Showing posts with label Pelarel. Show all posts
Showing posts with label Pelarel. Show all posts

Sunday, 15 January 2023

Mostly fighting, not a lot of withdrawl

 Blogger Pel and I played a game of Flames as a bit of a test for our club convention later in the year where we'll be playing 111-point Late War. His list was an extended 100 point list of Comets and Paras and mine was a rapidly-revised-I-liked-the-other-version-better-but-I-haven't-painted-the-bits-yet Volksgrenadier build.


Turn one, in which I passed one 3+ roll and it was the least useful one to pass. Everything failed to Rally, despite Siegfried Moldenhauer being carefully placed to make this as easy as possible (which made me sad as there was this Para Engineer platoon loitering in the open and I have assault rifles!!) 

I popped my Brigade Panthers out of Ambush on my first turn and took a janky shot at Pel's HQ. Six shots, 2 hits on 6s. YAY! I thought. One penetrate, one glancing hit and I passed a 3+ roll on the glance to bail both tanks. GRRR.... 

I was a bit salty but, as it turns out, both our dice on this flank made this whole thing much harder.

By Pel's second turn he was aggressively threatening the left hand objective and I was not....feeling good about how this was going.

And of course my cunning plan (which involved rolling 3+ just one time again) did not come off! The Comets took out the one Panther that failed to Cross in the wood and the Paras went into the first Assault Platoon and actually, it was a surprisingly good fight - the Volksgrenadiers acquitted themselves well, but not well enough to see off the Paras. The Engineers took the top of the hill to prepare to assault my second platoon. Pel's dice caught up with him here and six Comets failed to remove one of the Brigade Panthers.

I failed to Rally the Assault Platoon (AGAIN) and so the Engineers lived a turn but the Brigade Panther remounted (!) and the radical redeployment of the Jagdpanthers continued, vexed by my stupid minefield placement. I kept Pel's 6pdrs occupied while I did it and advanced the Rifle Platoon to protect the flanks of the Jagds.

By the next turn, Pel had removed a Jagdpanther (for the cost of a Chaffee. Seems deece.) and my Rifle Platoon had NOT removed the Chaffees because hitting things on the move with a Panzerfaust is reasonably challenging and then I missed in the assault. Completely. But with no Moldenhauer in sight, not super surprising. For my accounting though, the Assault Platoon shot the Engineers out of existence, a Jagdpanther shot a Comet (YAY!) and the Para HQ repelled an assault by the Assault Platoon with five hits out of six. Sten Teams, yeah! The Jagdpanthers, amazingly, rolled over them instead. It wasn't altogether bad and I was starting to think this might be salvageable.

In his turn, Pel bailed a Panther and a Jagdpanther and destroyed three of my four PaK40s. It wasn't pretty. And then...

...the start of my next turn was where we called the game. I failed to remount or unpin literally anything and then failed Last Man Standing Tests for the last Jagdpanther, the last Brigade Panther and the last PaK40 leaving me with a pinned Assault Platoon (because of course I didn't unpin!) and a way out of position Rifle Platoon. If I'd unpinned, I'd have forced Pel's remnant Paras off the Objective but there were still 6 Comets there and I'd have been out in the wind at that point and unlikely to live...

Lessons? 

I need to deploy better and really learn to be better at minefields! Those Jagds were completely out of position for too much of the game and honestly, Comets are a bit scary. Real Panthers might have been okay in a 3 vs 8 fight but not Brigade ones. Pel deserves lots of credit for some very good use of smoke too to neutralise my PaK40s so effectively as well. This list is a bit of a hackjob and it needs work. Some recent list-building changes by Battlefront have created some challenges for me in building the list, notably with it's supports, so I need to give it a bit of a rethink.

Next Time

Maybe some painting? If not, it'll be a runthrough of our clubs postponed 2022-year-end event and how that goes!!

Monday, 28 September 2020

Roaming through the old world - ep3(ish)


 After an exhausting night at the Hooded Man inn, the party glad to be able to make their way onward in the comfort of a Coach. Aaron helps Heinrich manage the horses through the thick muck of the road whilst Cressida watches the road cradling her newly acquired blunderbuss.

Marie and Saskia opt to ride in the "fresh" air on the roof of the coach - much to the other occupants' relief as does Eivor. That left Nynn and Rudiger to accompany the Kurtzmann sisters inside the Coach.

The day's journey was uneventful, the sisters provide some distracting conversation within the coach whilst the occupants of the roof entertained themselves. The coach turned onto the Middenheim/Altdorf road sometime in the mid morning and the coach pushed on to the Coach and Horses Inn, arriving before dusk.

The signs of bustle and activity reassure suspicious minds as the coach enters the gates of the inn and pauses under the archway.

the party de-buss into the bar whilst the coach is led around to the back of the Inn to allow the horses to be stabled. 

The warmth and noise of the Inn bar wash over the group, the inn keep is talking loudly to a rather drunk pair of men sat in chairs near the fire.  

A very well dressed gentleman casts an appraising eye over the group as they enter. He loses interest in them as they notice him and returns to nursing a large glass of wine whilst propping himself up against the bar.


A trio of women sit at a table: an obvious noblewoman picking disdainfully at her food, piercing green eyes briefly raising to the noise of the opening door before returning to the contents of her plate. A small, mousey girl in plain clothes sits sullenly to her right, her clothes shouting her station as servant next to the finery of her mistress. To the lady's left sits a broad shouldered muscular mountain of a woman, blue eyes staring icily at the party as they enter.

At the far end of the bar appears to be a large book propped up on a table, from behind which a hand occasionally reaches round to reach for a tankard. 

A tall, lanky barman frowns whilst cleaning glasses behind the bar, muttering to himself under his breath. His focus seems so absorbed in his task he pays no attention to the group of travellers at the threshold.

