Showing posts with label Apocalypse. Show all posts
Showing posts with label Apocalypse. Show all posts

Sunday, November 28, 2010

Carnage for Charity 40k Apocalypse Event




Yesterday was the big day: a 3500 point Apocalypse event organized by my good friend Robert and graciously hosted by the propietor of Kingdom Wargames, Alex. All the proceeds from this miniature Apoc tournament went to paying off the debt accrued by my wife's unfortunate car accident which occured at the beginning of this month. Before I get any further, let me just say how much my wife and I appreciate the kindness and generosity exhibited by these fine fellows and all the others who participated in this event! Words don't describe it.

That being said, it was likely one of the most professionally organized and run Apocalypse events I have ever had the pleasure of taking part in. We started with four players, myself included, in a free-for-all style game on a regular-sized gaming table. I took 3500 points of Blood Angels, having sold my IG army a while prior, and consisting of primarily Terminators.

The players present aside from myself were John, Colton, and Brandon (who had to duck out immediately after deployment, unfortunately). John was playing IG, Colton was playing Black Templars, and Brandon was playing a combination of Dark Angels and Raven Guard. It was interesting having every variation of the Marine codex on the same table! After Brandon departed, Robert threw in a random Thunderhawk to keep that table quarter from being completely bare. The game was set up so that there were twelve objectives, as well as six extra markers we did not know the purpose of. We each were allowed a stratagem, and for players under the point limit were allowed extras. I maximized my list, so I only chose Flank March since about half of my army was in reserve.

After we deployed, Robert asked us a cryptic question: "Every full turn, or every player turn?" The votes were tallied and it was determined to be every player turn. He then informed us that the mysterious markers were locator beacons for artillery barrages. Every player turn, he would roll 2d6. Each marker was numbered, so the two that corresponded to the dice results would have a S10 AP1 blast land within scatter distance of the marker. It was a great effect, and was great for thinning the table of models.

Instead of a turn-by-turn account, I'll hit the highlights:
Colton used nearly every artillery barrage he had on Johns exposed IG, killing swathes of them (and likely leading to Johns downfall). The few blasts he centered on my lines killed a few regular marines, but left the bulk of my force (mainly Terminators) relatively unscathed.

After a round of us unloading on the Thunderhawk, it went nova right in between John and I. It took out my only Land Raider, filled with Death Company, as well as a huge portion of John's gunlines. .

Unfortunately, it was parked right in front of a minefield and the closest enemy unit was directly across it. Marbo appeared a turn later, throwing a demo charge into the hapless Death Company. The last surviving two then had to run back across the mines to engage the Sly One.

Mephiston leaped into combat with a trio of sentinels, failing to dispatch the walkers for 3 whole turns due to failing two out of thee psychic power tests for Sanguine Sword. A squad of Thunderhammer Terminators finally had to help him dispatch them. Afterward, though, he did manage to kill the wounded Lord Commissar with a Plasma pistol shot.

The BT special characters Grimaldis and the High Marshal form in unstoppable force, rolling through two assault squads and killing a charging terminator squad. Finally, after being preemptively struckby cyclone launchers and stormbolters, they fall to a Red Thirst empowered Terminator charge.

A unit of Scouts with Shotguns flank marched, appearing right behind a unit of Ratling snipers. They then proceed to fail miserably in an assault against the hobbit-sized creatures for the next two turns, earning them a place in my immortalized Hall of Shame.

A squad of assault troops arrive via reserves. Colton's revealed disruption beacons relocate the drop point, falling millimeters short of a building. They still managed to hit the rear armor of the Leman Russ they dropped behind, getting an explosion. They then got wiped out.




Anyway, it was a good game. It was too bad that Brandon had to leave, but he was able to come back and get the lowdown:

End Results-
Colton 6 objectives
Me- 5 objectives, one contested
John- one contested

So we raised a bit of dough, rolled some dice, and had a blast. Colton won himself a battleforce of his choosing, courtesy of our sponsor Alex of Kingdom Wargames, and even John took a few models from my personal collection as a doorprize. Thanks again to all that participated, I had a grand time, and you helped ease my stress immeasurably!

