Tuesday, 13 February 2018

Random Kings of War

Another Monday night and another games of Kings of War.

This week Ian and I opted to use the Clash of Kings 2018 supplement, and also the random cards that were released alongside. We used the 2k points, with my usual Twilight Kin, while Ian brought his Ogres. Ian was hot of a tournament at Common Ground Games so I expected a difficult night.

My list was fairly standard fir, consisting of:

Horde of Crossbows, Peircing 1
2 Regiments of Reaper Guard
2 Bolt Throwers
Regiment of Blade Dancers with Ram of always wound on a 4+
Troop of Blade Dancers
2 Troops of gargoyles.
Regiment of Dark Knights with Maccwars Caterpillar
Horde of Abyssal Riders
Banner bearer with Bloodboil
High Priestess with Inspiring
Minor Noble.

I had ditched the usual spearmen as I find them pretty lackluster, and didn't really expect to be facing any cavalry anyway. For this evening a single unit of Corsairs would be doing double duty as Reaper Guard.

Ian fielded the following:

2 Hordes of Berserker Braves
2 regiments of Berserker Braves
2 Hordes of Braves
1 Giant
2 Mounted Biggits (one with Lightning bolt, one with dragon breath)
1 Boomer Hero with Bloodboil
2 Wizards, one with Griffon Banner.


We used the new random cards, and this entails drawing random objectives for each player, one set of conditions for the game, and 1 stratagem card for each 500 points.


The condition we drew was poor scouting, meaning that the armies only had ot deploy 9" from the center line, rather than the usual 12". useful for Ian's Ogres as he was keen to get stuck in as soon as possible.  

The objective cards each have a major and minor objective on them  and you draw two at the start of the game.  You pick one card to be your major objective and reveal that to your opponent, and select the other card to use as you secondary objective, which is revealed at the start of turn 4.  

My objective were quite good, and worked well with each other. My major objective was to rout the three most expensive units in the Ogre army, with bonuses if I managed to do it in melee. the three most expensive usint were the 2 hordes of Berserker Braves and the giant. My secondary objective was to select the most expensive unit remaining on the board and if I managed to rout that it would be worth an additional 2 victory points. These two objectives had quite good synergy and meant I could concentrate on routing ogres, rather than any positioning shenanigans.

Ian primary objective was to capture the objective in my side of the table, with bonus points for capturing the central objectives, while his secondary objective was about killing as many points of my army as possible while losing as few of his.


My deployment was fairly straight forward, with the Crossbows, flanked by the two regiments of the reaper guard covering the open ground in the center of the board, while I put my faster units on my right flank.  Ian deployed almost his entire army on his left flank, ready to burst through the trees and start routing my Twilight Kin.

Early game and the Ogres advanced quickly, trying to close the ground with my nervous looking troops.  I decided to just get stuck in and advanced straight at my opponent, with my knights charging and doing a lot of damage to the giant, and the Abyssal Riders routing a suicidal Biggit that had approached too close. 

Ian retaliated by routing my knights ad advancing with the rest of his forces. turn two and I got stuck in routing, routing several units, with the Abyssal Riders managing to get two of them, thanks to using the "Unstoppable Charge" Strategem card.

Mid game and the Ogres were starting to look a bit thin on teh ground, with the elves giving a good account of themselves. the Blade Dancers accounted for two ogre regiments, before they themselves were routed, while the lone Elven hero decided to try and take out the badly wounded Giant.  He failed his first attempt, but miraculously the giant fluffed his return attacks, giving him a second chance. Despite some good hits he didn't manage it and was squashed flat fro his lack of performance.




Late game and things started to unravel for the Ogres, withe the crossbows finishing off the giant, and the two units of Reaper Guard routing one of the two remaining Ogre Brave Hordes. The other Ogre Horde had managed to get around my flank and had been tackling my bolt throwers, but by this time I had scored all the victory points I could and was going to comfortably deny the ogres any of their objectives so I wasn't too bothered.  We called it at the end of turn 5 as there weren't enough Ogres left on the board to achieve anything.