"wet beds! warm roads! Caaww!!" screeches across the laughter of the coach men as a crow hops along a shelf above the bar, bobbing its head and flapping its wings as it does so,

"Oo, shut yer 'ole Blackie! Don't you mind her sirs and madams, welcome to the Coach and 'Orses" The inn keep, having extricated himself from the coachman bustles over and greets the group. "the name's Gustav Fondleburger, I take it you ladies and gents will be wanting to stay the night?" Baggage is collected by young porters who appear from nowhere and the group are shown to a table with the promise of hot food and good drinks.

The Kurtzen sisters excuse themselves to "clear the dust from the day's travels" and make their way upstairs. 

Aaron takes a keen interest in the noble woman whilst the others nurse their drinks and discuss the events of the last couple of days. All agree that something strange is going on and that sticking together for the remainder of their journey to Altdorf would probably be a good idea.

the night is passed in general conversation and drinking. Aaron recognises the lady's family colours as belonging to the Von Strudeldorf family. the young woman is surprised enough at being recognised by such a common ruffian that she briefly lets her guard down and engages in conversation with him. much to the annoyance of her bodyguard.

the well dressed fop at the bar wanders of and introduces himself as Phillipe Descartes, a thick Brettonian accent colouring his otherwise excellent Reikspiel, to which Marie replies in fluent Bretonnian! A friendly game of Scarlet Empress ensues which leaves the purses of some of the party somewhat lighter!

Saskia is persuaded that the horse trough is not the place for a young lady to refresh herself and a copper of hot water is prepared in a bathing shed off the back of the kitchen. Saskia spends some time marvelling at the feeling of hot water before washing herself and all of her clothes - much to the relief of the group when they see her later.

Rudiger and Cressida strike up conversation with the two coachmen by the fire. Gunnar and Hultz are already several sheets to the breeze but are happy to accept more drinks for the chance to gossip and brag. Stories of with hunter burning villages, coaches going missing, increased bandit activity and the Emperor annexing Ubersreik paint a worrying picture of the Empire for both of them.

 the evening draws to a close and the bold adventurers retire for the first restful night of sleep in several days.

the following morning the Kurtzman sisters bid farewell over breakfast: Heinrich is taking them on to Middenheim after picking up a second coachman. Of Gunnar and Hultz there is no sign....

Aaron and cressida take it on themselves to ensure that the Altdorf coach is tacked up whilst Rudiger and Eivor chivvy the Coachmen to Breakfast and onto the coach.

It's very soon apparent that if they're going to get anywhere, Gunnar and Hultz will have to sleep it off whilst Aaron and Cressida take the reins.

The pattern is repeated for the next two days  until the morning of the third day sees the coach cresting a hill revealing the splendour of the heart of the Empire before it: Altdorf at last!




Saturday, 19 September 2020

Roaming through the Old World - ep2

 

Last session left our "heroes" in the middle of the road, getting soaked to the skin, surrounded by the corpses of highwaymen, beastmen, mutants and some hapless coach passengers.

At this point,  Aaron Gilmour remembered that the Hooded Man inn was less than half a mile further on (cue flash of ominous lightning and rolling rumble of thunder). Given the liklihood of meeting further chaos nasties if the group stayed put, they all trudged through the mud. Dark thoughts and curiosity nagging some minds, gnawing hunger and chilling damp nagging others.

After what seems like a sodden eternity, the hard edges of a man made structure appear through the gloom. As they group gets closer, a lightning flash illuminates the high walls of a coaching - the sign of The Hooded Man swinging in the gusty wind.




 hammering on the gates elicits no response so Aaron moves around the side of the walls to look for another entrance. He comes across the keeper's hut for a small ferry crossing a river to the side of the inn, the door swinging in the wind and no sign of illumination inside. Overturned furniture and a bloody track across the threshold attest to a vicious struggle sometime in the near past. 

At the end of a track leading back to the inn, he finds an unlocked side gate into the inn's courtyard. Summoning the group they move in.



The courtyard appears deserted, the coach house and stables closed. Light seeps around the shuttered windows. As the group crossed the courtyard, the sound of laughter and merriment from the inn grows louder. Rudiger knocks heartily on the door, halting the laughter. After a brief silence,  the sound of chairs being hastily scraped across the floor is faintly heard before bolts are slammed back and the door opened.

An immensely rotund figure peers through the crack in the door, 

"yaars? wot yer want?"  

The huddled group in the rain share bemused glances before explaining the need for food, drink and warmth. After initially pleading a full house, a voice from within the inn shouts "Otto! stop being such an ungracious host and let the poor travelers in!"

Otto, begrudgingly opens the door to admit the group, bolting the door hastily behind them. The warmth from the open fire soon starts steaming the rain from the group's sodden clothes as they take in the scheme. Behind the bar a gangly barman with large, staring eyes and no chin sullenly mops the floor whilst a road warden leans against the bar with a wry smirk across his face.

"full huh?" questions Rudiger. 
"we 'ad a full coach in this evenin', they've gone ter bed."

introducing himself as Hans, the road warden encourages Otto to provide food and drink for the travelers the proceeds to question their need to travel abroad on such a foul night. 

The conversation moves through the events of the evening and Hans relates the story of a bandit attack on the inn earlier in the day - hence the wrecked and bloodied ferryman's cottage. Once the party are settled with drinks in front of the fire, Hans joins Otto in the kitchen to "smooth the inn keep's nerves". Nynn attempts to list at the door but noisily knocks a chair against the bar as she passes. the bug eyed barman appears from the kitchen and shoos her back from behind the bar and continues his mopping.

presently, Hans re-appears and continues questioning the party as to their travel plans whilst Otto serves bowls of steaming stew. Saskia turns her nose up at the contents of the bowl and munches on some dried berries she had in a pouch, Rudiger and Eivor attack their bowls with gusto whilst the others pick at their food but ultimately leave most of it, the taste and smell of the stew managing to suppress even there appetites. Cressida spends her time cleaning the blunderbuss she looted from the highwayman's corpse, whilst Saskia stares longingly at the doorway out of the inn.

the question of accommodation brings a panicked look from Otto, but a calming glance from Hans elicits the offer of the common room for the night. Saskia point blank refuses and demands to be let out to sleep in the stables, this is done with an amused shrug from Hans.

