Wednesday, 26 August 2020

WIP - Deathwatch Primaris

 So after the last game of Kill Team Steedo said he needed some Primaris marines to back up his Deathwatch. So we got some marines between us. 

Current work in progress of Steedo Primaris Deathwatch. 

So a Reiver with pistol and knife, an Interces sor Sergeant with Bolt rife and Power-sword and an Intercessor with Stalker Bolt rifle. 
Still some filling to do and then paint. 
I am also butchering some easy build Reivers and Intercessors for my Argonauts chapter. 

Morts


New game! Debunked!

 So the second of my kickstarters arrived (it was supposed to be around Christmas 2019).

The box is very nice. 

As are the cards. With useful educational information on them.


I sort of wish I had got some of the posters for this (still might do). 
Managed to get the better half to play an open hands game as well - the rules are clear and easy to follow (the god mode might be tough as you have to work out the fallacies to play rather than looking at the caruds). Playing time is fairly quick - which is a bonus. 
Looking forward to playing it properly - a little filler which I think that Snake-eyes will like as it will allow him to use that Philosophy degree!

Morts

Thursday, 13 August 2020

Kill Team - Rematch!

 So the continuing preparation (learning the rules) for DK Uber buffed Gene-stealers/Tyranid Kill Team, we matched up my Primaris Argonauts team against Steedo’s Deathwatch again. We played the same scenario - Sweep and Clear. We both wanted to use command points more effectively.

Would it be yet another win for the Deathwatch and poor rolling from me ....

We played in a ruined environment this time and set up as below. Very similar set up for me with Intercessors holding a flank, planning to gun down the Deathwatch before they get into melee, and the Reivers trying to take the other flank. I think Steedo had a similar set up to last time, but made a decision to fight in a different way.

The first moves - an unsupported rush from a Deathwatch member - drew plenty of fire but no damage. In fact very little damage was done (if any) in the first turn. Just setting up for the next turn.


Turn 2 - A member of the Deathwatch fall to the Auxillery Grenade Launcher - nice bit of kit. The Reivers charge the lone Deathwatch - but in the face of 5 wounds Steedo saved the lot! So the melee would continue for turn 3. I was spending my CP on the Intercessor and Reiver cards, which was causing Steedo to spend some of his in rerolls.


Turn 3 - saw the Intercessor Sergeant charge into to support the Reivers - another hand full of dice to throw, this time they were successful in putting the Deathwatch down. The shooting phase wounded 2 of the Intercessors (but the 2 wounds the Primaris have meant no rolls on the injury table), unfortunately the Deathwatch suffered a flesh wound from the Stalker Bolt Rifle. This meant that Steedo had to roll to see if the team was broken - 9 or less and he rolled 10. The Deathwatch were broken and now would lose the game at the end of turn 4 (victory conditions for the scenario were game were victory to an unbroken team at the end of turn 4), unless Steedo could pull off some magic!

Turn 4 - saw Steedo roll 11 for initiative, but I rolled a 12 (the dice gods were with me). My move was to consolidate my position by charging the Deathwatch melee specialist with my leader and Reivers - all failed to reach the target! So I had to send in an Intercessor to block him. Unfortunately for Steedo his leader also failed get the required charge distance either. The shooting phase saw the Stalker Bolt Rifle put out of action another member of the Deathwatch. Then the melee - and the intercessors "piled in" and overwhelmed the Zealot! 

The final scores on the doors were 4 Deathwatch Out of Action and 3 wounds on the Primaris. This was a complete reverse of the previous game (and rather nice to splat the Deathwatch at last). The dice gods did seem to favour me this game .... the great cosmic balance restored.

A couple of things we need to look at - the "pile in" rule and the order of fighting in melee - I think that perhaps Steedo's marines should have got to fight back after being charged. Also I don't think we are getting enough Command Points (we only seem to generate 2 points a turn).

The 2 wounds on the Primaris did seem to give then an advantage in this game (and did to some degree in the last one). Steedo has decided that a Reiver and Intercessor would be good additions to his team - so I think we are going to getting some between us (on the Argonauts post I said i wouldn't mind a couple more Reivers and Intercessors). I soon be on my way to a mini army! I also want some for Sicarians and a couple of Skitarii for the Mechanicus Kill Team.


