Tuesday, February 15, 2011

Old School DND

I went on Sunday and played a remake of pre-1st edition dnd with Magnus and some guys. It made me remember what roleplaying is all about. It's not about a fancy rule set... its all about goofing off, drinking some beers, and rolling some dice. I may sell all my 4th ed. stuff. I realized you can do everything you need to do with the old rules.

Also had a warmachine tourney Sunday and the Spokane guys came down and kicked the Boyz asses. We will need revenge. I ran the thing so did not get to play them (though I did play and lost a lot). A turn out of 7 overall and a good time. Maybe I can talk someone else into running the next one.

Hopefully will play Dystopian finally on thursday. Also I am organizing a Warhammer map campaign here are the rules in the current form.


Warhammer Map Campaign DMB 2011 1.1
Requirements to Participate
1)      Be a dues paying member!
2)      Be on the forums
3)      Be willing to come out once a week
4)      Have 2,000 points of figures for warhammer fantasy

Background
Since the great battle of several years ago the island of Albion had been covered in mist. It was on an autumn day in the Imperial year 2554 that the great comet fell onto the world. Each of the great powers were instantly notified as all the powerful wizards of the land howled in pain as the winds of magic swept through them. In an effort get to the comet, each nation sent scouts to the location described to them by their mages. In turn each scouting party returned with news of the great comet, which consisted only of meteoric iron and warpstone. Quickly each nation mustered their forces and went to the now revealed island of Albion to do battle once more. Alliances were swiftly formed, as each nation did not want to see this source of great power in the hands of their allies, but could not fathom the catastrophe it would be if it fell to their enemies.
The campaign starts as each force makes landfall on the island of Albion…..

Making Teams
Due to the number of players this campaign it will be team based. The first step in starting the campaign is assigning teams. A sign up sheet will be up in the club house with one side labeled forces of order and the other labeled forces of disorder.
Army
Which side they may fight on
Beastmen
Disorder
Bretonnians
Order
Daemons
Disorder
Dark Elves
Disorder
Dwarfs
Either (note this represents dwarfs and chaos dwarfs)
High Elves
Order
Lizardmen
Either
Ogre Kingdoms
Either
Orcs and Goblins
Disorder
Skaven
Disorder
The Empire
Order
Tomb Kings
Either
Vampire Counts
Disorder
Warriors of Chaos
Disorder
Wood Elves
Order

Players should sign up for the team they have to/wish to join. If there is an uneven number of players armies which may fight for either side will be rearranged until the two sides are even. If there is still an uneven number some players will get multiple armies in the campaign. A Team captain will be elected through votes, bribery, or a fist fight in the parking lot. 

Setting up the Board
This campaign will utilize one copy of Mighty Empires therefore there will be 48 hexes. These hexes will be placed randomly in a shape which is 6 hexes tall and 8 hexes wide. On the bottom of the map a city will be placed on the tiles 2nd, 4th, 6th, and 8th from the left. On the top of the map city tokens will be placed on the 2nd, 4th, 6th, and 8th tiles from the right. In each of the four rows not containing cities (camps) place 2 castle tokens randomly. To do this roll an 8 sided die and number the tiles from left to right. Thus, if a 1 is rolled the castle goes in the hex furthest to the left. Having randomly placed the castle tokens, board set up is complete.


Definition of Pieces
City tokens- City tokens are used in this campaign to represent camped armies on the edge of the island. These act as spawn points and objectives during the campaign. If either side loses three of their four camps the game is over. A camp is removed from the game if at any point only an enemy army is present. If there is a battle going on at the camp players may not respawn their army at that camp.
Armies- These will be represented by a personalized flag (or figure which can be adhered to the board). This is a player’s force. Armies may move two spaces during an owning player’s team’s turn. A player will only ever have one army(unless someone drops out). A player’s army may not move through a hex with only an enemy army or multiple enemy armies in it. A player may, however, move through a hex where there are more friendly armies than enemy armies or an equal number of friendly armies and enemy armies. When two or more opposing armies end their turn in the same hex they fight. All armies are 2000pts and selected following all army organization rules found in the 8th edition rulebook.
Castle Tokens- Castle tokens represent ruins. If a battle is fought in a hex with a ruin the winning player gets a free magic item of 50 points or less (this is explained in the post battle sequence below).