The party are shown upstairs, along a bare, damp floored corridor to a musty, untidy common room. Upon entry, Otto locks the door behind the party and heads downstairs.

Nynn feeling more than a little unsettled at this point, drags a cot across the door to be doubly sure of her safety.

Meanwhile, Saskia makes her way across the courtyard and unbolts the door to the stables. She narrowly avoids being trampled by the panicked horses bolting from the stables as they force their way through the doors. Picking herself up, Saskia sets about recovering the stupid animals and returning them to the safety of the barn. Once the animals are settled, she curls up in one of the stables and goes to sleep.

Back at the Inn, Eivor and Rudiger start to feel VERY drowsy whilst paranoia gets the better of Cressida and, using her hammer and one of her spikes, proceeds to "tinker" with the door lock. Eivor decides the drowsiness is due to something in the stew so clears his stomach in the quickest way he knows. the group tries to settle for the night after getting a fire going in the hearth. Cressida, hears footsteps ascending the stairs and pausing outside their door. Whoever it was then retraces their steps downstairs and the scrape and thunk of the bolts on the inn door are heard opening.

Marie opens the shutters in time to see a figure moving across the courtyard towards the stables, shortly followed by the high pitched scream that she's heard before!

Saskia is woken by the bug eyed barman creeping towards her in the stable, she screams and lashes out with her staff and a struggle ensues. Hans quickly appears and also tries to subdue her!! 

The rest of the group rush from their room and out through the inn door to aid Saskia. Hans turns to engage this new threat and the fight is pushed into the barn. the horses panic and kick their stalls adding to the noise and pandemonium. as the group gain the upper hand on Hans, a spider-legged figure drops from the hayloft onto Rudiger and the party fight for their lives! Rudiger bellows for the blessing of Sigmar to smite his foes and, with a mighty swing of his warhammer, smashed the head of the spider-legged foe through his shoulders! Meanwhile, Saskia smashes the forehead of the barman with the butt of her staff and Eiver nearly be-heads Hans with a back handed swing of his sword.

As quiet descends, the party realise that Otto is nowhere to be seen. 

A return and search of the inn, uncovers the trap door to the cellar and the bloodies trail that starts at the top steps and leads down into the gloom. Finding the trail abruptly ending in the middle of the cellar floor, Saskia uncovers a secret trap door hidden in the flagstones. This leads down a flight of stairs, the flicker of illumination somewhere far below. 

gathering their nerve, the party descend further into a stone room, three corpses piled  on one side, bound, gagged and unconscious captives on the other. At the far end of the room stands a pink statue made of an unnatural pink stone stands at the centre of a shifting octagonal pattern on the floor. the surface pf the statue appears to writhe as if were some living liquid. saskia and Marie feel the chill slickness of evil magic crawl across their skin.

Aaron and Nynn move to untie and rouse the captives whilst the rest of the party cautiously move into the room. Otto lunges from an alcove halfway down the room, swinging an axe as he barrels into Rudiger. A vicious but short lived fight ensues, Otto collapsing into a bloodied mountain of flesh on the floor.

Rudiger approaches the statue and starts to pray to Sigmar to give him the strength to cleanse the foul place but is cut short as  a crossbow bolt, fired from behind the statue, grazes his temple and knocks him sprawling to the floor.

Cressida lets loose with her blunderbuss, missing her target but blowing chips from the statue. A pink and purple flash of light  and eruption of mist heralds the sudden appearance of tentacled pink and purple monstrosity!the four armed creature leers from a face set in its chest and rushes the group , flaming arms out stretched, gibbering and cackling as it goes!

meanwhile, a figure with a grinning skull for a head steps from behind the statue and proceeds to lay into Eivor with his sword. Saskia lets out a blood curdling whoop an sets to the daemon with Rudiger  and Cressida whilst Marie tries to support with magic darts. Nynn moves to support Eivor in dealing with the skull faced mutant. Aaron rouses the unconscious victims and moves them to the safety of the inn.....

A desperate struggle ensues in the underground room, the daemon shrugging off many of the blows landing on it and, even when it seems to be defeated, splits into two smaller blue versions of itself!

Skullface proves a tough match for even the combined forces of Nynn and Eivor but the group do eventually prevail, the daemon finally dissipating to mist and skull face bleeding out from a severed hand.

Rudiger takes to the statue with his hammer, chanting blessing to Sigmar whilst smashing it to dust. the pink hue fades to yellow sandstone and the Octagonal pattern winks out as the statue falls to the floor.

the captives turn out to be two young women, Etelka and Heidi Kurtzmann, travelling back to their parents in Middenheim, Kurt the true landlord of the inn and Heinrich, the surviving coachman. 

Later investigation of the stables uncovers the half eaten body of Kurt's young son in the hay loft. bodies are gathered, funeral rites for the dead humans undertaken by Rudiger and a pyre by the side of the river destroys the remains of the mutants.

Road wardens arrive at first light, questioning the party about the corpses found up the road in an abandoned wagon. Thankfully, the Testimony of the inn survivors allays most of the warden's suspicions, though Cressida does receive some pointed questions about her look alike in the carriage...

the party move on with Heinrich and the Kurtzmann sisters as soon as the coach can be tacked up, their journey continuing towards Altdorf.

