Tuesday, 26 November 2024

Trial by Fire

When me nephew asked me if he could try a game of 'Warhammer', I resisted the urge to launch into a tirade about how 'Warhammer' is a brand name and not the hobby and went about setting up a game for him to try.


I settled on having a go at 10th edition 40k, which I'm no expert at, for several reasons:

  • I'm slowly turning my attention back towards the newest version of the game thanks to taking part in the Tale of Four Gamers Badab War campaign run by Arbitor Ian's YouTube channel and there's a possibility I might even play in an event,
  • I had two fully painted armies in easy reach along with reference cards taken from the free pdfs released at the launch of the new edition,
  • He has some Age of Sigmar models and so the mechanics would be similar to what he might play with friends.

I picked two vaguely even (in theory) forces of Astral Claws and Tzeentch Daemons and set a very rudimentary battlefield using the mat I got with an issue of Mortal Realms magazine I'd picked up at some point.


My nephew took control of a Astral Claws patrol which included:
  • Librarian (not the right model, but what I had a card for)
  • Tactical Squad (with Flamer and Missile Launcher)
  • Dreadnought (with Assault Cannon)

Meanwhile, I unleashed a swarm of Tzeentchian Daemons in the form of:
  • Changecaster
  • Exalted Flamer
  • Pink Horrors
  • Flamers

I got the initiative (which was useful for teaching him the sequence of events) and took the first turn, advancing my whole force and unleashing a veritable conflagration of magical flames to engulf the stalwart defenders of the Imperium.

It was at this point I remembered just how much more resilient a Librarian makes a Tactical Squad against pretty much everything in Tzeentch's arsenal.


However, the Librarian couldn't be everywhere, and so the Flamers were able to kill a Marine in the other combat squad.

An interesting element of this part of the game was recognising all the terms and concepts used around dice-rolling that needed explaining to someone who had zero experience of wargaming.


In my nephew's first turn he chose to advance and open fire. Sadly, both the Missile Launcher and the Dreadnought's Assault Cannon were ineffectual.

However, the Librarian's squad made up for this by blasting a chunk out of the Pink Horrors, and my nephew was somewhat shocked to see them turn into even more Blue Horrors.

On my second turn, I opted to charge in to hand to hand combat for three reasons:

  1. I wanted him to see how that area of the game mechanics worked.
  2. We were running out of time before we had to go out for dinner and this seemed a good way to speed things up.
  3. I had forgotten just how rubbish Pink Horrors are in hand-to-hand combat.
The fight went about as well as you'd expect and by the end of it there was only a single Pink Horrors left standing, and quite a few more Blue Horrors.



Once again, the other flank was much more successful for the Daemons, with the Flamers killing another two Marines, although the ominous shape of the Dreadnought was lumbering in to view.

The fights continued, and despite the MN stones not rolling particularly well, the Horrors kept dying in droves.


And despite the Flamers finishing off the other combat squad, the Dreadnought charged into combat and began to chew his way through the Daemons.

At that point we had to leave it, but it was clear that the Marines had the edge as not only was the Librarian's squad pretty much immune to my army, there was very little chance of the Flamers hurting the Dreadnought.

My nephew had a fun game and asked if he could play again next time he visits, which is a success, and he is now looking up YouTube videos to learn the rules for himself. I'm tempted to give Age of Sigmar a try to get him to open up the models he acquired a couple of years ago.

Mission accomplished!

Tuesday, 19 November 2024

It's all gone Sau-wrong

I fear the title of this post might have given the game away on what's about to happen, but let's pretend that it hasn't.

Anyway, after last week's Amon Hen debacle, Matt and I returned to the Quest of the Ringbearer, playing two scenarios following Frodo and Sam as they pass through the Emyn Muil, encountering  Gollum, and into the Dead Marshes.


The first scenario was a very simple affair of Gollum trying to sneak up on the sleeping Hobbits in a bid to regain the Ring.


