Showing posts with label Insanity. Show all posts
Showing posts with label Insanity. Show all posts

Saturday 29 July 2017

40k AAR Iron Warriors v Sisters of Battle 2nd June 2003

More nonsense from 2nd June 2003

40k was the only game back then, with occasional forays into WHFB.

Chaos Champion Dranask Wolfsbane, my alter Ego, with CSM and Dreadnaught in support.


Denis Jackman as club Competitions secretary had organised a 40k tournament and in it I have previously beaten 'F's Space Wolves but have just lost to Paul Douglas' Sisters of Battle. Although I read a rule sometime later that could have changed the game and saved a unit of mine. I did wonder at the time if I might have won under those different circumstance. Probably not Paul is a very able player still...............

I can balance that by remembering the time my Vanquisher's cannon targeted Denis' Harlequins under it's blast marker, dodge that!

Trying to make my battle report different I came up with the idea of doing a transmission, probably saw somthing similar in White Dwarf.


To Kommissar Jackman

The following transmissions have been picked up by our fleet as it approached the planet ‘Lost Founding’ in order to reinforce the Adeptus Sororitas who were attempting to recover an item of immense religious value upon the planet that had recently been wrestled from the Space Wolves.

+ + + +  To the omnipotent most fearful Abbadon from Daemon Prince Janrasuk commander World Eaters. + + + + Force Omega-delta sent on your orders to hold the positions won by us and the Iron Warriors of Dranask Wolf's Bane have begun to arrive. Prince Jahyovik informs us he has sufficient forces to relive our position  he ………..  + + +  ….. . .. .as instructed we advance in pursuit of the Emperor’s lackeys.  The wolves can be but a few days ahead of us.  *** Blood for the blood God!   + + + + +

- - - - - - - - -- - - - - - - - - -
.
+ + + +  Force Omega-delta to Abbadon warp disturbance delaying  arrival of heavy weapons and other units.  ……………….  . We are in position but await remaining units. + + + +    + + +  Intercepted comms link from Emperor’s brides. + + + +  Moving on our positions. + +  No doubt we will earn more souls for the Gods.  + + + + +  …………………         + + +  …… + + +  Positions under att.. …  Where are those  ………blue squad  incinerated. …..    Assassin  …   predator arrives still waiting remainder    **    + +  …. predator’s daemon disrupted - vehicle lost - - …. berserkers annihilated   …. ..       + + + ..  They are swarming all over us.  Jahyovik has stemmed the flow but is embroiled with these shield maidens. + + + ……….Land raider …arrives with chosen  they will recover blue squad’s bunker.  …+ + * + *+ *  ……  The god’s are deserting us  …. . + + + + chosen annihilated by assassin. Land raider disabled but is literally running down the redemptionists  the field has become a mass of bloodied bodies……….  Land raider self repairs the blood was good . ……….   + + + +  Plague Marines reinforce Jahyovik, they have destroyed second squad of redemptionists  …  .. Land raiders still churning first squad.    + ++ + + … .. ..  Jahyovik destroys Seraphim + + + Plague marines destroyed by lone Canoness… . ..   + + + + +  Jahyovik destroys retributor squad  and Exorcist…     Less than a third of attackers left ..     They are attacking our final position  ………….  + + + Assasinaaahhhgggg.  + + ++ + 

+ + + +  Kravus – Captain of the Wrath of Krondak Despoiler Class  - Have made rendezvous with remnants of fleet over  planet …. ..   they  have effected recovery of only survivor Jahyovik  … .. . . please your … . .. invited them to return to you or engage approaching Imperial fleet ..   outnumbers them 4:1   + + +  presumed as ineffective as they were in protecting the planet  .. .  they are no loss to you but if they take a few ships   … ..eir lives  .. . worthwhile.   as instructed Jahyovik  chained and imprisoned     …………..  …………   pleased  to know  runes have quietened him and cause pain in addit  …… .. ……… he now awaits the pleasure of the Gods. + + +  Unable to effect recovery of Land raider…. .. …  + + + it’s roaming the planet causing destruction + + any units that recover or escape the fires of the Emperor’s wives may rally to it.  + + Ship under attack  from reinforcing Imperial fleets . ……. . . .Planet lost to us . . . ..  +++ + ++   

Transmission ends

I can report that the Adeptus Sororitas not only recovered the artefact but also cleansed the planet of the chaos scum and are currently hunting down the corrupted land raider.