Tuesday, 8 September 2020

Roaming through the Old World

 

As you've probably already figured out, we at the Regiment like to mix our gaming up a bit. For the last 9(!)ish years we've had a regular weekly RPG session going. We've played a wide range of games - From Infinty RPG to Iron Kingdoms, classic DnD, DnD 5e, Call of Cthulhu and so on. After just finishing an excellent 5e Curse of Strahd campaign run by McZermof, we've decided to return to one of my favourites: Warhammer fantasy roleplay.

This is a bit of a nostalgia trip for me, WFRP was the first RPG I ever played (nearly 30 years ago!! :oO ) and the first edition has always had a special place in my RPG repertoire. I'd run the first two chapters of the Enemy Within Campaign a few years ago for the Regiment guys and was keen to get back into it. However, with the passage of time, only 4 of that original party were still in the group and the other 3 had never played the campaign! With the re-release of the 4th edition by Cubicle 7 it seemed a great chance to re-boot the campaign and start with a blank slate.


As I said, I've always had a soft spot for first edition so moving to 4th was going to be a bit of big step. Thankfully Cubicle 7 have done a good job (IMHO) doing just enough of a refresh and tidy up to make a difference without losing the original flavour of a dark and gritty fantasy setting. I won't do a review of the rules, that's what google is for ;), but suffice to say one player's reservations about playing another "useless wizard's apprentice" were put to rest at the end of character creation. Who'd have thought the wizard's staff not only has a knob on the end but it hits like it's made of iron rammed through with 6" nails!

Anyway, This blog series is going to be a players view (as far as i see it anyway) diary of the campaign as we play through it. We're likely to take a bit of a hiatus between chapters to play other things (did we mention that we're a group of kleptomaniac magpies?) but we'll definitely work our way through this time. we're already one session in to the campaign so I'll kick off with a run through of the dramatis personae and a precis of the last session.

Nynn Tai (Scott) - A Cathayan envoy, refined, articulate, how she ended up in the backwaters of the Empire is a story she hasn't shared yet

Eivor Albrecht (Theren) - a furtive, outlaw Talabeclander on the run

Saskia (McZermof) - an Amber wizard's apprentice on the way to Altdorf to deliver a mysterious package

Aron Gilmour (Paul) - a clerk on a messenger run for his noble betters

Mari (Tank) - a scruffy, smelly, irritable hedge witch wanderer of the Empire

Rudiger Volksmaer (Mcbeth) - an alcoholic initiate of Sigmar, disillusioned with the ecclesiarchy travelling to Altdorf to see for himself the state of the church

Cressida (Chris) - an angry young engineer running to, or possibly from, something


We've stated a tradition of a session '0' in our group, a small side adventure to get everyone together before embarking on the main quest. I split the group in to three groups:

Eivor on his own, Marie and Saskia together and Rudiger, Nynn, Cressida and Aaron. The groups had started travelling together for mutual protection through the rural backwaters of Talabecland, just west of Delberen.

Marie and Saskia had been walking the roads together after the unwanted attention of a number of passing wagons. As the rain hammered down, soaking them to the skin, they caught the smell of roasting rabbit drifting from the trees.

Eivor had spent the day travelling through the Drakwald just back from the road, the comfort of invisibility from road travelers more than offset the risks of meeting whatever lurked in the woods. As the rain got heavier, he came across the bole of a tree that had fallen in a storm at some point in the past. sitting back against the root stock in the depressing it left in the earth gave him enough cover to risk a small fire to roast the rabbits he'd caught earlier in the day.

He looked up sharply at the sound of clanking pots and pans to see two faces peering at his fire longingly. inviting the two travelers to join him, the three of them settled down to relative comfort and a warm meal.

This was disturbed by the abrupt arrival of a huge beastman crashing through the fire! A brief struggle ensued where Saskia discovered that her apprentices staff was for more than leaning on! Through the shocked silence following the bloody slaying of the Beastman, the trio heard the sounds of movement all around them. the report of a firearm some distance off was answered with a braying call somewhere in the woods and a number of the creatures peeled off the main group and headed towards the road. Saskia, furious hatred at the perversion of nature that is the beastman race, took chase and was followed by the other two.

Meanwhile, Rudiger's group had hastily left an inn that evening after the Ulrican landlord and his friends thought the group were a soft target for some abuse and intimidation. As they neared the main Delberen road, Cressida heard the unmistakable sound of a firearm discharge! in the lightning flashes, the group saw a carriage stopped in the middle of the road ahead with huddled figures moving around it.

Moving closer through the gloom they realised that one of the shapes on the floor was a human. Aaron, sensing the change for a dry ride to the next inn raised his hands and called to the group. His cheery "hello good folks!" was answered with a cross bow bolt whistling past his ear! Two of the shadowy figures drew weapons and moved towards the group. A struggle ensued that saw Rudiger invoke the name of Sigmar to smite his foes, and boy were they smote, Cressida grappling with another figure as he brought a blunderbuss to bear. The struggle to aim the weapon resulted in a misfire into the carriage horses sending the vehicle lurching through the mud down the road. Meanwhile, Nynn and Aaron managed to handle the remaining assailants.


As the muddy melee drew to a close, a thunderous crash from the trees heralded the arrival of several beastmen and mutants! Battle was joined in earnest, with tentacles, horns and teeth being pitted against the best steel the Empire could offer. Eivor, Marie and Saskia arrived shortly afterwards to help turn the tide of the battle in the party's favour. 

At the end of the combat, with wounds being tended, their attention turned to the wagon and what remained of the horses. The creatures of chaos had managed to mutilate the horses so that the carriage was next to useless. inside were the corpses of 3 passengers, all showing signs of murder most foul! the original attackers were searched and found to be wearing old uniforms of the Ratchet lines coach line, though all had the tell tale signs of being stripped from corpses - blood stained rents where no wounds were apparent, the carriage itself was found to be in a state of disrepair no reputable line would countenance. the only answer - bandits posing as carriage crews had gathered some un-suspecting passengers at an inn and taken them to the middle of nowhere to rob them. In checking the bodies, Rudiger had a nasty shock when he realised that one of them was the spitting image of Cressida!

