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Escalation campaign

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Escalation campaign

Postby killmaimburn » Wed May 27, 2009 3:21 pm

A while back matt did one, I liked it and said I'd rob it.
click thumbnails to see larger pics

Campaign
Each mission describes deployment style and whether special rules are in effect (e.g combat patrol. Mega battle, night fighting),Each mission stipulates points bracket..
As we move down we must include the units as they were in the previous battle..so if in 500 you have 2 tactical squads A+B, A+B must be present in some configuration and size right through till the end.
Veteran skills will be given as per p263, winners get 2, losers 1, in a draw both losers get1.All results rolled at end of battle in front of opponent and allocated then and there (it is meant to be for the men of the match so should be fairly obvious, rather than optimal)
Need to have lists ready for battles we expect to play
(we both know the same basic stuff in advance of the gaming night- I’ll have written it slightly before LH read it of course )

Whenever you see a cold one, its probably a bike (I lost a few and failed to buy/trade more)- thats a rule that is.

Battle briefing Mission 1
A calamity has occurred.. a missed vox, a stutter of the intendant of the order.. the command structure has relayed on a Chinese whisper..Two expeditionary forces have been sent to purge the xeno and cleanse a planet, the weather is foul..the terrain bleak and tensions run high and vision is pitiful.. Places of safety against the cruel elements are paramount and scarce..
####Vox comm channell **&& bunker down obtain and keep shelter### sightings of orks are confirmed *%%^£(&(*£, repeat &*^£**$&*###Transmission breaks down..

Its only a matter of time before we have a blue on blue situation.

Mission 1 is 300 points combat patrol (old rules). (seize ground 2+d3 huts shelter is required a storm is coming, markers are zoats showing the way to the cover)1st turn is nightfighting.

I took :
5Man tactical squad “Brutalis” led by sergeant “Flagellant” (combi flamer)
In razorback (‘Admonisher’) Lascannon+ TL plas
3Heavy bolter attack bikes (Squad ‘Spear’)
300

He took, 3 (approx)
A commissar (commisar whadyameantehytalkL33t!!?) leading an infantry squadAutocannon plas,+2 more similar infantry squads, 4 power weapons(on each serge and the commisar) We agreed he didn’t need a platoon HQ.(although looking back at the way the list worked it probably should have, meh the commissar was in charge)
Rolled quarters deployment

GAME
I set up around a castle ruin, he set up in a 4+ crater merging all his squads ( to get 24 ablatives and a scary amount of safe fire power)..
Image
He got first turn, I failed to seize initiative..
Due to night fighting first turn almost nothing happened. (I should have zoomed my razorback forwards but with only one troop choice, I didn’t want to just throw it into a hail of plasma)
Image
Turn 2, he popped my razorback.. I killed one guard.
Image
Turn 3 I made some saves(lost one wound from attack bike), he lost 1 guardsman
Turn 4 He killed the remaining wound from the attack bike, removing the model meant a leadership test..which I failed and rolled 18 so it flew off the table..(they received a garbled message that told them the real battle was happening 8 clicks to the west..and zoomed off to bolster a non existent bigger battle)

Bugger, so I move my marines out of LOS and just cower in the castle ruins whilst the storm blow s over (I killed 4 whole guardsman ) He spends the remaining turns trying to get two objectives with the one giant squad (but the game roll told him it wasn’t to be we ended on the first roll of a turn dice) other pic is his dead pile.
Image Image

Post Match

Universally described as a crap game..In 4+ protected by that much range,I couldn’t have killed enough..I might have done something using orks..LH found the game static and dull too.
Anyway as we drew/both lost each of us received a vet skill.. I initially put a skill on my attack bikes (before remembering they didn’t survive,whoops) Instead the tactical squad was trained in tank hunting..LH got relentless for a unit.. due to the vagaries of the guard codex I offered that 2 units that stayed together might benefit..He said the whole merged squad should (30 3autocannon3plasma, relentless,stubborn move and shoot + orders..yowsers…) over a fag break he showed himself to be awesomeness, and decided possibly that might be a tad much,so we agreed 1 squad would have it, and they wouldn’t lose it merging(I maintained that my offer of 2 was still on the table ) I’m intrigued how you lot would have called that one.

