Really?
See Days 1-3 for more.
Here's a post from last week that covers some of this ground as well.
Hers's another post on "back when" as well.
Tuesday, August 5, 2014
Deadlands - Return of the Clampett Gang!
For now though, we have a brief stop in Andover to change crews and take on water and coal. To pass the time our heroes (gunslinger Will Treaty (Blaster), huckster Isaac O'Hardy (Red), and new scientist Doc Lightning (Who)) stop in at the saloon after the mad scientist stops in at the general store and buys some "junk". Conversation at the sparsely-populated bar reveals nothing of interest locally and the boys are resigned to drinking to pass the time.
A shout from the street brings rouses the bored patrons. There is a group walking towards the town from the north, and as someone recognizes them - "It's the Clampett Gang!" - doors and shutters start slamming as the well-known local criminals make their approach. The gang hasn't been seen in these parts for months but their reputation does not seem diminished. The sheriff is not in town as he rode out to deal with trouble on a farm this morning and hasn't made it back. As the other townsfolk run for cover our heroes are perfectly fine taking on the gang.
Will Treaty calls out that they know who the gang is and the town doesn't want any trouble. The criminals continue to approach without making a response.
Isaac calls out that the gang needs to stop at the edge of town. The criminals continue to approach.
Will fires a rifle shot over their heads as a warning. Nothing changes.
Doc Lightning charges up his lightning gun and moves to a better position, grinning.
As the gang closes in, it looks like the biggest member, Jethro, is in the lead, along with the sharpshooter Ellie May. Jed, shotgun man and the leader, and Granny, his adviser, are behind them. Drysdale, the knife specialist, and Hathaway, the pistoleer are spreading out to the flanks. Our heroes take cover and prepare to fire and note an odd, shuffling gait to the intruders.
Then Doc Lightning rushes from cover, closes in on Ellie May, and realizes she does not really match the tales of her comliness, what with the oddly colored skin, open wounds, and groaning sounds coming from her mouth instead of speech. He unleashes the power of the lightning gun on her as she raises her pistol and puts an end to whatever problems she is having.
This opens the festivities on a high note and in less than a minute a tremendous volley of shots, electricity, and flying magical cards are blasted all over the place. The gang is clearly some kind of walkin' dead and their well-known gun prowess appears to be vanished but they are still firing. Gunslinger Will drops his rifle and fans the hammer on Jethro and Hathaway as Huckster Isaac drops a huge blast of green flame to finish them off and Granny is blown away by lightning. Drysdale almost gets close enough to use his knife on the huckster but falls to urgently-tossed magical bolts and a bullet as the fight ends.
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| Art by DrStein - lots of good stuff here |
Shaken, the grateful townsfolk thank the travelers. Drinks are on the house, and the sheriff returns before the train leaves and gives them a reward - "well, I don't know what they were but they're dead now so you can claim the reward" is pretty much the extent of the discussion.
DM Notes: This was a short "shake the rust off" encounter to get us back on track with Savage Worlds and Deadlands. It was a couple of hours of digging out character sheets, re-gathering the props (poker chips, cards, hat for the fate chips, miniatures) and bringing them back up to speed on the situation. I like my "westbound train" campaign kick-off idea and I'm going to stick with it for the first few sessions. Sure, it is literally a railroad, but they don't have to leave the train station/saloon and go looking for trouble - that's strictly up to them. Once we reach California they will have more options as the Great Maze is just full of interesting things.
The session went well with some socializing and haggling followed by combat. I think the walkin' dead having guns was a surprise but they handled it (and they only have a d6 in shooting anyway) and they all got some glory time in. They're pretty enthusiastic about it and they've been asking to play again ever since but with vacation in there we haven't had time, or rather I haven't had the energy after being out on the boat all day. We will try to pick it up again this week and move on down the line to Barlowe Station.