Morts


Saturday, 8 August 2020

Kill Team - Home made cards

 So after the last game I’d Kill Team I thought that I should get cards for the Space Marines and Imperial Guard factions I have painted up. 

Being a tight wad I decided if I could find so online to use ... and I did here http://zanfire.blogspot.com/2018/10/kill-team-all-universal-and-faction.html?m=1

Nice cards - but no backs so a little google-fu and I found a suitable image to put into a MS Word table, so I could make the backs.

I put a green border around the image for the Imperial Guard (to differentiate from the Space Marines) and I included the Universal tactics in both sets. The only thing lacking was I could get specialist cards - so they will be on a list. Hopefully this means that the factions can be used by someone else with little difficulty. 

Morts 



Thursday, 6 August 2020

Wizards and stuff for Kings of War

 So I managed to finish off a couple of wizard types for the Kings of War elf and dwarf armies (obviously they can be used for Oathmark as well). Both are Reaper Bones (the elf is the harder black bones and the dwarf is the original white stuff). 


They just need some varnish and the bases to be finished off - then into battle. 
I have also started jiggering about with the Vendal dwarfs I picked up awhile ago and factoring them into the army - nine to paint. 

I did complete a mass basing exercise a couple of days ago - some more peasants for SAGA or Kings of War, the earth elementals and some Orcs. With the Orcs I did start thinking... should I sell these? Space is still at a premium and I haven’t gamed much for a while... 

Morts

Sunday, 2 August 2020

Kill Team - a practice game

I haven’t post much recently - been busy doing other stuff, such is life. However DK has just purchased his own copy of the Kill Team rules so Steedo and I felt we better have a re run through the rules before we face DK’s buffed Genestealer Cultists (and Snake-eyes improved Drukari). So with very little planning we set up the first matched play scenario from the book - Sweep and Clear in think it is called (obviously I could look it up in the book but it is not to hand). It was Steedo’s Deathwatch versus my Primaris Marines (my Adeptus Machanicus have already lost to the Deathwatch so I thought I would see if I could do any better with the Space Marines). 
We set up and remembered the scouting phase - where I was able to take a successful shot on one of the Deathwatch, getting a flesh wound. 

Starting positions.

First moves - trying to go around the flanks (the Deathwatch are after the San Miguel!).

The first turn was the the only turn I managed to win initiative - so I rushed the Reivers and Sergeant forward to take the Deathwatch in the flank, using the Intercessors to provide cover fire. Steedo has a similar strategy on the other flank. Unfortunately for me the Deathwatch put out of action my communication marine. 

The next couple of turns were pretty indecisive  - with cap wasted on rerolls rather than some of the rather good effects that they can bring - this was mainly down to some appalling dice rolls on my part (managing to roll less than three on a number of occasions with more than one dice) - I managed a few hits, but these were saved or didn’t result in Out of Action, just flesh wounds. Steedo was pushing forward to sit on the objectives, my plan was to break his team by the end of the 4th turn for the win. I had taken the risk of flesh wounds on a couple of intercessors rather than re-rolling dice. 

The Deathwatch leader heads to a objective marker.

Into the final turn and there was all to play for. Steedo’s Deathwatch were in a winning position by virtue of having a man on an objective marker. To be fair it went rather well for me two of the Deathwatch taken out of action in melee and 2 of the remaining three with flash wounds. Of my remaining 5 marines I had 3 with flesh wounds. We would both be taking a morale test - Steedo needed to roll 9 or less and I needed to roll 8 or less. If we managed it we would play another turn on a roll of 3+. 

Some success in the Deathwatch deployment zone.

The Deathwatch in the Primaris deployment zones.

So make it or break (literally) rolls were made: Deathwatch roll an 8, so pass .... I roll a 9 so the Primaris marines break! I certainly felt the dice gods were against me .... a pass and we would have had to check for shaken, and that could have changed the game. A another straight win for the Deathwatch we didn’t need to worry about victory points as a my team broke at the end of the 4th turn. However the scores at this point were 4 (1 objective 3pts and 1 OOA) to the Deathwatch and 2 (2 OOA) to the Argonauts.  



Another loss to the Deathwatch, they gave the Machcanicus a slapping last time too, this was a closer game with poor dice for me. I think that I wasn’t that far from a win. What we both need to do is get better at using the command points and picking the right tactic to use with them. 

An enjoyable evening of gaming. 

Morts