Mission two was much better (up in a mo)
Last edited by killmaimburn on Wed May 27, 2009 3:31 pm, edited 3 times in total.
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Postby killmaimburn » Wed May 27, 2009 3:21 pm

Mission 2 Battle briefing-
Vox from astrates link ‘Ignoble’:###By the emeperor what fool gave the order to fire?, I will have his head- lay down your arms and prepare to be judged####
Vox response guard HQ ‘commendable’;###you lay down your guns first the emperors guard never give way###
Ignoble responds;###astrates do not bow to flies like you, prepare to be reminded of this####
oh dear, casualties have been taken and egos have been slighted.. here comes the war machine of the imperium.. Damaged weapons have been removed, squads bolstered and comrades have rallied to flags
The battle for who is most righteous begins..now!With each side trying to eliminate the enemies base of operations to claim the moral high ground and remove the stain of insult from their napkins of war..NAPKINS I SAY!!!!


Mission 2 combat patrol 500points, Capture and control.. winner becomes the aggressor(choose who chooses if he goes first in battle 3)

I took tact squad ‘Brutalis’- now 10 man missile/flamer (now with tank hunters) in Razorback ‘admonisher’ (mk2)(heavy bolter storm bolter HK missile-that doesn’t get the skills by our rules)
3 Heavy Bolter attack bikes,( (Squad ‘Spear’)coming back from disgrace with a point to make)
3 MM attack bikes.(Squad ‘scythe’)
500

He dropped a power weapon took 3 dakka chimeras (basic options) and a platoon command squad with grenade launchers
(on top of the 30 man 3 autocannons plasma, and commissar)
Rolled pitched battle (standard 12”s in)
Image Image
I think he told me to go first??
Having deployed with MM bikes on one side by anti tank and heavy bolters and razorback squad on the other.. He set up with his tanks(with command squad in or around) vs my anti infantry and his infantry vs my melta stuff..

GAME

So first turn I scrabbled around trying to swap sides.. HK missile fell pitifully short and my attack bikes carried on their woeful shooting technique (How can 9 shots kill 1 guardsman a turn on average, not happy,it should be 2.5) but tank hunting missile flew straight into nearest chimera (through woods which granted it a save it failed) and popped it.
His turn a lot of shots at my multimelta attack bike, but most ping off (unloads all weaponry kills 1 whole.. and I PASS A LEADERSHIP TEST , needless to say we were both stunned and needed another mug of tea (oils the gears of the imperium)
Image

Turn 2 (ish) I turboboost my MM bikes right up to his tanks, my missile switches to blast because it can get 7 guardsman, I think it killed 3.Razorback moves 12 to close in on infantry, the rest provide cover fire (that’s fairly successful)
His reply- a lot of guns only manage to knock one wound off the MM bikes (so his command squad charges them)He immobilised (and shakes) the razorback..
Image Image Image

Turn 3- My heavy bolter attack bikes flank up- wondering if they can get side on of chimeras- but they can’t so they just add to the pain heading for the infantry mass.) My tactical squad disembarks a fairly large 2”s and moves 6 to get flamer range (LH reckoned on 7, I looked twice and could only see 4.. but I also had rapid firing bolters(still makes y’all wince, good).
His reply- he (bravely) decides to charge (firing his relentless weapons as he does so)..leaving his base unguarded (woo I genuinely think he’s forgotten about it at this point).
Image Image Image

Turn 4, everything is tarpitting everything else, I throw a few pot shots at the tanks (including the heavy bolter attack bikes, much to LHs bemusement- I think tactically I should have sent them into wipe out the infantry in close combat)and they do very little back
Image Image Image

Turn 5 combat breaks, my 2 guys run back, (and are shot in the back as they flee..) he also sends one multi laser (aimed by bravestar with the eyes of the hawk) to take out one of my tactical guys sat on my base =s beneath half strength =they will be stripped of tank hunters (not sure right away or at end of game..meh.
Image Image Image


He consolidates back to his base.. it could be a very ugly draw (kind of like the first game, but with the guard as the clear ‘losers’ who draw this time).. but no there is a turn 6
Turn 6, I manage to finally shrug off the guardsman tarpit on my MM attack bike and he kills a chimera.. my heavy bolter attack bikes, my razorback with storm bolter, my missile launcher everything opens up on the guard on the base.. but there are still4 left or so ..
His return fire doesn’t do much.
Image

Could it be a rather odd draw again? Nope we go on to a turn 7
In which my guns fire again and wipe him out.. clear win.
Image

POST GAME

(phew the game turn dice have been really fluky for me, even if my rolls to hits have ALL been 1s and 2s, 4/5ths)

I get two rolls on the table.. we want to do it fast, and I don’t want to appear ungracious so I just randomly reckon that the razorback, whilst viable was immobilised, the tact squad was beneath half str, so it had to be the bikers- I put both on squad spear for having been through so much..I choose gunnery table ( I think I was hoping for tankhunters- but I got fearless and relentless…Which for some reason I thought was stubborn..It didn’t come into play in the next game they never took a test.. But I think possibly under our rules I ought to get a ‘duplicates’ roll since bikes are already relentless) We’ll see what LH reckons.