Monday, August 4, 2014
RPGaDay - Day 4 - Most Recent Purchase
My most recent RPG is a set of stuff for Savage Worlds during DriveThruRPG's recent sale. They are:
This is a military-oriented sci-fi game by a Polish company named "GRAmel" that looks a lot like a 40K/Warzone type universe but I'm perfectly fine with that, that's a good option to have with teenage boys in the house. Savage Worlds also plays a heckuva lot easier than the official RPG's for either setting.The company's main website is in Polish but if you want to see their English work here is their DTRPG page. I'm still reading this one so I'll have more to say next week.
Also from GRAmel is a swords and sorcery setting that I have heard a lot of good things about but never actually read. Honestly, I don;t really need another fantasy RPG but there have been a lot of good reviews of this and it was on sale! I also think it could fit very nicely with the SW mechanics so I need to take a look at it. Again, I'll have more next week.
This is a campaign from Pinnacle that's been out for a while but I never managed to acquire. I have it now in PDF at least and it looks like a lot of fun. It's very much Flash Gordon 30's/40's style pulp sci-fi and I can see it being a blast to play. I have read this one and as much as I like it, I'm not sure who I could run it for - I could probably talk the Apprentices into it even with the retro, because they've seen the 1980 Flash Gordon and I could show it to them again as a warm-up. Ray-guns, rockets, lion-men, and bird-men all sound cool and the action-oriented nature of the setting would be perfect for them. Beyond that though, I think it would take some doing to convince my other "usual suspects" to dive in for a full campaign.It's still very cool though.
This is an even older Pinnacle campaign that I never picked up. It takes a lot from Van Helsing (the Hugh Jackman movie) and some League of Extraordinary Gentlemen, and is sort of a Victorian cyperpunk - not so much steampunk - with two secret societies at war in the shadows using dehumanizing magic/technology to even up the odds. I'm still reading the campaign section and it's fairly dark. There's less pulp here than in many Savage Worlds games, and more ... dismemberment. It does have some cool ideas, but I'm not sure how interested I would be in running or playing it for the long term. I need to finish it then I will write up my thoughts on the whole thing.
RPGaDAY - Days 1-3
Blogger RPG Meme for August?
OK, I'll play. Expect short posts, but I'll play.
It's an easy thing to catch up because the answer to the first 3 are all the same:
It's my first played, first DM'd, and first purchased. It was the only RPG I owned for a couple of years. Old posts about it here and here. I still have the contents, though the box is long gone. I picked up another copy of it a few years ago and that one is in pretty good shape.
OK, I'll play. Expect short posts, but I'll play.
It's an easy thing to catch up because the answer to the first 3 are all the same:
It's my first played, first DM'd, and first purchased. It was the only RPG I owned for a couple of years. Old posts about it here and here. I still have the contents, though the box is long gone. I picked up another copy of it a few years ago and that one is in pretty good shape.
Thursday, July 31, 2014
A Deliberate Embrace of Savage Worlds
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| An obvious choice |
One of the major issues with RPGs is that it can take a lot of time to play one. Most of my campaigns have run on a weekly to biweekly schedule with roughly six hour sessions as the plan. This worked well enough until 4E became the main game and it became tough to get through more than 2 combat encounters in a session. Now in general it's worth it if you want a very tactical flavor to your combat but it definitely slows down what you can do in each session if you're used to things moving somewhat faster. This also ruled it out as weeknight game as even a 6-10pm session is really only going to allow for one to two fights maybe, at least the way we played.
Now with jobs and kids a weeknight game is hard to do anyway so this wasn't a huge loss but when the kids want to play something on a weeknight, well, 4E is probably not my first choice. Pathfinder is faster, but I'm already running that and with the suspended 4E campaign lurking in the background I'm not sure how much more dungeony-stuff we all need. M&M does alright, and ICONS does things even more quickly but we haven't been in as much of a superhero mood lately. ICONS is great for one-off runs so I'm sure it will return but at the moment it's not really on the radar.
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| Think I can sell this one to them but we will see |
What does play fast, has enough crunch to satisfy us all, and is very well supported, is Savage Worlds. With a variety of settings, fairly simple rules, interesting mechanics, and some nicely done small adventures and plot point campaigns it's tailor-made for running a "smaller" game. I think the campaigns could be as epic as anything else we've done but they seem to fit into the available chunks much easier than a lot of games.
