Well, I would rather not talk about Tuesday Heroquest so we will skip that bit in general outside of some general comments. Pico and I are clearly approaching the game from 2 entirely different angles and its not turning out too well. With luck, we can hash this out next game time or over emails or something. I'm sure we can deal with it and get things back on track.
I got some Ogre minis in trade from Starfury for some of my furniture which will be handy next time we get to play Ogre. A Paneurope box with 2 Super Heavies, 3 Missile Tanks, and 6 Infantry Squads. (Which means 1 3 man base, a 2 man base, and a 1 man base.) Sadly, the other box was Ogrethulhu, which while amusing isn't canonical for Ogre in any way, shape, or form. Its a possessed Ogre Mark Five! Insanely deadly, but not too useful overall.
Missme got me a couple of half depth tubs (Which I insisted on reimbursing her for) to put the Heroscape terrain away, giving my hexes a place to nap, and specialized terrain in the other one. I've pretty much packed one of the tubs FULL, and the other could easily do the same. And this is without counting the inevitable purchase of the new Heroscape box set or the Jungle sets should they ever be released. Its only 3 or 4 months late now..
We also made up characters for Dark Heresy, but actually playing them is a few weeks or more down the road, probably after a medical thing I get to have ruin my schedule and bank account at the end of March. (Depends on how it turns out.)
Outside of that, driving 9IN home was hellacious. Snowstorm started up and the snowplows were nowhere to be seen. Another week where a 20-30 minute trip took an hour. Be glad when the weather clears up.
Luckily the snow turned to rain today and it was relatively fair driving to Sarge's Comics for Warhammer 40K. Grabbed the last 2 parts of an adventure trilogy for Warhammer Fantasy Roleplay, then had a little 1000 points of my Tyranids versus Ultramarines. A Carnifex, Hive Tyrant, Broodlord, 10 Genestealers, 14 Termagaunts, and 8 Hormagaunts went up against a Devastator Squad, 2 Tactical Squads, 2 Dreadnoughts, a Captain, and a Rhino. My Hormagaunts and Termagaunts mostly got slammed, while my Broodlord and Genestealers ripped up every Tactical Squad on the board with the Carnifex and Hive Tyrant running fire support/Dreadnought killing. Its nice to see my Nids do so well. Of course the Ultramarines player was expecting a typical swarm horde, and not a Genestealer and Nidzilla force. Jacked up big Tyranids can do very well.
Next week we are gonna see what the bugs can do to Orks. It should be bloody, violent, and an amazing lack of Armor Saves all around. Its rather bizarre when a Carnifex fired Venom Cannon is a bigger threat to a Dreadnought than a Tactical Marine!
Though as usual, my bright orange and navy blue paint scheme had some viewer make a stupid comment about it. Its one of the many reasons I hate painting. I like the scheme because its striking. It is loud and clashy. THAT'S THE POINT. Its partially inspired by the old reddish orange Tyranids from Rogue Trader and 2nd edition.
Oh yeah. and those of you with lives may have a happy Valentine's Day.
I am not one of them.
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!
Showing posts with label Warhammer RPG. Show all posts
Showing posts with label Warhammer RPG. Show all posts
Thursday, February 14, 2008
Saturday, February 9, 2008
Adventures in Dark Heresy Character Creation!
Snow on the ground means I can use one of my weather days and not go into work. As I have been highly emo the last few weeks I don't have the excitement to play a videogame at this moment. (Though I am in the midst of Wizardry 7 and Warhammer 40K Squad Command on the PSP I will probably talk about some other time.)
So.. why not experiment with the character creation rules in Warhammer 40K Dark Heresy?
To make it more interesting I am not actually gonna READ the chargen rules, merely skim as needed. I have read its sister game's rules (that being Warhammer Fantasy Roleplay, and that being its chargen chapter), so I have a basic idea of things.
For those not in the know, in Dark Heresy you play a member of an Inquisitor's retinue, investigating things for the Inquisitor who is dealing with other, usually more important things elsewhere in the galaxy. The Charlie to your Angels so to speak. Except he generally doesn't give you much money, help, or assistance. Helping the Emperor is it's own reward dontchankow?
Let's see how I do?
Ok, 2d10, character sheet, rulebook, and pencil? CHECK.
Open the book to page 13 and away we go!