I thought that game was pretty good, a mix of units, a lot of movement on both halfs, a lot of tooing and froing,could have gone either way up to a point – LH still says CP is ^&$&$..
But we have a quick break.. and LH says if its done quick he’ll bite the bullet and play the 3rd (a 1000pointer) since its only 9.

So we quickly extend the table terrain and scribble out lists like crazy
Last edited by killmaimburn on Wed May 27, 2009 3:51 pm, edited 1 time in total.
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Postby killmaimburn » Wed May 27, 2009 3:21 pm

Mission 3 Battle briefing
The victor of the last battle (me) has shown themselves to be ungracious in victory they have decided that the losers insult was so great they want reparations…in bloood!!.For the emprahh! Defender must deploy whole force then the attacker gets to choose who goes first.(we houseruled in that he should still be able to snatch the initiative, radar scanners etc) The objectives are honours of the losers side(grey knight statues and relics given for their help in an joint mission for the inquisition against chaos).. which are being stripped away by the aggressor.. each side must fight to the death for such trinkets of respect and fealty.

Mission 3 1000 points, no restrictions other than previous unit choices.Normal 40k rules (seize ground pitched battle) winner gets to choose deployment method of next mission.

I took
Captain Adeodatus on bike with storm shield and power weapon
The captains right arm- Squad Accursius 8 Bikes + MM attack bike ,Fist for sergeant 2 melta weapon upgrades
10 Man las flamer Brutalis, led by Sgt. Flagellant ,basic razorback
Multimelta Dreadnought (“ancient Noleta “)(I thought I was going to have to put in scouts, yuk, for a second troops choice, but then I remembered I was taking bikes as troops.. so squeezed in a dread)
Whirlwind ‘Nydia’
3 Attack bikes with heavy bolters (squad spear now fearless and ?relentless? dohh)
1005ish.
In my haste I totally forgot I had to split them to include squad scthye..dohh oh well LH also dropped a platoon unit as well.So now I’ve worked out I did I’m not wracked with guilt.
He took,
A company command squad (plas?)
2 platoon guard squads (as previous)and platoon HQ
2 vet squads in chimeras with max melta
2 leman russ (basic with lascannons
1005 ish as well (we were both adlibbing quick we couldn’t be bothered sorting it out)
Image Image
LH was a bit despondent about the points bracket at the start, but I thought the lists looked fairly well packed out (I kept thinking his was 1500)

GAME

He setup (central mass with counter assault and cover fire in tanks behind) with leman russ on a far flank to just sit back chucking pie plates, and then I got to choose what I was going to do (being the aggressor)

I setup my fist bikes and the dreadnought as dedicated anti leman russ stuff on far right (for some really unknown reason I sent the MM attack bike and melta troop bike up the far left (pincer style) towards the infantry and the chimeras..Heavy bolters sat with HQ about 30”s from enemy 9not sure what to do, just lobbing shots.. 5 man las sat on a relic, and 5 man flamer moved up in razorback accompanying MMs to handle infantry.Whirlwind sat behind a bunker hoping indirect no covers..would kill more guard than the heavy bolter bikes were doing.
Image Image

I choose to go first, and LH failed to seize the initiative.
I zoomed up the right and left, the dreadnought walked and took a pot shot, that pinged off a leman russ. Central stuff stayed vaguely static.Whirlwind scatters 9 inches to nowhere.(refuge my butt)
Photos are a 3 piece set of how I saw the table from my side
Image Image Image
His turn he issued a horrible order (which poohead gave guard that).. he zoomed a chimera over to my bikes and melta’d them and they had to reroll their turbo boosted cover saves- yoww!, then some other squads opened up too (oh dear) The attack bike stayed standing, The fist part of the combat squad (on the other side of the table) did admirably weathering the storm from 2 leman russ and a grenade launcher platoon HQ only losing 2 bikes.
Image
Result= Things still close by him, not dead- and all his ammo is spent (that’s a mighty good first turn for me)

