Friday, March 27, 2015

Daphne's Dragoons

I while ago I finished up a trio of Valkyries, now I have some proper troops to put in them. I have always liked collecting forces in thematic detachments. The fluff for the stormtroopers (or whatever the High Gothic name is for them) was further improved with their mini-codex, so I had to build a airmobile platoon of them.

They are led by Commissar Lord Daphne, (one of only two female Imperial Guard figures GW made) and the HQ squad, Alpha cozy in their Valkyrie Vendetta.

Beta and Gamma squads each have a fully tricked out Valkyrie Gunship, making this detachment a nice 1125 points. Next week they shall undertake a mission in the Sanctis Reach Campaign, just them dropping in on some Orks. Should be fun.    
The Emperor Protects
"This is Romeo Foxtrot, Shall We Dance?"

Tuesday, March 17, 2015

Forbidden Stars

Surprise! Fantasy Flight has just pulled the curtain back on another new 40K product.
Forbidden Stars is a 2-4 player strategy game. Players are fighting over the Herakon Cluster, long lost to warp storms, now accessible.
Four races are in the box:The Ultramarines Space Marine chapter, the Eldar of Craftworld Iyanden, the Evil Sunz Ork clan, and the World Eaters Chaos Space Marines . The map is randomly generated for each game so replayability looks very high.
And lots of awesome plastic! It is not due until 3rd Quarter, so we will be keeping an eye on this one.
Go Roll Some Dice!
And Get Ready for Strategic Level Combat

Friday, March 13, 2015

Tyranid Tweaks

As a new week comes to a close, I still don't have a copy of the Harlequin codex to review. I have been told the shipment bound for my FLGS is stuck in the snow somewhere where they get snow.
It's a nice 77 degrees here with a pleasant breeze coming from the ocean.

So, let's talk about the Tyranids a bit, shall we? I know the Tyranids are not "broken" still they play differently than they used to, and frankly differently than I and a few of my fellow Warlords want them to. One of the great things about having a, um, let's say, "mature" gaming group is the willingness to try things to make the game more enjoyable for all.

Here are a few easy rules tweaks we are playing with:

ALL monstrous creatures get Feel No Pain (5+).      
Far too many high AP weapons and other shooting shenanigans (I'm looking at you Eldar!)
The big ones just die too fast and easy nowadays. By giving them Feel No Pain it puts just enough uncertainty back into fighting them. We want the big adrenaline fueled monsters being driven on by the Hive Mind to feel more like it.

Fast and Deadly: Any unit with Fleet may run and charge in the same turn.
Remember when Genestealers were scary? Ravagers were worth their points? Hormagaunts bounded across the table? This works very well now to give a bit more balance back to a close combat army.

Hive Guard are BS:4 and WS:3.
Why the hell did this get changed from last Codex? The fluff on this is great, this unit lives to shoot, and has been made to do so.

And of course our Lictor changes.
Because Lictors should be fun.

And we are thinking letting the Trygon shoot OR assault the turn it arrives. We will have to playtest that one first. Should be interesting.

The Hive Mind Hungers
And Wants More Hand to Hand to Mandible


Friday, February 27, 2015

DungeonQuest, New and Improved

Good old DungeonQuest. Originally a Norwegen game, it made its breakout in 1987 when Games Workshop picked it up and released it in the UK and North America. It fell out of print somewhere in the '90s and lay dormant until Fantasy Flight Games relicensed it in 2010.

Unfortunately, FFG messed with the combat system and made it over-complicated and slow. Thankfully FFG did listen to its fans and now we have DungeonQuest Revised! Basically, they took out all of their changes.

Those of you who are not familiar with DungeonQuest, here is a quick rundown: 1-4 players are sneaking into Dragon Fire Castle to steal some of the dragon's sweet golden loot. Whoever escapes the dungeon with the most loot wins. The map of the dungeon starts as a blank grid with the dragon's treasure chamber into the center. Every turn a player explores a space and adds a room tile or two to the map.
The players must overcome many kinds of obstacles in their quest of gold: traps, moving corridors, and monsters. All while racing against the sun. If the sun sets and you are still inside Dragon Fire Castle, you lose. Once (if) you reach the treasure chamber it's time to grab all you can. If you disturb the sleeping dragon...it will go poorly. Then simply (not really) find your way back out before sunset.

It is a random and often times brutal game. Many times the "winner" was the hero who died last. Having all four adventurers get killed is not uncommon, which is why when we play it two-player we each take two each.
 
The game is up to FFGs excellent standards for components, and has just had a reprinting. The game sets up quick and plays very fast, with each game taking around 45 minutes. Highly recommended for when you are in the mood for some light, fast gaming. Just don't get too attached to your characters.  

Go Roll Some Dice
And Try not To Wake the Dragon

Friday, February 20, 2015

Enter the Steel Host

Sanctus Reach, Mission 4. The Knights are overextended and cut off from Imperial lines. The Orks are closing in for the kill, can a spearhead of Guard Armor breakthrough and reinforce the Knights in time?

2500 points per side, the Imperials have ten models, the Orks just about 100. The Knights start on the far left side of the field and must get to the far right side and off the table. Half of the Orks start in the center, the other half will come on from the left side, so the Knights must boogie or get completely swamped. The Imperial Guard tanks all start in reserve and arrive on the right side.

Scoring is really straightforward, and all about the Knights. The Orks get D3 points for killing a Knight, and the Knights get D3 for getting off the table, plus the regular 1 point for killing the enemy warlord.
The Knights start by killing off a Deff Dread and put some damage on the Ork Battlewagon full of bad things, but cannot stop it. On the Ork turn, said Battlewagon pulls up close and unloads Grukk Face-rippa and his Mega-Nobz friends. They gleefully hack down a Knight, but the resulting explosion goes quite poorly for the lads. Grukk survives by using the big Mek as a shield, and seven out of eight Mega-Nobz are vaporized. A very costly win. Not that Grukk cares.
Turn two sees six of the Guard tanks arrive. The Mega-Dread, and a Deff Dread fall to battle and lascannon fire. The last Leman Russ to fire hits the Battlewagon in the rear and kills it with a single shot. Live by open top, die by open top.
Grukk responds by charging the Knight Errant with his one remaining minon. The Mega-Nob is splattered, but Grukk's stupid luck holds and he is unharmed by the huge chainsword. The Ork Warlord hits with all attacks and the Knight explodes under the onslaught. Grukk is wounded by the titanic blast. He was finally put down by the last Paladin on the following turn.

The rest of the Guard armor showed up and put a hurting on the Orks from across the table. More Orks arrived and managed a couple of points damage on the withdrawing Paladin, but it was too late to stop it exiting the field.
The Imperials fought very well, but that thrice damned Grukk put the game just out of reach for us. Orks 5, Imperials 4. Gah.

Tough situation for the Knights to start with, they needed just a bit more luck than they got. Good mission, I would like to give it another try.

Mr. Face-ripper will see you now.
Orks:3, Imperials:1