Thursday, April 4, 2019

D-Company Big Game Pictures

The Big Game has come and gone and I haven't posted anything about it until now...


The Imperial Defenders used a novel strategy, since they were out numbered in Power Level points they decided that the only game on Friday that made sense to try and win was the one with the War Hound Titan. 

The other three games the Chaos Attackers won easily because they took way more points to those games.

The game on Saturday was a much more balanced game as far as Power Levels per side were concerned because of the Defender's low usage of points on Friday.

With the built in defenses that the defenders had in the Saturday scenario they were able to take the game.

On to the pics:

Friday


















Saturday





































It was a really fun time and I am very happy that everyone played.  Even though my team lost, I liked that the Imperial team was able to use the scenario rules and base a strategy off of that.  We didn't do as good of a job as they did and they ended up winning and fittingly so.

Also I added a new link in the D-Company links section on the right side of my page.  Mike has begun a campaign for the year and he has a new blog which details the campaign.  The blog is Called D-Company Campaigns.

Until next time...

Thursday, January 24, 2019

Last Stand on Doric-AR1 Saturday Big Game rules

The Attackers have pushed back the Imperial defenders into their capital city and they are holding on by a thread.  Will they hold out or will the Attackers crush them?


Map:


Army Construction:

All armies on both sides must be Battle Forged. You cannot have an army of all Marneus Calgars.




Deployment:

The Attackers must deploy all of their units in either of the two red triangular 5' X 18" deployment zones.
NOTE: If the Attackers won the Void Shield Generator scenario on Friday than they may use the Tactical Reserves rules for deployment.

The Defenders must deploy all of their units in the central blue 5' by 8' deployment zone.
NOTE: If the Defenders won the Teleportarium scenario on Friday than they may use the Tactical Reserves rules for deployment.




Table layout:


The green rectangles between the Defender's and the Attacker's Deployment zones are areas filled with craters, tank traps, razor wire and small ruins.

The yellow strips are trenchworks.

The squares with the B's in them are bunkers and the squares with F's in them are the Fortresses. The rules for these units are in the main rules book. Each fortress comes equipped with 4 heavy bolters.

The square with the R in it is the Capital building and central objective of the scenario.

The light brown 5' by 4' rectangle is the city center. This area contains mostly intact buildings which can be destroyed.





First Turn:

If the Attackers win 2 or less games on Friday then the Defenders go first.
If the Attackers win 3 games on Friday they can Seize the Initiative on a 6+
If the Attackers win 4 games on Friday they can Seize the Initiative on a 5+



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Special Rules:


- Emplaced Weapons (The numbers of these may change slightly)
The defenders will have multiple emplaced weapons throughout their deployment zone. These weapons can be fired if the defender has a unit with a model within 1" of them. The model can still fire its own weapons at different units.
6 Earthshaker Emplacements.
6 Lascannon Emplacements
6 Heavy Bolter Emplacements
2 Icarus Lascannon Emplacements
2 Quad Icarus Lascannon Emplacements
4 Dual Earthshaker / Icarus Lascannon Emplacements
Limited Ammo: If the Attackers won the Munitorum Scenario from Friday than before each of the Defender's turns they must roll a die and add the turn number to the die roll. If a 5 is rolled after adding the turn number to the die roll than all of the weapons have run out of ammo and cannot fire for the rest of the game.

- Tank Traps and Razor Wire rules are used from the main rule book.

- The Defenders can not bring any Fortifications.

- Flame Weapons always ignore Cover modifiers.

- Only units with legs and without the TITANIC Keyword can claim or contest objectives.

- Trenches confer +3 to saves and Ruins confer +2 to saves.


- Destructible Buildings in the City Center
In the light brown zone there will be a number of intact or mostly intact buildings.
Each "tall building" will consist of segments that can be destroyed. The Toughness of these sections are 9 and they have 30 wounds each.
Each building that is not one of the "tall buildings" will simply be Toughness 9 with 30 wounds.
Use the rules for Bunkers in the main rulebook for how these would operate.


- Medicae, Mechanicus Facility and Support Vehicles
Any infantry unit within the Medicae Facility at the top of each of the controlling player's turns regains one wound.
Any Vehicle inside the Mechanicus Facility (2 can be in it at a time, TITANIC units cannot use this facility) regains d3 wounds at the top of each of its controlling player's turns.

Support Vehicles

M WS BS S T W A Sv
18" 6+ 6+ 4 5 6 1 5+

Cannot claim or contest objectives.
KEYWORDS: VEHICLE
FACTION KEYWORD: IMPERIUM

There are 2 Ambulances which are Support Vehicles. Any IMPERIUM Infantry unit within 6" of the vehicle gets a 5+ save to ignore each lost wound.

There are 2 Recovery Vehicles which are Support Vehicles . Any IMPERIUM vehicle within 6" of the Recovery Vehicle not including TITANIC units repairs D3 wounds at the top of the controlling player's turn.




