Wednesday, 21 June 2017
40k 8ed game
We had another 40k 8th edition game with 3x 1000pts armies on each side.
I would dust of my old Sisters of Battle and ally with Space wolves and Dark Eldar and we wound meet two Eldar forces and one Ork force.
In the middle of the forest an military base wound be the centre of attention.
The Orks are up for a quick start.
Imperial and Dark Eldar forces moves out.
My Rhino is taken out by the Eldar Wraith Lord, I disembark behind the large brown building in an attempt to get protection from that beast. But apparently this tactic meant the opposite, the Wraith Lord could later charge me but I could fire at him as a charge response.
My Exorcist have a nice firing line here...
A lone surviving Burna boy, I tried to back him over with my Rhino but it feels almost impossible to get that 6 to hit with a vehicle in close combat now a days.
We are pushing hard...
A unit of Sisters of Battle had disembarked their Rhino and moved up to burn some Eldar with their flamer and heavy flamer. After that I ordered a charge to try to finish them of.
Space Wulves charges the Eldar firing position on the hill.
We tried to swarm the big big Ork moving fortress. I used my Sisters to block him from disembarking closer to the centre as one of our objectives for this turn was to keep the enemy a couple of inches from the centre, marked red.
Here we called it a day, the Eldar and Ork forces was ahead in points and was deemed the winners. But they had almost no forces left and we still had more to push with.
Had the game continued Im sure it would have looked differently.
This was a really great game and I had lots of fun playing my Sisters of Battle again.
Tuesday, 20 June 2017
Warhammer 40k, 8th edition release event
We had a little gaming day in our club because of the release of the 8th edition of Warhammer 40k this Saturday.
I couldn't attend until later in the evening but I managed to play one game and get a small feeling for this new edition. I will have to try it out a couple of more turn before I can really say anything about it.
As the rules for Death Korps of Krieg isn't released yet I went with the regular for Imperial Guards but choose a rather boring tank formation as not to use the wrong miniatures for the wrong rules.
I think it was called a Spearhead formation and it had a minimum of 1 HQ and 3 Heavy Supports, 1000pts of this I could easily fill with my vehicles.
I would be facing Harlequins, an Eldar faction I never met before let alone in a new set of rules. All I knew is that they would be fast, sneaky and hit hard. My opponent would not let me down on that...
We rolled some dice and a deployment and objectives were decided.
The Eldars were fast... really fast they were almost on top of me in his first turn. I didnt manage to take down a single vehicle, their special rule of giving me -1 to hit combined with their 4+ shields was giving me a big big problem. This didnt feel good at all, for a shooting army with no close combat units at all this could be game braking round one...
In his round two he unloaded and charged my tanks.
A unit trapped in close combat can try to free itself by driving away but missing its next shooting phase. This could be a nice tactics in the future, to charge an enemy tank or other unit just to hinder it from shooting, you dont even have to win the combat. Just tying it down is great.
I tried to free my self from the Eldars but the battered Leman Russ was all to damaged and couldnt move far enough to disengage.
The Eldar Harlequin troops charged yet again my disengaged Leman Russ and took it out.
In one corner my Hydra AA tank was assailed by three Eldar skimmers. The Hydra is built to combat these kind of enemy but to no avail.
The Eldars were cutting a explosive path in my lines, by now all that was remaining was an Artillery officer and two damaged Basilisks. Granted the enemy had taking some heavy losses by now also but it was not enough.
We rolled a dice to see if the gamy would end but it did not, I needed to survive at least one turn more to not be wiped.
In my opponents turn the Eldar charged in again, but my Basilisks survived another turn.
In my turn I backed away and got close to two objectives.
When the dice was rolled to get another turn it instead now ended. And... because one of the special rules for this scenario was called "big guns never tire" and that meant that Heavy support choices wins any objectives they are close to. That meant that my last ditch of movement with the Basilisks gave me two objectives and victory...
An totally undeserving victory but if its something Imperial Guard is good at it is to take casualties until the enemy gets tired...
Here are some more pictures from other peoples games.
I couldn't attend until later in the evening but I managed to play one game and get a small feeling for this new edition. I will have to try it out a couple of more turn before I can really say anything about it.
As the rules for Death Korps of Krieg isn't released yet I went with the regular for Imperial Guards but choose a rather boring tank formation as not to use the wrong miniatures for the wrong rules.
I think it was called a Spearhead formation and it had a minimum of 1 HQ and 3 Heavy Supports, 1000pts of this I could easily fill with my vehicles.
