Sunday, March 12, 2017

The Hunt for Cypher Round 2

Greeting folks,

Its been a while since I posted anything so I would like to jump back in with a battle report. Recently Neverness and I got around to fighting the second round of our Dark Angels vs Cypher saga (part 1 here).


We decided to do another mission from the Cypher data slate. This time we  went with the mission Turn the Tide. In this mission Cypher and his cronies are backed into a corner with a superior force closing in. Cypher's forces are split in 2 with the primary group deployed normally and a reinforcing element auto arriving on turn 4. Victory Conditions are fairly simple. Cypher's forces get 6 points if they can survive until their turn 4 with the opposing force scoring the same points for destroying Cypher's primary force before reinforcements can show up. Secondary objectives are 1 VP for each unit completely destroyed. No line breaker or any of the normal ones.

Cypher gets a corner with the enemy forces deploying in the remaining 3 with a 12 inch gap between enemy forces.


1500 point game

Dark Angels

Company Master: Bolt pistol, Mace of Redemtion

Deathwing Knights (5)

Deathwing Squad (5) assault cannon

Deathwing Squad (5) plasma cannon

Tactical Squad (10)  Sargent, missile launcher

Tactical Squad (10) Sargent, plasma gun, missile launcher

Ravenwing Bike Squad: Sargent, attack bike with multi melta, melta gun, 3 Ravenwing

Land Raider Crusader

Cypher and Company

Waiting on Neverness to send me

Set Up

Cypher and his cowardly Fallen started off in the Land Raider with the Vindicator and 2 squads of Chaos Marines deployed around the center of the ruins. The Black Legion squad in the center also contained a Champion. The Khorne Berzerkers and Lord on the Juggernaut remained as the reinforcements. My Deathwing remained in reserve to deploy against Cypher when he came out of hiding with the Knights inside the Land Raider Crusader to deliver a hammer blow. The Tactical Squads and Company Commander deployed to move into the ruins and the Ravenwing set up against the Land Raider.

Turn 1

As the attacker I went first. The Tactical Squads advanced in the ruins along with the Crusader doing some Mass Effect Mako all terrain fu to get in closer in preparation to unleash the Knights. The Ravenwing maneuvered closer to the Land Raider in order to get maximum firepower from the melta weapons. Unfortunately the range didn't matter as the dice weren't with me this round. Between all the bolters and the assault cannon the Black Legion squad was killed to a traitor with the Aspiring Champion legging it for the safety of the table edge.  

The return fire from Nerverness saw both Tactical Squads suffering some casualties. The Vindicator thankfully couldn't hit the broadside of a barn and only a few marines fell to the pie plate of doom. The Ravenwing didn't get so lucky as all but the Sargent and Attack Bike falling to the fire of the Land Raider and Cypher's guns and Fallen. The Ravenwing fell back from the onslaught to hopefully call in the Deathwing on Turn 2

Turn 2

Luckily both Deathwing arrived at the top of Turn 2 and deployed to confront Cypher and the Land Raider. The Tac Squads continued to advance into the ruins in hopes of killing the remaining Chaos Marines and the Vindicator. The firepower of the Deathwing proved too much for the Fallen to withstand as they were gunned down to a traitor with Cypher suffering a wound as well. 

The Traitors weren't out of the fight yet though. Again my Tac squads took casualties for return fire. Yet again the Vindicator scattered wildly. The Ravenwing Sargent fell to the fire of the Land Raider but the attack bike stuck around to fight on. Cypher, seeing which way the wind was blowing after his squad got vaporized, wisely got back into the Land Raider for protection as it retreated back before killing the Sargent.

Turn 3

Turn 3 saw my forces advancing towards the remaining traitor forces. The attack bike finally rolled well with the multi melta and the Land Raider was no more. Cypher stumbled from the wreckage unscathed. The Vindicator suffered a hit from a Krak missile and was destroyed. The Tac squad in the ruins again shot at the traitors opposite them reducing their ranks even further. 

On Neverness's turn he moved the surviving Traitor squad over to Cypher in hopes of surviving to his turn 4 when reinforcements would arrive. 

