Friday, November 25, 2016

Age of Sigmar: Daemons vs Skaven, 22.11.2016

Scenario: Gifts from the Heavens
Points: 1500

Daemons

  • Wrath of Khorne Bloodthirster, general, Chaos Runeblade, Lord of War
  • Skulltaker
  • 20-man Bloodletters, full command, Gore-drenched Icon
  • 10-man Plaguebearers, full command
  • 10-man Pink Horrors, full command
  • 10-man Flesh Hounds
  • 5-man Flesh Hounds
  • Soul Grinder

Skaven

  • Verminlord Warbringer, Crown of Conquest (proxied by a model on a large blast template)
  • Queek Headtaker
  • Packmaster, Herding Whip & Blade
  • Skaven Warlord, general, Warpforged Blade,  Crown of Conquest,  Great Destroyer
  • 3x 10-man Clanrats
  • 3x Ratling Gun
  • 10-man Stormvermin
  • Hellpit Abomination (proxied by a model on a smartphone)
  • Warscroll Battalion: Verminus Clawpack

Terrain and deployment

The Skaven player won the roll-off for deployment. This is how we set up:


On my side, top to bottom: 5-man Flesh Hounds, Grinder, Bloodthirster, Bloodletters, Skulltaker, Pink Horrors, 10-man Flesh Hounds, Plaguebearers.
Skaven, top to bottom: Clanrats, Ratling Gun, Warlord, Stormvermin, Hellpit Abomination, Packmaster block; Clanrats, hero, Ratling Gun block; Verminlord; Clanrats and Ratling Gun.


We set up very cautiously, first placing units of no consequence to possibly hold the comets, then carried on with everything else. We managed to concentrate our forces on my left flank, although the Verminlord did pose a serious threat to my right.


Skaven, turn 1


I finished setting up first, so I let the Skaven go first. I wasn't in range of any of the guns, so the battleline surged forward. Let's see what we can do about that...

Daemons, turn 1


Surprise! With the command trait of the Bloodthirster (run +1, then charge +1), the Bloodletters managed a first-turn charge on the Verminlord. Now, this could have resulted in the instant elimination of the enemy monster, but I forgot a load of special rules. Keep in mind that I built my list with these in mind! I forgot both the +1 to hit and the rerolling 1s for the Bloodletters. Combined with a poor roll, this resulted in some, but not a lot of damage to the Verminlord. The Flesh Hounds might have saved the day with a long-bomb charge... but I forgot that they can reroll charge range. Sigh.
On the other side, the Grinder kept maximum range from the Hellpit Abomination and shot everything... the results were not impressive.


The retaliation was a lot more destructive though...



Daemons, turn 2


I won the roll-off, and decided to inflict as much damage as possible.

I sent in the Bloodthirster to deal with the Clanrats, shooting first into the Hero. I sent in the Fleshhounds to eliminate the block of rats on my right flank and possibly take over the comet.


By the way, my own comet fell in the middle. Right in front of the Pink Horrors.


All my assaults were successful, with the Verminlord eliminated and both Clanrat units badly mauled. We forgot battleshock here, otherwise it might have been even better. I also eliminated the Hero, who bravely (and foolhardily) charged my Bloodthirster. The Hounds killed off a Ratling Gun.


The right flank was mine! On the other flank, I kept shooting with the Grinder, but barely did any damage.



Skaven, turn 2


The comet fell on my right flank, where my Flesh Hounds were gaining ground. The Skaven had to mobilize in order to make up for the point disadvantage.
On the right flank, the Clanrats retreated, making way for the Hellpit Abomination.


On the left, everything advanced in a desperate attempt to reach my middle lines and take the comet.


Shooting wasn't very successful. On the other hand, the Hellpit Abomination eliminated the Bloodthirster in one go.



Skaven, turn 3


The Skaven won the roll-off for turn 3, allowing them two turns in a row. 


Left flank forms up, intent on charging the Flesh Hounds, which form a protective circle around the Grinder. On the right, the Clanrats form up to ward off the Flesh Hounds, while the Abomination charges the Bloodletters.


The Stormvermin do surprisingly well, killing off the Hounds.


