Sunday, 9 July 2017

Apocalypse (V8)

The scenario
This battle is about 10000 pts on each side, with the "order" side being loyal Astrates and Eldar, vs an unholy alliance of Chaos, Necrons and Tyranids. We used the rules for "the scourging" and deployed eight objectives, with two being worth 4 points, and two being worth 1 point, the rest is 2 point each. Both sides roll for who gets first turn and deploys first and the order side wins. No seize the initiative is used.



Turn 1




  



Turn 2








Turn 3











Turn 4

The last turn was all about securing the 4 point objective in the order side deployment zone. The battle ended in a stunning victory for the unholy alliance, with something like 10 pts to 3.




Warhammer 40k - Secure and control


The game
My first  game of 8th edition 40k will be a dust off between the new Primaris marines and my stubborn Iron warriors. We got a Secure and control scenario and rolled a search and destroy deployment - setup in opposing quarters, 9" from the middle. Forces are 1000 pts each.



Turn 1
With basic rules, everything is deployed on the battlefield, except deep striking units. My Iron warriors takes first turn and makes just small advancement.





Turn 2
Both Heretic Terminators and Loyalist jump marines reinforce the battlefield. With mainly bolter fire, the shooting phase offers few kills. The primaris jump marines assault the flyer, but fail to do any damage. 



Turn 3
Deepstriking terminators and a squad of marines assault the plasma armed primaris. First blood is gained by the loyalists, as the rhino goes down in assault.





Turn 4 - 5
The Hellblade kills two plasma armed marines and a lieutenant with its deadly hellstorm cannons, but is then finally shot down with a storm of plasma and bolter fire.  The Primaris is now in possession of their own objective, but the Iron warriors is to far away from theirs. We roll to see if the game continues, and it does for at least another turn.




Turn 6
The Iron warriors attempts to break the enemy line in case of a 7th turn, but the game ends and the Primaris takes it all.




Primaris 4 (objective, First blood) - Chaos 0

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 (V4) - Pacific


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.