Showing posts with label Warhammer. Show all posts
Showing posts with label Warhammer. Show all posts

Sunday, October 27, 2013

TactiCon 2013 Report

Welcome to Jordan Wargames' special report on TactiCon 2013, which is sadly more than a month late. Oh, well. I hope that my next post will be far more punctual than this one, although I do have school now.
First up will be a training montage of the three or so battles I fought to get ready for the Flames of War and Warhammer tournaments I played in there. First up, you will see my German infantry take on some Americans and the Commie swine, and then selected images from the first half of a Warhammer game in which my Skaven beat up the Empire of Amazons. Finally, I will give a quick summary of what I remember of TactiCon 2013, along with selected (Read: 2) pictures.
There were some amusing quotes, most notably "Bazooka man from Bazookastan" and "quadruple-decker halftrack."
I can't remember my list exactly, showing that I really should post more often, but it was an infantry company with a customizable platoon, Marders, Panzer IIIs, MGs, and Mortars. My father used a great variety of things. I was Surrounded, defending two objectives in the middle from and attack from both sides. Then, we played a Hasty Assault.
The Training Ground


 Infantry set up to defend the objective.
 Motor rifle set up to TAKE the objective.
 The Marders were in a wood in the side of the table to counter my father's tanks.
 More motor rifle on the other side.
An overview of my position.
This showcases a phenomenon I know as "triple-decker halftracks."
 My father's armor-- in front of the Marders pictured earlier.
 The halftracks rush at my position and cause light casualties.
My tanks show up to kill some halftracks, at least one driven by a bazooka man from Bazookastan.
 On the other flank, many things die.
 I feel a lot better about my defenses on  that flank now.
 My tanks all got killed by his darned Ambushing tank destroyers.
A picture from the other side, which I always like to take.
 The Sherman killed my Marder. It was supposed to be the other way around.
 I had nothing better to do and no pressing reason to go to  ground, so I decided to pound this one gun into smithereens. These are the hits.
 The predicted result.
A big assault took the other objective. Things look grim.
How am I going to get out of this one?
I send most of the other infantry platoon rushing over, but not quite fast enough to contest the objective.
My Marders do it, though.
This does, however, only solve the immediate problem. I still have a lot of things to kill.
My Marders got killed. This was expected  but it still sucks. We called the game at this point.
The beginning of the next game. My infantry defends the right flank against T-34s. 
My other infantry on the other flank does some hits to the Soviets.
Tanks close fast!
So do mine.
Dave's infantry close rapidly.
My Germans are outnumbered like always.
The Soviets dig in. My MGs are too much for them.
It's a tank brawl.
Until the infantry, who are Pioneers, clean up the T-34s.
My other infantry platoon along with Dave's KVs shows up.
We agree that the game has reached a stalemate by this point. Eventually his tanks will shoot me off the objective, but that would be no fun to play or to report on.
Now I show selected images from a Warhammer game. This shows a very  effective Scorch spell killing 13 models.
Skaven advance.
My Hell Pit "Abomination." Ain't he just so abominable?
My plague monks take the hill.
One of only two pictures I remembered to take at the con. A Soviet "infantry" battalion with more tanks than infantry held me off, but with another turn I would have won.
Four teams are all that remain of his infantry, and he was running very low on tanks as well.
 
Summary of the Con:
 

          Friday night, I played in a game of Dust Warfare run by somebody from the local club. This is a hypothetical game with World War II extending several more years. It has things like walkers, futuristic armaments, and battle zombies. I was the Germans, defending a command post from the Americans. It was a fun game, and I ended up buying a basic set of the game on Sunday.
          On Saturday morning, I played in a homebrewed 15mm Vietnam game. I was the Vietnamese army attacking a French fortification. It was a very nice looking game, but sadly the rules did not live up to the same expectations. They were slow as heck and poorly presented. The scenario was very one-sided as well. He was running it as a campaign, but none of us cared, so we just went balls to the wall to overrun the French, doing so with ease.
          Saturday afternoon and evening, I played in a Flames of War tournament. I fared very poorly, with three losses. This was because our first game was slow getting started, so I didn't have time to win, losing 4-3. This gave me an opponent who steamrolled me 6-1. The  third game, I played a better opponent who had slightly better luck. Oh, well. I deserved this 6-1 loss. I also lost the tournament.
          On Sunday, I played Warhammer. I won, demonstrating very effective use of Skaven weaponry and beating the Dark Elves, my first game. I then lost my second game against the Empire. My third game was against the fabled Chaos troll army, which also kicked my butt. At least I didn't lose this tournament.
          All in all, a good con, with me going 3 and 5 and probably deserving 4 and 4. I played in some fun games, bought some cool stuff, and now know what games not to try next time.
          Until next time, at least once in November!