Cressida was able to pocket some documents from the body for perusal at a more private time and location. 

the group were now standing in the middle of the road in the pouring rain when Aaron remembered that the next inn was no more than half a mile down the road. the Hooded Man would be an ideal place to warm up, dry out and report the evening's events to the Road Wardens....

That was where we left session '0', this weekend I'll follow up with events at the Hooded Man then put together the goings on from tomorrow night's session.

Cheers all.


Sunday, 28 June 2020

CHAOS! On all sides, Chaos!

I broke my Deathwatch out for a game against Pelarel's newly minted Emperor's Children for a last game of 40K 8e. Deathwatch can have a pretty tough time against Imperium and Chaos armies where there isn't an obvious shenanigan breaker but the Primaris Kill Teams are....seriously serious. I'm curious to see what happens when the new Primaris marines come out.

Anyway, game pics!

The Deathwatch Corvus flies ahead of the assaulting Kill Teams Androkles and Psarimon!

My left flank, moments before it was overrun by serious gribblies. The Forgefiend had a pretty rough time against Kill Team Xantharades flubbing far too many attacks. The Venomcrawler wrecked my Venerable Dreadnought though, without very much effort at all.

First time Teleportarium assault. It went....poorly. Frankly, I missed a phenomenal number of attacks with the power fists and chainfists. The Space Wolf with the lightning claws only just squeaked me through that combat. Pel's Terminator strike (which I completely forgot to take piccies of, annoyingly, because his Terminators are AMAZING!) fared considerably better and removed the vast majority of KT Xantharedes in a series of rounds of bolter shooting.

The new Psychic Awakening strategem allowing auto bolt rifles to autohit is just....filthy. Add in the 2+ to wound special issue ammo and things with good saves can still go down just by virtue of making lots of saves!


A Veteran Kill Team which fired two shots with it's Frag Cannon. And spent a lot of time trying to get into combat. And not getting there. They finished the game having schlepped the length of the table and not much else.

It was a close game in the end - turning out a 7-all draw ONLY because the game went on long enough for me to draw some Tactical Objectives I could actually finish. Pel scored a decent number of VPs up front that I was playing catchup the whole game.

Painting?
I painted a thing! I had another game at the club against Blogger Scotty's new (and stunning) Alpha Legion. It started well and went wrong very quickly. The -1 to hit against Alpha Legion makes being a Guardsman very challenging indeed. I'll be keen to give it another blat at some point - knowing what I know now, I'd make some list changes and play the game differently. Anyway, I painted Severina Raine for this game:


It's a great model and she looks awesome in the battleline!

Next Time
Dunno. Having some time off work this week so might get some serious painting done. I've got a Strike Squad of Grey Knights to assemble and paint which I'm kind of looking forward to. We've been talking about some 500 point 40K later in the year and that'd be a great excuse to paint the GKs.

Sunday, 24 March 2019

To Infinity, and beyond, to another 28mm sci-fi skirmish game!

The Nerds at the Regiment have all had a blat at Infinity over the years, and we played the RPG at the end of last year and loved it. Infinity is an awesome universe to play in and Corvus Belli have been making some of the best 28mm models on the market right now. But we've also hit the same problems as well - the Rambo characters in Infinity are a pain and the special rules bloat works fine in the RPG but is hard to manage on the tabletop without a lot of practice.

As a result, we've all mostly parked our Infinity collections. When fellow Nerd Pelarel discovered the Zone Raiders Kickstarter and, more to the point, the First Encounter demo rules, we decided to give it a go because a lighter version of Infinity is something we're keen on. The demo rules are 50 pages long with some fluff, some rules, 3 scenarios, a basic post-game and a QRS! Hell yeah! Props to Fractal Basilisk for a cool company name (!) and a great introduction to what they're working on.

What's a Zone Raiders? 

Set in the Matrioshka, a domain built on lost technology, Zone Raiders are teams who scavenge the layers of the Matrioshka, avoiding the perils of the zone as well as other crews to eke a living out of the actively hostile environment. It's miniature agnostic and is written to allow players a super-flexible way to play a character driven, sci-fi skirmish campaign focused game.  From what the website and Kickstarter suggests, the complete rules and extension funded will include more factions, rules for robots and hacking and giant armoured suits and stuff - all the cool stuff we want to use.

How did our game go? 
Quickly! It took maybe 90 minutes from set up, play through, end game and pack down.

Pel took the TechNomads and I took the NthGen Robots. Pel's crew (based on our game experience!) was heavily armed and armoured and highly mobile. Mine was equally heavily armed, less well armoured, but led by a very high quality leader. Pel's crew quality was even across the board, my best model was noticeably better and the quality declined quite quickly.

We played the first mission from the First Encounter - a scavenging run. There were 9 scrap tokens on the board worth 2VP each and an irradiated zone dominating the centre of the board. The idea was the first person to loot 5 counters and extract them wins.

We spent the first couple of turns running around grabbing the easy counters and extracting them. Suddenly, on turn 3, we discovered shooting each other and it all went downhill very quickly. Pel took out one of my robots and I dropped his leader in response. The shooting mechanic involves hitting, armour saving and then a damage roll. Pass and you take a wound (which impacts your ability to take actions in subsequent turns). Fail and you are down. The first four casualties all did that.

Over the turns 3, 4 and 5 Pel shot down another of my robots while my leader, the best shot on the board, rode his luck to take a couple of aimed shots to take out two of Pel's TechNomads while my weaker robots moved to get the last couple of loot counters. When I knocked out the fourth of Pel's Nomads, he elected to flee so we could do the post-game.

