Saturday, 18 February 2012

Club Night 17th February

I played new club member Dan (yes, another new club member, we have gained three new members since the start of the year, which is great) in a game of 40K. Dan is still learning and getting going and had played some smaller games against Mike last week, so we decided to play a 1,500 point game, with him using my Tau and me my Blood Angels.

The Tau army I provided was fairly balanced, a commander and his bodyguards and another unit of crisis suits, backed up by two fire warrior squads and some pathfinders in devilfish, a sky ray and two units of sniper drones for some serious anti-marine fire-power. Against this I used the same list as I sued for the club league as it was fairly balanced, and other than a couple of landspeeders is all jump pack equipped which makes for a terrifyingly fast attack force.

We set up the terrain with a big ruined fort in the middle at an angle with small hills, a crashed ship and some palm trees scattered around the outside. This reduced lines of fire, but not too drastically and also should restrict where I could deep strike, so should be an even set up. The mission was take and hold with objectives in opposite towers if the fort, one in the supply dump in the middle and one on the crashed ship. With diagonal deployment, Dan choose to gab the zone with two objectives in it and one near it, leaving me with the opposite one, with an objective just outside and having to hunt down the rest.

Dan deployed a unit of fire warriors on each flank supported by a unit of sniper drones, with the pathfinders in the middle and the sky ray set back for fire support. The battle suits loitered more centrally, but could easily move to support wither flank or attack in the centre. In my zone I set up just two full strength assault squads with sanguinary priests and a supporting landspeeder, each group hugging cover to avoid being shot up by the Tau. But then Dan had his first bit of bad luck, I seized the initiative and was able to start advancing before he had been able to deploy into a firing line. Each of my groups moved out to the opposite flanks, continuing to hug the cover. Dan then started to deploy the Tau warriors and moved the battle suits forward centrally.

This fortunately played into my hands as it meant that I was able to engage the Battle suits in melee and avoid getting shot at. A quad attached each unit, the Tau commander falling relatively easily over a couple of turns, but the other quad proved much more troublesome. As my reserves began to arrive I started to overwhelm the Tau warriors on close combat, taking relatively light casualties and demonstrating the ferocity that the Blood Angels are renowned for.

With Assault squad rolling up each flank and the Death Company and veterans chewing through the centre, Dan conceded the battle. This was a fun game, although quite a steep learning curve for Dan. I gave him as much advice as was sensible, and he really only made one small mistake in putting the battle suits where I could charge them. The only other thing that really cost him was my seizing the initiative, which is the first time I have ever managed to do this. I look forward to my next game with my Blood Angels who I really enjoy using. There is even a rumour that Ken has been painting figures for his Grey Knights...!*

*Ken is known at the club for owning masses of figures for his Grey Knights, but only having a small army painter, which I did for him about 8 years ago!

Sunday, 12 February 2012

Club Night 10th February

Steve K organised a Black Powder using our 6mm troops from the Battle of Alma the club put on a while back. The scenario was based on Inkerman, with me taking the Russian Naval Brigade, new club member Lyndon, the two regular brigades adjacent to me, while Bob took the later arriving brigades. Against us Steve and Ben took the British, with a Guard and French Brigade in reserve.

It started badly for me with my unreliable units not moving, once I got them moving I made slow progress, and even blundered ordering my gun, so four turns in it had retreated back to where it started! The other Russians were not doing much better, making slow progress, although their artillery was proving surprisingly good at suppressing the enemy artillery with counter battery fire.

We finally pushed forward to the tiny units of skirmishers holding the ground ahead of us, only for them to fall back, although we eventually caught them. By now Bob had arrived and was having about the same luck we did in getting his force across the bridge on the post road and deployed ready for battle.

Then my sailors suddenly got three moves and swept up the ridge behind Lyndon's troops, attacking and destroying an artillery battery on the flank and a unit of skirmishers. Meanwhile some of the main British force had advanced and Lyndon was valiantly fighting it off on the road up the hill, however he then launched a counter attack, which was repelled with a unit destroyed and the supporting units streaming backward.

On the other flank Bob had made it up to the high ground and was gradually forcing Ben back, although Lyndon was giving spectacular support from his artillery and rifle armed battalion, the British refused to break (rolled double-6 twice for break tests at a hefty -4 modifier).

