It seems like ages since I rolled any dice in anger, but in reality it has only been a couple of weeks. And it will be a while longer as the world battles this very real crisis.
One would think that staying at home would mean plenty of time to paint figures and get ready for the return of some sort of normality, but I am really busy actually working…
A while back I posted a bunch of pictures of a large battle between a combined Blood Angels and Grey Knights Task Force versus a Death Guard host.
Before the lockdown, Mr Steinberg and I had another large game, this time a Grey Knights force lead by Inquisitor Coteaz and a small retinue going up against the Old Foe, The Death Guard.
I set up my industrial terrain again, but this time with more open space and less towers.
I used the Coteaz and Retinue profiles from White Dwarf, but they really were not very good. Although it is fun to add a varied unit of soldiers, they are not very well trained or armoured for an Inquisitors Retinue and they were little more than a speed bump.
Mr Steinberg’s Death Guard are a spectacular army across the table, all nauseating green and putrid pustules.
We had agreed what vehicles we would be taking before the game to make sure it would be as balanced as possible.
…so there was a Land Raider on each side.
I was overly impressed with Inquisitor Coteaz’s Psychic abilities, they did not benefit the Grey Knights or the soon to be deceased Retinue. They may work better with an allied Imperial Guard army.
A Grey Knights Purgation unit with Psycannons and a Mortis Class Dreadnought with four Autocannon’s should be able to hold the flank, right?
There were objectives to hold and these randomly changed each turn to make it more interesting, this was a scenario from a White Dwarf a while back.
The Blight Drones with their speed, flamer attacks and probes can make a mess of most things, including a Land Raider.
If you shoot something enough, it will go down, the massed firepower of the Purgation squad and the Mortis Dreadnought eventually killed the tentacled Death Guard Dread.
The Mortis Dreadnought went down and the Purgation fell back to some cover to make their last stand…
The Grey Knights were falling too fast and not taking enough of the Death Guard down, it was only a matter of time before they were overwhelmed.
A really good game again, I just need a a little more firepower, maybe the Leviathan Knight will help next time.
On the rare occaision we get a weekend game organised, it is great to have the time to set up a complex table of terrain, get loads on toy soldiers on the table, eat pizza, roll buckets of dice and have a thoroughly enjoyable day.
It does take me ages to actually get the pictures online, this battle was played some time ago, my Grey Knights and Blood Angels against a massive horde of Death Guard.
So I am not going to make any comments, just leave this big list of picture here…
My newly painted (and nearly finished) Warcry terrain got its first use in a couple of games this week. This allowed us to use the terrain setup cards as well as the missions and twist cards. The whole thing works very well giving loads of setup options. Not all of the terrain is used in every mission, so some of the newly painted (and nearly finished) terrain did not even get used, after all that hard work as well!
These games featured Mr Steinbergs new Orc horde against my Iron Golem warband.
The first game we played was capture and burn objectives, so some strategic running around was required to outnumber opponents to allow an objective to be claimed.
Quite a few of Mr Steinbergs Orcs had bows and so they are able to pop off a few shots and take a few wounds off the Iron Golems before any serious melee breaks out.
It was all tied up at two objectives each before the Iron Golem’s decided to beat down on a few Orcs and so miss the opportunity to get a tie. The sneaky green ones managed to claim the last two objectives and get a win.
The next game had the greenskins needing to kill three particular models in the Iron Golem warband, including the large and scary Ogre.
Deployment can cause some challenges, as you never quite know where your models are going to come on until the deployment card is flipped, makes it interesting!
Luckliy for the Iron Golem’s, the hard hitting massive spear was kept away from Ogre, but the other two targets fell quite quickly.
In the end it was a big brawl and even the mighty 30 wound Ogre was taken down, nibbled to death by the green tide.
I like this game, good game mechanics, quite different from the norm, the added abilities, both generic and warband specific give each force a unique style.
I have been a bit tardy in posting details of bigger games played recently, but I do get around to it eventually.
Mr Steinberg and I played out a decent sized Steam Wars game with his US Navy making an airborne assault against my Mechanica force.
Mr Steinberg has built up quite an armada of steampunk flying ships from Blotz, and they have plenty of deck space for transporting his troops.
To counter the threat, The Mechanica had a new weapon, the OW81 Air Superiority Aether-Jet Fighter, armed with a substantial nose mounted Gattling Cannon.