Deploying Forces
Roll a die per team. The team with the higher score (reroll ties) may choose to deploy first and go first or deploy second and go second. The team which has been chosen to set up first, selects either the upper four camps or the lower four camps and places all of their player’s armies on the table ( in the manner described below). Then the second team places all of their armies on the map. If any player is not present the team captain places their army. If a player places an army in an incorrect hex the team captain must fix it.
During initial set up armies for each team must begin the game anywhere within 3 hexes of one of their team’s camp. Initial set up is the only time when armies are spawned anywhere but a camp. The team selected to go first then takes the first turn. The team has a week from the completion of the set up to move their pieces and fight their battles (explained below). Each army represents a 2,000pt list. This list can only change when you lose or through gaining honors and magic items.

Taking a Turn
A team’s turn will go from Thursday to Thursday. Each player on the team who’s turn it is may move their army two hexes as per the moving rules, considering both enemy armies and terrain. If an army stops in a space containing more enemy armies than allied armies the moving player must select one of those armies to fight. A game of Warhammer is played as per the eighth edition rules.


Fighting a Battle
The battle is fought using the pitched battle scenario with random terrain available from the club. The players may select another scenario as long as both players mutually agree on one. If the battle cannot be fought during the week (due to stupid real life stuff) then there or a couple options
1)      Another player from the team may take the position of their teammate on the 2nd Thursday (so the player must have missed the first Thursday and Friday note this will be the same day the other team begins moving).  Note if the replacing team member loses, their army does not lose its honors, the army of the player who was supposed to play the game originally does instead.
2)      If neither player shows up the two armies just stay in place.

If one player fails to show up for a long time their team captain will ask them if they want to continue to play. If they do not, another player on the same team will field two army lists represented by two different army pieces.

Post Battle
The Losing army- The army that lost(even if it lost by a single victory point) immediately selects one of their team's camps and places their army in that hex. This army may move normally on the next turn. This player can then completely rebuild their army list. This player loses all of their accumulated honors and magic items.
The Winning army- The army that won gains an honor. To determine which honor they gain roll on the chart below. If the battle was fought at a ruin (represented by the castles) the winning player also selects magic item up to 50pts in value. This magic item may take a character or unit above the point value of magic items it/they are allowed to have, though all other restrictions apply. The only other exception is that ANY unit with a standard bearer may take a magic banner even if they are not typically allowed. The winning player also, of course, gets to maintain their position and must continue with the same army list.

Honors (roll a d6) Each Character/Unit may only have one honor each
1-3   Character  advancement-pick a character and  roll a further d6          
1-+1 Ld (if 10 gain immunity to psychology)
2-+1 WS or +1 Bs
3-+1 S
4- +1 T
5- +1 I
6- +1 W
4-5   Unit advancement- pick a infantry unit
1-2 +1 Ld (if 10 gain immunity to psychology)
3-4 -+1 WS or +1 Bs
5-6 +1S or +1 T
6   Pick a Wizard to gain a level or get a free 1st level wizard (this can allow a wizard to gain level 5!)


Terrain
Open ground and rivers- are just aesthetic and may be moved through at a cost of 1
Mountains- cost 2 movement hexes to move through.

Special Characters
Take as many special characters as can legally be taken, however, if during any battle they lose all of their wounds or do not end the game on the table, they are dead. They can never be taken again by that player. If you win a game in which one of your special characters die, you may spend those points on something else, as long as your army still meets the army building requirements. 

I didn’t get to play this round
If a player’s army is not in contact with any enemy army. The game-less player may play a 2,000 point game with anyone (this person does not even have to be in the campaign) If the player wins they get a honor, if they lose there is not effect. If the player who randomly plays the game-less player loses there is no effect on their army. It should be noted, that only one game in which a player can gain an honor may be played a week, and this option can only be taken if a player’s army is not touching another army on the map, or if the player they are supposed to play is does not show up. In the event that the game-less player plays a random game and gains a honor, but then their true opponent (the person their army is sitting next to on the map) shows up later the random game, and their earned honor is taken away.