Turn 4

Barring some truly heroically good or bad dice rolling (depending on who you have been cheering for) it was all over but the crying. All I had to do was pray to the dice gods and stay in their mighty favor and kill the remaining traitors with the seemingly overwhelming preponderance of firepower I had to use. Defeat has been snatched from closer victories though. Cypher fell to the Deathwing and was duly captured by the surviving Ravenwing. The remaining traitors fell to the firepower of the Deathwing and Tac Squad that had been moving in from the rear. With that the game ended with the Unforgiven making a clean sweep of Cypher and his forces while suffering relatively few casualties in return. Now lets hope that Cypher stays captured this time (yeah right).


And with that Cypher is once again on his way back to the deepest, darkest interrogation cell on the Rock. I don't feel this win was really down to superior generalship on my part, but rather to Neverness's dice failing him miserably. My dice were pretty hot too. I generally dithered with the Land Raider Crusader and didn't deploy the beat stick of the Knights. Being forced to make up the points that the Terminators should have occupied was a wrench in the works for sure for Neverness. The Berzerkers and Lord would have been a potential world of hurt had they arrived and the points would have been a lot closer had they shown up. As always I really enjoyed the game. Neverness is a great opponent. Our Kill Team games have been a blast and very close run (we have tied on all of them so far). Until my next emergence from the aether, happy gaming folks! 

Monday, September 19, 2016

Bolt Action with Neverness part deux

Greetings folks

Bob here with another tale of game of Bolt Action with Neverness. Hit the link to check out his battle report of the days events. As most all of you know by now 2nd Edition is out in the wild and yours truly got the new starter set and free box of infantry (Warlord rocks).

I've been building the contents of the box and so far I am pleased with the new US Airborne plastics. May end up picking up a full box of them when they release. I'll write up a little review of the box and my thoughts on the rule changes. I have managed to get a game in using the new rules and my initial impressions are positive.

Recently I completed my first attempt at painting terrain. I have to say that I am fairly pleased with the results. Hit it with the air brush then washed and dry brushed it. Fairly simple process. Here is the final product

Until next time, happy gaming!

Thursday, September 1, 2016

Bolt Action vs Neverness

Hey folks,

Long time no post. I certainly haven't been silent on the hobby front with various projects being completed. Hopefully I will get some articles out over the next few weeks highlighting some things I have been working on. Bolt Action 2nd Edition is not far away at this point so I will be doing a review of that when it hits. John and I both have been hitting Total War: Warhammer pretty hard since it came out and I will try and get a review of it up here soon. In the mean time please enjoy this battle report from Neverness where he gets his first ever Bolt Action game in against your's truly. Happy gaming, folks!

Tuesday, May 17, 2016

Warhammer:TW Strategy

So about a week and CA has been teasing us with Campaign play thrus. It has got Bob and I talking about how we will play. We will undoubtedly have multiple campaigns ourselves but of course we are going to have coop campaign as well.

Dwarf Campaign

John's thinking Coop: To start I would prefer to play as the Dwarves, I have the tabletop army and I love their style of play. So I definitely play a lot slower than the Devs play, but I don't want any of that rebellion bull crap. You're dwarves. So general strategy is to focus on one problem and hammer it till its gone. Single player this probably means attacking the orcs to my south and securing that while ignoring the north. However in the coop I figure I will be saving Bob a lot. We typically like to choose factions that border each other or at least are quickly close to have a shared/protected border.

Vampire Campaign

Having that protected edge is huge. Maybe the biggest thing imo. Being able to turn our armies around to face outward problems only is hugely beneficial. With the number of small factions available we are sure to be attacked from all around. In Coop, depending on who Bob plays as ,(Empire?) the quickest path will probably be straight through the Vampires. Which is fine imo. It gets us a shared border (BIG) gets rid of a couple enemy factions including one of the big ones (BIG). Getting rid of problems early will be very helpful and with one quickly removed we should be able to slow play the rest.

Bob's thinking Coop: I will of course be playing the Empire for several reasons: 1) I have a large Empire army, 2) the old alliance between Sigmar and the High King, and 3) it just makes sense considering how we play. Funny, I was going to say the same for helping John in the south (John: I do tend to be the lightning rod of hate)..... Having the ability to march and support each other is going to be huge as is the fact both races can expand to the north and south.