Step 1: Pick a homeworld. As I am being silly, I will let the dice choose everything for me. It will be more interesting to see what I get that way. I'd prefer the book to not have all these random bits in it and it be more choose what you want, but it gives you the option for either or in most cases.
The choices are Feral, Hive, Imperial, or Void Born.
I roll a 95, Void Born. I was born on a space station, starship, or something of that ilk. The hardest result to roll.
For skills I get Speak Language (Ship Dialect). Not something very useful IMHO. I suppose my budding Inquisitorial Acolyte could be friendlier with spacefaring types. It could help see when some miscreant is trying to smuggle Genestealers onto a planet or something.
Lots of traits for my dude! I get Charmed, which gives me a 10% chance when using a Fate point (basically a don't die horribly thing all Warhammer RPG characters have.) to not actually lose it. Ill Omened, which gives me a -5 on Fellowship tests with non Void Born Humans. Bummer. Shipwise lets me take Stellar Navigation and Pilot Spacecraft as Basic Skills whatever that means. Guess it'll be easier for him to fly the ship. Its like he can be the Howlin Mad Murdock of the A Team except in space!
Step 2: Generate Characteristics. Ok, I now roll 2d10 9 times, and add it to a preset stat number that starts from 15 to 25. If I were to shoehorn in WHFRP races so I could play Squats (Dwarves), Ratlings (Hobbits), and Eldar (Elves) it could be a wider variation. (Another reason to buy the Fantasy Warhammer RPG. Not only is it a well regarded game in its own right, it makes it easier for me to put in all the stuff they didn't bother to do for the 40K game.)
I get one reroll in here too.
SURVEY SAYS:
Weapon Skill 34 A little above average. I can actually fight off your average Cultist.
Ballistic Skill 37 High! 3 points from the maximum score. I shoot like your average Imperial Guardsman.
Strength 25 For Void Born, Strength is our low stat. Pure average is acceptable I guess. I suppose I won't be headbutting an Orc.
Toughness 28 A little below average. I clearly haven't been eating my Imperial Wheaties. (Now fortified by the screams of a 1000 burning heretics!)
Agility 29 A tad below average. If videogames weren't heresy I would probably have trouble playing Dance Dance Revolution.
Intelligence 39 1 point from maximum! I clearly am a braniac. The problem is thinking is a BAD THING in the 40K universe.
Perception 27 Below average. I guess I spent more time looking at books than I did paying attention to how miserable life in the Imperium is. On the upside my dude can probably spout off a lot of Space Marine chapter heroes.
Willpower 31. Below average for a Void Born. Hmm. I may use my reroll here..
Fellowship 31. Above average. I'm a generally agreeable sort.
I decide to keep 31 Willpower since it is above average for a normal character. I have to keep a reroll if I use it, so I go for Toughness as its my 2nd worst rolled stat. And I roll a 7, giving me a 27 instead of 28. Damn.
STEP 3: Career Path.
I really want Techpriest as my stats support it. But again, the dice are deciding my class. 30! I'm a... Cleric. The Emperor has seen my braininess and decided I should teach people the ways of his enduring Emperorness. I wouldn't have made a very good Psyker anyhow, and that was the class I was most likely to roll. I have a couple Imperial Cleric type miniatures so its pretty fortuitous I guess.
I gain the Common Lore Imperial Creed, Literacy, Trade (Copyist), and Trade (Valet) skills. I could have taken Trade (Cook), and Performer (Singer) over the 2 Trade skills I took, but given my stats and class, a smart guy who writes down books and is a Valet makes more sense. Probably how the Inquisitor took notice of him. Maybe his ship was visited or something.
For Starting Talents I get Primitive Melee Weapon Training, Pistol Training SP, and I choose Basic Weapon Training (Primitive) over Primitive Thrown Weapons Training. My guy is a bit wussy and I doubt a thrown dagger would do more than bounce off a Noise Marine. Who would then laugh and force me to have carnal relations with my own spleen.
I get to select some weapons. A check of the equipment section to see what fits my skills gives me:
I choose a sword for close combat. Does less damage than my other option, a hammer, but its balanced, which gives me a bonus to parries, something the hammer, an unbalanced weapon does not.
Hmm.. Autopistols or Stub Revolvers? The Autopistol has more ammo, reloads faster, but the Stubber hits a little harder and is Reliable, meaning it Jams less. I'm a good shot so Stub Revolver and 6 bullets it is. A cheaper gun, but its basically a .38 Special. I can dig it.