The Warlord charges the Grinder.


Daemons, turn 3


I concentrate the Horrors on the Warlord, but they can't kill it off, despite Mystic Bolt, shooting AND close combat. The Stormvermin however, have no problem killing the Grinder in one shot.
The Abomination kills the Bloodletters, but it is brought down to 1 wound by an enraged Skulltaker.
The Hounds score 3 points (bringing me up to 5).


I won the next roll off, and the Skaven player conceeded. We were at 5-0, with the very real chance of me scoring 8 points for both comets this turn, and no way for him to make up for the difference.


Some surprising things to learn

  • Even though the game seems simple enough (4 page rulebook, plus a couple of pages of matched play and scenario), the rules associated to each unit type and their interactions are complex enough for us to forget a lot of them! That first turn blunder might have very well cost me the game if the comets didn't fall just right.
  • I have greatly underestimated the rats based on their previous performances. The Stormvermin pack quite a punch, with the extra attack by the Warlord and the +1 to hit if they outnumber the enemy.
  • The Grinder once again under-performed, with barely any damage output. He is still very scary though and a huge fire magnet.

Wednesday, November 23, 2016

M.A.G.U.S. - boarding the ship at night

Introduction


We missed one game due to illness, but we continued right where we left off: the adventurers are on a small boat, with a couple of men rowing them towards the ship. The sky is dark with no stars shining, and the waves crash over and over the boat.

How do we get up?


The red die represents a torch walking up and down the ship. The adventurers tried to approach the front of the ship, timing it so that they can all get up before the guard sees them.


Climbing a rope ladder while rocked by waves is no easy task, especially because the impatient Shamil jumped on before Armatio could climb to the top. They did manage to hamper each other enough that only the two of them got up the ship when the guard reached their spot and alerted his companion.


By the time Biznard could get up the ladder, battle was already in progress. Someone was also shooting arrows at them, but with no success due to the darkness.


The veteran of many battles, Biznard realized that the arrows are coming from up top. So he tried to climb the ropes to get to the top of the mast. He got an arrow in his shoulder, but climbed on, and managed to grab and pull the sailor from the crow's nest.
In the meantime, another combatant, armed with a rapier, came out of a cabin.


Biznard is looking on from above as Armatio checks the back of the ship for more enemies. Shamil managed to surprise the new opponent, and got him with a garrote.


After a couple of rounds of choking, the poor man managed to get away, in time to be smashed in the knees by the returning Armatio. The knight and the assassin then rushed to put out the fire caused by a dropped torch.
Biznard took the short way down, sliding down the ropes and ladders, but was not quick enough and slided all the way into the water. He was close to drowning, but the guys in the boat managed to rescue him.


After a short rest, the adventurers climbed down into the hold, and walked around shouting and causing much noise. This attracted three sailors playing dice in one of the rooms. One was carrying a harpoon and inflicted enough damage to Armatio to knock him out, but in the end, they were killed. With all the ruckus about, a dwarf climbed out from below, carrying a huge crossbow. He managed to get off a shot, hitting Biznard right in the stomach. The barbarian did not care, and with a hit of his mighty warhammer, crushed the skull of the dwarf.


With the last of their enemies dead, the adventurers searched the ship, looted the gold in the captain's cabin, and took 10 bottles of wine (as they had no way of telling which was special) and 2 barrels of moonshine (just because). They sat down to meditate and called the guys in the boat up for a drink.


An hour hadn't even passed, and the guys on watch sighted two small fleets of boats rowing towards the ship. From the direction of the harbor, the sailors hired by the Squids must be rushing towards the ship to commandeer it. However, the other boats, approaching from the rocky shores of the bay, were unidentified.
The adventurers could not decide whether to stay and guard the ship, or flee with their loot. In the end, Shamil consulted his sixth sense, which told him to run away as fast as he could. They rowed towards their hired sailors, but did not manage to convince them to return. So the adventurers had no choice but to return to their inn, tired and bleeding from many wounds. Biznard still carried a five foot long bolt in his stomach, so the innkeeper sent away the waiter for a healer.

To be continued...

M.A.G.U.S. - ejszakai kommandoakcio

Why is this post not in English?


