Batrep: Ultramarines vs. Black Legion (80 power)

Simon managed to come spend the early part of Black Friday at my place where we commenced with a good old-fashioned game of 40ks. This is our story.

The Forces of Ultramar (Brigade):

  • HQ:
    • Chaplain Cassius
    • 1x Lieutenant w/ the Burning Blade & Combi-Flamer
    • 1x Lieutenant w/ Powerfist & Stormbolter
  • Elites:
    • 1x Chapter Champion
    • 2x Honor Guard
    • 1x Company Standard
  • Troops:
    • 5x Tacticals w/ Plasma Gun & Multi-Melta
    • 5x Tacticals w/ H.Bolter, Flamer, & Powerfist/Plasma Pistol
    • 5x Tacticals w/ Missile Launcher
    • 5x Tacticals w/ Plasma Gun & Lascannon
    • 5x Tacticals w/ H.Plasma Gun
    • 5x Tacticals w/ Meltagun, H.Bolter, & Powersword
  • Fast Attack:
    • 1x Attack Bike w/ Multi-Melta
    • 1x Attack Bike w/ Multi-Melta
    • 3x Bikes w/ 2x Melta & 1x Powersword
  • Heavy Support:
    • 1x Whirlwind w/ Castellan Missiles
    • 1x Whirlwind w/ Castellan Missiles
    • 1x Thunderfire Cannon

Simon started off by stating he was going to try to fill out a Batallion with only 80 power. That seemed a little far-fetched to me because you just have to have some cheap options. I know that Tyranids can do it because they have so many 2-3 power level options–many of which are quite good–but for Marines & Chaos, it seemed far-fetched. It’s worth noting that he eventually had to pull the plug, but I barely squeaked by using the cheapest of all of the painted models I had for each selection. Of course, it didn’t give me a whole lot of options, but frankly the list isn’t so bad.

When I look at the list above, I have some mobility (the bikes), some long range fire power in the form of various heavy weapons; lots of ways to hold objectives; and some ways to deal with hordes (lots of bolters). The only thing the list seems to be lacking is any real assault power (or psychics). To combat the former, I wound up deploying all of the characters / small units together in a sort of a deathstar. That gave me a bunch of power weapons in a group that could prove formidable against most anything if they had to get stuck into assault. In total, that’s a Champion, 2 Lieutenants, Cassius, Standard, and the Honorguard, plus a couple of combat squads–granted, it’s not the toughest thing in the world, but it’ll work as an assaulty type unit in a pinch. Continue reading

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Seafall Campaign: Games 12-15

It’s been a while since I’ve written about Seafall, and that’s largely to do with the fact that we just haven’t played it ages.

Part of that is because of the holidays at the end of last month and trying to schedule time with people on vacation proved difficult–but it also has to do with the notion that the game had fallen out of favor.

In truth, I’ve also omitted a complete playing session from the write-ups (so I’ll cram that into this post now).

The last time we played (sometime in the middle of December), we had come to grips with the thought that the campaign was rapidly coming to a close.  We had just barely discovered the final “wave” map, and had unlocked a variety of other options that would give us a chance at finding the end of the world, but even then, 30 successes seemed ridiculous.  If we loaded all of the upgrades onto a single player and let them try, we figured we could count on maybe 17 guaranteed successes.  That still meant you’d have enough dice (and successes) to muster 13 more.  Possible, sure, but not great odds.

Yeah, I know that you could potentially use multiple “wave” charts, but how realistic is it to achieve many of those during the course of a game?

So, I brought up the conversation that, given what we knew about the game, we would probably need to come up with a point in time to just end things.  After all, if one person had all of the ideal upgrades and then only had a chance to win the game, what would happen if we were all squabbling over the upgrades?  Surely, nobody would win.  I was fine with playing a few more games if they wanted, but I didn’t care to drag it on forever.  Let’s pick a goal, complete that, and then end the campaign.

Clearly, fatigue had set in with me.

I wasn’t the only one.  I was growing weary of having multiple people single me out as the threat and then assaulting me the entire game.  My thought was that it wasn’t fun for me to host the game, feed my friends, have them come over and just punch me in the face for the afternoon.  I just didn’t enjoy it enough.  I went along with it for a few weeks, and even suggested an alternative that I thought would be amicably accepted in the form of a penalty against me (hint: it wasn’t well received).