I also get a Crossbow since I can't use Throwing Knifes very well anyhow,a Flak Vest for armor over the more coverage but heavier weight chain coat, an Aquila Necklace, Ecclesiarchy Robes (Good Quality Clothing), Charm (skull), and a Backpack. Yay.
STAGE 4: SPEND XP. BUY STUFF.
But that's not all! I get more stats to roll.
First up is Wounds. I have 10. A bit better than average, but Void Borns have low Wounds anyhow.
Next is those Fate Points to keep me alive a bit longer. I get 2, the lowest I can have. 3 is the highest for Void Borns. Typical luck for me.
Movement is based off of my Agility bonus. Or 2. Meh. A bit weedy in a running contest. I'm easy fodder for a Genestealer. I could probably keep pace with a Squat though.
Wealth is what Clerics have best. Good to know fleecing people is something the Imperial Cult keeps going. 317 out of a possible 350. Poor rolls, but its a ton of money compared to most classes, which can't get past 160 or so! I doubt its enough to "pray" with the Adeptus Sororitas or anything, but I guess that sort of tithe would allow my dude to sniff their Power Armor after a long weekend of torching the unbeliever with cleansing Meltagun...
Now I have 400XP with which to buy initial advances. I turn to Chapter 2's Cleric section to check things out. I'm currently a Novice, and am 100XP from being an Initiate. I spend 100 XP to increase my BS by 5%. Its now 42%, meaning I shoot better than your average Guardsman. I can only upgrade it 3 more times, for increasing XP costs. (All your stats can only be boosted 4 times.) While 250XP for the next rank is tempting, I would then have no other upgrades until I start doing stuff. Willpower and Fellowship both only cost 100XP for their first upgrade, while everything else is 250. I am a man of the cloth, so 100XP for my Fellowship is a good choice too. Its now 36%. It will help with my whole being born in space thing.
I decide the next 200XP will be spent on new skills and talents. Inquiry lets me find out stuff in a casual way which could be good for investigating things. Are those holes in the Guardsmen's bathroom stalls merely a hole to be used inappropriately for passing generally harmless (only 300 whippings for owning) contraband or entrance into a foul pleasure cult? I can find that information out with a little friendly wining and dining. I spend my last 100XP and take Awareness. I need help paying attention anyhow, and being able to see when a heretic wants to stab me to death for finding out about his collection of Daemonettes Gone Wild videos can only be a good thing.
When I get more XP Swim, Laspistol Training, and Sound Constitution look like possible buys.
I'll buy stuff later on, but I check my income and I make a whopping 200 a month.
DAMN, IT FEELS GOOD TO BE A GANGSTA.
Who knew religion paid so damned good?
STEP 5: ROLEPLAY THINGIES
I now roll for stuff to make my character more than a statline. I'm stunted, standing a mere 1.65 meters tall. I'm mature, a 23 year old. I have bluish skin, ginger hair, and blue eyes. Now I know why I have that minus to my Fellowship to most people, I look damned wierd! I roll Hairless as a quirk, but since I like my character's hair clashing with his skin and eyes I reroll and get the result of a large head. I'm ICKY. This game sure as hell isn't Final Fantasy and its hordes of pretty boys and pretty girls, that's for sure. Apparently I was born on a Rogue Trader ship. Hmm.. maybe mom or dad got it on with some really wierd people on some unknown planet. And to make up for my wierdness I took up the cause of the Emperor, bringing light to the unwashed masses on planet after planet. Kinda cool!
Now for my Imperial Divination: Balls. I get one of the few bad ones. "Dark Dreams Lie Upon the Heart". I start play with 2 Corruption Points. My guy probably DID sniff some Sororitas Powered armor in the past. Or has had some lustful feelings for a Tau or Eldar or something. He really IS a member of the Clergy isn't he?
Now I roll for a name. I choose to give his first name as a male high roll, and his last name as a female primitive roll. Fits being on a Rogue Trader crew. I get Raltus Graki. Sounds neat!
Outside of buying him some more ammo and other goodies he is pretty much set to go. The rules were rather self explanatory, and I didn't need to read all that much to get him on the path to smiting the Emperor's foes. Whenever (hopefully!) I get a campaign going, getting other people's characters made shouldn't take long.