Praise to the Emperor! – the Living God!


Kommissar Foulgar

Friday 28 July 2017

Chaos Warbands - AAR 10th Jan 2003

Another gem from the past. (my opinion)

At Denis Jackman's suggestion the club was running a Chaos Warband campaign GW rules similar to Necromunda as the result of a battle affects the warband's development.

This was my After Action Report.

They Shall Not Pass

Dork Flumas - Black Pudding Boys (Mark Foulds) stood by the small alter he’d created in honour of Khorne a simple pike forced into the ground, the oldest skull, the first he’d taken, now clean of flesh was mounted on the central spike and he’d learned that it stared towards danger. He carefully positioned the misshapen head of the semi-intelligent animal his men had just eaten on the small pile of skulls, which surrounded the base of the spike. One day the pike would be hidden from view and he would be a great warrior.
As Dork turned to leave he caught the movement of the skull as its sightless sockets stared towards the west, quickly gathering his men he charged off to see who was intruding upon his domain.
From his position between the clumps of trees Dork watched the strangers lined up in front of him seventeen in all in a line running North to South. There were two groups of three marauders on the northern flank, five chaos hounds, then the leader on horseback, sunlight glinting of his shield and five Chaos warriors on the southern flank their mutated arms were barbed and fanged like second weapons, formidable opponents.
For a moment he though to let them pass, but knew Khorne would not favour such an act. He sent four of his warriors to the north the enigmatic chosen one holding a position behind them; the second group of four warriors went south whilst he followed, close enough to support either group.

Skull Crusher - Head Hunters (Tim Foulds) was moving east towards the ruined town of Wurldege, it was rumoured that there were men for hire living there. It was imperative that he got there quickly before they left, or worse were hired by someone else. As he moved through the blighted land he sensed the increased magic of sacred ground and moved eagerly forwards, this would be the sort of ground a band would call its own. There was rumour of a small band of men here. For a moment he toyed with the idea of killing their leader so that they would join him, but he knew they would not. Unless he defeated each and every one of them they would reform around one of their own, make him the new champion. He prepared his men putting them in a line himself placed in the centre. They would charge through, each man for himself and regroup at the town. Looking around he gave the signal and the Head Hunters advanced.
Head Hunters Turn one.
The Head hunters marched forwards the marauders towards a small wooded hill, the warriors moving north in front of a small copse, whilst Skull Crusher surrounded by his pack of chaos hounds cut south west to move around and down the southern flank. Skull Crusher didn’t want a protracted fight today he had to get to Wurldege by tomorrow evening.
Black Pudding Boys Turn one
Calling upon the chosen one to move southwards in to the woods to cover the centre, and commanding the Warriors in the north to go into the tree covered hill in front of the marauders. Dork Flumas moved south sending his other warriors into woods from where they could ambush the enemy leader or his chaos hounds.