Turn 2- Multimelta umms and arrs and goes for chimera that delivered his squads death warrants. Razorback zooms up and dumps flamer squad in optimal zone (but he bought &^%& carapace so gets saves- I should have gone for the infantry bulk)Still a nice smouldering dead pile..very rewarding.
Whirlwind and heavybolter bikes do nothing(or close too). 5man las pings off chimera.My Captain bored out of his mind by trying to shoot guard in good cover zooms right in front of them for a laugh (he not has a 3+, 3++,4++ and a 3+ cover for turboing I wish those could stack.)

Dreadnought walks up and tries to pop a cap (again nothing) fist squad gets in, they moved upto 6 so 4s to hit and 4s to wound with krak (I also charged the 5 man platoon HQ).. I take the turret off one, shake the other and lose combat to guard..(WTF, why do guard always win in CC against me, gets me irate and ready for what happens in a few turns)
Asked to pile in away from tanks, but I remind him that last time this game up we disagreed with all the web and said that you didn’t have to leave B2b combat..
Image Image

His turn he trundles the good but shaken tank 6+d6 away, he retires the other one back a smidgeon too..
His HQ cast that damn thing again against my 5 man flamer squad (sat behind an attack bike and a razorback)Flamer and sergeant crawl from what are henceforth called “ unbelievable invunerables” and move on, not having time to mourn they fallen comrades.. Las on leman russ misses, 2nd melta packed chimera trundles forwards and disgorges its filth on my shiny captain (who saves,nice) He also to get range has left a man in front of the terrain..wooo assault should be easy.
My fist bikes kill off the platoon HQ and struggle to find a purpose in the game, eventually deciding to charge the infanry wodge they consolidate towards them.
Image

My turn 3 (gosh this game went fast) I’m worried, my fist bikes are looking exposed and I ask LH what happens with multiple react moves (as I only just have enough range from 3 sides.. he says assault moves happen one by one, so If I charge from one side everyone reacts and is pulled away -so my other squads would be out of charge range (anyone confirm for future reference?It didn’t effect me in the end because.. ) Mr dreadnought immobilises the leman russ that moved more than 6,despite its smoke(so I’m not wasting my time going to CC for it – so my bikes swerve (lot of burning rubber) and go straight for it and finish it off.
The whirlwind carries on doing nothing (remembering why I haven’t used them in my last 30 games this year) razorback puts a cap in a few of the infantry squad as does the heavy bolter attack bike, 5 man las doesn’t plug the chimera.. so I overeagerly shoot my captain into the vets (doh, straight after I roll the too wounds I realise my mistake and say “ I didn’t shoot I didn’t shoot”, but LH won’t let it slide, rolls fails a save and removes the vet who wasn’t in terrain…doh)
I’ve ploughed enough shots into the infantry they run, straight towards my MM attack bike who was going to charge them anyway !, the captain charges the vets (and doesn’t blow up entering terrain, which happens everytime a bike of mine charges through terrain) My 2 man tactical flamer takes on the company command squad (with those evil orders) flamer and bolt pistol don’t do enough..I charge in – against someone who has more attacks than my captain (WTF) messy-but stays locked(ends up one on one I think when the games called).
Image Image Image Image Image Image Image Image
Bit vague on details was nearish 11 now, so maybe LH can just fill in/correct blanks.

Captain flails around aimlessly (as always he never kils more than 1 of anything,ever) but he slowly eats the squad over the next 2 game turns.
MM attack bike(troop) is doing ok (and is reinforced by the bike squad with fist (troop) to whup infantry.
I can’t remember if the chimera was gone (he had one turretless leman russ) And I can’t remember whether the super command hq guy vs my sergeant was still alive.??
But LH called it there.. I still had a dread(did well), 5man las, 3 heavy bolter attack bikes(didn’t do much) HQ@fullwounds, mobile razorback,(did its role well) Whirlwind (didn’t do much, unless you count the fear LH had at the start from it) Of the bike troop, fist sarge, MM attack bike and 2-3 bikes were left.
I had one relic, (and depending on what happened with the platoon either contested or owned the other meh)

POST MATCH,
Very fast game, like 1500 but quicker.. LH has said his game has been off because off bad deployment decisions..We talk about variant pincers for a bit.
So before the next game I need to put 2 vet skills on something/s that did well.. and possibly ought to roll something for those bikes (other than relentless)