Everything went quite well this time round, with my dice all behaving themselves and rolling pretty well. Ian had a pretty poor night, with some atrocious dice rolls.  I managed to get the momentum on my army early on and kept it, which seemed to be the way to succeed at Kings of War.


The different cards were interesting and I quite liked having asymmetrical objectives in the game. The stratagems were also interesting but the only one that made any real difference was the "Unstoppable Charge" one, which allowed me to rout two enemy units in one turn.

I still consider myself a novice at Kings of War, with only about a dozen games under my belt but I am still enjoying the game and think there is a large amount of traction left in it yet, especially with the cards generating random scenarios and the annual refresh from the Clash of Kings book.  I just wish they would get on and sort out the Twilight Kin to a full list so I can see what to paint next.

Wednesday, 31 January 2018

More Epic

Third game of the year, and another game of Epic.

Mark and I have been talking about getting in a game of Epic for a very long time, and we finally managed it.

I stuck with my Guard, while Mark brought the "13th Legion" list, which I had never heard of or seen in action.  We had previously agreed to play without any flyers, and as such I had some extra points to spend.  After some thought I added in a Super Heavy Tank Company, consisting of 2 Shadowswords and Baneblade.  I thought some added anti-titan firepower would be useful ,and if nothing else they could be used for picking of Land Raiders that I know Mark is quite fond of.

Mark's force consisted of lots of Infantry detachments, some of which were mechanized in a combination of Rhinos and Land Raiders.

Deployment was fairly standard, with the Chaos Marine spread evenly across the board, and the guard doing something similar.


First turn and against all the odds the Guard managed to get imitative!  Never one to look a gift horse in the mouth I activated the Super Heavies and used them to vaporize two Land Raiders, killing the troops inside and breaking the formation. Not a bad start.

That set the tone for the game, with my Guard performing quite well and only failing a couple of activation tests throughout the game.  Mark had some terrible luck with some poor saving throws and unlucky activation rolls.


We managed to play three turns, with me able to force the Chaos Right Flank and break through to the their back field, and Mark able to push on his right flank and get some serious gains.  In the end we ran out of time and had to call it a night.  The final score was something like 1-0 to the Guard on objectives, but as you would usually play a fourth turn and it looked like the game could easily go either way we decided to call it a draw.

Another excellent game of Epic, and against a new opponent, fielding an army that I had never played against as well. Also, my lone Sentinal Ace, Geoff, once again was the soul survivor from the Sentinal Squadron. Gonna get that man  a medal.


Tuesday, 16 January 2018

An Epic return

2nd Game of the year, plus 2nd Blog Post.

Ric and i had arranged to play this game before the new year, as generally that is how far we need to plan ahead to get a game in.

This time it was 3000 points Epic, Standard tournament game, Imperial Guard vs Eldar.

The table

Guard mustering for war

Eldar, lots of tanks

I opted for my fairly standard guard list, with a mixture of infantry, tanks and a few pieces of artillery.  Ric opted for a very tank heavy list, with everything mechanised apart from a few scouts.

This game was defined by two things:

  • The Guard won initiative, every turn.
  • Poor Activation and Rallying Roles.


We played three turns, and my Guard won initiative every turn.  That has never happened. I cant remember the last time I had the initiative in a game of Epic, mainly due to the poor strategy rating of guard against the much better ratings of Eldar and Marines. 

Poor Activation roles was a serious issue in this game, especially for myself. My poor old tank company never managed to fire a single shot all game, failing its first activation, then the Eldar managing to get past their supposedly impregnable armour  and kill enough tanks to break the company.  
Loads of tricksy Eldar Tanks.  Too many for my liking!

Guard Infantry in a sticky Situation

Rallying was poor on both sides, with one Eldar tank formation broken on the first activation of the game (Artillary for the win!) and never managing to rally for the whole game. 