Head Hunters Turn two
Both groups of marauders charged up the hill into the woods to attack the four chaos warriors who awaited them, The five chaos warriors, mutated arms snapping and flexing rushed into the small copse against the chosen one. Meanwhile Skull Crusher swung north cutting behind his warriors and to the west of the hill where the marauders were slogging it out with the warriors. He smiled grimly, the feint had worked, half the enemy force was out of touch and with luck those warriors would not get a fight today
Being in cover the four chaos warriors attacked the marauders two attacking each group. The flail smartly mashed the brains of one marauder and the mace did equal service in the to the other group. The marauders failed to hurt the warriors and the great weapons failed. One group of marauders decided to leave the battle whilst the others stayed on to fight.
Meanwhile the chosen one flashed his two weapons and neatly decapitated two trees much to the amusement of the chaos warriors who unable to retain their mirth failed to hit the chosen. None the less outnumbered as he was the chosen decided to fall back and tripped whereupon the warriors overran his position and found themselves within strike distance of Dork Flumas.
Black Pudding Boys turn 2
The careless charge of the chaos warriors had brought them within range of the Dork Flumas and his warriors in the southernwoods; who all charged in two reaching the target. Between them they kill one of the invading warriors and suffer no wounds, chaos warriors hold firm and all closed in for the next phase.
On the hill the marauders take down a chaos warriors the heavy weapon knocking him to the ground. Both sides determine to slog it out.
Head Hunters turn 3
Turning in his saddle Skull Crusher watches as his men hold of the enemy warband and gallops on to the east for his rendezvous, his will forcing the chaos hounds to lead in case any more enemy block his way. The two fleeing marauders rally and watch as their fellows are cut down.
The melee of warriors in the centre results in a wound on the leader, but all fight on determined to fight to the end.
Black Pudding Boys turn 3
The three knights on the hill are unable to stop the escape of the mounted group and charge into the rallied marauders who disable one warrior. All are steadfast and fight on.
In the centre the ‘Great Baker God’ affects the melee and nothing happens!
Head Hunters turn 4
Skull Crusher races on towards the board edge and stops 3” away, he had hopped to end the battle but all must fight another round of combat.
The marauders kill another chaos warrior; his companion can’t believe I tand stays to seek revenge.
In the centre the ‘Great Baker God’ still holds sway.
Black Pudding Boys turn 4
Oh shame the two marauders remove the last chaos warrior.
But in the centre Khorne comes to Dork Flumas’ aid and together with his warriors they kill two chaos warriors, the rest sensing failure turn to run but are cut down by the leader and his men.
Head Hunters turn 5
Skull Crusher leaves the eastern table edge and the battle is over.

Black Pudding Boys report.
Well Skull Crusher and his Head Hunters may have won the game but Khorne was not impressed, he didn’t even get his sword out! I had lost four warriors and a chosen and they all recovered though I will be speaking severely to the chaos warriors, being taken down by marauders for Khorne’s sake, as for the chosen, less topiary and more skulls.
A fun battle and it shows how much I need a fast unit. But I gained two favour points and got to roll on the advancement table where I rolled the Mark of Khorne! (Well what else did you expect me to roll????) This gives me frenzy and an extra attack.

Head Hunters report
Gained four favour point and the displeasure of Khorne, when I rolled for recovery I rolled two ones and had to use two favour points up to save two of my chaos warriors. On the other hand my leader rolled on the advancement table and gained +1WS, he must have spent the evening practising!

Conclusion

A number of lessons learned, most importantly that the rules need some clearer interpretation. All of us need to sit down and think about the situations that have occurred and how we have resolved them. Then we need to create house rules that can grow as our games continue. There is a certain element of conflict between using our men as units (regiments) or as skirmishers.


Mark's Black Pudding Boys

Tim's Head Hunters


                          ---------------------------------------------------------------------------

Reading this now in 2017, I wonder how differently I'd play the game regarding units/skirmishers given the wide range of rules that now exist. 
I believe using the Frostgrave rules concept with each band of men under a captain would work well, the captain able to take four men rather than one.

Thursday 27 July 2017

Lucky Dice? - B***dy Dice! - An article written 8th March 2004

When we started the Madgamers club we decided to run a small in house magazine, we called it Insanity.

I have rescued for your entertainment and mine some of the nonsense I wrote back then, this, the first I found to post but not first article, was most definitely triggered by some of the people I played against. I didn't just imagine all these traits.