Unfortunately, Gollum woke the Hobbits almost immediately, which led to a strange game of cat and mouse as he tried to get the drop on one of them with his slightly larger movement.

Meanwhile, the Hobbits chucked stones at him to minimal effect.


Ultimately, both of these strategies came to naught and the two sides closed and combat was joined.

Gollum was the superior combatant, but the Hobbits had a larger store of Might and Fate points to tip the balance.

Unfortunately for the Hobbits, a slight flaw in the game is that Might points can do nothing if your opponent keeps rolling sixes and has a higher Fight value, and Fate points run out quickly, even if you pass the roll.

Sam fell first, shortly followed by Frodo.

Technically, this should have ended the campaign there and then, but in desperate bid to keep things alive (quite literally) we decided that Gollum was 'tamed' despite winning the scenario, and would now lead the group into the Dead Marshes.


Unfortunately for them, the Dead Marshes were being patrolled by a Ringwraith on a Fell Beast, and numerous undead spirits of those killed in the War of the Last Alliance.


The only thing the Hobbits had going for them was the fact that they had control over their actions, whilst the forces of evil were utilising the sentries rules, meaning that they would only head in the right direction 50% of the time.


The Hobbits had a long way to travel on very little legs and made for the biggest gap in the enemy lines caused by random movement.


However, risks needed to be taken and soon some of the Dead Marsh Spectres were heading right for them.


Gollum and Sam both competed to prove themselves most loyal to the master, and ran interference for Frodo, driving off the spirits.


The Hobbits also found that through combining their efforts they could bring down the Spectres one at a time.


However, whilst Frodo and Sam were largely resistant to the lure of the Spectres' ghost lights, Gollum was less resolute and was drawn away from protecting Frodo, leaving the Hobbits in trouble.

As the Ringwraith finally located the Ring and closed in, Sam was brought down by a Spectre and Frodo succumbed to the Rings power and was drawn to his death in the marsh.

The Ring is either lost in the depths of the swamp, found by the Nazgul and returned to Sauron, or possibly, and this is my favourite outcome, Gollum managed to get away with it and takes it back beneath the Misty Mountains.

Either way, Middle Earth is screwed.

Thanks Matt!

What now for the Quest?

I think I have to declare the Quest over. There's only so far creative rewriting can take you.

However, I have enjoyed playing the scenarios and using them as an impetus to paint miniatures from the range. Therefore, as long as Matt is willing, I think I'd like to keep playing but no longer track points, also that each scenario is just played as written.

On top of this, we can still play Gondor at War and War in Rohan as standalone campaigns.

One day I'll return for another shot at the grand campaign, but not right now...

...it's too soon.

Sunday, 17 November 2024

Speed Painting

Several weeks ago, whilst hunting on eBay for cheap lots to add to my Astral Claws force for the Badab War, I bought a bundle of vehicles, including a Dreadnought, some Bikes and a Land Speeder.

The Dreadnought has already been decked out in silver and blue, and the Bikers are destined to become Iron Hunters, a specific unit from the Tyrant's Legion list.

However, that same list does not allow for the Tyrant's Legion to take Land Speeders, and so it was immediately adopted into the Blood Angels.


I've always liked the Land Speeder as a model, and my Blood Angels do lack a bit of pace, being the ad hoc force that they are.

However, I quickly discovered that not only are these things an absolute bugger to strip the paint from, they are also really awkward to paint and apply transfers to when fully assembled.

In terms of painting, I approached this in the way I do all of my Blood Angels, based on the approach I used during lockdown to rescue my old army.

Base coat of red spray, was in black and then lay up the red again before picking out the gold, silver and other colours and giving them a was as well. It's a surprisingly laborious approach.

However, it has the benefit of keeping my collection consistent (I'd probably approach things differently if I was starting now), which is particularly useful given that this model is a little rough around the edges to a bit of a botched adventure with Biostrip 20, having it match some of my older and less glamorous work (my Baal Predator has so much paint in it that it should gain a benefit from ablative armour).