So we're going to try it.
Now I've been a fan of the game for a long time and I've run a fair amount of it but most of it has been scattered across the years with a session or two here and there. This time I have talked to the apprentices and we'll be making a conscious effort to use it for our home games, especially on the weeknights.
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| A one-sentence description drew a lot of interest in this one |
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| Note: This is totally NOT 40K |
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| ...and this is totally NOT Conan |
Wednesday, July 30, 2014
Overreaction Wednesday - 5E Positivity!
Here's a link to an interview with Mike Mearls. The first section is what really interested me, where he is asked about making the rules available for free:
By sharing the rules, we’re making it easier than ever for people to get into D&D. For way too long the rules have been a deterrent. So, it’s really about focusing on what’s important – campaigns and adventures – and selling that, while removing barriers to entry.
Wow! That is 180 degrees from everything I have ever heard from TSR or WOTC and from what most other RPG companies have done, with one or two exceptions! It very clearly is what Paizo is doing, and I think it's been noticed over at the Wizards place. Now granted, the rules were somewhat freely available with 3E and the SRD, but that was not quite as user-friendly as the new PDF so I'll take that this is a new attitude. There is more:
As far as worrying about sales goes, we’re definitely approaching the business in a different way. In the past, the way to make the business work was to release more and more RPG books. In reviewing sales records, it’s pretty clear that after a few expansions people simply stop buying and many even stop playing.
This works for smaller companies, mainly because they can't release books all that often. I admit that I got that drinking-from-a-firehose feeling with 4E because there was a book every month for a while. That's a lot to keep up with when you like other games too.
Could you imagine trying to keep up with a boardgame if a new expansion or three came out for it every month?
Imagine it? I've lived it, back when Warhammer Fantasy & 40K were well-supported in White Dwarf it was a must-have to get all the rules expansions and new units. 40K has been on quite the run for the last two years as well with some kind of new book or PDF coming out about every month. I will happily take a slower-paced release schedule, especially for an RPG.
In hindsight, it’s actually a fairly obvious move. Let’s say you buy the three core rulebooks and then the two volumes of the Tyranny of Dragons campaign. That gives you everything you need for the next 6 to 12 months of gaming. Do I really have much of a chance to sell you more RPG stuff during that time? Why fight that battle?
Hallelujah! They finally get it! "Support" does not require a new book every month!
...I think in the past D&D relied way too much on a volume strategy, where we did so much stuff that it was hard for people to get excited about any one thing. Book after book came out each month, far faster than anyone could absorb it all.
Our philosophy now is to make everything count. If we release a new super adventure, like Tyranny of Dragons, or a new rules expansion, we want it to be an event. When you add stuff to an RPG, you’re asking all the DMs out there to evaluate their campaigns, learn new options, and then try to implement them. You have to be very careful in how you add things to the game, and very deliberate in making those additions exciting and compelling.
My dream would be a world where new expansions are real events, where people are seeing exciting new ideas and concepts for the game.
So Paizo is the obvious model here: Rulebooks 3-4 times a year, some kind of small setting supplement every month, and an adventure every month. Campaigns/settings/adventures as the focus instead of rules mechanics. I really really like this approach.
The only other company I can think of that's taking a similar philosophy is Pinnacle with Savage Worlds. For quite a while now the rules have been available for $10 in book or PDF form and the emphasis is on adventures and campaign settings rather than rules expansions. It seems to work alright for them.
This is what's being said now and I wonder how it will hold up and what we'll be seeing in 2015-2016 as sales numbers start to become real. Perhaps those last two years of not selling a whole lot of books tempered the expectations to more tolerable levels.
I also wonder if this change means we might see more support for old campaign settings. We know the Realms are going to be a focus for this first wave. Maybe Greyhawk gets some love? Maybe Birthright? Planescape seems like a pretty rich vein to mine for adventures and campaign material. One or two setting "events" per year and it could be a really nice run if this course holds.