Bevezető


Egy alkalom kiesett betegség miatt, most azonban folytatjuk ott, ahol abbahagytuk: a három kalandozó néhány markos legény kíséretében halad a hajó fele. Körülmények: vaksötét éjszaka, hullámos tenger.

Feljutni a hajóra


Messziről látszott a hajó oldalán előre-hátra sétáló fáklyás őr. A kalandozók megpróbálták a hajó orrát megfelelő időzítéssel megközelíteni, hogy tudjanak mindhárman feljutni mire az őr odaér.


A viharos tengeren azonban a kötéllétra megmászása nem volt könnyű feladat, főleg, mivel a türelmetlen Shamil nekiugrott, mielőtt Armatio felért volna. Azt érték el, hogy akadályozták egymást, és csak ketten jutottak fel, mire az őr észrevette őket, és riasztotta a társát is, aki a hajó másik oldalán sétált.


Mire Biznard is felkászálódott a létrán, már javában dúlt a harc. Valahonnan a hajó háta mögül még nyílvesszők is záporoztak, de a sötétség miatt nem találtak célba.


A harctéren gyakorlott Biznard kideríti, hogy az árboc tetejéről lövöldöznek rájuk, és igyekszik felmászni a kötéllétrákon. Kap egy nyílvesszőt a vállába, de ügyet se vetve rá tovább mászik, és kirántja a tengerészt a kosárból. Időközben egy rapírral felfegyverzett alak mászik elő az egyik kabinból.


Biznard felülről figyeli, ahogy Armatio felderíti a hajó hátsó felét, de nem akad további ellenfélre. Shamil hátulról meglepi a rapírost, és fojtóhurkot akaszt a nyakába.


Pár kör fojtogatás után az alak kiszabadul, de az éppen akkor visszatérő Armatio derekasan nekivágja a kardlapot. Ezután tűzoltással foglalatoskodnak, nehogy az elejtett fáklyák felgyújtsák a kötélzetet. Biznard lecsúszik a kötéllétrákon, de nem elég gyors, és kiesik a tengerbe. Kis híján megfullad, de a csónakosok a segítségére sietnek.


Rövid pihenő után a kalandozók behatolnak a hajó belsejébe, és nagy zajjal, kiáltozással haladnak lefele. Ezzel előcsalnak három kockázó tengerészt az egyik teremből. Sikeresen elintézik őket, bár az egyik szigonyos kiüti Armatiot. A dulakodás zajára egy nyílpuskás törpe mászik elő a legalsó szintről és hasba lövi Biznardot, aki az est hátralevő részében egy másfél méteres nyílvesszővel a hasában mászkál. A barbárnak persze ez meg se kottyan, és Shamillal együtt megölik a törpét is, akinek a hatalmas buzogány a gyomráig viszi a koponyáját.


Ezek után van idejük átkutatni a hajót, elemelni valami pénzt az kabinból, felszedni 10 üveg bort (mert egyikük sem tudja megállapítani, hogy valamelyik különleges-e) és 2 hordó pálinkát  (csak úgy). Leülnek meditálni és felhívják a csónakosokat inni.


Egy óra sem forog le, és az örködÅ‘ csónakosok észrevesznek két csónakrajt is, ami a hajó felé tart. A kikötÅ‘bÅ‘l valószínüleg a Tintahalak által felfogadott tengerészek jönnek, de az öböl sziklás bal partja felÅ‘l ismeretlen csónakosok közelítenek. 
A kalandozók tanácskoznak - van aki a menekülésre szavaz, van aki a hajó örzésére. Végül Shamil a hatodik érzékéhez fordul, ami az sugallja, hogy meneküljenek. Szembemennek a felfogadott tengerészekkel, akiket nem sikerül meggyőzni a visszafordulásról. Igy aztán megtörten, fáradtan, több sebből vérezve, a kalandozók visszatérnek a fogadójukba. A fogadós elszalasztja a pincérfiút vajákosért.

Folytatás következik...