Activation continued to be poor on both side, with my guard especially suffering an annoyingly large (even for me!) number of ones.  In turn three we both managed to fail at least 50% of our activation tests, leading to a lot of frustration.

The final act of the game was a failed activation test on a group of Eldar Vypers, which broke the formation and forced them to withdraw, which actually handed the Guard the victory with 2-1 on objectives.  

I cant think of a more undeserving victory than this.

Still great fun though and as always Ric was a gentlemen throughout, even in the face of my increasing frustration. The Guard must have run out of batteries for the radios or something.....

Next week a return to one of my favourite games, Chain of Command....





Sunday, 14 January 2018

Still Going

The blog has been quiet for about 6 months now, mainly due to work and life pressures.

It was getting hard to find the time to do everything that needed doing, let alone the nicer, hobby related things. I decided that I would spend what limited free time I had painting and playing with toy soldiers, rather than writing about them.

Things have eased up slightly, so there may be a small return to the blog, or I may spend more time painting. We shall see.
Not really much has changed in the 6 months absent from the blog, with gaming continuing on a Monday night at my regular club, Falkirk District Wargames Club.

I have decided to abandon 9th Age completely, as I don't think it is really what I am looking for in a game.  I wasn't sure before but the publication of V2 of the ruleset was the deciding factor, as the game now feels more like work than recreation. The Dark Elf book is  a real mess, with all sorts of stupid names and pointless rules appearing so I have just given up in disgust.

I have continued to play Kings of War though, and despite being terrible at it I have enjoyed the games I have been playing. I am still using Twilight Kin, despite there being no proper list and it getting no attention in the upcoming Clash of Kings rules update. To that end I am now converting my Warhammer Orcs to also use in the game. This should involve a minimum of painting as I only need to include a few thing to make the army viable under he new rules system. 

I bought a large 15mm scale Egyptian army for use with Field of Glory in December 2016. Unfortunately Field of glory has pretty gone the way of the Do-Do, as v2 of the game went out ot print and the Caliver Books published v3, which no one picked up due to the prohibitive cost of buying a new rulebook and army lists for a couple of rules tweaks.  
Our club has since moved on to L'art de la Guerre, which is a French derivative of DBA, recently translated into English.  Unfortunately by the time I got wind of this the game was sold out pretty much everywhere and there appeared to be no plans for a reprint. I was very lucky and thanks to sharp eyes of a club member I was able to get a copy from a gaming store located in Dorset. I still have to paint the miniatures, but thankfully the new system requires far fewer so I anticipate being able to get them on the table sooner rather than later.


My 2018 gaming opened up with a game of Lord of the Rings against Dave Knight, and we opted to carry out the assault on the Deeping Wall from The Two Towers., with Dave rolling a die and ending up as the defenders, leaving me to take the roll of the Uruk-Hai.  The game went badly, probably more due to my ineptitude than anything else, but I think it is a hard scenario for the Uruk's to win.  I must admit to being "slightly" pessimistic during the game and this is the main thing I need to work on this year.

Dunlendings try to scale the wall (and fail!) while the Pike wait for the breach to be created (get on with it!)


Still no progress, and pity the poor Dunlending that climbs a ladder only to be confronted by an irritated looking Aragorn!





As usual for 2018 I don't really have any plans.  I expect to play some games and paint some stuff. It is a hobby I do for fun and relaxation so I try not to make it stressful by giving myself artificial targets.

There are very few purchases planned this year. I was looking at the impending Batman boardgame kickstarter, from Monolith, that same people that made the excellent Conan game, but a 200 quid service bill on my bike and an impending family holiday to Florida may have scuppered that idea.

I have been slowly buying Genestealer Cult models of Warhammer 40,000 and now have a fairly significant collection, to the point where I just need to pick up the more specialist parts of the list.  There is no codex for them in 8th edition yet so I am in no hurry to get this done and probably won't put brush to model until the later part of the year.  