Will I be running it? Not anytime soon, at least as far as a campaign goes. we have a pretty full plate here with Pathfinder, a potential 4E continuation (someday!), and whatever games we can fit in on the side. But I am more interested now than I was, and I would not be opposed to playing it either.
This is about as positive as I have felt about 5th in a long time. I'm looking forward to what comes next.
Tuesday, July 29, 2014
Retro Post: My First TSR Catalog
With all of the new stuff on the way from Gen Con I thought I would share something old that I came across recently. This is the TSR catalog from my first Basic Set back about 1979-1980.
I was a little surprised that it was still intact as it's thin paper and it's been through a bunch of moves and a fire years ago.
You can see some of the staining from the fire even after I've tried to clean it up a little bit. About the only other company putting out games on this scale was Avalon Hill, another big name that's no longer around.
Now I was thinking this was from 1979 but the inclusion of Top Secret in the page above complicates the timing as TS was a 1980 release. It's not in the big picture on page 2 but it is in this one which makes me think it was brand new or about to be released, which could push this back to 79 again. That aside, those were some pretty evocative covers at the time. Gamma World especially spoke to me. I'm sure they look amateurish to newer eyes but when they were new I thought they were cool.
This is the big center-spread of the booklet. So much D&D! By the late 80's I had copies of everything on these pages and had played or run all of these original adventures but it seemed like it took forever to get there. This page also leads to some uncertainty - Top Secret was a 1980 release but so was Deities and Demigods and it's nowhere to be found - surely the next big D&D book would be here if it was close to ready.
I have some experience with Dungeon and Awful Green Things - and The Dragon - but I never laid hands on the other 3 board games on the page. That cover to Warlocks and Warriors is interesting though.
I always felt like I should have picked up a copy of Chainmail and Swords and Spells - roots of the game and all - but I never did. I just never saw them in stores back then. I am also pretty sure we never got that promised version of Metamorphosis Alpha. Well, at least not in the next couple of decades.
There it is - a bit of nostalgia before the Next Big Thing hits in a few weeks.
Monday, July 28, 2014
Friday, July 25, 2014
40K Friday - Return to Tranicos: Against the Stompa!
Back in early 2013 I came up with a loose background for what I thought would be an ongoing series of 40K games. As it turned out we played a few and then it fizzled out. The two I did write up are here and here. The idea was to do an escalation-type series of battles with more points each week to give us time (and incentive) to get stuff painted. It didn't stick and so we have just been playing one-off battles for the last year and a half.
The new edition of the rules stirred things back up for us, and the new Ork Codex added to the frenzy. Apprentice Red decided that he needed a Stompa since they are now in the codex so he ordered one and built it over two days. Then of course he needed to try it out. It just so happened that I had a day off from work and Apprentice Blaster was around too so on a rainy Thursday we returned to the disputed planet of Tranicos where the Crimson Fists are trying to reclaim what was once theirs. Clearly the campaign has had mixed results at best as some ork has had enough time to build a stompa, but it's time to fix that problem.
This was 3000 points per side, one of our bigger battles. Red fielded the Ork army (including one Stompa!) and Blaster and I combined his Space Wolves and my Crimson Fists at 1500 each.
