Wednesday, February 15, 2017

D-Company 40K BIG GAME 2017 Coverage Part 1

This past weekend my gaming group, D-Company, just had our annual BIG GAME!!

We had at one point during the weekend 28 people playing in the same room at the same time!

Here are some pics of the tables and armies:













The format this year was different from past years.  Basically the year leading up to this Big Game was a massive campaign.  There was a map where three different factions fought each other for control throughout the year and by the Big Game it was the final showdown.

The organizers of the Big Game also made the campaign happen.  At the Big Game they had 9 tables set up with different themes.  They created matchups for two or three games per player ahead of time that would be played on a specific table.  These matchups did not have mission rules or point sizes.  The organizers recommended several point sizes before the big game but it was up to the players themselves to determine the size of their games.

As long as each person played at least three games over the weekend then they had fulfilled their obligation to the big game.

This is a departure from the past where we always tried to get everyone on one table playing in one gigantic game.

My Thoughts:

POSITIVES:

It was nice to be able to play more than one game and to complete each game I played.  In the past many times the big game would not go beyond 5, or 4 or even three turns.

I liked that they gave size recommendations (5,000; 3,500 and 3000pts per player) and then also set up certain matchups.

I liked the Skulls.  When you killed an enemy Warlord you would get a plastic skull about an inch in diameter at the end the person with the most skulls got a prize.  (I ended up with 4 after starting with three and I played 3 games.)

The hotel was fantastic.  It was clean it wasn't very expensive the room was large and well-lit.  The hotel staff were nice and they wanted us there.

We had a fish fry on Friday and pizza on Saturday catered by the hotel.  We also had a bar and bartender in the gaming room on Saturday.  I liked the fish fry so much I had it in the hotel restaurant again on Saturday night.  The bartender made a great Old Fashioned so I had two and tipped him well.

NEGATIVES:

I wish the organizers would have scheduled more than two games.  I had some difficulty determining who I was going to play for my final game.  In the end it worked out well but I like structure probably more than I should sometimes.

I set up a projector and screen so we could watch sci fi and fantasy movies during the game.  The projector I brought wasn't very bright and its built-in speakers were not very good and blew out after the first movie.  Next year I will do better if we do it again.  I will bring separate speakers and hopefully a brighter projector.

The food and drinks were a bit on the high side but not too bad.  I have spent more for a mix drink in the past but I still felt some of the prices were a bit too much.

The special mission cards were too specialized and didn't really reflect the type of situation the Big Game was this year.  Since we had already come up with our own scenario for the missions we played, the additional missions  (which doubled as report cards for the missions) just added a layer of complexity to reporting that was unnecessary IMHO.

The Big Game is actually no longer a Big Game.  If everyone was playing in one game then it would be a Big Game.  It is more of an event, or a Narrative Event Weekend.  


Wrap up:

Overall the Big Game was a success I think.  It allowed people to play multiple games and really interact with the rest of the group on their downtown when in the past it wasn't always possible because so much was going on and people's breaks never lined up with certain people.

I enjoyed it and I am excited for next year's Big Game.

My next post will be all about my first game from the weekend.  It was 10,000pts per side. It was EPIC!!

Until next time...

Thursday, February 2, 2017

Big Game 2017 Preparation

Well the Big Game is tomorrow and I figured I might as well post something about my prep work for it.

I have 3 games scheduled, a big 10,000 pt per side game tomorrow at noon and two smaller games of 4,000 per side on Saturday.

I created the scenarios for the first two games and I will post them here.  (These may or may not be the final scenarios because I will discuss them more with my opponents on the day of the game to make sure we are playing the game we want to play.)

Scenario 1 (FRI noon):

Imperial Vs Traitor Legions 5000pts per player in the Jungles of Doric-Ar1

The Story:

The Traitor forces of the Iron Warriors and the Sons of Horus have joined up to take the offensive against the Imperials in the strategically important Jungles of Doric-Ar1.  By capturing the Jungle the Traitor Legiones Astartes will be able to advance into the Imperial held sectors to push the attack and potentially end the war.