COMING SOON!!
Mission 4 “At last we shall remove these weak misguided fools from the sight of the emprah,look how they fight, see they are a blight on imperiums armour..let us wax them out”

Mission 4 is 1500 normal 40k with previous units. capture and control ( I get to choose deployment method at game start having won the previous battle) When placing an objective players are also allowed to place one extra piece of terrain where they wish (crater barricade/ruin) He’s in buildings and ruins I’m in hills and craters (Winner chooses deployment type of next battle and if it ALL happens at night)
LH will get to place D3+3 mines outside my deployment zone(1” bases, with 3” radius off…Human bombs? Difficult and dangerous terrain that cause pinning)


Mission 5 By the emprah this simply will not do bring forth the gods of war to squash these annoying insects once and for all let the name Commisar WhadyameantehytalkL33t!! never be uttered again in this universe..
IA is allowed (through discussion agreement and raising of points)3000 ish points(3500?), FOC warpable through opponent consent(specifics asked in advance between battles). Annihilation.
Defender sets up all terrain and may include a unique piece for an HQ building If he wishs.. Twist on final twist- I reckon instead of just the winner of mission 1 (of which there was none)..each unit that was near the table from the first battle-gets tank hunters and preferred enemy.And then on top of this 1 roll for one unit from that first force as well.. They’ve been repaired and customised and grown old and wise in the forge of battle against the enemy. (they’re just 2 days to retirement)
I'm tempted to get another board panel from a DIY store... :D
Last edited by killmaimburn on Wed May 27, 2009 3:54 pm, edited 4 times in total.
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Postby mattjgilbert » Wed May 27, 2009 9:51 pm

Cool stuf. We must write up the last 3 games of our campaign when we have time!

Bikes getting relentless..yes you should have re-rolled. Also, you have to pick 2 different units I think, not 2 rolls for the same unit.

As for reaction moves in combat, ALL assaulters move first and once all those moves are done, only then do the defenders get to move.

Are you enjoying playing the campaign?
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Postby Angelwing » Thu May 28, 2009 1:35 am

Good stuff, but......zoats reduced to objective markers? Nooooooo!
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Postby ruffian4 » Thu May 28, 2009 8:57 am

killmaimburn wrote:(phew the game turn dice have been really fluky for me, even if my rolls to hits have ALL been 1s and 2s, 4/5ths)

This type of maths is well beyond me, or are you the only player to math hammer in 5ths in 5th?
If this progression follows, I was fine in 3rd, will be again in 6th (stop playing in 7th).

Re defenders react, I'm with Matt, this is how "defender stretching" can happen and coherency can cause probs.

You like your bikes, Tobe, Krikey, Many Bikes!

Good reports!!!
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DEATH WATCH DEATH RATTLE DEATHS DOOR AINT I DIED ENOUGH BEFORE?
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Postby killmaimburn » Thu May 28, 2009 9:14 am

mattjgilbert wrote:Cool stuf. We must write up the last 3 games of our campaign when we have time!
do it, as you can tell by the CGI i'm starting to add I'm getting better and better at this stuff.

mattjgilbert wrote:Are you enjoying playing the campaign?
I'm finding it fun,I think LH barely tolerated the smaller games, I'd like to think 1000 and up he feels more at home. :oops:
I've just cut a lot of the fluff out and into - we're both so arrogant see what happens.Made the story not have any problems or complexity(and its believable)
I think the vet skills and keeping units are important to keep a continuity (I'd forget I was playing a campaign otherwise) But I think they could do with some tweaking..
skillls one per..oh yeah " may choose 2 such *units*, the paragraph afterwards about getting multiples threw me.
Right so units not wiped out that did well hmm.

So I currently have one attack bike squadron that are fearless.. One previously on them and duplicate which should not be.. so I guess it has to be a vehicle roll for the razorback (we'll just ignore that it could have done more in mission3)
And 2 from the last mission
1 on Dreadnought on the vehicle crew veteran ability, (am I allowed to stick vet skills on LRs and dreads- presumably the?)
1 on the bike as troops squad on the melle veteran ability table..
How does that sound? (anyone, LH?)



