Wednesday was another drive to Sarge's where another 750 point 3 way game happened, this time with massive amount of terrain, and Sisters of Battle and the brand new Daemon World army, Slaaneshi flavored coming out to play. My all infantry plus one deep striking Terminator Sorcerer did horribly, me forgetting to even roll to deep strike the Sorcerer on turn 2. Daemons being able to assault the turn they deep strike meant my all short range forces got blasted at range by the Sisters, and outfought by sheer numbers of attacks and initiative the Daemonettes and their Soulgrinder backup brought to the table. My Sorcerer took out nearly 3 squads of Sisters before we called it for time. The Sisters' Canoness put a serious hurt on the Soulgrinder, removing two of its weapon systems before being overwhelmed by Daemonettes.
At the end of 6 turns I was left with a 1 wound Sorcerer, and the Sisters had 3 of their members in combat with him. The Daemonettes had their commander and a squad or two that were clearly gonna wipe out whoever won our fight.
My suggestions for fighting Daemon World from my early experience? Find area cover and GET INTO IT FAST. Being assaulted out in the open is a virtual death sentence even for good close combat troops like Chaos Marines. In cover you have a chance for them to fail their difficult terrain tests, or at least have the charge be simultaneous. 4-5 attacks on the charge from Initiative 6 models with 4+ invulnerable saves are a scary thing, even at Strength 3 Toughness 3!
Thursday opened up with a Federation Commander game, using one of the scenarios from Briefing 1. 2 Light Cruiser Class ships each. I was running Kzinti, Pico had Federation, and 9IN had Orion, choosing Photon Torpedoes. The scenario had each of us out to kill one player, but not the same one trying to kill us. The Orions hit one of Pico's ships with an Overloaded Photon which basically put it out with one single hit. Follow up phaser and drone fire took it out. Having taken light damage, he moved his ships out to speed with a distance my Kzinti would never catch, though I might have been able to take out the damaged Orion ship if we were willing to play it for 3 hours of boring gameplay. You see, I have a HEALTHY fear of Photon Torpedoes and moved out and about as opposed to coming at the Federation head on, getting a missile spread out there in an attempt to reduce damage taken by them. Thus I was mostly out of the fight outside of minor long range phaser hits on the Feddies, and long range anti drone fire at the Federation drones.
I can heartily recommend Briefing 1 for any Federation Commander player. The amount of new scenarios, ships, and organized information on all currently available ships and scenarios and where to get them is invaluable. Well worth the 13 dollars retail.
We then did a little Rock Band and I managed to nudge Pico into getting out his Dwarves who I then proceeded to inventory and write up a 1500 point army list for him.
3 boxes of Skull Pass pretty much builds a NICE legal 1500 point Dwarf force on its own, and a little more makes for the 2500 point usual.
1 Maxed out Warrior squad. A nearly maxed out Miner Squad. (Missing 1 dude, bombs, and the Drill.) Maxed out Gunner Squad. 3 heroes (Standard Bearer with a 25 point standard. (Josef Bugman model) Thane leader, and clipped off antlers Thane as an Engineer Master for the edification of the 2 Cannons. The Gyrocopter I got for this army as a birthday present LAST year finishes it up.
Some extra gear for his guys, a few extra Dwarves to be Engineers to his cannons, some straws to turn the final cannon into an Organ Gun, his old 6th ed Warrior Boxset as Warrior Longbeards and an EM4 Dwarf plastics set (FIFTY CROSSBOWMAN FOR FIFTEEN BUCKS!), and he can easily rock a 2500 list. Use those Dragon Slayers too.
He had the minis, I built his list for him. He chose some options I gave him obviously. Magic? Bah. MORE CANNONS.
And now I have a LOT of Night Goblins. This weekend I built a 1500 point Goblin list and a seperate 1500 point Orc with minor Gobbo force. And I finally cracked open the wonderful and handy rulesbook. Its ON.
The third rulesbook from our 3 sets bought at a discount went to MagicDrew who is doing Vampire Counts but will probably never have anything built. Maybe if he reads this he WILL GET A MOVE ON ALREADY?!
Outside of one 6th edition 500 point game I haven't played it since the sucktastic Herohammer days. I am looking forwards to sending the Ladz or my Lizzies up against the massive blocks of Stunties.
I have also received some more Car Wars goodies. The original Arena book with the terrifying Boston Arena Starfury has taken us through, 2 more Autoduel Quarterlies with their interesting and helpful information for expanding the game, and an entire solo module, Mean Streets.
Since the one of the two Ebay dealers had free shipping, I also grabbed three SEALED Ghostbusters International RPG modules. Always handy to have more game modules, especially for such a rare game!
A blog about tabletop hobby and or strategy games, with a side order of electronic turn based goodness here and there. Now with tons of retro gaming content both electronic and tabletop. Also with 20% more self loathing douchebaggery!
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About Me
- Captain Rufus
- Southeastern CT, United States
- I like to play nerd games! I am a nerd! Join our nerd ways at https://www.facebook.com/groups/112040385527428/
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