Friday, September 25, 2015

Meanwhile at the Cantina...

Twin Shadows, an expansion for Fantasy Flight's Star Wars Imperial Assault came out a month ago, and I just got done painting the figures and sorting in the new stuff. Let's have a look.

It is a "small box" expansion with a six mission mini-campaign, a pair of new Rebel heroes, Tusken Raiders, and Heavy Weapon Stormtroopers. Toss in new map tiles and a handful of new cards for both Skirmish and Campaign modes.  Not too bad at all. Also released at the same time, and used in the mini-campaign are Boba Fett, R2-D2 & C3P0, and the Stormtrooper Leader Character.

The mini-campaign takes place on Tatooine (hence the Twin Shadows title) so we do get the infamous Mos Eisley cantina (Chalmun's Spaceport Cantina for the deeply nerdy) for your very own seedy space bar shootout.

the new miniatures all look nice. The Sand People's Gaffi Sticks are a little soft and bendy, and Boba Fett's pose could have been a little more open, but that is the extent of my quibbles.

We are going to give some of new skirmish missions a try this weekend, and get started on the mini-campaign. I can't wait to see how Mr. Fett does on the field.

Go Roll Some Dice
What is a Jawa's favorite drink?

Friday, September 18, 2015

Great Gargant in Combat

Time to see how Pete's Great Orkzinga fares upon the field of battle. The battle crazed Ork's brought 5,000 points in the form of nine models. The combined Blood Angel, Imperial Guard & Knights stood ready with 5K of mostly tanks and the Baron's Lance of three Knights.
The Orks went first and unleashed a torrent of fire. The Belly Kannon was a big hit (pun intended).
Thankfully the Knight's Ion shields held, but the Crusader was taken out, and the Predator was immobilized.
On the Imperial's turn all seven Leman Russ tanks, the Shadowsword, and about half of the Knights firepower was directed at the Great Gargant for a total of 12 hull points damage.
The two forces slammed into each other around mid-field. The Knight's Baron and Errant came out on top, huge chainswords are hard to argue with. A heroic Blood Angel Landspeeder came in via deep strike and did some damage to the Great Gargant before falling victim to the Flakk gunz.
The bottom of turn three was the end for the Orks. The Mighty Orkzinga exploded in a blinding flash and the last Ork walker followed right after. Still, in three turns of combat, the Great Gargant had destroyed:
1 Land Raider Crusader
1 Razorback, and a six man Devastator squad
1 Landspeeder
1 Knight Crusader
3 Leman Russ Tanks
And a half dozen hull points worth of damage to a few other tanks.

Very good considering how  much firepower was arrayed against it.

Rules-wise I think it was very solid, a few minor tweeks to the weapons and the addition of Grot Riggers was all we came up with. Next time we will try just the Great Gargant against 2500 points of Imperial forces.

Bigger is Better!
Though it does also make you a Better Target

Friday, September 11, 2015

Great Gargant Datasheet

After a few delays, the Mighty Great Gargant (brought to you by Peter over at In The Grim Cheapness of the Future) is ready to hit the battlefield. All it needs are a few rules, so at long last here they are!      


2500 Points
WS:4  BS:2  S:10  ARMOR 14/13/13  I:1  A:2  HP:24

Unit: 1 Great Gargant 
Type: Super Heavy Walker

Supa Force Field:  5+ Save vs. ALL shooting attacks, including "D"
Grot Riggers

•  Huge Effigy: All Orks within 24" are Fearless. If Gargant is destroyed all Orks
            within 24" must make a leadership check. Units that fail are pinned.

Capacity: 70 Models.
Fire Points: 8 Front, 4 each Side, 6 Rear
Access Points: One at the rear.

The Great Gargant must have two arm weapons:
Mega Kannon                        
Twin Deth Kannon
Cluster Kannon
Kombi-Ripper Arm                  

The Great Gargant may have up to four secondary weapons:
Cluster Rokkit Launcha
Flakk Gunz
Heavy KillKannon
Mega Gatler
Gaze of Mork
Lobba Battery

Also, up to six Supa Rokkits may be added, plus six Big Shootas.

A Gut Buster Belly Kannon may be taken, but the transport is reduced to 30 models. 

The stats for the weapons can be found here.

Being an Ork work, it is more a fluff-based feel of the weapons fit rather than a constructive set of design rules. 

The one large change I did bring was the swapping of the Ork Power Fields for a Force Field. Back in the distant past Power Fields worked like Void Shields. The gargant would start out with a number of them but once they were knocked down, they stayed down for the battle. 

Now that Super Heavies really only lose Hull Points, it seemed like extra bookkeeping for no real gain. Orks are known for their use of Force Fields, which fluctuate wildly from completely impregnable to non-existent. It works very well in place of the old Power Fields, and is far easier to keep track of. 

Next up: The Great Gargant in battle!

'Ere We Go, 'Ere We Go!
Lots of Krumpin' to Do

Wednesday, August 26, 2015

Imperial Assault Campaign Wrap Up

World's Best Dad does not approve of the new friends.
Sorry about the lack of posts this month, it's been a bit busy/crazy. Enough with real life, toy soldier time! Once a month we have been playing FFG's Star Wars Imperial Assault Campaign. A few missions each session, and we wrapped it up last weekend. Including the side and forced missions, we did twelve missions, and each one was tense and could have gone either way. It is evident that FFG put in some real work playtesting and balancing the missions.

That guy there! 
The Rebel scum did win the Campaign, but I had a lot of fun playing the Imperials. The Rebels do become powerful killing machines as they increase in XP and get good gear, however, the Imperial side gets its toys as well.  This is where some people are divided on this game.

I feel the Skirmish mode is the place for head-to-head combat, where you try to crush your opponent, not the Campaign. The Campaign is more like a lite RPG to me, and as such it is more important to advance the story and give the players a good fight. This doesn't mean I take it easy on them. Far from it, just ask them. It does mean I am more thoughtful in my decisions and how they relate to what the Imperials are trying to do, and how they should act. I tend to be much more thematic in my troop choices as well. I feel it makes for a better experience for everybody.
Things look bad for the Heroes...
  There are plenty of missions we have yet to play, and the Twin Suns expansion just came out so there is much more Imperial Assault in our future.

Next up: The Gargant is getting closer.

Go Roll Some Dice
Time to Upgrade some Stormtroopers

Friday, August 7, 2015

Knights vs. Kaiju, Round One

1750 points, Tyranid Kaiju list vs. my Baronial Lance. Sadly, it all went wrong for the 'Nids.
The heavy firepower of the Knights is to be expected, but one would think once the surviving Tyranids got into hand to hand they would do some good damage. Not even close. It was a disappointing battle for both sides.

This battle did point out just how much the Tyranids have lost in anti-tank capabilities. Just the one (huge) change to monstrous creatures losing the extra D6 on the penetration roll is crippling. But add the lessening of Rend, and the complete lack of high AP weapons and there is really not much of a chance for the Tyranids to beat The Knights, or any army that has a few AV.13 or better walkers or tanks.
More Tyranids need to be able to take some kind of Armourbane. Tygons, Tyrannofex, and the Hive Tyrant have to be able to beat up a Land Raider, or a Knight in Hand to Claw/Tentacle combat. We are going to try a house rule or two and see how that goes. I just want the monstrous creatures to be monsters again.

The Emperor Protects
Sometimes by Editing His Foes