The Forces:

Horus and Perturabo, Primarchs of The Sons of Horus and the Iron Warriors respectively, have chosen to personally lead their forces against the combined might of the Astra Millitarum, Legiones Titanticus and various other Imperial Adeptus in the deep jungles.

The Mission Overview:

Capture tactical objectives and survive.  There will be victory points awarded for killing warlords, super-heavys, Primarchs, Lords Of War and units.  Victory points will also be awarded for capturing tactical objectives and deployment zones and for first turn kills and secret objectives.

Victory Points:

Victory Points will be awarded per player or per side so that at the end of the game each player adds up their points and, the player with the most points gets bragging rights for winning the scenario.  The side with the most victory points of it two players added up wins the scenario for their team.

First Kill: Each player that completely destroys a unit on their first turn will receive 1 victory point.

Attrition: The side that killed the most units at the end of the game gets 1 victory point.

Dominion Objectives: At the start of each player's turn they gain 1 victory point for each tactical objective they control.  These points are kept even if that objective is lost later in the game.

Slay the Warlord: The player that kills an enemy Warlord gets D3 victory points rolled for when they kill the Warlord.

The Price of Failure: The player that kills an enemy Lord of War gets 2 victory points.  (This means that if a Primarch is killed that player probably gets 2 + D3 victory points for that Primarch because it is both a Lord Of War and a Warlord potentially.)

Command and Control: Each player gets 1 point at the end of the game if they have 3 or more units in the opponents deployment zone.  Each player gets 1 point if they have 3 or more units in the no mans zone at the end of the game.  Each side gets 2 points if there are no enemy units in their own deployment zone at the end of the game.

Secret Objective: Each player writes down on a piece of paper before the game starts (right after deployment is done) a secret objective they will try and accomplish by the end of the game.   This must be something pretty big and substantial like killing a titan or having all of your troops in the enemy deployment zone at the end of the game.  At the end of the game the secret objectives are revealed to everyone else, if anyone deems the secret objective of another player is not substantial enough then they don't get the points.  This objective is worth 5 points to each player who succeeds in their secret objective.

Deployment Map:

Roll a d6 before deployment and reroll if a 5 is rolled.  This will determine deployment map.  Use pages 114 and 115 of "The Horus Heresy: Legiones Astartes Age of Darkness Army List" to determine which deployment map you will use.  Reroll the 5 result because the Ambush deployment is not very easy to pull off with a board this big and armies this size.

Tactical Objectives:

After the Deployment Map is determined each player rolls a d3, add up the rolls and this is the number of tactical objectives.  Each side rolls a d6 the side who rolls highest places the first tactical objective marker, each side alternates placing markers until they are all placed.

Scoring Units:

Use the Warhammer 40k definition for scoring units.

First Turn and deployment:

After rolling for Deployment Map each side rolls a d6 whoever rolls highest chooses to go first or second and will deploy their entire army first followed by the other side. Reserves are allowed as normal.  Seize the initiative is allowed as normal.

Mission Length:

Standard Random Game Length after 5.


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Scenario 2 (Saturday 10:30am):


Story:

After pushing through the Jungle the day before Perturabo and his Iron Warriors have reached the city.  To ensure a Traitor victory the Imperial held city must fall!

The Mechanicum and Blood Angels await the Iron Warriors within New Jack City, they are dug in and ready to defend what is theirs.  Perturabo has hatched a plan, however to capture the city center and claim it for his own!

The Mission Overview:

By capturing quadrants and buildings the Iron Warriors can take the Imperial held city.  This won't be easy, however, because the Imperials were there first and they already control the majority of the city.

Victory Points:

Victory points will be awarded per side for accomplishing the following goals (whichever side scores the most victory points by the end of the game wins):

Quadrants: If at the end of the game your side controls your beginning quadrant your side gets 3 victory points.  If you control a quadrant that was unoccupied at the beginning of the game at the end of the game then your side gets 4 victory points.  If you control the opponents beginning quadrant at the end of the game your side get 5 victory points.

Buildings: At the end of each player turn if that player controls a building their side gets 1 victory point.  These points remain even if the opposing side captures the building later in the game.

Slay the Warlord: The player that kills an enemy Warlord gets 1 victory point.