Saturday, July 27, 2013

Battle Report #6: Blood and Glory

This battle was fought July 5th. Sorry about the long time between updates, but summer camp got in the way, and then I was lazy this last week. I'm going out of town again, to ride bikes in Breckinridge, from Sunday to Friday. Now on to the report!
Forces... 2250 points... long, so feel free to skip this
Jordan:
Dwarves
Lords: Jordan the Dwarf Lord...273 points
                    See previous reports for details. He's a "unit mower" type of character.
            Bob the Runelord... 223 points
                    Armor with Rune of Stone... +1 armor save
                    Talisman with Rune of Spellbreaking and  Rune of Spelleating... Dispel Scroll and Dispel Scroll with 4+ chance of destroying the spell
Heroes: Boris the Thane... 145 points
                    Battle Standard
                              Strollaz's Rune... All units within 12" get to start off the game with a free normal or march move.
Core: 42 Longbeards...564 points
                    Full Command
                              Standard with Rune of Determination, Rune of Sanctuary... Can take 1 break test on 1D6, +1 Magic Resistance
          10 Quarrelers... 110 points
Special: 20 Ironbreakers... 310 points
                    Full Command
                              Standard with Rune of Determination... See above
              Cannon... 95 points
                    Rune of Burning... Flaming Attacks
              Grudge Thrower... 150 points
                    2 Runes of Penetrating, Rune of Burning... +1 Strength Each, Flaming Attacks
                    Engineer
               Bolt Thrower... 120 points
                    Master Rune of Skewering, Rune of Burning, Rune of Penetrating... Hits on 2+ once per game, +1 Strength,, Flaming Attacks
Rare: Gyrocopter... 140 points
          Organ Gun... 120 points
Dave:
Orcs, No Gobbos 'Ere!
Lords: Sawzal, Duke D'Orque, Black Orc Warboss... 235 points
                    Ogre Blade... +2 Strength
                    Enchanted Shield... 5+ armor save
                    Talisman of Endurance... 5+ Ward Save
Heroes: Orc Big Boss... 132 points
                     Armor of Destiny... Heavy Armor and 4+ Ward Save
             Black Orc Big Boss... 148 points
                     War Boar
                     Sword of Strife... +2 Attacks
             Shaman... 115 points
                     Level 2
                     Channeling Staff... +1 to channeling attempts
             Shaman... 100 points
                     Level 2
Core: 25 Big Uns... 250 points
                     Champion and Musician
                     Shields
          25 Boyz... 235 points
                     Full Command
                     Spears and Shields
          10 Arrer Boyz... 70 points
          10 Arrer Boyz... 70 points
Special: 9 Boar Boyz... 215 points
                    Full Command
                    Spears and Shields
             8 Boar Boyz... 195 points
                    Full Command
                    Spears and Shields
             4 Trolls... 140 points
             4 Trolls... 140 points
Rare: Giant... 200 points
Scenario:
As the one we haven't done yet, we did Blood and Glory, which has armies hitting break points when they lose standards and generals. Also, no deployment on the flanks.
Terrain
 Forests in the deployment zones with hills in the middle.
Deployment
 He screens his infantry with trolls, with cavalry on his one flank and archers on the other.
 I've got most of my artillery and my one unit of quarrelers on one flank.
The gyrocopter hides behind the shrine of Chaos Undivided.
Turn 1
 The gyrocopter moves up to mess with the wolf riders. 
 We wound the giant four times.
 The set of wolf riders ran. Wimps!
 He's angry about the wounds.
 The organ gun got charged by the other set of wolf riders.
 The crew all died.
 
The longbeards feel threatened.
Turn 2
 I killed the giant! The events of the last game will not be repeated!
 The opposing battleline looks a lot less threatening without the giant sitting in the middle of it.
 The gyrocopter can't, sadly, rout these wolf riders as well. Oh well. The longbeards wheeled so they wouldn't be flanked.
It worked.
 ... Or not.
 We're losing the combat, but we hold firm.
 
The battle does not look too bad now.
Turn 3
 My ironbreakers charged and promptly slew one set of archers.
 The battlefield begins to empty out.
 My dwarves, yes, dwarves, somehow manage to run down the two units they were fighting and  end up in da boyz.
 Dave countercharged, with the horde's outlook looking bleak.
 His archers also charged my bolt thrower. The arrer boyz are so bad that my crew is better than they are!
 Not much is dying, surprisingly. You'd think that with 4 units including a horde, something would die, but that's not the case.
It all hinges on the combat in the middle.
Turn 4
 The generals kill each other outside of challenge and one unit  ran.
 In combat resolution, the other two units ran.
 At this point, my father said, "We both lost." True enough, we had. We had both hit our break points at the deaths of our generals.
He was, however, one below his break point while I was at mine, and I had far more points left on the table than he did.
 

Conclusions:
I finally won! I did it! I did it! This is one of the few times I've won at this game, and one of the fewer times that I've beaten my father. This was, admittedly, his weakest army. Orcs in general, but especially orcs alone, don't fare very well. I kicked his butt, and that was when he forgot to roll animosity checks half of the time!
One thing I could have done to prevent the loss of the organ gun was to put the gyrocopter in front of the wolf riders somehow, but that would be very risky, and the gyrocopter is more expensive than the organ gun. Tradeoffs, tradeoffs.
Other than that, though, it went well. I actually had a battle plan of sorts, and it actually sort of worked, which is better than most games I play, sadly.
See you two weeks or so from now with who knows what period or rules, and may I have as good of luck!