The only annoying thing here is that I have been focused on my Chaos Space Marine force for 2014 trying to get it organized and painted up and as complete as any 40K army can be. I haven't looked at a loyalist marine codex in quite a while, yet that's what I was going to have to play to make any sense of this. I briefly considered deploying the Deathwing, but a) it's hard to make a DW army at 1500 that I like as part of a combined arms force and b) I figured 20 terminators might get swallowed up too easily in a 3000 point ork army. The Crimson Fists made a lot more sense. My final force is below:
Crimson Fists1500 Pts - Space Marines: Imperial Fists Army
1 Pedro Kantor (HQ) @ 185 Pts
Warlord Trait: Iron Resolve; #Iron Halo; #Dorn's Arrow; Power Armour;Power Fist; Frag Grenades; Krak Grenades; Warlord
1 Librarian (HQ) @ 90 Pts
Infantry; (character); ATSKNF; Chapter Tactics; Independent Character;Psyker (Mastery Level 2); #Psychic Hood; Power Armour; Force Weapon; FragGrenades; Krak Grenades; Bolt Pistol
9 Tactical Squad (Troops) @ 235 Pts
Infantry; ATSKNF; Chapter Tactics; Combat Squads; Combat Squads; Power Armour; Bolt Pistol (x9); Bolter (x7); Multi-Melta; Flamer; Frag Grenades;Krak Grenades
1 Veteran Sergeant @ [59] Pts
(character); Frag Grenades; Krak Grenades; Power Fist (x1);Combi-Flamer (x1)
1 Rhino @ [35] Pts
Vehicle (Tank, Transport); Capacity: 10; Fire Points: 2; Access Points: 3; Repair; #Searchlight; #Smoke Launchers; Storm Bolter
9 Tactical Squad (Troops) @ 210 Pts
Infantry; ATSKNF; Chapter Tactics; Combat Squads; Combat Squads; Power Armour; Bolt Pistol (x9); Bolter (x7); Missile Launcher; Flamer; Frag Grenades; Krak Grenades
1 Veteran Sergeant @ [29] Pts
(character); Melta Bombs; Frag Grenades; Krak Grenades
1 Rhino @ [35] Pts
Vehicle (Tank, Transport); Capacity: 10; Fire Points: 2; Access Points: 3; Repair; #Searchlight; #Smoke Launchers; Storm Bolter
9 Tactical Squad (Troops) @ 210 Pts
Infantry; ATSKNF; Chapter Tactics; Combat Squads; Combat Squads; Power Armour; Bolt Pistol (x9); Bolter (x7); Missile Launcher; Flamer; Frag Grenades; Krak Grenades
1 Veteran Sergeant @ [29] Pts
(character); Melta Bombs; Bolt Pistol; Bolter; Frag Grenades; Krak Grenades
1 Rhino @ [35] Pts
Vehicle (Tank, Transport); Capacity: 10; Fire Points: 2; Access Points: 3; Repair; #Searchlight; #Smoke Launchers; Storm Bolter
1 Predator (Heavy Support) @ 115 Pts
#Searchlight; #Smoke Launchers; 2 Sponson Lascannon; Turret Autocannon
1 Predator (Heavy Support) @ 140 Pts
#Searchlight; #Smoke Launchers; 2 Sponson Lascannon; Turret TL Lascannons
5 Devastator Squad (Heavy Support) @ 144 Pts
Power Armour; Bolt Pistol (x5); Bolter (x1); Missile Launcher (x4); Frag Grenades; Krak Grenades
1 Space Marine Sergeant @ [14] Pts
(character); #Signum; Bolt Pistol; Bolter; Frag Grenades; Krak Grenades
0 Land Speeder Squadron (Fast Attack) @ 170 Pts
1 Land Speeder Typhoon @ [85] Pts
Multi-Melta; Typhoon Missile Launcher
1 Land Speeder Typhoon #1 @ [85] Pts
Multi-Melta; Typhoon Missile Launcher
Models in Army: 45
Total Army Cost: 1499
Blaster took his usual core of 15 Blood Claws + Wolf Priest in a Land Raider Crusader, plus Long Fangs, plus a unit of Grey Hunters, some bikers, and a triple-lascanon predator. He also had a squad of Grey hunters and a Multi-Melta Dreadnought in drop pods.
Red took the Stompa, a unit of 10 nob bikers (his other new favorite toy), 10 burnas in a trukk, 20 boys on foot with a big mek w/KFF, 20 more boys with a weirdboy (in the stompa), 10 nobs on foot with the warboss, a flyer, a big unit of deffkoptas, and 15 lootas with a mek with the Shokk Attack Gun. He went unbound for this one, our first experiment with that. I suspect he could have fit this into a normal set of force orgs but he went the other direction.
We ended up with lots of heavy stuff on the right side, less on the left. We all wanted to use the Maelstrom Missions so we went with the "hand of 3" type and started the game. Red had first turn.