By
Justin Williams


Wednesday, February 9, 2011

40k Campaign

James has been running a 40k escalation campaign and I took this as an opprutuniy to field Deamonhunters one last time before the book. The idea was not to bring your A army so I stayed away from a pure guard force. I decided to go with a radical inquisitor (one that uses deamons and cannot take grey knights) I really feel this is an underdeveloped concept but is fun to play. The only real unit you get is the really random deamon hosts. My first game was against Alexander playing choas. He had a mean list with a demon prince and two rhino mounted chaos marine squads at 500. I had two units of storm troopers, my inquisitor and a single demonhost. He beat me pretty bad despite the fact that I managed to kill the prince on the bottom of turn 1 in a single round of shooting. He stormed the building my whole army was in and just slowly ate me up in close combat a fun game though. Here is the fluff he wrote.


Results for Alexander vs Justin
Alexander = 4 vps, Justin = 1 vp

Temeluchus coalesced his essence from the pain, death and hate scattered around the landscape below. That his form erupted violently from one of his loyal followers did not register in his mind. There was only one concern to feed. The daemon was young, in there eternal sense, and had few chance to reap destruction on the material plane. Temeluchus had missed the great war that had ravaged this planet, but bidden by the only mortal who could command such forces, Temeluchus had now come.

He stood, for Temeluchus still thought of itself as male, amongst a score of the Black Legion. They were awed and fearful of his presence. It begins. The psionic though reverberated through their bones and the Black Legion roared their approval.

The rhinos barreled through the diseased and decayed landscape while Temeluchus kept pace on leathery wings. He could taste blood and fear ahead of them in a small ruined building. Men awaited them, small insignificant and tasty manflesh. As bolter rounds and las-shots erupted from the building Temeluchus tickled the fabric of reality and drew forth a score of men, who were terrified to find themselves in the path of a Rhino and the doorstep of a daemon. Temeluchus never got to savor their flesh.

Explosions rippled his body and penetrated his flesh, thrown mercilessly from servitor drones on the roof. He snarled in anger, then fear. Slick and silvery he felt the penetrating blasts of a psi-cannon. Temeluchus opened his mouth in rage as he tasted the Inquisitors scent and something else - the pathetic taste of a lessor daemon, diminished more by its shame and defeat. His body dissolved into the immaterium but he stayed close and watched.

His marines crashed into the human line. The men lashed outside by his sorcerous abilities were slain quickly by the troops from one Rhino while the other Rhino plowed into the ruins. Temeluches watched as a pathetic Bloodletter charged his marines. Some how this little worm was kept by the humans, no matter though as it was killed without much of a fight. Perhaps it welcomed death, thugh Temeluches knew that would bring little relief. 

The humans were no match for the twisted Black Legion. Bolter rounds and melta-blast left scant remains behind and the Black Legion scaled their way to the roof and surrounded the inquisitor. The man fought in a way his kind would have called valiant, and just before he was overwhelmed the man initiated a teleporter beacon with a bloody hand. And vanished. The marines set about to catching the few wounded men still alive. Temeluchus smiled, he would have a new body soon.

My second game was against a rather new Necron player. He had 2 units of warriors a lord and two destroyers. I added a platoon of guard with my 250pts. This scenario was a single objective with missile falling in randomly. Neither of us took any causalities from the  missiles. I stood at shot most of the game. By turn 2 I had beaten on whole unit of warriors and killed them completely so that they could not come back. He then attempted to deep strike near my units (Necrons can teleport from the field and back on) suffered a mishap and lost the whole unit causing a phase out. For winning I got two veteran abilities and
 50 extra points in the next game. 
  

Here is my fluff followed by my list for game three. 