Thursday, November 17, 2016

Review: Alien vs Predator

Introduction


My second boardgame review, although Alien vs Predator: The Hunt Begins is a halfway cross between wargame and boardgame. There is a list building element to it if you buy more miniatures and expansions, but once you get down to business, there is a gameboard with fixed length moves. I played a match with only the starter set, so the default lists for each player.

Setup


We had all three factions played. 
The Predators were only two, but had mimicry tokens which can't be distinguished from actual Predators until in line of sight. Their objective was to plant explosives in 3 of the 4 big rooms.
The Aliens were most numerous. Their only objective was to amass 5 kills.
The Marines were 5, but had good shooting capabilities. They had to destroy all 4 vents on the map.

Playing the game

I played the Marines - it was terrifying. All I had was a lot of blips all over the map, with the Aliens closing in and Predators walking in the distance. My friends, we are way to squishy for this galaxy!


I quickly destroyed the two closest vents and scored a kill on the Aliens, securing the nearest corridors, while the other players just positioned their forces.



Soon I was under siege and fighting for my life against the Aliens. The Flamethrower could have worked wonders, but I rolled poorly. Lesson of the day: always take a smartgunner. Those rerolls on to hit, combined with a healthy rate of fire, did a lot of work.


The Aliens spent all their forces trying to kill Marines, but only managed to frag one due to a combination of poor rolling and tactical cards played. This held me up in my starting position, and by the time I could start advancing towards the other side of the map, the Predators had already planted two bombs.


In the end, it came down to a single round. The Predator smashed its way through the door I closed in front of him and ran into the third large room. My Marines were on sentry duty and fired everything at him, but even the combined firepower of the smart gun and a pulse rifle were not enough to take down a Predator in one turn. With their objective completed, the Predators won.


Aftermath


A somewhat complex game, but easy to grasp if you have experience with wargames. The to hit rolls and armor saves modified by the strength of the weapon are all too familiar at this point.
As we discussed, the key to a balanced a game would be that the Alien player should hold off until he's in a good position to assault both of his opponents. It is also paramount to kill one Predator before they plant many bombs to avoid situations like our own where it's practically an auto-win for the Predators at a certain point.
The miniatures are of good quality and they look awesome with the right paintjob.
Expansions could alter the game dramatically by introducing new models, abilities and mechanics.

All in all, a fun game worth a look.

Sunday, November 13, 2016

Age of Sigmar: Daemons vs Beastmen vs Skaven, 12.11.2016

Three-way Triumph & Treachery: Artefact of Ultimate Power! 1000 points for each player.

Army lists:

Daemons

  • Great Unclean One, general, Chaos Runeblade, Great Destroyer
  • Epidemius
  • 3x 10-man Plaguebearers, full command
  • Soul Grinder

Beastmen 

  • Doombull (proxied by Bloodletter standard bearer), Great axe, general, Chaos Runeblade, Lord of War 
  • Ghorgon (proxied by Slaaneshi spawn)
  • 3x 3-man Bullgors (proxied by Bloodletters on 40mm bases), Great axes
  • Warscroll Battalion: Bullgor Stampede 

Skaven

  • Plague Priest, general, Crown of Command
  • Verminlord Corruptor (proxied by a model on a large blast template)
  • 2x 20-man Plague Monks,  Foetid Blades, Icon of Pestilence
  • Plague Furnace (proxied by models on chariot base)
  • 2x Warpfire Thrower
  • Warscroll Battalion: Congregation of Filth

Summary

We spent four turns just maneuvering and thinning each other's armies, with the first grab for the artefact taking place in turn 5. Well, all of our generals were slow, so it made sense not to try a run for it. The game got pretty tense then, with the winner emerging in the final turn.

Deployment


I deployed first, placing the Grinder, the Great Unclean One and a squad of Plaguebearers on the table. My opponents then deployed as far as possible from the Grinder - Skaven top left, Beastmen top right. Come to think of it, the Grinder underperformed this game. However, he had a massive psychological effect, and determined a lot of the other armies' moves. I think it was worth it.


Turn 1.


I let the Skaven go first. His positioning made it for an obvious attack on the Beastmen, and I didn't want to chance the Beastmen moving away, towards me. So the Plague Furnace and the two units of Plague Monks advanced, with the Plague Priest appearing on the table.