But others too were ready to end the campaign.  Sam was frustrated with the various rules we’d gotten wrong over the game, and figured that our misplays wound up giving an unfair advantage to some players.  He’s not wrong, for sure, but playing with different rules to me (as long as they were consistent) made for a fair game–if a different game than the designer intended.

So, we met again in January to wrap things up.  During our last December game, Sean managed to steal some charts from other players, which set him up to be the one to win the final game.  So, when we met at the table in January, I was in position to aid him in doing so.  He went first and bought all of the best upgrades, and I, over the course of the next few turns, managed to stack the adviser deck in his favor so he could get all of the ones he wanted.

Between those things, he managed to get to the point where he needed to only roll four successes on eight dice.  I don’t know how to easily calculate that, but my guess is that’s still about an 11% chance (as there’s about 11% chance of rolling zero successes on two dice).  I’m guessing that’s not remotely accurate, but I’m just underscoring there is a possibility.  It’s not a red endeavor though, and he had enough fortune tokens, so it’s really a moot point.

And that wound up ending the campaign.  Sorry for the anti-climactic ending, but there are too many spoilers to say much more than that.

Keep reading if you’re OK with spoilers.

Continue reading

Bling from Creative Twilight

Again, I’ve been remiss from the blog. I won’t go out on a limb and commit to anything rash, but I’m hoping to get back into things. I’ve also not played much 40k, or done all that much hobby stuff as of late, but a good twist on it is that I do have quite a bit of backlog for photos on hobby progress I did over the Summer.

So, with any luck, I’m going to ease back into posting that way. To start things off with an soft ball, I wanted to reach out and thank Thor from Creative Twilight for a little bling. Though my models don’t go travelling much these days, I’ll proudly sport a little propaganda for his blog. If you haven’t checked it out, I’d highly encourage you to do so. He’s a truly skilled painter and web designer with a bunch of great content.

For now, I’ve a little extra sparkle for my marines.  Maybe this is enough to help inspire me to play this game again sometime, eh?  Thanks again Thor!

Batrep: Space Marines vs. Necrons (124 power) *

This week for game night, all of our regulars that don’t play 40k confirmed they weren’t going to make it, so we were able to schedule up a 40k evening. Unfortunately, we just had three players show up, but we managed to make it work with a little two vs. one battle.

Sam’s Imperial Fists

  • HQ:
    • Chaplain w/ Bolt Pistol & Jump Pack (warlord)
  • Fast Attack:
    • 10x Assault Marines w/ 2x Plasma Pistols & Powerfist
    • 1x Landspeeder w/ Assault Cannon & Heavy Bolter
    • 1x Landspeeder w/ Assault Cannon & Heavy Bolter
    • 1x Landspeeder w/ Assault Cannon & Heavy Bolter
  • Flyers:
    • 1x Stormraven Gunship w/ Multi-Melta, Assault Cannons, & Hurricane Bolters

Sam and I wanted to mix things up with team options, and try some list ideas neither of us had ever worked with. Sam had made an 80 power list when he came over, with the intent of playing a bunch of heavy bolters & assault cannons, supplemented with Assault marines. Basically, he was fielding the sorts of things that he never plays with. In retrospect, it’s hard to believe that these few models comprised half of our army… Continue reading

Batrep: Space Wolves vs. Ultramarines (70 power)

It had been quite a while since I’ve dusted off my 40k models, so with some friends out of town, we opted to forgo the regularly scheduled game night so we could play some 40ks…

Sean’s Space Wolves:

  • HQ:
    • Bjorn, the Fell Handed (Warlord)
    • Arjac Rockfist
  • Elites:
    • 5x Wulfen inc. 4x Thunder Hammers & Storm Shields and 1x Lightning Claws
  • Troops:
    • 5x Grey Hunters w/ Plasma & Banner
    • 5x Grey Hunters w/ Melta & Banner
    • 5x Grey Hunters w/ Flamer & Banner
  • Heavy:
    • 6x Long Fangs w/ 5x Heavy Plasma
  • Flyers:
    • 1x Stormfang Gunship

I’m not 100% sure of the breakdown of units and loadout–or that they’re necessarily lumped into the correct categories, but that’s essentially what he had. Arjac forgot to come out during the photo shoot, but trust me, he was there. He also apparently paid to upgrade a single sergeant to a wolfguard battle leader in terminator armor, but forgot to put him on the table.

This is probably a good time to point out that neither Sean or I have played 40k in entirely too long, so this game involved a bunch of looking up rules, general misremembering, and an ultimate realization of how out of practice we were… Continue reading