By now the evening was advanced, and with the French and Guards coming up, while the Russians were battered ad quite spread out, it did not look like they would be successful and it was declared an allied victory.

This was a good scenario by Steve, although the skirmishers seemed a bit too effective (they were a tiny unit with a stamina of 1) and we will need review the rules and check we were doing them right.

Sunday, 5 February 2012

Club Night 3rd February

After a long break for one reason and another I headed up the club without a planned game to join in something that was on. Colin, Steve K and new guy, Dan, were playing a small (just 3' x 5') ACW with Fire and Fury scenario for the battle of Spring Hill from a very old Wargames Illustrated. They kindly let me join in , so I joined Steve as a Confederate.

The scenario was very interesting, with the confederates needing to get across the table and cross the turn pike for a victory, or bring it under musket fire for a minor victory. Although they had a numerical advantage it was not that simple as turns 4 and 5 where dusk, applying a -1 modifier (on a D10) to command rolls, reducing all firing to 6" and command distance to 9". From turn 6 to the end of the game in turn 9 it was dark with a massive -2 modifier on command, half movement and command and firing limited to just 2".

Steve started with the cavalry and on table infantry and I took the reserves, mostly because one brigade was commanded by a Jackson! The cavalry moved forward and dismounted screening our right, with the infantry advancing on the union regiment on the wooded hill in the centre. My first reserve unit hurried forward and the artillery unlimbered on a nearby hill to make maximum use of its range for as long as possible.

My infantry moved forward to a small wood and started a firefight with the enemy cavalry who had been driven behind the woods by my artillery and dismounted. In the centre Steve launched his first attack, but was repelled. As my forces moved up Steve launched a second, more successful attack and pushed the enemy out of the woods.

In the fading light the Confederate pushed forward, although one of my divisions seemed to be a bit lost (the negative modifier to the manoeuvre rolls makes a difference, even with fresh units, when you roll 1's!). My other division finally pushed forward, while Steve consolidated his gains in the centre. On the right flank the Union had decided to advance and had attacked and driven back our cavalry.

By the time darkness fell we were able to attack without the defenders getting supported due to the reduced fire ranges. Although the Union had moved round our flank, the darkness and the intervening rivers slowed them down from turning our flanks, while Steve had attacked and overrun the Corps artillery, while I had pushed through and taken the orchards adjacent to the road.

Steve pushed on and I launched a final attack. Although our troops were getting battered we had driven the majority of the Union back and were across the road, and with just one turn left the Union conceded that there was no chance of them driving us back and it was more likely we would wipe them out, so the Confederates took the victory.

This was a fun little game and showed that you don't need a massive table and lots of troops to do a game and I look forward to playing one of the other scenarios in the series that Colin had soon.

Friday, 20 January 2012

Club night 13th January

Steve and I decided to play a Dystopian wars game. I have not yet used my new Dreadnought, and the 1.1 version PDFs re-inspired us to play again. Steve had to knock out my big ships to win, while I had to destroy more than half of his fleet, including all the larger vessels. I started with most of my fleet on my right, with a small element on the left.

Above: Early moves

Both fleets moved forward and opened fire.My AA proved remarkably effective against the incoming rockets thanks to some jammy dice rolls that would continue for most of the game, while my return fire caused some serious damage to the FSA battleship. The fleets continued to close and I concentrated my fire on the enemies left, destroying all the support frigates and inflicting more damage on the battleship.

On the other flank I managed to bring my destroyers and frigates to bear in combination and destroyed the enemy frigates opposing them. They then began to sweep towards the centre, despite some heavy losses from enemy bombers.

I was then able to move most of my fleet towards the centre and bring my heavier short range fire-power onto the cruiser occupying the centre of the FSA fleet, destroying them and then turning my fire against the airships, bringing them down. I was then able to board and capture the severely battered enemy battleship.

Although my big ships were damaged they were not out of it, and all the FSA really had left was their dreadnought on their far left. I pulled my air fortress back as it was beginning to suffer against the rockets from the dreadnought.

