Tuesday, January 31, 2012

Battle One

 Our League launch day went well, only Battle One was played, but it was fun. Unfortunately I had "new camera" problems and only came up with one usable shot. I have since figured out what I did wrong.

Hive Fleet Tiamat squared off against the fell forces of the Dark Eldar. Pete's Tyranid swam is a classic throwback to the days the 'nids would just overwhelm their hapless foe. A game that went the distance, Jeff pulled out a minor victory for the Dark Eldar.

Matt's Tau took it to the Eldar. Gillian's Eldar could not slow down the Hammerheads or Broadside teams and her force was shot up before it could close. Massacre for Matt.

So at the end of One:

Matt     5
Jeff      3
Pete     2
Gillian 0
Marcus -

Mrs. Blackheart's Eldar are down but not out of this yet! Stay tuned as next time my Orks take the field vs. the very mobile Dark Eldar, and the Tyranids assault the Eldar.

Wednesday, December 28, 2011

League Players & Missions

The sides have been chosen, scenarios picked, now it is time to turn it up and see who is going down.

We will have a League Day, High noon January 15th, 2012  to start the mayhem.

The Commanders:
Farseer Gillian-      Eldar
Harbinger Jeff-       Dark Eldar
Tyrant Pete-            Tyranids
Shas’o Matt-           Tau
Warlord Marcus-    Orks

The League Battle Scenarios page has been updated to list all of the Missions in detail.

Battle One
Mission: Cleanse
Deployment: Spearhead

Jeff vs.Pete
Gillian vs.Matt
Marcus Mission skip

Battle Two
Mission: Recon
Deployment: Spearhead

Jeff vs. Marcus
Gillian vs.Pete
Matt Mission skip

Battle Three
Mission: Take and Hold
Deployment: Dawn of War

Gillian vs. Marcus
Matt vs.Pete
Jeff Mission skip

Battle Four
Mission: Seize Ground
Deployment: Pitched Battle

Matt vs. Marcus
Gillian vs. Jeff
Pete Mission skip

Battle Five
Mission: Seek & Destroy
Deployment: Pitched Battle

Pete vs. Marcus
Matt vs. Jeff
Gillian Mission skip

Due to all of our scheduling crazyness the battles do not have to be played in order. For example if Pete showed up and Matt and I were available, Pete could play his Battle Five and then Battle Three.

When all the battles have been played we will move on to Round Two, and everyone will be allowed to change their list up.

Just over two weeks to go, now it is time for some work-up games!
Should we post our army lists? I enjoy seeing other players ideas and lists, so I think so. Let's hear your thoughts on this and we will decide by the kickoff date.

Saturday, December 17, 2011

The Non-Powered Armor League is Go!

Actual forces may vary.
An idea long time in the making is finally here. A 40K League without Space Marines.
Why? Hmm, good question. There was a very good reason many years ago, but for now it is why not.

Here are the rules:
Standard force organization chart, 1750points. Your army may not have any troop choices that have a 3+(or better) save. So no Space Marines of any ilk, Sisters of Battle, or Necrons. And also you cannot take Mega-nobs, Wraithguard, et al as troops due to special rules.

Each player will play each other once in round one. So in a six person League everybody will play five games. After Round one is complete all players will be free to change their army list but not their race.

Points will be awarded to winner/defeated by the level of victory and loss for the game:
Massacre: 5/0 VP
Major Victory: 4/1 VP
Minor Victory: 3/2 VP

If the mission objective result is a tie, then we will go to Kill Points for the tie breaker, if still tied then each side will get 2 points.
The Kill Points:
HQ 3
Elite 2
Heavy 2
Fast 2
Troop 1
Dedicated transport vehicles 1
Plus bonus Kill Points per some missions.
 
Up next, the Missions, the Players, and the Schedule.

Wednesday, November 30, 2011

Little Gods of Chaos


No, not this one, I'm talkin' 'bout dice.
 Chaos. Fate. Luck. Call it what you like but the majority of games that have conflict in them need some way to represent the vagaries of battle. There are no sure things in war. History is full of lucky shots, missed shots, heroic stands against all odds, and attacks that should have been a pushover, fail or turn into a meatgrinder. How best to simulate this? H.G. Wells, considered to be the father of miniature wargaming, used a small projectile firing cannon to knock down the enemy troops in his wargame rule book, Little Wars. But this was an imperfect solution as it depended on the shooting skill of the player and could not address the difference in quality of troops and/or equipment.

Some Naval wagames of the same time used straight statistics: Gun Size A beats Armor Class B at 4,000 yards and does 5 damage points. Effective but turns a chaotic swilling battle into chess. No choking at a critical point, but no amazing heroics either. Not bad for game, but real world combat does not follow set conditions. Some way was need to represent the "friction" of warfare.

Enter our little six sided friends and tormentors. The Prussian Army is credited with the first use of dice in a wargame, Kriegspiel, used to train the officer corps. Wargaming did not really catch on in the public sector for entertainment until the 1960-70s. It became popular, followed by role playing games (some of which used dice with more or less than six sides!) And now here we are with our game of toy soldiers in the Grim, Dark future. And throughout it all dice are the way to determine chaos and uncertainty in battle.

How people deal with their dice is a very personal thing. Some days the dice just hate me, and I am okay with that. I have had more than my fair share of awesome dice. But why do dice seem to act up at just the wrong times? Are they just randomly generating numbers based on the spin and velocity of your throw plus whatever manufacturing defects they were produced with? Or can you exert your will upon the cubes of doom?

 I don't know. Both seem true, depending on how the game is going. I do like watching people's (myself included) dice and rolling rituals. Throw lots of dice at once or just a few at a time? Do you "sit out" the ones that roll badly? Run through the whole pile of dice then start over? How often do you buy new dice? Someday soon I am going to track the dice rolls in a game and see what the distribution is like. I am curious if some dice tend to roll certain numbers more than others, and if so by how much.

As we play in a decidedly non-competition fashion we have come up with a house rule for these little random generators of fate. Borrowed from some game you play outside, we use the Mulligan rule. One fine day many years ago, Wolf Lord Jeff was falling before the horror of my Tyranids. His elite Wolf Guard Terminators unleashed a hail of storm bolter and assault cannon fire into a swarm of Genestealers that were way too close for him. He missed with every shot. We were both dismayed. I remembered a rule that my grandfather had demonstrated while we played a round of golf. I told Jeff to take a Mulligan, and re-roll the entire attack. He did and it went much better, though he was still wiped from the field a turn later. The point is you get a chance to change fate, the one time you just need those wounds on the Hive Tyrant, you have to stop that Leman Russ, that Guardian unit must not break and run, you have a second chance. The cinematic element is a strong reason I play this game, so it is nice to get that heroic second effort, even if it fails. Because after all, the dice always know.

 Mulligan: This allows each played to re-roll all the dice in one instance. For example, a unit of fourteen Genestealers attack in hand to hand and only get three hits out of twenty-eight attacks. The 'Stealer played may opt to take their Mulligan and re-roll ALL the to hit rolls. The instance may be twenty attempts to wound or a single leadership test. Usable once per game by each player.