I was up next and moved everything up the field.


The Beastmen advanced towards the artefact, keeping the middle ground between the Daemons and Skaven.



Turn 2.

I got first turn so I cautiously moved up the field. I positioned the Grinder at maximum range from the Doombull and unloaded all the shots, causing only one wound.


The Skaven split their forces, moving the Plague Furnace and one unit of Plague Monks to assault the Beastmen. I believe this was a tactical error, as it set up 2/3 of the Skaven units against everything the Beastmen deployed on the first turn. However, that Plague Furnace is terrifying, so it could have gone well.


However, the Plague Furnace did absolutely nothing (except rolling 1s). By the time the Beastmen finished their turn, they had melted away the rats, only loosing one unit of Bullgors in the process.



Turn 3.

I went first again. I sent one unit of Plaguebearers to oversee the objective but keep behind the hill so as to deny a charge. I sent in the Grinder to take care of a unit of Bullgors that had advanced towards me, while shooting the Doombull, but causing no damage.


Of course, the Grinder failed miserably in inflicting damage. The Beastmen capitalized by sending in the Ghorgon.


By the end of the Beastmen turn, the Grinder was down to 1 wound.


The Skaven went next, moving the Verminlord Corruptor up the field.


The Skaven player chose the Beastmen to go first in combat, assuring the destruction of the Grinder.



Turn 4.

Skaven went first, sending in a unit of Plague Monks to deal with my Plaguebearers and moving in the Verminlord to protect the general heading towards the artefact. At this point the Tally of Nurgle (as kept by Epidemius) reached the first level.


I went next, sending in another unit of Plaguebearers against the rats. With both units having the Nurgle keyword, the Tally was sure to go up soon.
I kept my general away from the fray, allowing the Skaven and the Beastmen to duke it out.


Which may have been a mistake at this point.


The combined charge of the Ghorgon and the Doombull evaporated the Verminlord. The Skaven were now mostly out of the game, with the weapon crews trudging up the field with their short range firethrowers.


Turn 5.


Beastmen went first. The Doombull ran for the artefact, capturing it. The remaining troops advanced towards me, but failed their charge.


It was my turn next. I moved up the Great Unclean One, and rolled to charge. 9 needed to get up the hill and reach the Doombull. Double six!


I also sent in the last free unit of Plaguebearers to hold up the remaining Beastmen.


That went worse than expected, with the Beastmen tearing through the lesser Daemons. However, I still had one guy left, and he tied up the Bullgors. The Doombull inflicted no damage on my general.


Skaven turn! Out of options, the Skaven general charged in and managed to take off the last wound of the Doombull.


And then promptly died to the Great Unclean one.


Turn 6.

This was the first turn where the game could possibly end. It was tense and I forgot to take pictures. 
The Skaven went first, shot the Great Unclean One with an overcharged warpfire thrower that only managed to wound itself, then charged it in the hopes of tying me up. No success.
I captured the artefact, then charged the Ghorgon, killing it. I brought Epidemius out of the forest, just to present another target/distraction.
The Beastmen went next. The Bullgors charged the Great Unclean One, but did not manage to kill it.


At the end of the turn, the Skaven player rolled a 3 on a d3, so the game ended. Daemon victory!

Aftermath

We discussed the battle while tidying up the table. It was a tense and close game, and we had each had a chance at victory. 
The Doombull really shined at damage output. I had witnessed the Bullgors inflicting horrendous casualties before, but the way the Doombull ripped apart the Verminlord now really had me respecting it.
The Skaven did what they supposed to do and died in droves, inflicting casualties of their own. The player was disappointed that he couldn't deploy his whole army and missed the ranged support of the firethrowers. Not sure if anything could have been done differently, as deploying only the firethrowers would have left him woefully at understrenght in the beginning.
As for the Daemons, this battle showed that Nurgle units are really resilient, though not very killy. It was an unexpected surprise that most of the Skaven units also had the Nurgle keyword, so their kills also racked up the tally, and they also got the bonuses. 
The game type was very fun, and it's not called Triumph and Treachery for nothing. A lot of time was spent trying to sweet talk our opponents into doing stuff, with alternating success.