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Modified City Fight BattleZone Rules


City Ruins


Unless they can Fly, Vehicles, Monsters and Bikes can only end their move on the ground floor of ruins.

Infantry are assumed to be able to scale walls and traverse through windows, doors and portals readily. These models can therefore move through the floors and walls of a ruin without further impediment unless the particular ruin has specific rules governing its accessibility.

If a model is obscured by 50% or more by ruins then the model receives the +2 to cover.



Height Advantage

A model gains a height advantage whilst occupying the upper levels of a city ruin or building and shooting at a unit that is either at street level or within a lower level of city ruins. To gain a height advantage every model in the target unit must be on levels that are 3” or more below that of the firing model. If a model shoots with a height advantage, the target does not receive any of the benefits of cover.


Streets and Roads

You can move a model an extra 2” if it spends its entire Movement phase on a street or road (move a model and extra 4” if it advances.) This has no effect on units that can Fly.



Fire in the Hole

Re-roll all failed wound rolls made when a model throws a Grenade at a unit on or in ruins. Furthermore, if a Grenade makes a random number of attacks, that Grenade always makes the maximum number of attacks instead.

When a unit fires a Flamer and other flame-type weapons (usually weapons that auto-hit d6 times, are 8” range and are considered flame or chemical-type weapons in the background) at another unit in cover the unit being fired upon receives no benefit for being in cover.



City Fight Strategems


2 CP - Sewer Rats: This stratagem is used just before you set up an Infantry unit during deployment. Instead of setting that unit up on the battlefield, they are infiltrating the city’s sewer system. At the end of any of your Movement phases, you can set up the unit anywhere on the battlefield at street level that is more than 9” from any enemy model and not in a city ruin. NOTE: This Strategem can only be used if your side is able to use Tactical reserves because you won the respective scenario from Friday.

1 CP – Booby Traps: This stratagem is used after both sides have deployed but before the first battle round begins. Secretly nominate a single city ruin to house the Booby traps and write this down – this cannot be a city ruin that is currently occupied by any models. The first time any model, moves into the city ruin, they trigger the Booby Traps and suffer D3 mortal wounds (D6 if they were advancing).  NOTE:  This Strategem can only be used by the Defenders.

1 CP – Death in the Streets: This stratagem can be used when a unit with a height advantage shoots an enemy unit that is entirely at street level and not in cover. You can re-roll all failed hit and wound rolls when resolving shots at that enemy unit.



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Victory Conditions:



The Capital Building is worth 5 Victory Points at the end of the game.

There will be one objective behind each Fortress worth 2 Victory Points at the end of the game.

There will be 4 objectives in the city each worth 1 Victory Point.

If the Attackers have more models in the trenches or closer to the Capital Building than they do in No Man's Land or their Deployment Zones at the end of the game then the Attackers get 2 victory points otherwise the Defenders get 2 Victory Points.







The game will end at 6pm, whatever turn you are on or whatever phase it is doesn't matter. Dice are down at 6pm and a winner is declared. Whichever side has the most Victory Points at 6pm is the winner.

Friday, December 7, 2018

100 PL Iron Warriors Vs Marines Errant City Fight!

Right after the previous battle with the Orks and Salamanders, my good friend Pen Dull showed up.

We then rearranged the battlefield and played a scenario I came up with last week.

We played the scenario using my expanded City Fight rules, which are the basic rules for Cities of Death in the main rule book but with a few minor tweaks.

Any rules that aren't described in my rules are assumed to be described elsewhere in the main rule book, such as obstacles (tank traps and razorwire).

The following rules are possibly the rules we will be using for the Last Stand on Doric-Ar1 Saturday Big Game.


Modified City Fight BattleZone Rules

City Ruins
Unless they can Fly, Vehicles, Monsters and Bikes can only end their move on the ground floor of ruins.
Infantry are assumed to be able to scale walls and traverse through windows, doors and portals readily.  These models can therefore move through the floors and walls of a ruin without further impediment unless the particular ruin has specific rules governing its accessibility.
Infantry that are on or behind a ruin receive the benefit of cover as long as at least 50% of the unit is in or behind the ruins.  Infantry units that do not move in their movement phase may add 2 to their cover save instead of the usual 1 against all shooting attacks.  Non-Infantry units only receive the benefit of cover if at least 50% of the model is actually obscured from the point of view of the firer and is within the ruin. <- big="" font="" game.="" good.="" i="" in="" is="" italicized="" last="" nbsp="" not="" part="" perhaps="" that="" the="" think="" this="" use="" very="" we="" will="">

Height Advantage
A model gains a height advantage whilst occupying the upper levels of a city ruin and shooting at a unit that is either at street level or within a lower level of city ruins.  To gain a height advantage every model in the target unit must be on levels that are 3” or more below that of the firing model.  If a model shoots with a height advantage, the target does not receive any of the benefits of cover.