The Price of Failure: The player that kills an enemy Lord of War gets 2 victory points. (This means that if a Primarch is killed that player probably gets 3 victory points for that Primarch because it is both a Lord Of War and a Warlord potentially.)

Deployment Map:

Search And Destroy (opposing Quandrants): See page 114 in "The Horus Heresy: Legiones Astartes Age of Darkness Army List" for the map.

Scoring Units and taking Buildings/Quadrants:
Use the Warhammer 40k definition for scoring units.  To control a Building/Quadrant there must not be any opposing units in that Building or Quadrant at the time when it is scored (ie. at end of player turn for buildings and at the end of the game for quadrants.)

First Turn and deployment:
Each side rolls a d6, whoever rolls highest picks their deployment zone.  The opposing side gets the opposite zone.
Then roll off again.  The Imperials get +2 on their roll (This represents the Imperials having home-field advantage).  Whoever rolls highest may choose to go first or second.  If they choose to go first then they also deploy their entire army first then the opposing side deploys their entire army.
Seize the Initiative: If the Iron Warriors are rolling to Seize the Inititave then they add +1 to their roll. (This represents the Iron Warriors being the attackers.)

Mission Length:
The game lasts for 6 turns.


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I have also been working on new models including the Iron Circle, terminators and basilisks.

Hopefully I will have pics of them tomorrow or later today and I will post at least one more post with pics from the Big Game.

Until next time....

Monday, November 7, 2016

What-Khan (RockCon) 2016 3000 Point Bat Rep

At RockCon this past weekend I was able to play my friend PenDull and his Marines Errant and Imperial Guard.

I played 40k Iron Warriors and Traitor Guard from Imperial Armour Volume 13.

It was a 3000 point game.

This game was a continuation of a story line started two D-Company Big Games ago.  Two Big Game's ago, The Iron Warriors lay siege to an Imperial fortress manned by the Marines Errant.

The Iron Warriors were after the Gene Seed that the Marines Errant were guarding but unbeknownst to the Iron Warriors, a Rogue Trader by the name of Miguel Quasar happened to be present in the fortress.  During the Siege he betrayed his hosts, the Marines Errant, and joined the forces of the Iron Warriors.  The only reason Iron Warriors Lord Boroth didn't execute him on the spot was that Miguel convinced him that he knew where more Gene Seed was located.

Miguel was then taken by the Iron Warrior fleet when they left the Siege.

Now Miguel has been kidnapped by Bounty Hunters and Iron Warrior Sorceror Melkor has been sent to retrieve him.


Immediately the traitor guardsmen and their mutants move forward.


Closing in fast, the bounty hunters start firing on the guardsmen.


The Marines Errant drop pod comes crashing down behind enemy lines.


The Deredeo Dreadnought fires across the battlefield and destroys a basilisk!


The Marines Errant's armour is moving to flank the traitors on both the left and right side, but the the reinforcements have arrived in the form of corrupted Leman Russ Battle Tanks and the mighty Malcador!


Storm Troopers deep strike in to assist the Marines Errant.


The Ogryn Berzerkers and their Hounds are locked in a bloody fight with Space Marines.


Most of the Bounty Hunters have been killed and Miguel's command squad races up to try and collect him.


The reserves make a bloody mess of a small scout squad.


Land Speeders attempt to destroy the remaining Basilisk but have no luck in hitting it.


Almost to Miguel Quasar!


Sorceror Melkor's Rhino transport is destroyed and he disembarks.


A squad of Raptors drops in and moves behind a wrecked rhino ready to pounce at their next opportunity.


The Honour Guard disembark from their Land Raider and prepare to charge the Ogryns.


Only one Ogryn remains after the combat.


The Razorback is destroyed and the marines inside of it soon will be also.


Melkor Challenges the Storm Troopers.


The Honour Guard finishes off the last Ogryn.


The loyal guard takes custody of the Rogue Trader Miguel Quasar.


The Hellhound rumbles up and blasts the Mutants.


The combined firepower of the Storm Troopers and the land speeders leaves Melkor alone.


Miguel is taken!


This has been a bloody battle!


A final push with Iron Warrior Space Marines attempt to take Miguel.


The Leman Russ fires!