Empire Campaign

John's thinking Army Build: As dwarves I am not going to be fast, I am not going to be magicky and I am not going to lose. Defensive play with plenty of heavy infantry and artillery. In some of the gameplay I have seen the players like a lot of missile troops, I am not that way. My ideal army is probably General, 3 Organ Guns, 2 Quarellers, 2 slayers, 2 Hammerers and 9 Ironbreakers. Come get it. Organ guns to deal with any cav and flankers, quarellers to deal with any opposed missile troops (I like them for their longer range). The Ironbreakers will be my main line with the Hammerers as the anchors on the flanks and the Slayers as reserves. Not sure what I want to do with that last slot, maybe a cannon for range and ranged monster killing but otherwise I think they are going to be useless.

The idea of this army is to be able to dish out enough damage at range to be able to force the enemy to close into combat. with enemy ranged armies I will count on my artillery and superior armor to weather their fire, and for Chaos I still (I think) have enough heavy combat units to outlast them. In either case I will depend on my artillery dishing out a lot of damage and I need to protect them, therefore the slayers who just want to kill something and don't care how scary the enemy lord is on a dragon.

Bob's thinking army builds: Well I am of a few minds on this. The Empire has several different builds I am thinking of. On the table top and in Total War games I typically go for a combined arms type of set up. I am thinking of a General and Wizard in most armies when available with a Warrior Priest or Witch Hunter thrown in depending on how useful they are. I typically take a solid 8 to 10 Infantry units giving me a strong battle line. I am thinking 2-4 Greatswords, 3-4 Swordsmen and 3-4 Halberdiers, and maybe a spear unit or 2 depending on who I am mainly fighting. For support I want 3 units of Handgunners as I like their superior stopping power. Cav will consist of either 2 Demigryphs or 2 Knights with an addition of Outriders or Pistoliers if needed. Artillery is a must so I am planning on running at least 2-3 units at all times with composition being dictated by who I am predominately fighting. For Vamps I am thinking Mortars and Hellstorm rockets where as Chaos will be Hellblasters and Cannon. Oh and I wont be leaving home without a Steam Tank in my high tier armies. The STank is an capable of dealing with multiple threats while also withstanding some hurt back. The choices available are one of the many reasons why I like the Empire as an army.

If you plan on playing give us some of your thoughts in the comments!

Thursday, May 5, 2016

Warhammer: Total War Update

So the original release date, April 28th, has come and gone and we have nothing to show for it. While we knew about the delay I always held onto hope that they would release a beta/something for those who preordered. Instead we have had to deal with more videos by guys who can't play the  game.

including this one I actually haven't watched at the time I typed this up.

They have been doing a couple different types of movies.

The Slayers Guide offers a perspective on some of the monstrous creatures out there

And they have even started getting the community involved vs devs. but again no one seems to know what they are doing (who brings trebuchets as the DEFENDER in a siege?)

And then of course they have been doing more set piece battles.

And lastly they have started doing "challenges" for each other, which I actually like. But again these people largely don't know how to play their own game. I admit it might be scripted just to show off some things, but come on. Also I am a big fan of the undead puns.

Plenty of other videos out there. also some commentary from fans and other blog runners. Some offer good insight and give good screen shots of unit stats, I still am curious to see some side by side stats, but others reviewers have voices fit for a brick to the face and a silent movie role.

Overall thoughts continue to be positive, after some of the early misgivings I had from videos and releases, seeing more and more come out has definitely put me back on the  happy side for this game. I have loved seeing the unit rosters expand and be fleshed out. The sieges have been great, protecting a quarter of the city doesn't bother me and I am interested in seeing how settlements defenses level.

I have been real happy seeing everything they are putting into the Bretonians as an unplayable race. Probably the first real dlc imo. I don't count chaos, yeah yeah yeah BS rabble rabble rabble, get over it.

I couldn't find it in a quick search, too lazy for more, but there was an awesome video breaking down the AI's thought process in sieges. In the video they go over how different blocks of units are assigned different roles within a subset (attack gates, attack walls, break down walls) which was amazing to see. Hopefully some of that carries over into the normal battles as well. would love to see some ranged enemies taking advantage of hills, or the enemy actually holding a choke point and not just an automatic engaged everything with everything mode. Hopefully this really evolves the battlefield. I am looking forward to the challenge as I usually play the battles with difficulty all the way up to have a little bit of back and forth. so if we start seeing strategy, unlike that ork vs bretonia video, I will be extremely happy with this game.