I personally found rolling for everything to be a lot of fun! I made an interesting character and roleplaying him will prove interesting. Now I just need to find people who play the game!
So.. why not experiment with the character creation rules in Warhammer 40K Dark Heresy?
To make it more interesting I am not actually gonna READ the chargen rules, merely skim as needed. I have read its sister game's rules (that being Warhammer Fantasy Roleplay, and that being its chargen chapter), so I have a basic idea of things.
For those not in the know, in Dark Heresy you play a member of an Inquisitor's retinue, investigating things for the Inquisitor who is dealing with other, usually more important things elsewhere in the galaxy. The Charlie to your Angels so to speak. Except he generally doesn't give you much money, help, or assistance. Helping the Emperor is it's own reward dontchankow?
Let's see how I do?
Ok, 2d10, character sheet, rulebook, and pencil? CHECK.
Open the book to page 13 and away we go!
Step 1: Pick a homeworld. As I am being silly, I will let the dice choose everything for me. It will be more interesting to see what I get that way. I'd prefer the book to not have all these random bits in it and it be more choose what you want, but it gives you the option for either or in most cases.
The choices are Feral, Hive, Imperial, or Void Born.
I roll a 95, Void Born. I was born on a space station, starship, or something of that ilk. The hardest result to roll.
For skills I get Speak Language (Ship Dialect). Not something very useful IMHO. I suppose my budding Inquisitorial Acolyte could be friendlier with spacefaring types. It could help see when some miscreant is trying to smuggle Genestealers onto a planet or something.
Lots of traits for my dude! I get Charmed, which gives me a 10% chance when using a Fate point (basically a don't die horribly thing all Warhammer RPG characters have.) to not actually lose it. Ill Omened, which gives me a -5 on Fellowship tests with non Void Born Humans. Bummer. Shipwise lets me take Stellar Navigation and Pilot Spacecraft as Basic Skills whatever that means. Guess it'll be easier for him to fly the ship. Its like he can be the Howlin Mad Murdock of the A Team except in space!
Step 2: Generate Characteristics. Ok, I now roll 2d10 9 times, and add it to a preset stat number that starts from 15 to 25. If I were to shoehorn in WHFRP races so I could play Squats (Dwarves), Ratlings (Hobbits), and Eldar (Elves) it could be a wider variation. (Another reason to buy the Fantasy Warhammer RPG. Not only is it a well regarded game in its own right, it makes it easier for me to put in all the stuff they didn't bother to do for the 40K game.)
I get one reroll in here too.
SURVEY SAYS:
Weapon Skill 34 A little above average. I can actually fight off your average Cultist.
Ballistic Skill 37 High! 3 points from the maximum score. I shoot like your average Imperial Guardsman.
Strength 25 For Void Born, Strength is our low stat. Pure average is acceptable I guess. I suppose I won't be headbutting an Orc.
Toughness 28 A little below average. I clearly haven't been eating my Imperial Wheaties. (Now fortified by the screams of a 1000 burning heretics!)
Agility 29 A tad below average. If videogames weren't heresy I would probably have trouble playing Dance Dance Revolution.
Intelligence 39 1 point from maximum! I clearly am a braniac. The problem is thinking is a BAD THING in the 40K universe.
Perception 27 Below average. I guess I spent more time looking at books than I did paying attention to how miserable life in the Imperium is. On the upside my dude can probably spout off a lot of Space Marine chapter heroes.
Willpower 31. Below average for a Void Born. Hmm. I may use my reroll here..
Fellowship 31. Above average. I'm a generally agreeable sort.
I decide to keep 31 Willpower since it is above average for a normal character. I have to keep a reroll if I use it, so I go for Toughness as its my 2nd worst rolled stat. And I roll a 7, giving me a 27 instead of 28. Damn.
STEP 3: Career Path.
I really want Techpriest as my stats support it. But again, the dice are deciding my class. 30! I'm a... Cleric. The Emperor has seen my braininess and decided I should teach people the ways of his enduring Emperorness. I wouldn't have made a very good Psyker anyhow, and that was the class I was most likely to roll. I have a couple Imperial Cleric type miniatures so its pretty fortuitous I guess.
I gain the Common Lore Imperial Creed, Literacy, Trade (Copyist), and Trade (Valet) skills. I could have taken Trade (Cook), and Performer (Singer) over the 2 Trade skills I took, but given my stats and class, a smart guy who writes down books and is a Valet makes more sense. Probably how the Inquisitor took notice of him. Maybe his ship was visited or something.