This is by no means my best work, but it's more than good enough to serve.

I did harbour thoughts of converting the crew to fit with the Horus Heresy, but decided against it because I didn't have any alternative bodies handy, and basic speeders are a bit rubbish in 30k.

Instead, this will probably see service first in our Christmas Apocalypse game, where it will almost certainly be shot out of the sky on the first turn.

I've been making pretty good headway recently, but was tempted into picking up a copy of Wargames Illustrated today because it had a free sprue of 4 Werewolves from Wargames Atlantic. I have a couple of ideas for how I will use these models and I can see them getting painted relatively quickly.

Acquired: -57
Painted: 381
Lead Mountain: 635

Sunday, 10 November 2024

If by my life or death I can save you...

The Uruk-Hai attack at Amon-Hen is one of my favourite scenes in The Lord of the Rings trilogy of films, possibly second only to the arrival of the Rohirrim at the Battle of the Pelennor Fields.

It has everything: heroic combat, noble sacrifice, desperate decisions and lasting impact for the characters in the film.

It would be interesting to see if my own clash upon the slopes of Amon Hen at part of the Quest of the Ringbearer would be able to match this level of drama.

We opted to play the single scenario rather than the two separate linked scenarios, which has the Fellowship of the Ring scattered and Uruk-Hai swarming the board in an attempt to "FIND THE HALFLINGS!"


The Fellowship player, me, needed to get Frodo to the boats, whilst the Uruk-Hai player, Saru-Matt, needed to grab him and leave the table. If Frodo escaped but two or more Hobbits had been captured, the game would be a draw.


This felt like a really difficult scenario to win for the Fellowship. Although individually Aragorn, Boromir, Gimli and Legolas outmatched the Uruk-Hai, they would be respawning, meaning that the heroes would eventually get worn down.


On top of this, the Hobbits are always a bit of a liability and can't really contribute without a lot of luck. Also, they are very slow, meaning that the Uruks would always have a chance to regroup if I broke through.

Let's see how this goes...

***
"Go Frodo. Run!"

Aragon leapt into combat with the Uruk-Hai which Frodo put the Ring on and dived out of the encircling servants of Saruman.


Meanwhile, Boromir ordered Merry and Pippin to stay behind him as they backed away from the encroaching hoard of enemies blowing the Horn of Gondor in a call for aid.


Arrows flew out of the trees, dropping Uruks where they stood, as a stout shape spitting curses in Khazalid barreled towards them.


Faced with what seemed to be an unending horde of enemies, despite cutting down many of them, Boromir could not stop the tide of Uruks flowing past him towards Merry and Pippin as their huge and ominous leader strode towards him.


Gimli yelled as he charged into combat, determined to kill more enemies than the pointy-eared Elf, who had already started to rack up a tally of kills. This relieved some of the pressure on Aragorn, who had been making heavy weather of his opponents.


Seeing a gap open up between Gimli and Aragorn, who had now decided to stop playing nice, the ethereal Frodo slipped through towards the boats.

He must go to Mordor, alone if need be.


Meanwhile, alone in the woods, Sam stumbled into a group of Uruk-Hai who quickly took him prisoner.


Boromir, determined to remove the stain on his honour that his attempt to steal the Ring had left, hacked through the Uruk-Hai, but could do nothing to stop them knocking both Merry and Pippin unconscious.


However, an arrow came impossibly snaking through the trees and felled the Uruks carrying Merry, who flopped to the ground whilst another two hauled Pippin off into the undergrowth.


Boromir faced off against the leader of this ambush, a great hulking Uruk-Hai with little in the way of character or emotion, and seemed to exist for only a single purpose: to provide a final boss fight for the first part of a trilogy.

Their blades met, steel range on steel and despite being built up the past three hours, the Uruk chieftain was cut down by Boromir's sharpe sword.

Now that's soldiering!


Things looked precarious as the camera swept across the battlefield. Pippin and Sam had fallen and the enemy were everywhere, but the Fellowship were beginning to link up and work together.