Angelwing wrote:Good stuff, but......zoats reduced to objective markers? Nooooooo!
After the new rules for spawn came out (no longer pets that help with wounds, now just stupid) They became the best objective markers on the block.Heck my nids barely come out (BTW just had another teen look down on the hobby and, in his disgust at it, is giving me another Battle for Macgragge)

Cheers ruffian, yes I have now gone into deficit with bikes, no more shall be on the table.. Yikes, now come the speeders and tanks I guess (sniffle)
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Postby Taumaul » Thu May 28, 2009 9:27 am

Just skimmed this over and it looks like you have put alot of work into this Toby... I'll look forward to reading thru it in my dinner break today :)

thx.
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Postby mattjgilbert » Thu May 28, 2009 8:27 pm

Jon and I jointly agreed which units had performed well and thus should be nominated for rolls. Don't forget that units can lose abilites too! And once a unit starts roling on a table, it has to continue to make subsequent rols on the same table.

Yes it probably needs tweaking. It's only a simple campaign system.

Yes you can put vet skills on vehicles (they have their own table) so long as you agree the vehicle deserves it. Getting +1 AV all round is awesome. I got it twice, once on a Predator and once on a dreadnought... instant Ironclad!
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Postby killmaimburn » Fri May 29, 2009 5:14 am

mattjgilbert wrote:Don't forget that units can lose abilites too!

I know :cry:
killmaimburn wrote:Turn 5 combat breaks, my 2 guys run back, (and are shot in the back as they flee..) he also sends one multi laser (aimed by bravestar with the eyes of the hawk) to take out one of my tactical guys sat on my base =s beneath half strength =they will be stripped of tank hunters (not sure right away or at end of game..meh.

mattjgilbert wrote:Yes you can put vet skills on vehicles (they have their own table)
I was being pedantic, there is a 'crew' table- but I didn't want to just assume in my favour that it worked for things that didn't exactly have crew (e.g. dreadnoughts- what can a venerable dreadnought learn anyway (silly link)
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Postby mattjgilbert » Fri May 29, 2009 12:26 pm

A dreadnought still has a crew... there's just one of him :)
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Postby killmaimburn » Sat May 30, 2009 9:18 am

Halp a morality question

I rolled (wife watched, she likes LH more than me :lol: )
I got -Av+1 to all sides for the dreadnought. (YESSSSSS)
then Preferred enemy on the captains bike squad..(thats a bit crap- I was hoping they'd get the command squad like feel no pain for free, oh well)
Razorback rolled a 4- which is ignores shaken.

So by our rules- Its clear I can buy extra armour for the razorback (making it in effect demonic possesion- thats nice fits the way I'm taking the legion)
But then..the dreadnought in larger points brackets its a bit daft for me to not make him an iron clad in drop pod (default but costs a lot more) but paying for his veteran status seems a bit cheeky now (it creates a dreadnought like that upcoming space wolf one,14/14/11)
What do you reckon, squads can be upgraded.. is dreadnought to venerable/ironclad an upgrade, or have I totally bent the system and its a totally different unit..like making devastators into scouts.
HALP words of wisdom or just kneejerk opinions appreciated.
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Postby ruffian4 » Sat May 30, 2009 9:51 am

killmaimburn wrote:Halp a morality question

I rolled (wife watched, she likes LH more than me :lol: )
dreadnought like that upcoming space wolf one,14/14/11).


Wait a minute, did you just say that your wife prefers lLH to you??? 8O

I can see a dread becoming venerable through experience.
Not sure about becoming iron clad as they just seem to have better armour rather than additional (extra armour???) protection.

That looks a bit like a pred "becoming" a raider to me.

Also, I can't see how (sort of RAW wise) an ironclad could become venerable, as it's armour would be somehow reduced?!?!?!?!
That kind of throws the previous up in the air a bit though.

Solution = path of least advantage? :?:
killmaimburn wrote:If this is a masked ball, then the other bits of him are off spiking the teachers punch.


DEATH WATCH DEATH RATTLE DEATHS DOOR AINT I DIED ENOUGH BEFORE?
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ruffian4
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Postby mattjgilbert » Sat May 30, 2009 8:07 pm

Ask yourself this: would you buy a tac squad and then change it to an assault squad for the next game? Dreadnoughts and ironclads are different things.

Of course if LH agrees...
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Postby killmaimburn » Sat May 30, 2009 10:24 pm

I ended up putting a regular dread in a drop pod (cost nearly as much after EA)..Bat rep once I've got the photos sorted out and a sketch of what happened.
Last edited by killmaimburn on Wed Sep 16, 2009 4:28 pm, edited 4 times in total.
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