For Starting Talents I get Primitive Melee Weapon Training, Pistol Training SP, and I choose Basic Weapon Training (Primitive) over Primitive Thrown Weapons Training. My guy is a bit wussy and I doubt a thrown dagger would do more than bounce off a Noise Marine. Who would then laugh and force me to have carnal relations with my own spleen.
I get to select some weapons. A check of the equipment section to see what fits my skills gives me:
I choose a sword for close combat. Does less damage than my other option, a hammer, but its balanced, which gives me a bonus to parries, something the hammer, an unbalanced weapon does not.
Hmm.. Autopistols or Stub Revolvers? The Autopistol has more ammo, reloads faster, but the Stubber hits a little harder and is Reliable, meaning it Jams less. I'm a good shot so Stub Revolver and 6 bullets it is. A cheaper gun, but its basically a .38 Special. I can dig it.
I also get a Crossbow since I can't use Throwing Knifes very well anyhow,a Flak Vest for armor over the more coverage but heavier weight chain coat, an Aquila Necklace, Ecclesiarchy Robes (Good Quality Clothing), Charm (skull), and a Backpack. Yay.
STAGE 4: SPEND XP. BUY STUFF.
But that's not all! I get more stats to roll.
First up is Wounds. I have 10. A bit better than average, but Void Borns have low Wounds anyhow.
Next is those Fate Points to keep me alive a bit longer. I get 2, the lowest I can have. 3 is the highest for Void Borns. Typical luck for me.
Movement is based off of my Agility bonus. Or 2. Meh. A bit weedy in a running contest. I'm easy fodder for a Genestealer. I could probably keep pace with a Squat though.
Wealth is what Clerics have best. Good to know fleecing people is something the Imperial Cult keeps going. 317 out of a possible 350. Poor rolls, but its a ton of money compared to most classes, which can't get past 160 or so! I doubt its enough to "pray" with the Adeptus Sororitas or anything, but I guess that sort of tithe would allow my dude to sniff their Power Armor after a long weekend of torching the unbeliever with cleansing Meltagun...
Now I have 400XP with which to buy initial advances. I turn to Chapter 2's Cleric section to check things out. I'm currently a Novice, and am 100XP from being an Initiate. I spend 100 XP to increase my BS by 5%. Its now 42%, meaning I shoot better than your average Guardsman. I can only upgrade it 3 more times, for increasing XP costs. (All your stats can only be boosted 4 times.) While 250XP for the next rank is tempting, I would then have no other upgrades until I start doing stuff. Willpower and Fellowship both only cost 100XP for their first upgrade, while everything else is 250. I am a man of the cloth, so 100XP for my Fellowship is a good choice too. Its now 36%. It will help with my whole being born in space thing.
I decide the next 200XP will be spent on new skills and talents. Inquiry lets me find out stuff in a casual way which could be good for investigating things. Are those holes in the Guardsmen's bathroom stalls merely a hole to be used inappropriately for passing generally harmless (only 300 whippings for owning) contraband or entrance into a foul pleasure cult? I can find that information out with a little friendly wining and dining. I spend my last 100XP and take Awareness. I need help paying attention anyhow, and being able to see when a heretic wants to stab me to death for finding out about his collection of Daemonettes Gone Wild videos can only be a good thing.
When I get more XP Swim, Laspistol Training, and Sound Constitution look like possible buys.
I'll buy stuff later on, but I check my income and I make a whopping 200 a month.
DAMN, IT FEELS GOOD TO BE A GANGSTA.
Who knew religion paid so damned good?
STEP 5: ROLEPLAY THINGIES
I now roll for stuff to make my character more than a statline. I'm stunted, standing a mere 1.65 meters tall. I'm mature, a 23 year old. I have bluish skin, ginger hair, and blue eyes. Now I know why I have that minus to my Fellowship to most people, I look damned wierd! I roll Hairless as a quirk, but since I like my character's hair clashing with his skin and eyes I reroll and get the result of a large head. I'm ICKY. This game sure as hell isn't Final Fantasy and its hordes of pretty boys and pretty girls, that's for sure. Apparently I was born on a Rogue Trader ship. Hmm.. maybe mom or dad got it on with some really wierd people on some unknown planet. And to make up for my wierdness I took up the cause of the Emperor, bringing light to the unwashed masses on planet after planet. Kinda cool!