Wednesday, April 6, 2016

Battlefleet Gothic: Armada (Some Beta spoilers)

Imperial Battlecruiser with Space Marine Favor
Battlefleet Armada Homepage

-All images taken from my progress (or Bobs) in the Beta-

Quick Synopsis:

J- Another GW based tabletop game getting made into a computer game, yay! I never played the tabletop so I can't do a comparison (Bob can) but my experience with the game/beta has been very positive. For being a beta I give it a good 91. I have only really played as the Imperials so my knowledge is a bit limited by choice. For the Emperor!

B- Right now we are only going to be discussing the solo skirmish. Versus multiplayer really doesn't appeal to either of us and the campaign isn't there yet. I have been playing all 3 factions available right not (Eldar are incoming at the time this goes out) and each of them feels pretty close to what I remember of the tabletop game.

J- Fleet battles of the 40k universe. Build and customize your fleet and lead to battle against 4 possible foes. Imperials, Chaos, Orks and Eldar, you can end up fighting your own faction in skirmish. As it stands you can only do a tutorial portion of the campaign, or the skirmishes up to a point. As you level up both your admiral and ships they unlock more options and slots and larger battles. Pretty fun format, another one where you just have to level your stuff up and get the biggest available. But having the biggest and the best isn't necessary to win. Battles are on a fairly open "map" (its space) where you control your ships, right now there is a good bit of micromanaging and it takes some getting used to.

J- You start with only light cruisers and escorts, and as you level, you unlock cruisers, battle cruisers and finally battleships. Right now the battleship is the biggest, idk if it stays that way at full release, and now the fleet make up is limited to 1 battleship, 2 battle cruisers, 3 cruisers and 4 light cruisers. Escort ships are "free". each of the classifications holds at least 2 options and on up to 5 within each tier.

Light Cruiser, if you zoom in you can see more of my fleet in the background
B- Briefly the fleets play as follows: Imperials are all about closer range broadside firefights. Their ships are heavily armoured in the prow so they can soak up some fire getting in to "cross the T". Chaos have the advantage of longer range over the Imperials with more prow and all around firing weapons. Throw in favors of the Chaos gods and you get some really interesting ships. Orks are all about ramming and getting in close. Their guns hit hard when they hit (Orks aren't known for accuracy) and they excel at boarding actions. Their ships maneuver like drunken cows piloting a bathtub, but if they line up a good ramming action your ships are not going to get the better of that deal. While the Eldar haven't been released yet I can talk a little about them from what I remember of the table top game. They are fast, hit like a truck, and have a glass jaw. Eldar have superior range, strike craft, and maneuverability plus some tricks to mitigate incoming fire. Just don't get caught in a close range broadside fight. Eldar ships are fragile compared to the other races and are more focused on prow and 180 degree firing arcs.

J- Did I mention micromanaging? Get good at it and it is very rewarding. I started with getting my but handed to me, but as I figured out the nuances it became much better. and there are a bunch of different mission types already available with more to come. You have your straight up fights, to capture objectives, escape to defend locations. each race and even ship has a unique play style. you really have to accept that play style to get the most out of it. If you want ranged combat and play Orks you are going to have a bad time. There is a genuine different feel to short range combat vs long range, ramming/boarding actions and support/fighters. You do get to pick your what part of your fleet is participating in each fight so you are never stuck with the same ship.

J- So beyond the ship choice and combat controls the game offers several other customization. Favors are 4 race specific upgrades, that you get to choose, that give two  benefits a piece to each ship equipped with it. I have equipped my whole fleet with Space Marines to make me less susceptible to boarding actions and give benefits to when I board others. Skills and attributes are not race specific but some are ship specific (you can't upgrade the lances on a ship that doesn't have them, sorry) and offer a good bit of differentiation to get your fleet to fight the way you want. The Orks get more upgrades to ships than the others, and early on in the beta there was a grayed out option for fleet colors, they have since removed it. But I would bet it is back at full release, maybe just for multiplayer but it would be cool in skirmish/campaign. Hopefully they at least change which Chapter of Space Marines I have, not a fan of the yellow.

