Due to lack of time. I’m only posting some impressions.
Due to the lack of time, my battle report for this game is really short. 😉
Today we had two nice games of Dropzone Commander. Both missions included the intelligent objective markers. We played again with the starter armys. The first match was decided by me.
In the second match we used all buildings we have and this made it really interesting. We also took about 90 points extra and I took some Fire Wagons in a Kraken transporter with me.
For a very long time, we had no Warhammer 40.000 game and I took the move to my new apartment building as a reason for a nice 6000 points game with my old friends. This was planned for a long time, because I had to make sure that everybody had the time to come. We were 5 people and I took over two nice Chaos armies, which I easily build from my nearly endless stock of Chaos miniatures.. 😀 The others fielded Astra Militarium, Tau, Blood Angels and Necrons. For the sake of fluff we made two teams, the good and the bad. We played the scenario “Tactical Escalation”, which is my favorite one. In this scenario you make extensive use of the tactical mission objectives. The number of objectives each player holds has to equal the turn number. So, in the first turn you got one objective, in the second two and so on. We declared each side as one player in terms of objectives, because this could really go crazy. Additionally, the scenario allowed us to play over the long sides, what we did. We played on my standard Games Workshop battlefield with some GW buildings and my containers. I didn’t take notes, so the report is just from my memory.
After all minis got planted, we rolled for the initiative and the bad guys, including me :), won. Our troops moved forward into better positions. Our ambition was to claim the best positions in the center of the field for us, so that the good guys had a hard time to pass it. There were three main corridors, which basically went straight through. Our shooting units got into a good firing position. The shooting phase didn’t produce any interesting results, which was bad for us. After that, it was the good guys turn end they also moved forward, but carefully. In their shooting phase they took down one of my Chaos bike squadrons, whish was charging on our left flank. But in the end, the first turn was a bit uneventful.
Later the events followed. I will now just mention some highlights. My Chaos Forgefiend nearly took out a whole Blood Angles Jump Squad, including the priest. After that it was shot into pieces like always. During the whole game the Imperial Basilisk annoyed our forces and took out plenty of Necrons and other unworthy troops like Cultists. It took a while to take him out. The main fight took places in the center of the game, two objective marker were placed there and both teams needed to get them. The Imperial frontline mostly stayed static. At turn three or four some of them advanced and left a Chimera right in the line of fire. Due to lack of targets my Preditor shoot at it and it exploded in a huge explosion taking out plenty of Imperials, Necrons, Chaos Cultists and Blood Angels. This was a huge surprise for everyone. The building on our right flank was the location of a massive bloody close combat between Blood Angels, Chaos Cultists and Plague Marines. The Chaos Forces were inferior till the Deamon Prince arrived. He smashed the remaining Sons of Sanguinius away. On our right flank a Tau Krisis team hold a very important objective, which was worthy two points for us. We took plenty of forces to get it, but in the end the Tau Commander survived and our we couldn’t fullfil these two goals.
After five turns and eight hours of gaming the result was clear. The good guys won with one point more. They managed to secure a point, which also had a value of two points, because they got two mission objectives for it. The sad thing about that one was, that one of my Plague Marines stood only one floor away and till the end I thought was near enough to contest the objective marker.
It was a really nice game with plenty of cool and also funny moments. The battlefield is a little bit to small to play a 6000 points game over the long sides and the long break from Warhammer 40.000 resulted in plenty of reading sessions. Is it just me, or are the rules splitted and referenced too much? To clarify one situation I had to read through 4 sections or so… hm.. practice!!
Last monday we had a nice game of Dropzone Commander. The game only includes the PHR and Scourge armys from the starte sets. I think the armys have a value of about 540 points. The played scenario was the standard mission with three objective markers placed in the center of the city board.
The PHR player quickly moved forward to the center mission goal. The Scourge player made a pincer movement and flanked both sides of the PHR forces.
The PHR player got the initiative and entered the center building with both of his Immortal squadrons. The Scourge player entered the building with the southern mission objective with one of his fighter squadrons. The other Squadron took its way to the northern objective marker. The PHR player placed his Phobos anti air walkers at the back of the center building to secure his Immortals. In the south the Scourge Reaper battlegroup got into place to cut the return way of the Immortals for the case they would find the objective. The PHR Ares walkers were dropped near the northern mission objective and so were the Reaper tanks.
This time the Scourge player won the initiative and attacked the Ares walkers and damaged one of them. The Ares walkers fired at the Invader transporter, which headed to the northern objective and destroyed it, but the fighters survived. The Scourge Reapers attacked Neptune medium dropship, which belonged to the infantry battlegroup. The Neptune got 1 lifepoint left. The PHR player attacked the Scourge Hunters with no effect. They also fired their machineguns at the Scourge infantry, also with no effect. The infantry moved on by foot. The sourthern Scourge troops manned the walls and took a concentrated shot at the Immortals in the center building resulting two damage points. The Immortals attacked the walking Scourge infantry an destroyed two bases and left the last one with 2 LPs. The Juno transporters attacked the Reaper tanks and destroyed one.