Now for my Imperial Divination: Balls. I get one of the few bad ones. "Dark Dreams Lie Upon the Heart". I start play with 2 Corruption Points. My guy probably DID sniff some Sororitas Powered armor in the past. Or has had some lustful feelings for a Tau or Eldar or something. He really IS a member of the Clergy isn't he?
Now I roll for a name. I choose to give his first name as a male high roll, and his last name as a female primitive roll. Fits being on a Rogue Trader crew. I get Raltus Graki. Sounds neat!
Outside of buying him some more ammo and other goodies he is pretty much set to go. The rules were rather self explanatory, and I didn't need to read all that much to get him on the path to smiting the Emperor's foes. Whenever (hopefully!) I get a campaign going, getting other people's characters made shouldn't take long.
I personally found rolling for everything to be a lot of fun! I made an interesting character and roleplaying him will prove interesting. Now I just need to find people who play the game!
Wednesday, February 6, 2008
Tuesday and Wednesday Game Reports
No pictures or anything this time as there was no game played Wednesday, and Tuesday was more Heroquest. While we now have an old member back in the fold, who I will currently refer to as 9 Iron Nuke, or 9IN if you will, not a lot really happened. The Priest of Sigmar and Dwarf Slayer both seem pretty well balanced and fun to play, though my playthrough of the Slayer was anything but.
Almost everything bad that could happen to my character did, killing him off in the final battle, meaning due to bad luck I spent a good 90 minutes of gaming having very little fun whatsoever. I might as well have taken a nap frankly.
Nothing like bad luck totally ruining the game. Then again, the only luck I seem to have in Heroquest is bad luck.
Not exactly the gaming week of legend by any means.
I got the 40K RPG in and the book is HUGE. Very impressive to look at! A few of the Warhammer Fantasy RPG items showed up too. But being books, until I get some time to read them, there isn't much I can say.
Sorry few people who read my blog. I just don't have anything interesting to update right now.
I'm not sure if I need gaming antidepressants or just antidepressants period...
*sigh*
Almost everything bad that could happen to my character did, killing him off in the final battle, meaning due to bad luck I spent a good 90 minutes of gaming having very little fun whatsoever. I might as well have taken a nap frankly.
Nothing like bad luck totally ruining the game. Then again, the only luck I seem to have in Heroquest is bad luck.
Not exactly the gaming week of legend by any means.
I got the 40K RPG in and the book is HUGE. Very impressive to look at! A few of the Warhammer Fantasy RPG items showed up too. But being books, until I get some time to read them, there isn't much I can say.
Sorry few people who read my blog. I just don't have anything interesting to update right now.
I'm not sure if I need gaming antidepressants or just antidepressants period...
*sigh*
Wednesday, January 30, 2008
Warhammer 40K Battle Report
Wednesday 30, 2008 at Sarge's Comics.
The points: 1500 (Well, 1500 Ultramarines vs 1524 Ork. He had 2 Land Raiders. I felt justified!)

The Orks include a Nobz mob with Eavy Armor, Cybork Bodies, and a Painboy. The blue walkers are Killer Kans, and the Demolisher is a Looted Vehicle.

The Ultramarines contain 2 Land Raiders, 1 a Crusader type. Also included is a Captain, and the Land Speeders have Assault Cannons. One of the Dreadnoughts is a Venerable type. Both have Assault Cannons.

Battle began with the Ultramarines getting the first turn.

The Kannon crew was hit hard and broke. Ork return fire took out the Vindicator.

Both Trukkboyz mobs would fall eventually. If I had remembered the Nob in the group who assaulted the Dreadnought would have had a glancing hit. I forgot about the Ork Furious Charge ability!

The Warboss and Nobz used their armor and Painboy upgrades to survive impressive amounts of fire and take out the Land Raider Crusader. Mega Armored Warbosses make tanks go SPLAT. The big Shoota mob with the Weirdboy Warphead took massive casualties from the Land Speeders yet took them out in return.

The Gretchin mob was ignored moving through the ruined building. They managed to kill most of the Ultramarine Tactical Squad in shooting, and finished them and the Captain off in close combat. Not the Runtherd. THE GRETCHIN.

The Shoota Mob's Warphead used his power to warp them over to the Dreadnought where they shot apart the venerable Dreadnought and later charged the other one.