Lucky Dice? – B****y Dice!
Many things can influence a player’s success on the field of battle:
  1. The way he places his forces on the table, in relation to the enemy’s units.
  2. His use of cover and terrain to its best advantage.
  3. His placement of units so they support each other, giving covering fire etc.
As everybody knows all games demonstrate the player’s skills and have nothing to do with luck.
The fact that the opposing general has had an appalling sequence of dice throws and therefore loses in no way detracts from the winner’s skilled play and disposition of his forces.
The cry of, ‘He had all the luck, his dice throws always give him what he need,’ should be ignored. The loser’s dice rolls were probably just as lucky or unlucky as the winner’s. The winner ‘merely’ managed his luck ill or good better than you did! Remember Napoleon is reported to have said, that he only wanted Generals who were lucky. However in truth a lucky general is one who has planed ahead and is prepared to take advantage of his luck and arranged his forces to limit the damage in the event of bad luck.
Rubbish this only applies when you are winning!
Everybody knows it was the role of the dice that made you lose, a one or six at the crucial point would have made all the difference in the world. If you had had his luck and he your ill fortune, naturally you would have won.
In gaming the roll of dice can really can influence a game, especially if you’re the sort of player whose tactic is to rely on the throw of the dice. As a result of the fickle offerings of lady luck many of us have developed techniques or quirks that improve our luck. Some of these are listed below, you may recognise them, I trust you don’t use all of them!
I dropped it!      A player picks up his dice and ‘accidentally’ drops one or more of them. If they fall correctly he calmly rolls the rest in such away that it appears to be a single roll. If they fall badly, he calls out, ‘I dropped that’, picks them up and rolls again.
Oops, sorry!       His dice roll scatters into your unit knocking them back, as he generously stands your men back up, he place them within assault range of his troops. Where he was rolling armour saves then naturally they will now be out of range and you will be unable to assault him!
Scatter roll.        The player rolls his dice in such a way they collide with dice resting on the table. Any sixes within the scatter range can be claimed as rolled that turn. If there are none he can claim that the collision of dice affected the outcome or that he can’t tell which are his dice and re-roll all his dice. (The collision claim is also useable in Oops, Sorry!)
Jelly drop.          The dice are picked up in such away that if skilfully dropped they will not roll, but rather land with the desired number face up. Heavy dice are ideal for this as is a soft sticky landing pad, jammy bread is perfect.
Tilt!                    A dice that rolls with the correct value face up is not tilted even if the degrees of tilt exceeds 80o, however if the roll is wrong a tilt of 5oor less, is deemed sufficient to warrant a re-roll. The keener player will come prepared with a level for this and will argue over a list of one degree. The correct application of a level is not printable on these hallowed pages.
Rough ground.  A variation of ‘Tilt!’ almost as if it were master crafted! The rough terrain with its lumps and bumps will offer many more tilting opportunities; hence more dice will be available for re-roll or not as required.
Too many.          Pick up more dice than allowed and roll them into resting dice, identify only those with the right result, ignore others. Best used in conjunction with the ‘Scatter roll’.
How many?       When instructed to roll five armour save dice, refuse those offered by the opponent, (see quirks #1), instead pick up individual dice, counting slowly, fumble and drop dice and begin counting again, enquire as to the number of dice e.g. ‘Four wasn’t it?’ then roll the four dice. If they all save and the opponent doesn’t query continue with the game, if challenged roll one more. If they fail to save recognise your error e.g. ‘Sorry it was five wasn’t it?’ then re-roll all five dice.
Quirks.
1.      Never accept dice rolled by an opponent, you don’t want his aura to affect your roll.
2.      Always hide his lucky dice and use them yourself.
3.      Don’t let him touch your lucky dice reclaim and hide them immediately.
4.      Pick up sixes when you want to throw a one, conversely pick up ones and twos when a six is required after all a dice wont roll the same number twice will it!
5.      Roll dice one at a time, each can then be individually blessed, blown on or kissed.
Well I hope that all helps and has perhaps raised a smile.
But please remember this, if you’re winning and luck is going your way shut up and enjoy. Don’t gloat.
If luck is not going your way, grin and bear it. Even if there is no way you will win and the game is pointless, continue to the bitter end. Why?
1.      This may be the first game your opponent has won in a long time and why shouldn’t the poor sod enjoy full sweet victory. (You’ll want the favour returned wont you.)
2.      Remember the dice will change, especially if you hide his lucky ones.

Dranask Wolfsbane 

(aka Mark EA Foulds)

8th March 2004  

This article was first posted to the in house magazine Insanity in 2004

Lizard Men - Lost Children of the Fallen Gods

My first WHF armies way back in 1996 were from the 5th edition box set; Bretonnians and Lizard Men, my son and I had a blast with those mode...