There was still hope.


Gimli helped a stunned Merry to his feet, but the brave Hobbit told him to go and save Frodo, and ran in in the opposite direction, trying to lure as many Uruks as possible to follow him.


Meanwhile, an invisible Frodo was following Aragorn, as the Ranger of the North hacked and slashed his way through his foes.


Seeing the bravery in the little Hobbit's actions, Boromir, Legolas and Gimli rushed off to where they could hear Aragorn fighting on his own, leaving the noble Brandybuck to his fate.

Calling and shouting, Merry drew several Uruks in his direction but was quickly overcome, his sacrifice buying valuable time.


With the Fellowships warriors finally gathered Frodo risked taking the Ring off. Surprised by his appearance, they formed up around him.

Boromir tried to form some form of apology for his actions, but the Hobbit looked at him with only fear in his eyes. The man of Gondor knew that he could accompany the Ringbearer no further.


Another wave of Uruk-Hai crashed through the woods towards them, and the Fellowship spread out to cut down as many as they could.

Legolas looked like he was about to say something to Frodo, but didn't and just gestured to him to follow the Elf towards the boats.


Forced apart by the sheer numbers of their assailants, the Fellowship began to struggle. Gimli was knocked flying by Uruks, which then surged past him without checking if he was dead.

Meanwhile, Legolas was surrounded and pulled down, desperately trying to cut a route free for Frodo.


As they neared to boats, Aragorn and Boromir continued to hack and slash in a desperate attempt to keep Frodo free.

Looking over his shoulder into the eyes of his little friend, Aragorn smiled and said, "there will come a day when the courage of men fails, but it is not this day."

Raising his sword he plunged into the mass of enemies and was listening from sight.


Frodo cried out in distress but was shook out his shock by Boromir.

"Forgive me Frodo, a madness took me. I have failed you. But I will not fail again. I will save the little ones and I will save my city. Go!"

With that he turned, blew the Horn of Gondor one more time and leapt into the thick of combat.


***

Well, that was...brutal.

This was a really tough scenario for the heroes, although I think I got it tactically wrong sending Legolas and Gimli to help Boromir and should have kept them with Aragon and Frodo.

The Hobbits' slow movement is a massive hindrance and although the heroes are individually better than their opponents, their store of Might and Fate points eventually get worn down by the randomness of dice. Aragorn took a while to stop rolling low and so burned through most of his points in the first few turns.

Although the game was technically a draw, it felt like a loss when I rolled for casualties and both Aragorn and Legolas had died.

Boromir was definitely the bravest companion, and I decided that for the sake of the campaign he wouldn't die here and narratively it makes sense for all his future actions in Aragorn's place to be driven by a desire for redemption. Boromir will now travel with Gimli into the War in Rohan scenarios. Legolas can't be replaced at this point, but if Haldir survives Helms Deep, he could step in.

Meanwhile, the Fool of a Took was Sam, who achieved nothing except getting captured at the first opportunity. However, without Sam, Frodo stands zero chance of getting to Mount Doom, so as he wasn't actually killed, we can at least write him back in to where he should be for the next stage of the Quest of the Ringbearer.


***

Frodo scurried to the water's edge and was surprised to see Sam already pushing a boat out into the water.

"Hullo Mr Frodo, I thought we should be off today," said Sam with a weary smile.

Frodo, tears streaming down his face, hugged Sam and clambered into the boat, "how are you here Sam, I thought for sure you must have been taken."

"Ah, well," said Sam as he paddled the boat out into the current, "so did I, but them Orcy fellas clearly don't know a lot about rope. They tied me up, no doubt intending to pick me up later, but their knots were less use than a carrot in a marrow growing contest. When they didn't come back, I was able to slip away my"

Frodo smiled, "I'm glad you're with me Sam. I don't suppose we'll see the others again."

"Yet we may, Mr Frodo, yet we may. But not if our dice-rolling doesn't improve."