At the end of the fight the only remaining Ultramarines units were an immobilized, constantly stunned Dreadnought and a constantly stunned Land Speeder. My Boyz took out everything else. My Orks took some hits, but overall their speed and numbers made up for the massive quality and toughness of the Marine forces. Some dice luck helped too. Of course the Marine vehicles were an insane nut to crack.
Overall I am quite pleased with my Orks. I still need more Runtherds and one more Nob, preferrably of the Mega Armored variety, but otherwise they rocked hard. I was expecting to be slaughtered, but the early takeout of the Vindicator made up for that machine wiping out my Kannon teams. Red Paint Jobs on open topped transports are definitely useful. Being able to hop out willy nilly on a 13" move vehicle is HUGE.
My Orks showed up the Ultramarines for last week's battle. As far as my Orks are concerned, their defeat was the silly blue Humies' fault! :P
The question is now what to bring for next week. I still haven't won with Chaos Marines, yet my Eldar and Tau have both performed solidly.
Hmm.. maybe another week or two of the Ladz and perhaps a switch to the Tyranids or back to Chaos..
In purchase notes, I grabbed 2nd edition Warhammer Fantasy Roleplay for 40% off thanks to a Borders coupon. Sadly they didn't have Dark Heresy in yet and the coupon was good for 2 days only. So now if nothing else I have the revised version of the old fantasy RPG and I can have more inspiration for Heroquest games.
The points: 1500 (Well, 1500 Ultramarines vs 1524 Ork. He had 2 Land Raiders. I felt justified!)
The Orks include a Nobz mob with Eavy Armor, Cybork Bodies, and a Painboy. The blue walkers are Killer Kans, and the Demolisher is a Looted Vehicle.
The Ultramarines contain 2 Land Raiders, 1 a Crusader type. Also included is a Captain, and the Land Speeders have Assault Cannons. One of the Dreadnoughts is a Venerable type. Both have Assault Cannons.
Battle began with the Ultramarines getting the first turn.
The Kannon crew was hit hard and broke. Ork return fire took out the Vindicator.
Both Trukkboyz mobs would fall eventually. If I had remembered the Nob in the group who assaulted the Dreadnought would have had a glancing hit. I forgot about the Ork Furious Charge ability!
The Warboss and Nobz used their armor and Painboy upgrades to survive impressive amounts of fire and take out the Land Raider Crusader. Mega Armored Warbosses make tanks go SPLAT. The big Shoota mob with the Weirdboy Warphead took massive casualties from the Land Speeders yet took them out in return.
The Gretchin mob was ignored moving through the ruined building. They managed to kill most of the Ultramarine Tactical Squad in shooting, and finished them and the Captain off in close combat. Not the Runtherd. THE GRETCHIN.
The Shoota Mob's Warphead used his power to warp them over to the Dreadnought where they shot apart the venerable Dreadnought and later charged the other one.
At the end of the fight the only remaining Ultramarines units were an immobilized, constantly stunned Dreadnought and a constantly stunned Land Speeder. My Boyz took out everything else. My Orks took some hits, but overall their speed and numbers made up for the massive quality and toughness of the Marine forces. Some dice luck helped too. Of course the Marine vehicles were an insane nut to crack.
Overall I am quite pleased with my Orks. I still need more Runtherds and one more Nob, preferrably of the Mega Armored variety, but otherwise they rocked hard. I was expecting to be slaughtered, but the early takeout of the Vindicator made up for that machine wiping out my Kannon teams. Red Paint Jobs on open topped transports are definitely useful. Being able to hop out willy nilly on a 13" move vehicle is HUGE.
My Orks showed up the Ultramarines for last week's battle. As far as my Orks are concerned, their defeat was the silly blue Humies' fault! :P
The question is now what to bring for next week. I still haven't won with Chaos Marines, yet my Eldar and Tau have both performed solidly.
Hmm.. maybe another week or two of the Ladz and perhaps a switch to the Tyranids or back to Chaos..
In purchase notes, I grabbed 2nd edition Warhammer Fantasy Roleplay for 40% off thanks to a Borders coupon. Sadly they didn't have Dark Heresy in yet and the coupon was good for 2 days only. So now if nothing else I have the revised version of the old fantasy RPG and I can have more inspiration for Heroquest games.
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- 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/