Turn 1
On the left there was some movement, but not a lot of firing.
Our goal was to secure the bridge objective then head across to take the other objective in the woods. Between the Long Fangs, Predator, and speeders we had lots of firepower but only one tactical squad to maneuver so we were going to have to be cautious here. Red's foot nobs moved up to take the woods objective.
In the center the LRC moved up to block the truck and the foot boyz from coming between the storage tank and the river. This would drive them towards our heavier concentration on the right. That's pretty much what happened.
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| Pedro and the boys hang out in their rhinos as the fight begins |
Over on the far right Blaster decided to bubble-wrap my rhinos with his bikes - actually I think he was just hugging the cover but it was funny. With the Stompa, and nob bikers rapidly advancing covered by the lootas this was going to get ugly quick. We had a lot of trouble sorting out who was going to move where on this side and it never really sorted out in the early turns.
Red managed to blow a side lascannon off of the wolf predator, and strip a hull point off of the fist predator. We blasted 3 hull points off of the stompa and that was about it for turn 1.
Score: Orks 0, Marines 2 (first blood, #55 psych warfare (making a psych test)
Turn 2
On the right:
The nob warbikers come roaring in and kill a few more grey hunters. The deffkoptas move up. The foot boys and the trukk burnas swing around the storage tank hotly pursued by the LRC full of blood claws.
The Lootas kill my predator, the stompa shoots up some stuff and it's generally unpleasant for us but manageable. Then we get to shoot and the nob warbikers take fire from all over the board - both remaining predators, the devastators, the grey hunters, the wolf bikers, and more. The Wolf bikers charge what's left, wiping them out - ten nob bikers dead by turn 2!
On the left:
The foot nobz claim the objective and the ork fighta-bomma flies on.
Everything the orks have shoots at the pair of land speeders. One dies, but the second defies all attempts and lives on with a single hull point. The fight for the wooded objective is shaping up to be pretty nasty. The rhino moves up and deploys the squad while the speeder screams over to support.
Score: Orks 1 (#53 killing units, he almost had 3 of them for a D3 VP's), Marines 2 ( #31 Obj #1, 26 Obj #6 ) Totals = Orks 1- Marines 4
Turn 3
On the right:
Everything moves up. The stompa is getting very close to our back objective in the woods and he has a lot of help on the way, plus the lootas are blasting stuff pretty handily. The fists are forced to deploy from their rhinos to ensure we don't lose this one, instead of zooming across the table to take one from the orks. It's a traffic jam in our backfield, despite ork efforts to help clear things up.
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| End of Ork Turn 3 |
Behind the storage tank the Crusader moves up and unleashes the blood claws on the foot boys with the KFF
The poor wolf bikers, left out in the open after crushing their ork opponents, are gunned down mercilessly by the greenskins. In something of a repeat of last turn, the deffkoptas are targeted by multiple units, thinned, then charged by the grey hunter squad and defeated. They flee back towards the ork backfield. The burna trukk is blown up and the surviving burnas spill out.
In Orbit:
Apprentice Blaster realizes he has two drop pods waiting to come on and manages to bring in the one full of grey hunters. Following the plan he drops them nearly on top of the Lootas. They emerge from the pod and with flamer and bolter do a number on the ork heavy weapons specialists. This solves a lot of problems.
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| The drop pod is borrowed from my old Howling Griffons army. It's a relic from the time before, as in "the time before there was an official drop pod". (End of Marine Turn 3) |
On the left
There's not a lot of movement.
The orks take a few more shots at the speeder and kill one tac marine. The ork plane drops a big bomb on bridge, killing two marines and causing them to flee the objective.
The stompa, seeing exposed marines, launches one of his big stupid rockets of doom and lands it perfectly - Str 8 AP 3, no cover save, large blast. Instead of nine marines I now have one. It is the one with the missile launcher, but he's no longer an objective-taking force - he's going to sit there and fire missiles as long as he can.
Massed fire has slowly cut the ork nobz down to the warboss and one nob. There aren't many bodies left over here.