On a side note, I asked Robert to become an author on the blog. He has some amazing ideas for turning gaming events into fundraisers (as seen by this success) and is even contemplating taking those ideas even further! What's better than gamers helping gamers, huh?

So until next time,
--Fp135 via iPhone

Sunday, December 13, 2009

Yup, caught the Apocalypse fever...

...and no, I don't mean Fallout-style.

I've started building super-heavies to add to my forces for Apoc. I was walking through a department store the other day, and my son pointed at a toy collection that was at his eye-level. I looked at the age recommendation on the box before seeing anything else, and noticed that it was well above his age (when they are this little you should be careful with what you let them play with). I then saw what it was... a full military playset, complete with helicopter, tank, humvee, and a couple action figures with weapons, all for 15 bucks. I let him get it, with the agreement that Daddy would get all the toys with pieces that he could choke on (he's only two, so that part was not difficult). He got the action figures, the humvee, and the gatehouse, everything else went into my loft. (Insert evil cackle.)

Yes, I am as big a kid as my son is, but the conversion ideas were already in my head. Today I turned the helicopter into a Valkyrie, and the tank is a Superheavy tank now, thanks to the careful addition of some weapon bits from my bitzbox.

Here are the results of the tank conversion (forgive the crummy pictures, I was late for a Christmas party when I took them):


Please note the armament: A main cannon (vanquisher or battlecannon, I can't decide), a co-axial autocannon, a hull-mounted plasma cannon, and a missile launcher.



This is the rear access point I made for the vehicle. I wanted the vehicle to be able to transport the CCS if need be, so I left the rear platform intact to give it additional deployment space when the models disembark.

I used the VDR rules (from WD's Chapter Approved 2004) to create a vehicle that is comparable in cost to that of a Baneblade. Its stats look something like this:
BS-3, AV F-14 S-14 R-12, Structure Points-3, Transport Capacity-10.

It has a lot of blast templates, which will be useful in throwing down against any horde armies. It also has a lot of low AP, good against MEQ. Lastly, I am thinking of making the main cannon a Vanquisher-type, so that it has a decent anti-vehicular weapon to use against other super-heavies. Alternatively, I could make it a Destroyer weapon, but that would significantly increase the tanks cost.

I need your help! What should I do for the main cannon of this tank?

Thursday, December 10, 2009

My First Apocalypse Game



I played my first game of 40k Apocalypse today, and I wrote a summarized Battle Report to mark the occasion. I also got some snapshots of the game in progress, as you can see here. Read on!

ARMY LISTS (approximate)
SM-
Chapter Master with Artificer Armor, Relic blade, and Boltgun
Chaplain with Terminator Armor
Captain with Terminator Armor, Thunder Hammer, Storm Shield
Terminator Squad (10) with 2 Assault Cannons
Terminator Squad (10) with 1 H. Flamer, 1 Assault Cannon
Scout squad (5) with Heavy Bolter, Teleporter Homer
Tactical Squad (10) with Meltagun, Missile Launcher, Plasma Pistol
Tactical Squad (10) with Plasmagun, Plasma Cannon, Plasma Pistol, in drop pod
Tactical Squad (10) with Flamer, Lascannon
Venerable Dreadnought with Extra Armor
Bike Squad with 2 Meltaguns, Sgt. Power Sword
Assault Squad (5) with Sgt. Power Sword and Combat Shield
Assault Squad (5) with Sgt. Power Sword
Predator Annihilator tank with Extra Armor, Pintile-mounted Storm-bolter, and H/K missile

IG-
Company Command Squad with Lord Castellan Creed, Medic, Regimental Banner, and Voxcaster
Commissar Yarrick
Stormtrooper Squad (10) with Plasmagun, Grenade Launcher, and Sgt. Power Sword.
Ratling sniper team (4)
Ratling sniper team (3)
Guardsman Marbo
Platoon Command Squad with Voxcaster, Medic, 2 Flamers
2 Infantry Squads with 2 Voxcasters
Platoon Command Squad with Voxcaster, Missile Launcher team
4 Infantry Squads with 4 Voxcasters and 3 Flamers
Veteran Squad with Demolitions, Grenadiers, 3 Meltaguns, in a chimera with a dozerblade.
Veteran Squad with Demolitions, Grenadiers, 3 Grenade Launchers, in a chimera with a dozerblade.
Veteran Squad with Demolitions, Grenadiers, 2 Plasmaguns, in a chimera with a dozerblade.
Armored Sentinel with Lascannon, HK Missile, and Smoke Launchers
Leman Russ Vanquisher with Knight Commander Pask, Lascannon, H. Bolter sponsons, dozerblade
Leman Russ Executioner with Lascannon, Plasma Sponsons, dozerblade