The US Navy narrow barge can carry a squad into the thick of the action, and there were a couple of these, each flanking the main twin hulled flyer.
The larger twin hulled flyer can easily carry a couple of units, I think it would be possible to get a least four six man squads onto the deck of this thing if needed.
Once the Skyships had made it most of the way across the table, it was time for the ground offensive, the troops rappel from the flying ships to deploy into the best cover and start to assault the defensive positions of the Mechanica.
Meanwhile in the skies above the ground war, the Mechanica Fighter Aether-Jet continued for unleash hot lead into the Skyships even though they had already deployed their troops.
The Mechanica ground units had all been equipped with Drones for the engagement, some were weapon Drones, others were defensive Drones.
One lucky unit even had a B4-PO Droid which had been configured as a targeting drone for the battle.
There are few living models in the Mechanica force, the Iron Man likes to operate on all his own, using his jump pack to charge into combat and try to inflict enough damage so the defending unit cannot strike back with much success. It does not always work…
Meanwhile in the skies above, the dogfight continued and the Mechanica Aether-Jet eventually brought down a Skyship.
Another new piece of hardware for the Mechanica was the Steel Wheel Quad Ack-Ack Roller Tank (I need a shorter and punchier name for this baby). It packs some serious firepower, but for some reason the targeting systems (the dice) were just not working.
It was another really enjoyable game, but then again I am biased as I wrote the rules…
Mr Steinberg and I played out the Till Team Assassination scenario with my Elucidian Starstriders having the unenviable task of taking out a Space Marine commander.
I had the Industrial Tower terrain up, again, but it is new so I am using it a lot!
As the Elucidian Starstriders had to advance on the Space Marine position, I set them up around Larsen van der Grauss as his Voltagheist Array provides an Invulnerable save to nearby friendly models.
Before the target of the assassination could get up off the ground level, the heroic hound, Aximillion, charged the commander to at least try to hold him up.
The rest of the Elucidian Starstriders tried to draw some fire while the main group moved towards the target…
The Primaris Reivers managed to sneak up on the poor Voidsmen and make short work of them.
It got a bit hectic next, so no more pictures, but the Elucidian Starstriders managed to charge the Space Marine Commander, Elucia Vhane leading the way. Although Vhane got a few hits in, Space Marines have great armour and the Commander managed to keep on his feet.
Meanwhile, the rest of the Space Marines moved in to support their leader and gradually took down the Starstriders. For Vhane and her team it was close but no cigar.
Joken and I had a large Steam Wars game recently with 2600 points per side!
It was just about everything Joken had in his Teutonic Knights army, so I gave him my Scrunt Land Train to have a go at, supported by some APC’s and a few Zeppelin airships.
The Teutonic objective was to try to stop the Land Train from getting across the table.
I had to create some Leviathan rules to give it some chance of achieving its goal. Basically it could Advance and still fire all weapons. The distance it needed to go meant it would be the fifth turn when it would escape off the table. If it could.
The Tuetonic Knights brought plenty of heavy firepower as without it, damaging the Land Train would have been pretty difficult.
There were plenty of flying machines around, three Prussian airships and one Teutonic biplane.
Once the Land Train had made a couple of moves to within Tuetonic weapon range, the carnage started. Concentrated attacks against the Land Train quickly took off the three trailers.
The Prussian armoured supports flanking move failed as the lead light tank was taken out .
The Teutonic forces made good use of cover, this forced the Prussian infantry to disembark from their transports and make a close combat assault.
The resulting combat was over quickly, both sides fighting simultaneously and both wiping each other out.
The Teutonics continued to advance, getting in possition either side of the road, ready for ths final salvo.
It was not looking good for the Prussian Land Train, rumbling ahead into some serious trouble…
The end came swiftly, the Land Train engine was destroyed and the rather upset Kaiser left the burning wreck. The Prussian Wechseln Angriffseinheit unit used their jump packs to move to protect their leader.
With the Land Train halted, the Teutonic began to mop up the surviving Prussian units.
It was a convincing victory for the Teutonic Knights, a fun game with the chance to use loads of our models in a big game.
The Prussian Land Train had a long way to go and actually left behind most of its supporting forces. In retrospect, I think the scenario needs tweaking a little, either a shorter distance to go but slow it down so it still takes four or five turns to cross the table, so go across rather than down the full table length. I also think the Land Train needs some more Leviathan abilities.