Showing posts with label An Actual Wargame. Show all posts
Showing posts with label An Actual Wargame. Show all posts

Tuesday, 22 July 2025

Somewhere In Clan Jade Falcon Space...

Tonight P and I went to visit our friend C and his wife L, and C and I took advantage of being in the same place as each other for the first time in a while played a game of Battletech: Alpha Strike. A 500 point game saw a company of his Davion Guards go up against a binary of my Jade Falcon Falcon Guards. We actually played a scenario from the Alpha Strike Commander's Edition rulebook - Hold The Line. I ended up as defender, and had to stop his mechs from exiting my board edge. It turned out to be quite a challenging mission for me, and his two Hunchback -4SPs were absolute monsters. 

Deployment: C about to move his Assault Lance up towards the Jade Falcon defensive line.

End of Turn 1: The Davions have lost a Nightstar and a Phoenix Hawk, while the Falcons have lost a Turkina (with the Skill 2 Star Colonel in it!) thanks to the Assault Lance and the Kingfisher thanks to the Hunchbacks

End Turn 2: the survivors of the Command Star have spread out but the Dire Wolf fell victim to the Hunchbacks while the Kit Fox fell to the Falcon Ebon Jaguar. Damage was scattered around the Thunderbolt, a Thunderhawk, and one of the Phoenix Hawks

End Turn 3: The Command Star has been utterly destroyed, while the Fire Star has lost its Mist Lynx. The Adder has begun to demonstrate its charmed life, with all the shots going towards it missing. In return the Falcons have downed a Thunderhawk, the Thunderbolt, and a second Phoenix Hawk

End Turn 4: The writing is on the wall for the Falcon Guards - they have been reduced to just the Ebon Jaguar and the now armourless Adder! But perhaps one more turn is in order before they concede

End Turn 5, End Game: The losses have been brutal on both sides. The last gasp of the Falcons sees them destroy the Ceasar for the loss of the Ebon Jaguar. The Adder, in what can only be the result of sheer good fortune, remains standing! Only five of the Davion machines remain, but the ratio of 7 IS mechs to 9 Clan is not a good one - dezgra!

 Strictly speaking the result was a draw - C got 500 VP for the surviving machines, and I got 500 VP for reducing his force below half strength - but that's just a technicality. I got my behind well and truly handed to me, and I have a newfound healthy respect for the Hunchback. Especially when they have Speed Demon and are moving at 10" a turn! Overall I think that the scenario didn't favour me - I had an advantage at range, but couldn't make use of it: we were in short range by turn 1 and never fired a long range shot all game. However I have to hand it to C, he played well and exploited success. Next time, spheroids!

Monday, 15 February 2016

Redefining "Pyrrhic Victory".

So that scenario I mentioned yesterday? Well, I won. Just. I achieved my Primary and Tertiary Objectives (12VP) and S achieved his Secondary and Tertiary Objectives (9VP). However, the slaughter was exceptionally great, and I think my losses were so catastrophic as to basically redefine the concept of a Pyrrhic Victory. I shall let the photos tell the story:

My extreme left flank, held by a platoon of renegade militia and home to what I naively thought would be a 'fast strike force' of daemons, a daemon prince, and some Chaos Marine bikers.

My centre-left flank; heavy hitting war machines, a throwaway unit of beastmen, and some angry close combat troops. Plus my Chaos Space Marine reserve.

 The Fortress of Chaos; home to Abbadon, his Terminator Chosen bodyguard, my Chaos Lord and his Terminator Chosen bodyguard, with extra protection from 8 Plague Marines and a fearsome mob of Bezerkers. There was a Strategic Asset that gave every Chaos Space Marine (and Chaos Daemon) unit within 12" of the building a +1 to their INV save, which was quite nice, so I took that. (Chaos Altar).

Centre-right flank; Daemons galore! Note the Rhinos ready to be used as 'gates' to close off the streets after the tide of daemons and cultists pour through.

Extreme right flank; a mix of Slaanesh-identifying Marines, some daemonettes, and a shedload of cultists, plus a Leman Russ. You can see the Rhino-doors better here.

 The Arch-Fiend Himself, S, deploying his reinforced company of Angels Sanguine (Blood Angels). Each squad is named after a ship present at Jutland, and the characters are all named after Royal Navy officers from the battle. So 'Dante' is Jellicoe, etc.

 Angels Sanguine right flank...

 ...and again, with lots of units in Rhinos and Razorbacks.

 The Reserve. Oh good gods these bloody Jump Troops... about 70 figures, not to mention the normal chaps embarked in various APC/AIFVs!

 Start of Turn 2 - The Jump Troops Arrive. All at once. Thanks to a re-rollable 3+ reserve roll (courtesy of the Damocles command rhino).

 So I did have some war engines. They all died. Eventually. The Blood Slaughterers at least managed to destroy a Predator before being blown up, and the walking death robot thing just beyond the destroyed Defiler killed a couple of Marines before dying to Dreadnought and multi-melta fire.