TURN 0: Pre-game

-Time limit set, game started at 10 PM and ends at 2 AM (Had to wait for the kids to be in bed!).
-Imperial Guard declare Strategic Asset: Flank March
-Space Marines declare Strategic Asset: Precision Strike
-No Man's Land and Terrain Configured
-Imperial Guard deploys first, gets first turn.
-Imperial Guard holds 3 Vet Squads in Chimeras and Sentinel in reserve, along with marbo.
-SM hold Terminator squads in reserve, along with a drop pod of tactical marines.


Game Board, Pre-Deployment


After IG Deployment


After SM Deployment

TURN 1:
-IG moves aggressively, and takes out the dreadnought on the first round of shooting.
-IG Mortars fail to inflict significant damage.
-The Vanquisher also snap-fires at the Predator through cover, successfully destroying it.
-SM position their troops to strike, bounding the assault squads into assault range.
-The Chapter master calls an Orbital Strike on the Executioner, which hits, but fails to penetrate the tank's thick armor. Other shooting is only minimally successful.
-SM attack with much vigor, their assault squads ripping through a pair of infantry squads. The squads manage to retreat to a safe distance without being caught in a sweeping advance.


The Front Lines, Turn 1


Sniper's Lookout


End of Turn 1

TURN 2:

-IG reinforcements arrive: a Chimera with the Plasmagun Vets and Guardsman Marbo. Due to Flank March, the Chimera comes onto the table in the enemy deployment zone.
-IG sweeps infantry aside with massed FRFSRF orders. Both SM assault squads perish in a fusillade of lasgun fire.
-The executioner destroys an entire combat squad in a single salvo from its main cannon.
-Marbo tosses a demo charge, killing three out of five marines in a combat squad. Sniper fire takes out the other two, removing them from the objective.
-SM reinforcements arrive, a single drop-pod of tactical marines as well as a Captain in terminator armor with a thunderhammer and storm shield. The pod marines take an objective.
-The bikes boost hard in a gambit to contest one of the IG-held objectives in the IG deployment zone.
-A lascannon shot shakes the crew of the chimera that just came on-board.


The Chimera Flank-Marches


He's Right Behind You!


End of Turn 2

TURN 3: Last Turn
-The remaining IG reinforcements come on-board. Flank-marching enables them to take key positions and secure more objectives.
-The shaken chimera tank-shocks a lone lascannon gunner from the board.
-SM Biker's gambit did not pay off as they were gunned down by combined fire from a stormtrooper squad and an infantry squad.
-Combined sniper fire wounds the captain in terminator armor.
-SM opposition is eliminated from another objective.
-Fire from multiple sides eliminates half of the drop-pod squad. A scattered shot from a plasma sponson strikes the drop-pod, and by stroke of luck, detonates it with a 2” blast radius. This causes 4 wounds to the remaining squad members, of which only 2 wounds are saved by armor. The squad's morale breaks, sending them fleeing from the objective.


Biker's Gambit


Surrounded


End of Turn 3

With the time limit reached, and only 2 scoring units left in the SM army vs. the 11 scoring units left in the IG army, the SM player concedes. Deepstriking SM might have been able to shake a few defenders from objectives, but with the IG holding 4 out of 6 objectives and contesting 1, there was little hope of pulling even a tie out of this one.



FINAL THOUGHTS:

A game of this size is fun, but to really experience Apocalypse, you have to either formations or superheavies. Otherwise, it is just a really big 40k game.

With that in mind, I am now currently researching ways to scratch-build various vehicles. Of course, if anybody has an extra Baneblade they wouldn't mind giving me for free, I would be very willing to oblige you!

Well, it's nearly 3:30 in the morning here, and my wife probably is expecting me to come to bed sometime tonight, so I guess I'll leave it at that.

Until next time,
--FP135

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