forces 1500

Banzai - Japanese Hohei Chutai (FV)
HQ
Platoon
Platoon
2xHMGs
3x Ho -Ni tank hunters
3x Te-Ke 
2x 150 mm Howitzers 
Limited Zero air support

Gung Ho - Marine infantry (FV)
HQ 
Platoon (2 squads)
Platoon (2 squads)
2x Assault section (attached)
4x Lmg
4x 60mm mortar
2x 37mm at-gun w Bazooka
3xM4 Sherman 
4x M3 Stuart
2x M4 Priest

We roll for scenario and it results in a dust up. the Japanese wins the roll for deployment and choose to attack with a night-fight assault, as per the "Hell by day, paradise by night" Japanese special rule. Half of both players armies are deployed in delayed reserve.



Turn 1
The Japanese push forward concealed by the night. Their battle-plan is to win the battle before dawn. The artillery spotter see the hiding US infantry just 50 cm away, but the artillery fail to range in.

The Americans lay still, waiting for the perfect moment to open fire...



Turn 2
The Japanese don't care much for concealing terrain, their soft shoes will not betray their silent approach.

The American Stuarts spots the oncoming Japanese infantry and opens up with their machine guns. Two Japanese teams are killed.



Turn 3
No reserves arrive. Still not close enough to assault, the Japanese takes position further ahead for an later assault. The Ho-Ni open up at the Stuarts, but miss all shots.

No reserves arrive, neither is dawn coming, as the defender rolls a dice for daybreak. The Stuarts hide from the Ho-Ni behind the houses. the mortars fail to range in.


Turn 4
One japanese platoon of reserves arrive, but still no daybreak. the Infantry on both sides are now close enough to assault so both platoons attempt assaults. In the middle, the assault is prevented by tank terror (come on, 3+ with re-roll), but two Nikku hakku teams continues the assault, one getting killed by defensive fire, the other destroying two Stuarts before getting killed in the counter attack. The newly arrived platoon also launch an assault, but losing a team in defensive fire and only killing a single marine team.




The night is still on in defenders turn 4, even with 3 dices to see if day breaks. The Sherman platoon arrive from reserve. Both Marine platoons line up for counter assaults and pinned, with only rifles the Japanese have little hope of stopping the assaults. Both Japanese platoons are slaughtered, with only two teams left in the center.




Turn 5
Day breaks. The Zero air support finally arrive! Te-Ke and HMGs also reinforce the Japanese, but with only support platoons remaining things looks really bad for the Japanese. The Ho-Ni destroy a Sherman and another is lost to the Zero bombing run - but the fearless remaining tank still push on.



At-guns and Priest reinforce the battlefield. The Last Sherman double towards the objective in the Japanese corner. The Stuarts destroy two of the Ho-Ni forcing a morale for the last one. The platoon fails but instead of fleeing, the tank crew dismount as a rifle  The last two Japanese infantry is killed in assault and the Marines now hold the objective.





Turn 6
In Japanese manner, the dismounted vehicle crew launch an assault to retake the objective, They survive three hits in defensive fire and kills a marine in assault, forcing them to break off (!). The Zero kills another three infantry with MGs, but the marine platoon is still in good spirit enough as they pass their 3+ morale.

The Stuarts destroy one of the Te-Ke and then the marines assault the last remaining infantry team, resulting in nothing now left to prevent a US-victory.



US victory 6-1