Score: Orks 0, Marines 3 ( #56 Harness the warp (casting a power) Obj #1, 24 & 34 Obj #4 ) Totals = Orks 1- Marines 7
Turn 4
There is a general feeling that this is the headed for the finale. We've whittled the stompa down to about half of his hull points but the thing is right up on our main group of units right and something is going to have to give.
On the right:
The Stompa deploys his passenger boys mob (and weirdboy). shoots the grey hunters off the table, and moves to assault the Crimson Fists who are now in the wood. This squad is lead by the librarian and has the multi-melta so I need it to live. Fortunately the librarian manged to cast invisibility on them on the previous turn. This helps keep them safe although the Stomp attack does not roll to hit and so does not care if you're invisible or not. The marines take a couple of casualties but hold.
(Unfortunately this means the stompa is locked in combat with them and we cannot shoot him! I'm sure there's a rule somewhere but we couldn't find it and what we did find had no special exception for super-heavy walkers that keeps them from being locked up so that's how we played it. This was worrisome because in melee i have one sergeant with a powerfist that has a chance of hurting the thing and that's all. With no lascannon/missile launcher/multi-melta help he's probably not going down.)
The blood claws, having won their fight, load back up into the Crusader and rumble towards the main arena. The Grey Hunters blow away the remaining deffkoptas and take the ruins objective while their drop pod claims the hill objective which are both now free of orks.
On the left - things pretty much stay as-is. We did manage to gun down the warboss as he was all by his lonesome. Regardless, this fight will be decided on the right.
Score: Orks 1 ( #56 Harness the warp (casting a power), Marines 7 ( Slay the Warlord, #44 Ascendancy (control multiple objectives - gave us 2 points ) 52 blood and guts for killing a unit, 53 no prisoners for killing multiple units gave us 3) Totals = Orks 2- Marines 14
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| End of Ork Turn 5 |
Turn 5
The ork plane bombs my devastators but we only lose one.
The stompa pounds on the invisible marines some more, stomps a couple and they break! Hallelujah! They run back a bit but not far.
Pedro Kantor takes a charge (with 5 tac marines) from the boyz behind the stompa and wins the fight, barely - but the orks stay put. On the marine turn, Kanto's squad gets the invisibility.
The last drop pod slams down behind the Stompa and a dreadnought with a multi-melta steps out.
As the marine shooting phase begins the big target is the smoking stompa. He takes lascannon fire from the predator, and multi melta shots from the Crusader, the tac squad, and the dreadnought and explodes! Fortunately most of the blast goes upwards and only a few of the foot orks and the drop pod are hit.
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| End of the line for the Stompa and the rest of the ork army |
We called it here as he had a couple of boyz a weirdboy, and a plane left on the table and was losing pretty badly in VP's. It was a great game, we spent probably six hours playing it, and though Red felt a little bad he still had a lot of fun too.
Parting Thoughts:
- The Stompa is extremely nasty. There's a reason it's 800 points. I think he would have been better off loading it up with his nobz foot mob instead of the boys. He could have moved up, dropped them out, then charged into the land raider and the hunters on the ruin objective to try and change things up.
- He set his lootas up in the open and that was bad. Even then they were fine until the drop pod landed as we had bigger targets to worry about with the bikers and the big guy moving up on us.
- You have to play to the cards. Red and Blaster are both learning this. We had two cards for objective #4 by Turn 3 and Blaster wanted to discard them as it was "too hard". We didn't, and a turn later we scored both of them because we sent a unit after it. The cards are supposed to represent incoming orders and that's exactly how to play them - look at card, then do what it says on this turn, or set it up so you can achieve that goal next turn. It's not always going to be easy and it may cost you a unit, but that's how you win! There are no VP's for units left on the table sitting in safety at the end of the game. Red had cards for killing our leader (Pedro) and a psyker (my librarian) and he would have gotten Slay the Warlord as well and he was right there on them at the end of the game, he just ran out of time, so he was almost there.
Hopefully we will get the chance to do another of these big battles before summer is over and schedules get complicated again.
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