J- 1. Ships aren't as tier-able as I thought they would be as far as stats go. A frigate has the same flank armor as a battleship and the same troop strength. 2. The sizes of the ships can be strange. A battle cruiser is the same size as a cruiser for the Imperials. 3.Add macros, please! At least someway to map my ship selection as selecting the one specific ship you want can be problematic.4 Right now you can't control the skirmishes, the point total, victory condition or enemy. It would be nice to control that. 5.ish. I think its just a beta thing but the limit to your level and the number of ships you can get as well as the size of the battles being capped. I have a 1500 point fleet and I only ever get to field 700 of it, come on!

Battleship showing signs of battle after taking heavy damage
B- They still have some stat tweaks to make for sure. Key macros are a must have considering the amount of micro managing of abilities that is needed. I wouldn't mind having a more options for ship customization (paint scheme and details), but that is mostly cosmetic.

Real Life:
J- Game got delayed, I am starting to just blame GW for this, but comes out on April 21st (I think). The beta is fun and fills in the wait. They fixed most of the major glitches and problems that I experienced at first. Some things are still wonky and or slow, but I trust them to get it fixed. If you are wanting to enjoy a real graphics marvel, this probably isn't for you. The detail and graphics themselves are very good, for a beta, but I spend my whole battle zoomed way out to see all the action. If you are lucky you do get some good cinematic endings to each fight, usually something blowing up or a ship escaping or something. battles tend to be very quick 5 minutes being pretty standard. I don't think I have had a fight go 10 minutes.

B- So I have to say that this is one of the best betas I have ever gotten to play. I love BFG and this is a pretty good video game adaptation of it. Yeah the game got delayed, but I'm not all that upset about it. The devs have been pretty transparent about why they delayed it (they listened to feedback) and the fact that they are running the 10% off pre-sale price for a few months after release is brilliant. The graphics are good for what the game is going for and they improved as the beta has progressed. I have had a lot of fun playing the skirmish and I can't wait to get my hands on the campaign and full release. In the future I hope the game does well enough to see the addition of the full BFG fleet list. Would I recommend this game? Yes, even in beta form. Stay tuned and we will bring a full review when the game officially releases here in a few weeks!

Saturday, February 27, 2016

What's on my table 2/27

Greeting folks!

Bob here with some ruminations and pictures of what hobby stuff I have been into. Bolt Action has been lodged front and center recently so I have attempted to harness that energy into painting and it has happily born fruit. Check this out folks,

Paras after flocking. Had to go back and dry brush the fatigues because my dumb ass forgot that step on all of these....
All of my infantry completed barring some base work. The weapons teams are on the painting table at the moment

Good progress on the French infantry. 2 squads left then the support weapons.

That's right folks, I have been a model of completing projects of late. If I keep this up I may just screw up and finish an army of two (stranger things have  happened)! The Americans and the French have been getting the love at the moment as they are the smaller of the 3 armies I have. The Germans will be next after I get the French infantry and American support weapons done.

This past game night I managed to actually play a game of 40k (will wonders never cease?!). This was my first use of the newer Dark Angels book since it was released. When I say 40k has dropped off locally, I mean it has dropped off locally as to be non existent on any given night. Here are some highlights of the game. It was a Crusade mission with 5 objectives. My opponent, Screech, ran a vehicle heavy Guard list. We agreed on 1750 points for the game.

Flyers: still wrong as hell in 40k.

End of the game shot. I had 2 models on the board but managed to win off of objectives!
Final score of the game was me:8, Screech 5. In the end it boiled down to me having models on objectives at the end of the game and having killed all of his infantry except 1 squad. This was a fun game with the usual amount of head scratching at rules and crap dice rolls. I lost a Terminator squad to a miss hap and that hurt a bit. It had been a long time since either of us played. I really don't know what to think of the game of 40k anymore. It still works, but good lord is it clunky compared to other systems (Bolt Action in particular).

So there you have it gentle readers. I hope to start into a semi-regular routine of posting again, but we shall see. Happy gaming!