What do we like?

It looks like a game of manoeuvre and from the get go, that's how it was. Being able to wall run, leap and grappling hook around the board is cool!  We genuinely wondered if, after 2 turns of looting the board, we were ever going to engage each other. Then Pel worked out that as each counter is worth 2 VP and since there were 9 on the board, and three of those were in the middle, we were going to have to fight eventually.

Being shot at is genuinely bad. We managed, between us, to pass one armour save and one damage roll. Our dice were dire, but neither of us were all that well armoured. My boss man topped out at 17. Pel's dudes were in the 10 - 12 range and mine were 10 and below.

A couple of cool things stood out. Characters can 'summon' an extraction zone and in our scenario, they could throw their loot into that extraction zone to confirm the VPs. That was a cool little thing given that going down or bottling out meant you dropped your loot. It looks like you can also drop your dudes into that zone and be extracted from the game, which is probably a good thing in a campaign if you're wounded but not downed. Armour Piercing rounds destroy your armour in this game too. Given that your mobility especially is dependant on the suit you're wearing, that's really problematic!

Any downers?
None to speak of.

Our dice today definitely made the armour saves and damage rolls feel a lot worse than they probably are. Pel was failing 10 or less rolls on a D20 routinely. TBH, given the game is intended for campaigns and in the post-game, your characters who are down are not dead, merely badly wounded or incapacitated. They play no part in the post-game but they are not dead. Super important in a game that intended for campaign play.

Verdict?
Excellent. We'll both pick up a copy of the game when it comes out. The Kickstarter was very well funded and seems to be moving on really quickly. I'm genuinely looking forward to working out a) how to use some of my cooler Pan-O Infinity models that I've never put on the park in Infinity because they weren't good enough to make the cut and b) playing a more fulsome game and campaign.

Next Week
Some more painting! I'm working on a Command Squad for my Imperial Guard and, if I can get off my butt and finish fixing up the turret on a very old Chimera I've been trying to un-wreck, you might get to see that too.

Sunday, 14 October 2018

Avanti Savoia!

Warning. Longish post ahead...

The battle reports first! 

Pelarel and I played a couple of games of V4 mid war desert Flames of War at the club between my Italians and his British.

Game One - Hasty Attack
Ariete Armoured Division attacking the Welsh Guards 

Pelarel set up a Guards platoon on each objective, his Vickers bridging the gap and Kittyhawks loitering about the field. In reserve, the fearsome Churchills. I deployed a platoon of M14/41s facing each objective and my Lancia da 90s and captured 25 pdrs covering as much of the board as I could.


Deployment
 Over the first couple of turns I screamed across the board, being vigorously bombed by successive (albeit ineffectual) flights of Kittyhawks.
The Italian view of the Objective at the end of turn 2
Pelarel popped his ambush of 6pdrs on his turn 2 and succeeded in bailing out a tank. Yep. This is where his dice just gave up. Completely.

In turn 3, I assaulted the objective covered by the 6pdrs, rode my luck through the 6pdr defensive fire and over a series of rounds of assault, this is where we wound up:
The Italian view of the Objective at the end of turn 3
"How?" I hear you exclaim! This:
The reason for the Italian view of the Objective...

Pel's list, without the Churchills on table, really wasn't well set up for Italian armour and the many many machineguns on the M14s did horrible things. Conveniently, Pel had brought his entire collection of desert Brits so he built an armoured list and we reset for another go.

Game Two - Counter Attack
Desert Rats attacking the Ariete Armoured Division

I deployed defending one objective with my 25pdrs and Bersaglieri platoon on the objective, with the rest of the army having a view of the second objective. Pelarel deployed all his Grants and Shermans in front of the objective in my deployment zone and his Crusaders out on his flank.
The board. Sneaky Lancias are not deployed. 
In the first turn, the Brits advanced aggressively to deny me an ambush spot for my Lancias and took a few potshots at the 25pdrs. The Crusaders took a big swing out to my left flank. My reserves arrived to attack the Crusader in the rear and the rest of my armour advanced through the village to turn the flank of the attacking British armour.

Italian reserves blat marshmallows into the back of the Crusaders. 
 Turn 2 saw many British tanks go down in a hail of 25pdr fire attacking them
I ambushed my Lancias in the depths of my deployment zone and they managed to destroy one Grant before being shot to bits in return. Pelarel's Grants also assaulted my infantry and managed to reduce the Bersaglieri platoon to an Infantry team and a 47/32 Elefantino before they withdrew and I fled!

Grants CHARGE! 
 In response, I swarmed across from my reserve deployment heading for that objective, expecting that I'd be having to feed platoons into the Grants until turn 6!
The Crusaders can't hold off the aggressive Italian armour.
By Turn 6, the British HQ and the sole remaining Grant had taken the objective, but were being contested by the M14s and the L6s who held on till the British finally broke. 
The end. Italian armour swarming the objective to deny the British. 

Pelarel's plan to force my Lancia da 90s right into the back of my deployment zone was sound, but did involve sending half a dozen hulls straight into my best AT guns and his dice really didn't help him get that to sing. He also noted he went too early, although I will say that if he'd been able to deal with the 25pdrs successfully, I think he could have held the objective as I would have had to do some fairly insane maneouvering to get onto his flanks (since AT6 against side 4 is....bad) while feeding whatever I had left in order to protect the objective.

The first game was a blowout but I think Pelarel's aggressive attack was the right plan to win the second game. His dice let him down again though. He did go on to a third game against Scotty and gave him what for!

In conclusion?
There's something that still doesn't sit right for me about the Italians in V4. They really do seem a bit good. I mean, I'm not a particularly good general by anyones measurements and this army feels like it really almost drives itself and even accounts for my utterly appalling dice.