Background and Battle Report 



Nathanial Forrest of the 2nd Rimrock stood on a plateau overlooking the edge of the city, watching as his men picked through the city looking for any remains the Necrons may have left behind. He never understood the Necrons and it bothered him, appearing without warning and leaving the same way. If one failed to consider the gauss burns on the buildings and the dead, you could miss the evidence for an attack all together. Nathanial had not been there for the fight, being relegated to logistics by the Inquisitor that currently stood beside him. It bothered him that his men had gone to battle without him, but Lt. Farringhay had done his job, as Forrest had trained him to do, and few of his were among the dead.  Promoted grizzled sergeants always made the best platoon commanders; those pieces of shit nobles the Schola assigned to him were not worth a damn and usually got their head blown off in the first fight. 
*****



Lord Von Strauberg stood beside the Imperial officer surveying the city after the battle. He didn't like Captain Forrest at all. He was the kind of Imperial Officer Von Strauberg abhorred. Not willing to sacrifice his men for Emperor and confident instead of faithful. Von Strauberg looked at the man and Forrest met his gaze. Most men would not meet the gaze of Inquisitor and if they dared do so would be convulsing in fear, this man was rigidly still and the only detectable movement was made by this cybernetic arm which loaded his favored shotgun. It was as if Forrest's arm had done the action so many times it was automatic. Forrest may have not even consciously realized he was doing it. Von Strauberg looked away from the officer, his eye drawn by a slight glint of metal moving down one of the streets. Moments later a line of ferals emerged moving quickly down the city sidewalks. Has his eyes focused he realized that had no firearms and lacked the imperial insignia.
*****
“The cavalry has arrived”, Nathanial said a half smile creeping across his scarred face.
“Whatever do you mean Captain?”
“Those primitive screwheads watched the whole fight. I saw them on the lifescan ‘board my Valk.”
“ And you failed to warn me!”
“ Didn’t think it was important at the time M’lord... ‘sides you seemed a mite busy shootin the ‘Crons” Nathanial responded butchering proper etiquette.
“Ferals are intolerable... no fear of the Emperor. Call your men and order them to take firing positions”
“Firing positions? We beat the stargods. 10-1 they are headin in to join up and it just so happens a have a few explosive tipped lances we liberated from Bosun V.”
“Liberated. Do you mean....... stole…. Captain?”
“No M’lord we were jus keepin’ safe ‘till we encountered a unit that needed im.”

******
Captain Forrest watched as Serg. Johnson handed out the lances to the first of the primitives. Immediately upon receiving the lance one of the youngest knights charged off into the distance and speared a tree. The charge exploded and all that remained of the tree and the knight was the back end of a horse and 2 burned carbon shells. This might require more training that Capt. Forrest thought….

Daemonhunters for Campaign

Deamonhunter List
Lord Inquisitor, Von Strauberg
Psycannon, Power weapon, auspex
Retinue
3 gun servitors with heavy bolters 3 Acolyte w/Carapace and bolters, Calculus Logi, 1 Mystic, 235pts

10 Inquistorial Storm Troopers
2 melta guns
120pts

10 Inquisitorial Storm Troopers
2 Plasma guns
120pts

Deamonhost
85pts




Inducted Platoon
Platoon Command
Vox  Autcannon
45pts

Inf 1
Lasercannon vox
70pts

Inf 2
Missile Launcher vox
65pts

Inf 3
Lasercannon vox
70pts

Platoon 2
Command
Vox
40pts
Inf 1
 Vox Heavy Bolter
65pts
Inf 2
Heavy Bolter vox
65pts

6 Feral Recruits (Rough Riders) (yes these are my bretonnian knights if you want to know why read King David's space ship)
70pts

1050pts








Tuesday, February 8, 2011

Bretonnia 3 Wins

Played High Elves with the same list. This was a heavy Bretonnian victory though I attribute it largely to dice. I found out I was cheating with the banner of defence it only gives me a 4+ ward save versus missiles but it only would have affected 2 saves during the game.

The High Elf player had

4 repeating bolt throwers

Teclis 4th level mages special character

Khoril (white lion special character on chariot)

2 units of spearmen about 25 strong

1 10 man unit of Silver Helms

10 longbowmen

1 great eagle

So Pretty character heavy.....

Deployment

There was a large forest in the center of the the board. We both deployed most everything my left flank (his right). The only exceptions were two of his bolt throwers, his silverhelms and my Knights of the Realm.