The Scourge Player got the initiative a second time and attacked the Ares walkers and destroyed them. The PHR player activeted his Phobos walkers and took down the Hunters dropship and also killed the last infantry base. The Scourge fighters in the southern building didn’t manage to find the objective and shot at the Immortals another time. The building got 7 damage points. The PHR player activated his Ares dropship and attacked the Reapers managing to take one out. The last Reaper flew to not get shot in the next phase. The PHR Immortals found the objective, but stayed in the building. The PHR player fearde the remaining Reaper and decided to wait till it got taken out. The Immortals instead killed one Hunter tank.
This phase was the critical one. The PHR got the initiative and attacked the Hunters with his Phobos walkers. They left one tank alive. The Scourge Reaper managed to take out the Neptune dropship of the PHR infantry battlegroup. From now on the objective was nailed to the center building. The last chance for the PHR player was to clear the path for his Junos, but the desperate act to attack the last Hunter with his dropship failed. Additionaly the Scourge infantry found the objective and managed to get away with it. This was the end of the game.
I really enjoyed this small game, although I just wrote down the protocol 😀
Maybe, next time my Resistance forces are ready 🙂
Awesome, we found some time to play a nice game of battlefleet gothic. Two fleets of 2000p faced each other. It was a classical showdown between the empire of mankind and the forces of chaos. We played the scenario escalation. The chaos forces dominated the whole game. The imperial forces had no chance.
Sadly my camera produced corrupt pictures and that’s why there aren’t very much good pictures left.
This Tuesday we played the maelstrom mission tactical escalation with 1000 points. My chaos army faced the tau army of a friend of mine. I like these new tacticel objective thing. The game gets really dynamical and you never know exactly what will make a valueable objective in the next phase. According to that all my warhammer 40k games I played before seem to be totally static.
I realized that my new playmobil containers give excellent cover. The battlefield is totally different now. I like them and have to give them a bit attention next week.
The best units in this game were my predator, my old or new landraider and … my cultists 😀 Yeah, they totally rocked during this game. My Tau enemy flanked a unit of ghosts behind my frontline and played a cat-and-mouse-game with my forces. I hate this jump-away-movement in the end of the hand-to-hand-combat phase. But my cultists nailed them down and ended this situation. And additionally they captured an objective for me. Very disappointing was my bike squadron. They managed to charge the broadside battlesuit from my oponent, but it took three rounds to take him down. I hate that energy weapons only got ds 3…
Whatever, it was a really nice and enjoying game 🙂
Yes, we did it. This week we played a game with the rules of the 7th edition of warhammer 40k. I hate it when the writers try to capsulate the rules in a object oriented way, because they think it’s smart, but you end up scrolling through the book in order to get the rules for some basic things like ordnance weapons. wtf?? Since when are those basic rules some kind of special rule?? What is so special about a flamethrower? Those rules need to be written in the basic shooting section!! damimt!
But apart from that, the new edition is nice to play. Especially, this new dynamic mission goal system. It is pretty cool. The important goals change from turn to turn and you never know what comes next. This makes the game totally different than in the editions before.
In the past weeks we played some matches of Killteam and I like it. I like these small games, where every man could count. It was meant to be an appeal for the members of my tabletop group to expand their 40K armies. The nice thing about killteam is, that you can play with a really small amount of miniatures. So you don’t have to bauy and paint lots of stuff.
But I realized, that killteam games are really depending on the battlefield. There has to be a lot of cover to offer enough tactical possibilities. That’s why our games are getting a bit boring. The battlefield is always the same 😀
The amount of scenery I build for my table ist enough for a nice 40K match, probably it is already too much. I started to use some fantasy scenery in the killteam games too. So I probably need to build some extra stuff for that. 🙂
And finally some images from our latest games.
Some days ago we played a killteam match. I like the point that you aber able to move each figure independently. Every man counts 🙂 In killteam there are no nine man looking for the heavy weapons guy to shoot and otherwise being useless on the field. These Games are small. Just 200 points. It is a nice way to taste another Codex or build a small force of…. The Legion of the damned… or so..
What I wanted to say is, that I like it.
Instead of writing 5 hours some stuff nobody could follow, I’m just posting some pictures.
I haven’t played Warhammer 40K for month. So we grabbed our figures and threw some dices. We organized a game of 9000pts with six people. The two teams were rolled. Team A includes Chaos, Chaos and Dark Eldar. Team B includes Chaos, Dark Eldar and Tyranids. I was in team A. I got some new chaos units, wich never had seen the battlefield. So I added my forge fiend and a five man team havocs to my army. In the previos two editions of Warhammer 40k I always used a deamon prince, some bikes and some havocs, but I never played such a configuration with the current edition.