At this point we called it a day as the FSA fleet was defeated and my Prussians managed to claim a victory, thanks to a bit of luck and a finally better grasp of how to use my fleet effectively and maximise its strengths.

Monday, 9 January 2012

Club Night 6th January

Luke and I played our rescheduled league game after last week. Generally I struggle against Dwarves thanks to their high toughness and my sucky luck, but after the game against Colin and Luke's luck in his last league game I felt slightly confident.

When we rolled up the terrain my confidence changed as we rolled two settlements, plus a bunch of extra buildings and walls, so looked good defensive terrain. However it turned out Luke had no warmachines or missile troops so was going to have to bring the fight to me, as much as I was going to need to close with him. Also the 8th edition rule make moving through obstacles with my chariots a lot easier. My magic also looked good as I got the spells from shadows that reduced the enemies toughness.

We both set up with the bulk of our forces quite centrally. I put my Giant and the Minotaurs on my left and my Ungors on the left against the Iron-Breakers. Both sides moved forward to get to grips. I moved the giant towards the middle, while the Minotaurs moved out further to circle around, while the dwarf warriors moved to face them. On the other flank the Iron-Breakers and the Ungors began a fight, that somehow the Ungors managed to keep losing, but having more ranks were stubborn and kept passing their break tests.

In the centre a general melee had broken out which I gradually got the upper hand in, and then finally broke through, particularly helped by my magic, reducing the enemies toughness and increasing the strength and attacks of my already quite obscene general on his chariot (one turn he was throwing out 14, strength 10 attacks!). Luke continuously failed to stop my magic, despite help from various runes.

Once I broke through the middle, and the Minotaurs swept round the flank, I finally managed to rescue my Ungors and get another victory against the dwarves.

Monday, 2 January 2012

ACW Naval 30th December

For the last game of the year Luke and I planned to play our Warhammer league game, however Luke's work delayed him, so by the time he got to mine it was a bit late, so we rolled my Hammerin' Iron mat out on the floor in my flat rather than going to the club and played a ACW naval.

Luke again took the Union, while I took the confederates. I had more luck with the placement of my fort and the forces I started with getting CSS Arkansas right up against two of the Union Ironclads from the start and a fierce firefight started immediately, me forcing the Union to move by releasing a fire raft into them.

Combined with the fire from my fort, I exploded one of Polk's turtles, and then rammed another with CSS Van Dorn, before she was crippled herself. The massed fore of a surprisingly resilient Arkansas and the Fort pushed the Union fleet to navigate a narrow strip of river on the opposite bank between the bank and a line of river pilings (we use these to represent sandbanks).

As my final ships turned up, there was no sign of the last Union ironclad and the final floating ship was the third of the Union Cairo class, and was already badly damaged and facing the might of the whole Confederate flotilla, so Luke conceded a major victory to the confederates.

Saturday, 31 December 2011

Club Night 28th December

As a mid week, post-Christmas game Luke, Duncan and I decided to play a flames of war desert game. Duncan has been reworking his Germans to suit early war as well as mid, but only had tanks done, so we played 3,000 points, with me using my army I have been using against Luke in the axis of attack game to provide the infantry and he provide the Axis armour. Against this Luke fielded a Crusader company. We played the desert dust up scenario from Hellfire and back.

Luke started with his artillery, infantry and machine guns on table, while I dug in my infantry around our objective. The German armour then began a head on attack on the British positions, pressing them hard, and demonstrating the difference between the quality of the tow Axis nations vehicles as Luke struggled to knock them out.

As the Germans pushed centrally and my Italians dug themselves deeper in around our objective we could see the reserves could be decisive. And here we had the luck, a few British tanks turned up but had to manoeuvre around the wadi, bringing them towards the centre of the board, in range of the anti-tank guns and German armour. By the time the rest arrived it took so long to get into position it was too late as on the other flank the Italians had won it.

The Italian reserves hurried on in the opposite corner and despite casualties pushed on towards the objective, managing to overrun the machine gun platoon. Once again the L3 tankettes proved their worth. Finally the demolisher platoon pushed on to the objective, only to have their commander gunned down, but we then discovered he was an unknown hero and I could now pass my motivation on a 2+, which I did, hanging in there to claim the objective and victory for the Axis forces.