While Genestealer Cult has got me back into 40k again (sort off) I still think the system is a bit lacking. To that end I have been slowly trying to work out how to convert my favourite system, Chain of Command to use 40k models and setting.  40k is a very different beast to WW2, with some weird and wonderful stuff going on but I am making slow progress and hope to have some sort of working prototype soon. That pretty much sums up what's been gong on, and this might be the last post for a while, or it might not.  I shall wing it and see how it goes.

Twilight Kin in action (another loss!)

The Fellowship flee from Moria, pursued by Wargs.













Thursday, 18 May 2017

A New King

I have had the Kings of War 2nd edition Rules for a few years now, but haven't really done much with them until now.  I think this has largely been due to playing other types of games than mass battle fantasy.
I have been playing a bit of 9th Age recently and have found the game to be ok, but a bit overcomplicated and still needing a lot of work to balance it out.  I decided that it was time to give Kings of war a try, and Andy, the club 9th Age promoter agreed to give it a try with his Empire army.  I loaned him the books and he seemed quite keen to give the game a try.
I used my Dark Elves and Andy opted to use the league of Rhordia list as it provided the closest match to his Empire army.  I just managed to squeeze out a 2000 point army, mostly thanks to the generous use of magic items. In the end I had:
1 Regiment Spears
2 Regiments Buccaneers
1 Regiment Crossbows
1 Regiment Drake knights
1 Regiment Blade Dancers
1 Hydra
2 Bolt Throwers
1 Troop Gargoyles
1 Troop Heralds of Woe
1 mounted Dark Lord
1 Mounted Army Standard
1 Mounted High priestess with Bane Chant.
Andy Brought (from memory):
2 Regiments of House Guard
2 regiments Household Knights
1 Regiment Honour Guard
2 Troops Crossbowmen
1 Horde Dogs of War
1 Halfling Iron Beast
1 Baron
1 Army Standard Bearer
1 Wizard
1 Halfling Master Engineer
1 Battle Shrine

As it was our first game we decided to do the basic Kill! scenario.
The game feels pretty much like 9th Age, with deployment being one unit at a time and then rolling for first turn. Andy won the role off for first turn but opted to go second.
Our forces were spread pretty evenly, but with a definite bias toward the Dark elf left flank, which is where I deployed most of my troops, facing off against the bulk of Andy's infantry. Andy elected to put both units of Knights on his left flank, while the Honour Guard and Iron Beast guarded his right. 

Early game saw us both trying to get to grips with the rules, although after the first turn we pretty much had it down (or so I thought, see below).  There was some exchange of fire, with the Dark Elves inflicting some decent casualties with their war machines and crossbows, but not really enough to break any enemy units.  In return the humans decided to concentrate their fire on the elven crossbows and between their crossbows, the iron beast and the lightning bolts of the  battle shrine managed to shoot the elven crossbows of the table in a couple of turns.


I misjudged a few distances here as well, assuming that humans had a move of 4 inches when it was in fact 5, which casued me to be on the receiving end of some charges I didn't want.  The Dogs of War crossbows charged into one unit of Buccaneers, wiping them out, while a unit if Household Knights managed to get the drop on my Drake Knights, causing some damage.
I also rather recklessly charged the hydra into the Iron beast, inflicted some damage but more importantly exposing the Hydra to a flank charge from the Honour Guard. Charged in the front by the Iron Beast and in the flank by the honour Guard the Hydra was predictably smeared all over the field. I never even got the chance to use any of the Hydra's special abilities.



Mid game and I managed to get some revenge, with the Blade Dancers wiping out the Honour Guard, the Drake Knights destroying both units of Household Knights and one unit of Buccaneers and Gargoyles destroying a unit of Household Guard.