I would be facing Harlequins, an Eldar faction I never met before let alone in a new set of rules. All I knew is that they would be fast, sneaky and hit hard. My opponent would not let me down on that...
We rolled some dice and a deployment and objectives were decided.
The Eldars were fast... really fast they were almost on top of me in his first turn. I didnt manage to take down a single vehicle, their special rule of giving me -1 to hit combined with their 4+ shields was giving me a big big problem. This didnt feel good at all, for a shooting army with no close combat units at all this could be game braking round one...
In his round two he unloaded and charged my tanks.
A unit trapped in close combat can try to free itself by driving away but missing its next shooting phase. This could be a nice tactics in the future, to charge an enemy tank or other unit just to hinder it from shooting, you dont even have to win the combat. Just tying it down is great.
I tried to free my self from the Eldars but the battered Leman Russ was all to damaged and couldnt move far enough to disengage.
The Eldar Harlequin troops charged yet again my disengaged Leman Russ and took it out.
In one corner my Hydra AA tank was assailed by three Eldar skimmers. The Hydra is built to combat these kind of enemy but to no avail.
The Eldars were cutting a explosive path in my lines, by now all that was remaining was an Artillery officer and two damaged Basilisks. Granted the enemy had taking some heavy losses by now also but it was not enough.
We rolled a dice to see if the gamy would end but it did not, I needed to survive at least one turn more to not be wiped.
In my opponents turn the Eldar charged in again, but my Basilisks survived another turn.
In my turn I backed away and got close to two objectives.
When the dice was rolled to get another turn it instead now ended. And... because one of the special rules for this scenario was called "big guns never tire" and that meant that Heavy support choices wins any objectives they are close to. That meant that my last ditch of movement with the Basilisks gave me two objectives and victory...
An totally undeserving victory but if its something Imperial Guard is good at it is to take casualties until the enemy gets tired...
Here are some more pictures from other peoples games.
Sunday, 11 June 2017
Lion Rampant, Crusades AAR
I found some pictures of a game of Lion Rampant my friend Johan and I had back in march. Some of the details are a bit hazy but it feels bad not to post them even if the actual aar will be a bit lacking...
This is a game in our Crusade project and I would be using my Frech crusading force. http://kampgruppe-engel.blogspot.se/2016/10/french-crusading-force-for-lion-rampant.html
The Saracen caravan
The French commander with a unit of crossbowmen is blocking the path.
A flanking force of Crossbowmen and mounted Serjeants.
The Caravan advances and the cavalry moves out. The light cavalry is met with crossbows and are pushed back.
My lone knight unit on the other flank is severely damaged after continues rounds of fire from the Saracens. But I didnt want to commit them as I wanted the deterrent they was and forced the Saracen to split their force and not be so strong in the more important front of the caravan.
The French commander advances and later charges in.
A lone unit of crossbowmen inflicts heavy casualties.
My opponent used the tactics of forcing me to shoot at his lighter cavalry with greater charge range as the rules for choosing enemies forces you to first shoot at the units able to charge you, and with the light cavalries long movement his heavier Mamluks (mounted serjeants) was saved.
But in the end the combined charge of my cavarly and the heavy showering of bolts from my crossbow units was to much and I nicked a victory at the very end. A victory by the slightest marginals but none the less. The game could have easily gone the other way around.
This is a game in our Crusade project and I would be using my Frech crusading force. http://kampgruppe-engel.blogspot.se/2016/10/french-crusading-force-for-lion-rampant.html
The Saracen caravan
The French commander with a unit of crossbowmen is blocking the path.
A flanking force of Crossbowmen and mounted Serjeants.
The Caravan advances and the cavalry moves out. The light cavalry is met with crossbows and are pushed back.
My lone knight unit on the other flank is severely damaged after continues rounds of fire from the Saracens. But I didnt want to commit them as I wanted the deterrent they was and forced the Saracen to split their force and not be so strong in the more important front of the caravan.
The French commander advances and later charges in.
A lone unit of crossbowmen inflicts heavy casualties.
My opponent used the tactics of forcing me to shoot at his lighter cavalry with greater charge range as the rules for choosing enemies forces you to first shoot at the units able to charge you, and with the light cavalries long movement his heavier Mamluks (mounted serjeants) was saved.
But in the end the combined charge of my cavarly and the heavy showering of bolts from my crossbow units was to much and I nicked a victory at the very end. A victory by the slightest marginals but none the less. The game could have easily gone the other way around.
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