We played “search and secure”. Part of this mission is the protection of six mission goals. The initial allocation of the mission goals is A(4,3,1) and B(2,2). Team A holds three mission goals with the values 4, 3 and 1. Analogical holds the team B goals with the values 2 and 2. There were no nightfight in the first turns.
Before we started turn 1, we took a break and grilled some meat 🙂
Team A started the first turn and brought their troops into position. My havocs and my forgefiend took down 2 Dark Eldar raiders, wich slowed down the advance of team B. The Dark Eldar player on my site also took down a raider with one of his own raiders.
Team B started an attack on the left flank, wich was my flank. The Dark Eldar were on the move. The Tyranid player holds his midposition. He managed to shoot down a Dark Eldar raider, wich includes some grotesques. These tried to reach the Tyranid position and now had to walk. The Chaos player from team B entrenched himself in a building and his bastion.
After this turn the mission goals distribution were as follows: A(4,3) B(2,2)
My deamonprince arrived in turn 2 and supported my chaos fellow on our right flank. There were not enough cover, that’s why I placed him behind the only building in range. I thought he might get useful in the following turns. We concentrated our fire on the tyranids. The Dark Eldar truborn and vipers managed to take out some tyranid hive guards, wich entrenched with the other tyranids in a building. Also the noise marines took out a tyranid toxotrophe.
Team B managed to bring their helldrake into the game and he took out three noise marines. The chaos player also brought in his vindicator. Additional two alpha trygones appeared on my left flank. These things have a huge punch. The result of this turn was the loss of my forgefiend. The mission goals were still in the same hands: A(4,3) B(2,2)
Finally our two helldrakes arrived (my helldrake is proxed with a hellblade model from forgeworld), but they did’nt do much damage. Our Dark Eldar player took another mission goal. I attacked one of the alpha trygons with my raptors and my bikes. He lost some of his life points but took them out in hand to hand combat. It was a desperate move. My deamonprince took out a Dark Eldar raider. After that he stood out in the open without cover.
The tyranids utilized that and took him out. The alpha trygon took out some Dark Eldar jet bikes.
The mission goals distribution: A(4,3,3) B(2,2)
The Dark Eldar player from team B left the game.
I attacked the tyranid entrechment with my chaos space marines and the exocrine fell. My havocs and the Dark Eldar shot down the first alpha trygon. The vyper and the ravager took down the other one. Some other Dark Eldar took out the last tyranid warriors. That’S why team B lost a mission marker with two points.
The chaos helldrake from team B took out almost one of my chaos space marine squads. The other one was attacked by the hive tyrand, but they stodd their ground.
The result of this turn: A(4,3,3) B(2)
The night began and the view was limited. We attacked with our two helldrakes the other one, but he got away with 1 hull point. My chaos space marines lost the battle against the hive tyrant and retreated. The last noise marine took out the bastions laser, wich was really annoying, because it had a pretty good view over the battlefield.
Team B started an advance. The Chaos cultists left the security of the bastion and headed towards a very valuable mission goal, wich was hold by some Dark Eldar forces. The tyranids smahed through my Chaos space marines. The halldrake with one hull point moved towards our most valuable mission goals, but couldn’t wipe out the troops holding them. After this turn the helldrakes regenerates one hull point.
We rolled for another turn. Our two helldrakes attacked the Chaos cultists and wiped them out. Only the witcher remained. An obliterator from my fellow chaos player tried to shoot a plasmacanon and overloaded his weapon. He died.
The helldrake attacked the valuable mission goal again, but a fearless Dark Eldar wrack remained.
The dice told us to play another turn. I wanted to neutralize the only mission goal, wich team B holds. In this mission also fast attack units can hold mission goals and the helldrake is a fast attack. He wasn’t able to take out two units at once so I went into hover mode and hoped, that he would survive this last turn. Our Dark Eldar revenger managed to take out the other helldrake. The remaining Dark Eldar fought against the Word Bearers and killed the witcher. Unfortunatly they had no units to hold the mission goal.
The remaining forces from team B tried to clean out their last mission goal and concentrated their fire on my helldrake. He got two damage points. They attacked him in the hand to hand combat phase and managed to achieve two penetration hits, wich I couldn’t prevent. So he went down.
Team A got seven points for their mission marker goals, one point for taking out a warlord, one point for a breakthrough, and took out two fast attack units. So team A got 13 points. Team B got one remaining mission marker , took out my deamon prince and two fast attack units. Team B got 7 points.
The game was a lot of fun. I really enjoyed playing Warhammer, wich I didn’t do for such a long time 🙂