Late game and the Remaining unit of Buccaneers and the Gargoyles managed to kill one unit of crossbows, before the Buccaneers were run over by the Iron Beast.  The Blade Dancers were killed by the Dogs of War and the Dark Elf spears managed to Kill a unit of Household Guard.  My Drake Knights were killed when the human general charged them in the rear as I had forgotten to reform them after destroying the Household Knights.  With that we called it a day as I only had one unit left on the board and it was nearly destroyed, leaving Andy with a solid win.
So our first test of Kings of War went quite well, with Andy saying that, while it lacked the depth of 9th Age and he still preferred that he quite enjoyed the game and would definitely be willing to play it again.  He said that he liked the level in variety in the lists as in 9th Age you can quite often find yourself hemmed into one type of play as nothing else is viable.
As for myself I quite enjoyed the rules, for a few reasons:
  • Unit basing is great, as there is no messing about with frontage etc. to try and squeeze out an advantage.
  • The morale rules are very easy and you don't have to worry about routing/rallying units.
  • Putting together an army is pretty quick.
  • The Game looked good, with some good sized units moving about, and a good number of them as well.
  • It is very easy to pick up the rules, but I thought that there was a lot of things that I could have done differently in the game.
  • At no point in the game did I think that I had no chance of victory, as the way the game is set up you can have troops behave very differently with just a few tweaks to their profiles (although I wasn't really sure what to do about the Iron Beast though!).
  • Despite the extreme nature of IGOUGO in the rules I never felt that I was not involved in the game, and always paid attention, even in my opponents turn.
One thing we forgot was to disorder units after taking damage in combat, although I don't think it would have made a huge amount of difference to the game.
My main misgiving about the rules has always been the extreme way the turn are done, with one player doing nothing in their turn apart from removing units, but in the end it did not bug me as much as I thought it would and adds another element to game as you try and force put your opponent into positions where he cannot inflict too much damage in their turn.
The game felt like a game of Warhammer, with a lot of the same consideration with regards to positioning, unit facing and trying to manoeuvre for the charge but in a much simpler and straight forward way.  Magic was nice and simple and characters on foot play more of a supporting role rather then being powerhouses able to take on whole units.
All in all I was impressed with the game and will try and make it a regular feature of my Monday night games.

Tuesday, 2 May 2017

Oliphant Rampant

I have been thinking about giving Middle Earth Dragon Rampant a try fro a while now, and decided that we could give it a bash and use my Haradrim to see how the game copes with them.
I have Oliphant's, picked up from various places and have only used them on the table once. This is largely due to the Strategy battle Game making them virtually impossible to kill, making for some very one sided games.
So I opted to do the charge of the Haradrim at Pellenor fields, from the Return of the King.
I decided that the Oliphant's would be greater war beasts, with a missile attack to represent the archers in the Howdah, and cause fear to represent their size and impact. This brought them up to 10 points. In the end the Haradrrim forces looked like this:
2 Oliphants
1 Heavy Riders
2 Oliphant
2 Heavy Riders
1 Elite Riders
The Rohan force also consisted of two commands, led by Eomer and Erkenbrand:
Elite Riders
3 Heavy Riders with Bows
Elite Riders
3 Heavy Riders with Bows
1 Light Riders
The scenario was very straight forward.  It was a pitched battle, last man standing wins. We included no terrain as the battle was to take place on the Pellenor Fields just outside Minas Tirith.
We made a couple of minor changes (ie I got the rules wrong!) before we started.
We decided to randomise initiative at the start of each turn, with each side then alternating between commands until everyone was finished. We also decided that is an Oliphant started the turn battered and failed to rally rather than retreat it would rampage in a random direction, attacking any unit it contacts.

Early game and the Haradrim Left flank and Rohan left flank were both fairly well behaved, with an orderly advance. The rest of the forces were a bit more scattered though, with a disorderly advance from both sides right flanks.




Mid game and the forces of Harad managed to get the drop on the Rohan inflicting some heavy casualties, mainly thanks to the Oliphants and the Serpent King.  there were a fair few failed activations during this part of the game, and in end Eomer and his forces were removed from the game, as were the Haradrim force containing the two Oliphants.