Not rolling for unit ratings any more has seen an across the board improvement in the quality of Italian troops in FoW V4. In V3, the Elite ratings ran from CT to FV. Now, an M14 platoon sits consistently somewhere between FT and FV and then has some extra granular ratings and that seems very good, given the insanely cheap platoons - (3 Shermans = 11 M14/41s).

Some of the pointing is definitely out of whack as well. 4 100/17 guns (RoF 1, AT9, FP2+) can be upgraded to Captured 25 pdrs (RoF 2, AT9, FP3+) for nothing and if you succeed in your 8 Million Bayonets roll, this platoon is better than the British equivalent for 2 points less. And this fills the gap for medium AT if I don't have Semovente 75s on the park. Air support is another one. I can upgrade a flight of CR42s (5 points) to JU87s for 2 more points, giving me German Stukas for 2 points less than the German army pays for them.

And then just yesterday I started looking at the Bersaglieri Rifle company and honestly, if you downgrade to Blackshirts (which in a current V4 Desert context, doesn't feel like too much of a downgrade - it's mostly somewhere between CT and FT) I can put a 9 core unit formation on the park for a touch over 40 points.

TL;DR? I'm going to park these guys for a while to work on some lists that don't feel like I'm using stuff in the list that feels a bit wrong. It might be time to look at my Iron Cross Germans...

Next time: 
An astoundingly good question. I've just got all my Marine LAVs back from Pelarel, who graciously airbrushed the base coat on for me (although you should have seen his face when I suggested that I could get a SECOND LAV company. Not so gracious!) so a couple of test LAVs and / or HMMWVs in MASSTER camo will be next week.

Sunday, 1 January 2017

On the fifth day of Gamesmas the silly season gave unto me..

Frostgrave!

The silly game, well not silly per se, more a game we treat with all silliness. The mechanics of this great little game lend it towards quick, bloody and brutal game play and that is something we like.

December 31 is my birthday, so as a treat, most of the other Regimenteers came around and we had a BBQ and a campaign day for Frostgrave. As you will see from the tables, it was more Thawgrave.

Pelarel, Pooch, McZermof, Scotty and Jr, Tibby and McBeth the younger all turned up and cracked into three games of drinking, dice rolling and mayhem.

The 12' table with four 3'x3' playing surfaces.

This camp bear turned up behind the lines and sashayed through the battlefield murdering mooks a couple of times

Wandering monsters were a bane of my games. 

Pooch and McBeth the Younger
A great day was had by all and lots of meat was consumed! Pity Tank Engine missed this one ....

Happy New Year!

Wednesday, 14 December 2016

For the third game of Gamesmas, Slugfest Games gave to me...

...Red Dragon Inn.

Twas a quiet night for mid-week nerdery for the Magpies with many of the magpies off doing, well, all sorts of stuff that was apparently more fun that sitting around talking BS in a dining room of a weeknight.

And so it was, that after reliving some of the glories of our Flames of War games last weekend, drinking some coffee and a wee Abelour 12, we settled on a silly game of Red Dragon Inn. This delightful little game revolves around our party of fearless adventurers, sitting around in the pub after a hard day's dungeoneering dividing up the loot. And getting pissed. And the person still standing after the party is smashed wins all the gold.

The first round was a glorious victory for Pelarel, as he played Fiona the Volatile. Fiona was fortunate she was wearing so much armour as she was frequently and unpleasantly accosted by Scotty's Fleck the Bard who was trying very hard to, well, it's hard to know but at one point his lute was nearly put somewhere quite unpleasant. Suffice to say that Zot the Wizard (and Pooky, the Beast of Caerbannog!) and Eve the Illusionist kind of wizarded each other out of the game on the sidelines!

In our second round, Gerki the sneak, ably played by Tank Engine tried very hard to relieve the party of all their funds through various nefarious gambles, but Deirdre the Priestess and Dimli the Dwarf plied him with drink while Gog the Half-orge frequently sat on him, in between dishing out group hugs and crushing Deirdre's tiny feet with his so-called dancing. In the end, it came down to Gog's desperate attempts to resist Dimli's ability to drink him under the table as an unhurt Gog was finally felled by alcohol alone!
Drinking the Inn dry! 

If you've not played Red Dragon Inn, it's a great little game that plays well for anywhere up to about six players. It can play with more but it can get a bit unwieldy - although when it does kick off, boy oh boy do those drinking contests end badly for a lot of people! There are lots of fun interactions as players try to steal, cheat and inebriate their fellow adventurers - it definitely doesn't pay to get too far ahead, that's for sure!

Thursday, 8 December 2016

For the first game of Gamesmas Modiphius gave to me....

the Infinity RPG! 

For our first game of Gamesmas this year, we bring you the soon-to-be published Infinity RPG from Modiphius and Corvus Belli. Pelarel has backed the Kickstarter and since we definitely enjoyed our last outing (especially Tank and his flame-thrower!), this latest canned mini-adventure was too much to pass up. 

I feel like maybe at this point I should say, if you are on the Kickstarter and haven't played this yet, spoilers! 

Dramatis Personae

Pelarel as the Evil Bonespurs
Scotty as the Nomad Reverend Moira
Tank as the Yu-Jing Bosozuko
McBeth as the Haqqislam Assassin Fiday
McZermof as the Pan Oceania Father Knight of Santiago
Pooch as the Ariadna Dog Warrior

<Flashback>

Investigating the death of a famous Arista on one of the Galactic Circulars, the O12 agents have tracked a gang dealing in a Silk derivative back to their starship having shaken down one of their dealers and made more than a few Circular travellers more than a little uncomfortable, especially that guy in the Tiki Bar. 