End of my Turn Two I believe. See those cultists and Noise Marines and Plaguebearers?  Most of them will die next turn thanks to orbit-to-surface weaponry.

The Death Company Dreadnought had in the Marine Turn Two Assault Phase spectacularly failed to kill any cultists at all in close combat after charging them, forcing the Terminators of Squad Colossus to get stuck in. My sorceror killed two of them with a sorcerous beam power slightly later (and he survived the game, possibly MVP for me).

Turn two. The Exterminator didn't survive the Sanguine shooting phase...

After the Marine Assault Phase, Turn Two. Turn Two. I did have a left flank. Now I have an endless plain of dead.

The valiant renegade militia command unit, which was the only unit on my left flank to inflict any casualties on the Jump Troop Company after it landed - two to meltas, one to the officer's plasma pistol, and one to a laspistol shot, plus one in close combat. Platoon strength: 50. Casualties caused: 5. Casualties taken: 50. Hey, that's about right! Space Marines are meant to be worth ten ordinary men, after all! 

The Jump Troop Company (which is basically what it is) having consolidated, ready for a drive (too late as it turned out) on Abbadon.

 My right flank at the start of my Turn 3 Assault Phase. The Daemonettes turned out to be useless in close combat (what happened to their rending claws!?) and were all killed for no loss. Note lack of Cultists. They were peasants and worthless anyway! What I mean is, I chose the Turn 3 Shooting Phase to use several Orbital Bombardment Strategic Assets. I dropped three (three!) orbital strikes on the Death Company, killing all bar five (including 'Lemartes' and 'Astorath')... and also my Bloodcrusher Juggernaught cavalry, who died in a scatter. Oh, and then the Marines got an orbital strike which (of course) hit perfectly and obliterated lots and lots of stuff from this bit of my army. Bye bye Noise Marines, for example...

The Final Push during Marine Turn 4...

...and the 'Counter-Attack' - the Chosen were shot to death and butchered before doing anything, the Bezerkers hacked down without being able to respond, and the Chaos Marines on the walkway at least managed to last two rounds of combat and kill a Space Marine.

Pictures pictures pictures words words words. End result, I won, it was a bloody slaughter, I came off much worse than the Angels Sanguine, having at the end about 6 or 7 units and a handful of characters still alive. Other interesting moments included:

The Vindicare Assassin that missed two of four shots and only inflicted one wound,
Both my Defilers and a Blood Slaughterer being immobilised in Turn One before they'd even moved,
Abbadon hiding for the entire game (mwahahahaha),
Chaos Havocs failing to damage anything at all all game (12 shots over the course of the game - they either missed or failed to glance their targets),
the usual healthy interest from children younger than most of S's models,
and my personal favourite;
Chaos Sorceror stands 1" away from a Land Raider and rolls 13 on 8+2d6 for armour penetration.13!! ARRRGH! On the last turn of the game as well! Bah humbug. Oh well.

Sorry about the pics being all wonky, they shouldn't be. Blogspot is weird sometimes.

Sunday, 14 February 2016

Apocalypse: Spiral Prime

Tonight, my friend S is coming up from Kent to prepare for a trip to Nottingham and Warhammer World tomorrow. Why? Well, we're going to have our annual(ish) Apocalypse game. This time, his Angels Sanguine and some of his Chaos Space Marines will be there, along with my Iron Warriors.

I get Scenario Writing Duty for these things, so here, then, is the scenario we will be playing tomorrow:

Hive Spyral Prime - ASSASSINATION!


Imperial Forces Briefing:
Abbadon the Despoiler has been positively identified as being present in the ruined hive of Spiral Prime. A small task force of Astartes has a chance to strike against him, removing a major threat to the continued existence and stability of the Imperium. This objective must be achieved at all costs.

Primary Objective:
Eliminate Abbadon.
Abbadon must be reduced to 0 wounds and removed from play before the end of Turn 4. This can be achieved by any means. (9VP)

Secondary Objective:
Destroy at least 50% of the enemy force.
Completely destroy at least half of the enemy’s total number of units. (6VP)

Tertiary Objective:
Ensure your commander remains alive.
At the end of Turn 4, your commander must have at least 1 wound remaining. (3VP)


Chaos Forces Briefing:
Abbadon, Chosen of the Gods, has arranged a meeting with a force of Iron Warriors in order to negotiate their support during the next phase of his Black Crusade. It is imperative that you ensure that Abbadon’s security is maintained.

Primary Objective:
Ensure that Abbadon remains alive throughout the negotiations.
At the end of Turn 4, Abbadon must have at least 1 wound remaining. (9VP)

Secondary Objective:
Ensure that any attacking force is destroyed to allow Abbadon and the other dignitaries to escape.
Completely destroy at least half of the enemy’s total number of units. (6VP)


Tertiary Objective:
Make sure that the Iron Warriors are still in a position to aid Abbadon afterwards.
At the end of Turn 4, the Iron Warrior commander must have at least 1 wound remaining OR at least half the Iron Warrior units must be at or above half strength. (3VP)

This is the battleground. I'm looking forwards to the battle - expect photos!