Late game saw the Rohan make a sort of resurgence, with them inflicting heavy casualties, including the death of the final Oliphant. Alas it was not enough to save them from the Serpent King, who managed to remove the last vestiges of Rohan resistance, meaning a Harad victory.


So the Rohan lose (again!). I don't think my Rohan have actually won a game in years.I think everyone enjoyed the game, and it was quite close in the end, however I don't think Dragon Rampant is really suited to this pitched battle sort of game and it would benefit from some other objectives and terrain to liven things up a bit.

Tuesday, 18 April 2017

Mordheim Season 3, the penultimate chapter.

The second to last game of our Mordheim campaign saw everyone making a dash for the entrance to the ruins inhabited by the evil necromancer. All six played were present for this, and it was gong to be a bit of a scrap as we were all trying to get to the same place.  There were some wandering monsters on the board as well.  This consisted of 6 wandering dryad, a couple of animated suits of armour guarding the portal and a wandering tree spirit.  The dryads were going to be fairly tough, as were the suits of armour, but the tree spirit was going to be the toughie, as it had 10 wounds.
 
Ian won the last game so got to choose his deployment and got a free move before we started, all very welcome to his short legged Dwarf's.  The rest of us were deployed randomly, with my Undead and Dave's Marienburgers coming off worst, being deployed at the far end of the six foot table, with every other warband in between.
 
Early game saw everyone make a dash for the portal, with very little intention of fighting each other until they really had to.  The dwarfs encountered a dryad, which they finished off with no problems, as did the Skaven and the Protectorate of Sigmar. My Undead also encountered one and I decided that Dire Wolves should be able to handle it. Fetch! shouted the Vampire and off the dogs went. Unfortunately they fluffed it and were both taken out of action for their troubles, leaving the Vampire to go and sort things out. 
 
Elsewhere on the table the Skaven had finally caught up with the Protectorate of Sigmar and given them a good going over, forcing them to abandon the race for the portal. Everyone else was racing for the portal.
 
Mid game saw an almighty scrap break out in front of the portal as both the Skaven and the Dwarf's tried to force their way through the defenders, and each other.  Casualties were heavy on all sides.
 
When the Undead and the Witch hunters broke cover in the middle of the board the Undead decided to take a few pot shots at the witch hunters pet Halfling, annoyed at the sniping that they have had to endure at the hands of the annoying so and so for the last few games.  Miffed by this the Witch Hunters decided to about turn and attack the undead. In the ensuing fight a couple of undead were felled but a larger number of witch hunters went down, forcing them to withdraw.
 
The undead then decided to let the fight at the portal run its course and went after the Marienburgers as they had also decided that it might be fin to take some shots at the Undead.  The undead managed to see of the Marienburgers but not before suffering another casualty, enough to push them over their break value and forcing tests.
 
At the portal the fight had finished, with the Skaven fleeing the field after some very heavy casualties and the dwarfs forcing their way through the portal, leaving one of their number to his fate at the hands of the big sentient tree.  This left my undead on the field by themselves and they decided to have a bash at the tree, as it was almost down to its last few wounds. I just needed to get across the table without failing a break test. In typical fashion I had a great run of passed tests, making it to within charge range of the big tree, and just before I got to launch my assault I failed my test, fleeing the field.
 
So not a bad game, with my undead seeing of two enemy warbands. I lost a dire wolf and the Necromancer in this engagement, probably finished of by the vampire due to his failure to do anything even remotely useful for the whole campaign.  He really has been absolutely useless, failing to cast a single spell since about game 4.
 
I hired another necromancer, and another zombie to bring my number back up to 15. This time the necromancer has the re-animate spell, which allows him to summon zombies back into the game once they have gone out of action.  Considering the zombies are so slow they hardily ever see any action I don't anticipate getting much more use out of this necromancer either.  The undead spells in Mordheim really are pretty useless.
 
With the campaign running down I have decided to forgo the option to raid anyone so we can go straight to the final chapter, and currently my money is on the dwarf's to take the final game.