Streets and Roads
You can move a model an extra 2” if it spends its entire Movement phase on a street or road (move a model and extra 4” if it advances.) This has no effect on units that can Fly.

Fire in the Hole
Re-roll all failed wound rolls made when a model throws a Grenade at a unit on or in ruins.  Furthermore, if a Grenade makes a random number of attacks, that Grenade always makes the maximum number of attacks instead.
When a unit fires a Flamer and other flame-type weapons (usually weapons that auto-hit d6 times, are 8” range and are considered flame or chemical-type weapons in the background) at another unit in cover the unit being fired upon receives no benefit for being in cover.


City Fight Strategems

2 CP - Sewer Rats: This stratagem is used just before you set up an Infantry unit during deployment.  Instead of setting that unit up on the battlefield, they are infiltrating the city’s sewer system.  At the end of any of your Movement phases, you can set up the unit anywhere on the battlefield at street level that is more than 9” from any enemy model and not in a city ruin.

1 CP – Medical Facility: This stratagem is used after both sides have deployed, but before the first battle round begins.  Nominate a single city ruin to house the Medicae Facility.  Roll a dice each time a model loses a wound whilst occupying that city ruin: on a 6, the model has been healed and does not lose the wound.

1 CP – Booby Traps: This stratagem is used after both sides have deployed but before the first battle round begins.  Secretly nominate a single city ruin to house the Booby traps and write this down – this cannot be a city ruin that is currently occupied by any models.  The first time any model, moves into the city ruin, they trigger the Booby Traps and suffer D3 mortal wounds (D6 if they were advancing).

1 CP – Death in the Streets: This stratagem can be used when a unit with a height advantage shoots an enemy unit that is entirely at street level and not in cover.  You can re-roll all failed hit and wound rolls when resolving shots at that enemy unit.

 The Scenario I titled: The Assault on Marluune 3210

Here are the scenario rules:

Deployment:
Note: The Iron Warriors are the Attackers.
Both sides roll off.  The player who rolls highest may choose to deploy their first or second.
Each player alternates deploying one unit until both sides have deployed their entire force.
The players then roll off to determine who goes first, with the winner of the roll choosing who goes first.  Whomever finished deploying first adds 1 to this roll.
The player who was determined to go second may then attempt to Seize the Initiative.


Special Rules:

· The Modified City Fight Battlezone rules are used in this scenario and the battlefield should be heavy ruins.

· The Attacker picks a Ruse Card from the Open War Deck, then the defender picks a random Ruse Card from what remains. 

· Command Bunker: The Defender must deploy a Command Bunker in the center of their Deployment Zone. It uses the rules for Bunkers from the Stronghold Assault Battle Zone.  The Command Bunker uses the Targeting Augur special rules from the Bunker Assault Mission.

· Attack at Dawn: The first turn is shortly before sunrise so every shooting attack suffers a –1 to hit due to low visibility.

Game Length:

At the end of turn 5 roll a die, if a 5+ is rolled the game continues to a final turn 6.

Victory Conditions:

Each ruins within the Defenders Deployment Zone is worth 1 VP to the Defender if it is held at the end of the game or 2 VP for the attacker.  A ruin is held by a player if that player has more models inside it at the end of the game then the opponent.

Each enemy Warlord is worth 2 VP.

The game immediately ends if the Attacker ends one of their turns with an Infantry unit garrisoning the Command Bunker.


The Scenario calls for me to pick a Ruse ahead of time and then for my opponent to pick a random Ruse from the remaining Ruse deck.

 My Ruse

His Ruse


 Here are some pictures from the game.

I forgot to take a picture of the deployment so this is the first turn.  Note, I have already used my ruse to hit his flank. Without the ruses I would have had a difficult time getting to his lines.

My Deployment in my deployment zone.  I have 2 squads of Havocs on the second floor of ruins, one with lascannons and one with missile launchers. 

He begins to deal with my "outflankers".

 A view of the whole board on turn 1.

One of my marine squads is gone after his first turn.

His reserves arrive in a drop pod.

 I respond with a marine unit jumping out of a rhino to fire on the drop-podders.

My cultists scuttle through some ruins, trying to remain in cover.

Another squad of Cultists and the reaction squad of Marines.

 I eventually destroy the drop pod and my forces advance.

 Obliterators versus Terminators.

His firepower is still impressive.

My Sorceror tries to cast some powers.

 After a successful round of shooting the terminators are eliminated and I control most of the board.

At the end of the game I control more ruins than he does.

We had a great game.  It was fun trying out those modified city fight rules.  I think the scenario was also pretty fun. I ended up winning because I controlled more buildings than he did.

I just found out that new city fight rules will soon be released so I will look at those and possibly use them straight out of the box for the big game.  Only time will tell.

This weekend I have a Space Marine and Inquisition VS Orks matchup and next Thursday I will be back to playing Necromunda!

I will try and take some pictures of those events.

Until next time....