<Enter cast>

We rejoin our intrepid band of O12 agents as they sneak their way up the docking umbilical toward the cargo ship crewed by the evil, drug dealing Bonespurs. 
Our Bosozuko used his excellent palm implant to disable the security system, our Moira confirmed that there was nothing to worry about so the Assassin Fiday confidently broke open the door to the star ship. This is about where we learned that Tank and Scotty both rolled....not so well as an automatic sentry gun (the drone you can see in the distance) opened up on our lightest of light troopers. Some spectacular John Woo-style action from the Bosozuko shredded the sentry gun but not before giving both of them a bit to worry about.  

We paused briefly in the hub of the star ship to bring forward the wall of meat and armour (viz the Father Knight and the Dog Warrior) and after some clever hacking by the Moira to give us a sense of who was on the ship and where they were (they were carefully counted by the Father Knight), we cracked on. 

The two Bonespurs guarding the armoury went down in a hail of Combirifle and Chain Colt (woot!) fire and the two in the Ready Room on the top deck were pink-misted by the Dog and the Knight. We bounced into the cargo hold in zero G to deal to the last of the Bonespurs.  

This is the point where the O12 team started to fully understand how the Momentum system works and the pink misting got....even worse as the Hassassin's Graze Blade delivered a ludicrous amount of damage to one o the poor Bonespur mooks. In the last cargo pod we found the drugs lab and the Moira turned off the gravity in the lab since that seemed like it'd be funny. She attempted to turn it back on but without much success.

The Dog Warrior and the Father Knight introduced the Bonespur guards to Teseum blades (yep. Pink mist.) while the Hassassin and Bosozuko used their crafty stun weapons to capture the Haqqislam Heisenberg who was making the Nitrocaine substance before we delivered him to the onboard security and posed for Maya pictures.

<Roll credits> 

So Infinity RPG is still cool. We'd done a really good job giving the GM loads of heat in our last session and as a result, we copped it pretty badly in the start of this game. Once we got the basics of the Momentum mechanic down though, the tables were evened pretty smartly. We all agreed that our playing with the online character builder was getting us characters that worked better than the ones that were created for the scenario and we're definitely looking forward to getting properly stuck into 

So welcome to Gamesmas 2016. This year the Regiment will be playing:
  • Battlestar Galactica
  • Flames of War
  • Bolt Action
  • Frostgrave
  • And some other things yet to be revealed......! 

Sunday, 24 July 2016

Full Steam ahead!!

Nope, I've not succumbed to steam age naval warfare, Full Steam is the name of the release event for Privateer Press' third edition of their Warmachine and Hordes rule sets. For anyone out there not familiar with Warmachine or Hordes (Warmahordes from now on) it's a blend of Steam punk and classic fantasy with armies led by a powerful warcaster or warlock controlling steam powered robots or ravenous beasts.. and some mooks to get squished :) seriously, check out www.privateerpress.com for a nosey, it's a tight rules set with some really nice sculpts (some pretty dubious ones too but hey :))

The Full Steam event was more casual than the usual Warmahordes tournament, 2 hour games, one army list and no turn timers - pretty damn relaxed.

10 players turned up and we got underway

we played out three rounds and I even managed to get a game in when Mike T turned up in the afternoon for a look see - damn those pigs are scary! (check out the farrow minions models on the PP site.. go on!)

There were three prizes for the day -

Marshall - most scenario points
Artisan - best painted battlegroup
Iron Valour - best sport

Artisan and Iron Valour are peer voted awards which is a nice departure from the usual "best of faction" awards at the book release events. PP are starting to acknowledge the "soft" scores through extra awards which is great, though tournaments are still won by winning games :)

Points were scored 2 for a scenario win, 1 for an assassination win (kill your opponents Warcaster/Warlock). Additionally there were a number of one off awards to get through the day as well, such as playing a fully painted army, win a game whilst destroying 50pts or more of models, win a game in under 25 minutes and so on.

At the end of the day, the final tables looked something like this:

Player                    Faction                       Points
Mike            Protectorate of Menoth        21 pts (Marshall)
Chris P        Legion of Everblight            15 pts
Kane                     Cryx                              8 pts
Mitch                  Cygnar                            8pts
Scott            Mercenaries (Cephalyx)        8pts (Artisan)
Jaime                   Khador                           7pts
Chris F        Retribution of Scyrah             6pts
Bob                      Cygnar                           5pts
Thomas                Cygnar                           2pts
Dutton                 Skorne                            0pts (Iron Valour)

Big props to Dutton, not only his first event but plays a Skorne all beast 75pt list and gets the Iron Valour award - well done! :)

and now for some eye candy

 Mike's all conquering Severious 1 battlegroup of DOOOOOMMMMMM!!! 
 Thomas' Cygnar electroleapin' army
 Jaime's Butcher led Khador 
 Mitch's boys in blue
 Chris P's winged horrors
 Scott's monstrosity horde! with 3 models converted from hordes heavy beasts
 oh, and these little dudes hiding off to one side.. probably not wanting to be stepped on..
 Kane's shambling undead horrors with his invisible Kraken
 *sigh* yes, more Cygnar, Bob's this time ;)
 Chris F's angry, angry elves
 Dutton's Skorne army, yup, that's the whole army!
 mitch and scott smash into each other mid table
 "but they have wings sir!! and pointy teeth!!!!" *squelch*
 "Hellooooo?!?!?"
 "Git orf moi land you round eared gits!"
 "CHARGE!!!!!!"
 "If you'll just put your warlock right about there that would be awfully good"
 "Titan steaks for dinner lads!"
 the finger of god almost obscures Mike's battlegroup tangling with Bob's
 NOM NOM NOM NOM!
"AAARRRGGGHHH!!! A SPIDER!!" oh no, sorry it's your warjack..

hopefully my next blog post will involve me actually playing a game! I was eying up McBeth's great game of Frostgrave a couple of tables over.......