The Marines Errant Honour Guard charges into an over-matched traitor guard squad.


They leave only bodies in their wake.


The traitors try to close with the Rogue Trader.


The Land Raider moves to block the traitors.


The Marines Errant Forge Lord and his servitors take Miguel.



The game ends and Miguel Quasar is back in the Imperium's custody.  The Iron Warrior's were dealt a blow today but all is not lost and their revenge shall come!

Until next time.....

Tuesday, August 16, 2016

D-Company 2016 Campaign Battle #4: Iron Warriors and Night Lords VS Orks and Eldar

Warsmith Martok received a communique from the Night Lords.

Sevatar sent through a coded message to Iron Warrior command requesting aid putting down an alliance between the Orks and the Eldar in an industrial district on the western side of the central continent on DORIC-ar1.

Martok decided that it would be in his best interest for future relations between the two Legions if he would go personally and assist in putting down the Xenos threat.

The Deployment

The Night Lords Raptors and a large contingent of Iron Warriors advance on their left flank towards the main thrust of the Orks.

The tires have been collected by the Ork Warboss Orkamungus for years.

On the right flank, the Iron Warriors tactical squad advances up a hill along with a Night Lords tactical squad.

An old, destroyed Chimera holds an objective.

The Night Lords' Sicaran Venator tank destroyer lives up to its name, firing on and destroying an Ork Battlewagon before it can leave its deployment zone.

The Land Raider lends fire support to the Sicaran.

The Night Lords use their Terror Assault to drop pod in behind enemy lines with to Terror Squads.

The Night Lords unleash hell behind enemy lines.

The Orks begin their advance with a Trukk taking the lead.  The Ork Lootas also begin firing their huge and strange guns at the Iron Warriors.


After the Night Lords' Terror Squads did their damage, the Eldar move in to kill off the Legionaires.


The Iron Warrior Tactical Squad rapid fires their bolters, destroying the Ork Trukk.  The bewildered Orks exit the Trukk only to then get promptly assaulted by the same Iron Warrior Squad.

The Iron Warriors' Rite of War, 'Hammer of Olympia' allows them to assault after rapid firing.

Combining fire from the Firestorm Redoubt's Lascannons, the Land Raider's Lascannons, and the Dreadnought's Lascannons, an Ork Trukk and its passengers are eliminated in one bright flash of Laser fire.


On the right flank, a large Iron Warrior Tactical Squad moves onto an Objective.


Meanwhile on the left flank, after another drop pod of the Night Lords lands and eliminates the Lootas in one hail of Bolter fire, the Eldar flyers zoom onto the battlefield unleashing hell.


A Night Lords Atramentar Terminator squad materializes out of thin air and attempt to take down the Wraith Knight.  It is none too pleased being shot at.


The Battlewagon driving up the Iron Warriors left flank explodes after the Sicaran Venator fires at it.  The rest of the Iron Warrior's battle line moves to form a semi-circle around the Orks that pile out of the Battlewagon.

The Night Lords' Lightning Strike Fighter also enters the battle and begins its pursuit of the Eldar flyers.

The huge Ork Nob squad from the destroyed Battlewagon charges the Sicaran and destroys it.

What the Orks fail to realize is that they have just stepped into a trap.  The Iron Warriors surround the Nobz squad and prepare to pepper them with fire from all angles.

The Iron Warriors converge on the Nobz and Orkamungus.

Orkamungus survives the massive amounts of shooting and charges Warsmith Martok.

The Iron Warriors led by Martok, who would eventually slay Orkamungus, then cleaned up the left flank of the battlefield and eliminated all but 2 Orks.  

Virtually no Orks remain.

While the Iron Warriors had been successful in eliminating the Ork threat, on the other side of the battle, the Night Lords had not been as lucky.

Most of the Night Lords are dead or wounded.

When the smoke had cleared the Iron Warriors and the Eldar were left.  Each force had performed well and Martok acknowledged the efficiency of the Xenos that day.  He would not bow to them but also would not stick around to see them engage his forces full-on.

The Ork-Eldar Xenos alliance had won the day, albeit with extreme casualties on both sides.


Martok would not forget this day and he would vow vengeance upon the Greenskin.