I prayed so he got first turn. He largely stood still. The only exception being his Silver helms (SH) which swung to meet my Knights of the Realm and Prophetess on horse (KOTR) and his lion chariot with Korhil which ran foward. From turn 1 when he revealed his mage was Teclis I starting targeting the spearmen he was hanging out with. Teclis took the lore of fire an began burning down my men at arms with the damsel. I activated the Prayer Icon of Quenlles to give them a ward save. This worked out pretty well as they only took a minor beating. Teclis basically is a beast in the magic phase (much better than when I played him). He automatically casts with irresistible force with doubles on the dice giving him a 1/6 of casting automatically on two dice. He got like 4 spells off losing me some men at arms and Knights Errant (KE). My KE were too close and had to try to charge so choose to charge the Lion chariot and failed. My KOTR decided to head in front of the Silverhelms trying to get out of their line of sight but did not make it leaving them to be charged (oops). I threw a stone from the trebuchet into the Spearmen with the mage of doom and ran the men at arms forward (both units). My general and hero (both on pegs) moved behind the men at arms line.

The next turn his lion chariot charged the KE and he shot the hell outta my men at arms (good thing I have plenty). He also got a flank charge on the KOTR. His shooting kills my trebuchet. The KE beat the chariot as it only got 1 impact attack (should have been 2 its actually a 1d6+1) and the KE caught it. The KOTR remarkably beat the Silver helms in close combat but they held.  On my turn my hero and lord on peg charged the great eagle in the wood in the center and the treb and my long bowmen try to shoot the warmachines on his right to no avail. My KE charge a bolt thrower for good measure. I pump up the KOTR with +1 S and +1 T and give the hero +3 S and +3 A in the magic phase and once again beat the silver helms but they hold.

After this it gets ugly to make a long story short.... I eventually beat the Silver helms despite the fact that a lot of the KOTR explode due to a miscast. My Lord and Hero beat the sans-Teclis  spearmen and my men at arms get to the weakened spearmen unit with Teclis, beat them and run them down. In one turn I win all of these combats. My lord and hero get their pegs shot out from under them by the two bolt throwers on my left but get revenge by charging them (one each) on foot. By turn five there were no Elves on the table and I had lost 2 pegasus and a trebuchet.

Conclusions

I cheated a little with the banner but it was the difference between a 4+ and 5+ save that I only took twice I think the chariot still would have lost and ran.

Bretonnians rock!

The lore of Beasts and Life rock as well.

My army may single handedly be causing Pegasus extinction.

Justin

Brets 2Win 0Tie 0 Losses




So I brought basically the same list out again against the dwarves on Friday. I played my 2000 point list again.  I met with success again by a 600 point margin. We learned a few more of the 8th edition rules. No pics again. Next time I will bring the camera. The dwarf player had a stone thrower and 2 bolt throwers. The stone thrower and a bolt thrower was neutralized by the hero on peg. The knights of the realm fled from combat twice but the knights errant as well as the men at arms with the damsel held true the entire game. Turns out giving the men at arms with the damsel the blessing of the lady and then tossing the first level life spell on them makes them unstoppable (it gives them a 6+ (or 5+ is str 5 or higher) and then another 5+ save on top of their armor save). The men of the match were diffently the men at arms with the damsel as the held the dwarven lord's unit for several turns. My lord on peg got unhorsed again but oh well. In hind sight the difference may only have been 500 points as the two pegs may count for victory points. Pictures next time. Here is my current bret list.


Bretonnia Army
Lord
Mounted on Pegasus, Virtue of Heroism, Heartwood Lance, enchanted shield, potion of speed
245pts

Prophetess
4th level, warhorse
240pts

Paladin Standard, Banner of Defense, virtue of duty
134pts

Paladin
 Pegasus, gauntlet of the duel  lance, shield, Gromil Helm
146 pts

Damsel
1st level, dispel scroll, Blessing item
115pts

11 Knights of the Realm Full Command
288pts

11 Knights Errant Full Command
241pts

30 Halbs Full Command
177pts

29 Halbs Full Command
172pts


24 Peasant Bowmen 
brazier 
149pts


1998pts