Friday, October 17, 2014

BFG BatRep – Space Marines vs Imperial Navy 500 pts

Battlefleet Gothic returns to family game night. 

Deathbot, Mrs Zorcon, and I played a rematch of our last game. Not surprisingly, this game took place over a month ago and I am just setting down to write up the BatRep.

SET UP:


Once again we play the intro scenario 'Cruiser Clash' at 500 points. This time instead of the game box, I used asteroids to mark off the play field boundaries. This will become an issue later in the game.

FLEET LISTS:

We used the same lists.

IMPERIAL NAVY (285pts) - Deathbot
  • Tyrant Cruiser
  • Cobra Destroyer Squadron x3

IMPERIAL NAVY (215pts) - Mrs Zorcon
  • Dauntless Light Cruiser
  • Sword Frigate Squadron x3

SPACE MARINES (500pts) - Zorcon
  • Strike Cruiser
  • Strike Cruiser
  • Gladius Frigate Squadron x2
  • Hunter Destroyer Squadron x3 
TURN 1:


Everyone opened up the game advancing towards the middle (red arrows) and launching ordinance (white arrows). The Imperial Navy (IN) missed the mark with their torpedoes, but the Space Marines (SM) caused some minor damage with their Assault Boats.

TURN 2:


By this stage, everyone is in firing range. For the first time between this and last game, I split up my Strike Cruisers--This will turn out to be a mistake.

TURN 3:


With ships crisscrossing each other, the IN Dauntless class light cruiser is destroyed by massed weapon batteries and attack craft.

TURN 4:



As the IN sends its main ship away from the rest of the fleet, the SM fleet prepares to surround the lone enemy vessel.


TURN 5:


The SM fleet circles around to attack the IN capitol ship.The mass of blast markers in the lower left shows evidence of the killing blow to the IN Tyrant class cruiser. The explosion took out one of the SM Gladius Frigates.

TURN 6:


Now that both capitol ships are destroyed, the 2 IN escort squadrons regroup and cause heavy damage to one of the SM strike cruisers.

TURN 7:


Here is were 2 previous mistakes come to pass at the same time--Separating my strike cruisers and not clearly defining the battle zone. The heavily damaged strike cruiser captain orders the ship 'all ahead full'. In an unexpected burst of speed, the ship ends up at the edge of the field of battle. Since I did not clarify at the beginning of the game where the boarder actually is (at the edge of the asteroid's base or at the center of the post), it was unclear id the strike cruiser was out of play or not. 

We chose the best way to resolve the situation was to roll a die; 1-3 the ship stays in play, 4-6 it is off the board. I rolled a 4 and lost the ship.

TURN 8:


With renewed morale, the IN went on offence, attempting to repeat its previous efforts. They made a valiant effort to damage the remaining strike cruiser, but the SM fleet was ready and counter attacked. After the end of the turd, the strike cruiser took a few points of damage, but not enough to cripple it. Unfortunately, the IN lost another ship, a Cobra class destroyer.

Game ends with another SM victory. The lad and Mrs are really getting the hang of the game (and I am re-familiarizing myself with the rules). In the next game we will introduce celestial phenomena (terrain).

Friday, October 10, 2014

I Smell a Rat! | Fantasy RPG Figure Collection (part 12)

Finally wrapping up this series about 3 months late...

I will make the last entry into this series short. Rats (especially Giant Rats) are a staple vermin in any fantasy setting.

As with many of my 'mobs' and generic baddies, these have been basecoated, ink washed, drybrushed with 1-2 layers of highlights, then details added.


Dire Rats/Giant Rats - All of the individual rats are actually sci-fi vermin--Necromunda Mutant Rats. The Giant Rat Swarm (the large base in the back) are from an unknown company.


Rats - All of these figures are from GW. They are originally from Mordheim, Basic Hero Quest and WHFB minis.

To see the previous posts in this series, see the following links:
Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 | 

Tuesday, September 30, 2014

D&D 5e Test Run

I played a game of Dungeons & Dragons 5th edition!

My buddy Lord Grimskull ran a session of D&D 5e about a month ago. There were 4 PCs, although one player couldn't make it.

We started with some experience. Since 3rd level is a big power boost and there is a career path choice, the DM decided we would be 2nd level.

As soon as we started "rolling" up characters I was taken aback... point... buy... abilities... !?!?! Yep, the standard in 5e is stat buy... no rolling 3d6 for your abilities. This was different. I know 3rd and 4th edition had optional point buy rules, but in some way it felt wrong. 

The basic stat block is 15/14/13/12/10/10. I think everyone else took that. I chose to take the extreme of 15/15/15/8/8/8. With my racial bonus, I ended up with 17/15/15/10/8/8. The game is designed so you CAN NOT have a starting character with an ability over 17. In fact you would have to take the extreme starting stat block like I did and put two of the 15s in your racial prime stats to end up with two 17s (17/17/15/8/8/8).

It took about 2 hours to get 4 2nd-level characters rolled-up created. We were an adventuring group that had been together for at least 2 missions. The most recent was simple goblin extermination. Our party consisted of a Dragonborn Rogue (me), a Human Wizard, a Gnome Cleric (NPC), and an Elf Paladin. The game starts as we arrive back at the small logging village that hired us to hunt gobbos.

After a night of kicking back and spending our recently acquired coin, things started going awry late that night: Weird sounds, a dead body, missing grave stones, and a dense wall of fog surrounding the village. We survived the night. The next day, the fog spoke to us, threatening our lives. We dug here the missing grave stones were to find there were no bodies at all. Mid-day, the leader of the village guards went into the fog and never came back. We rallied the villagers to build up defenses.

Before night-fall we built a roof-bridge between the watch tower, the temple and the barracks. We put all of the food and supplies in the temple, and anyone who couldn't fight went in the barracks. we tried digging pits between buildings and boarding up windows, but we only managed to get the south face finished before the second night.
We were attacked by strange undead. I lost track of how many varieties, but it was at least 3--The "grunts", a long legged fast type, and ones with a 20' tongue attack that grabbed you like a lasso. The night did not end well.




The map shows were we left things. The figures laying down in buildings are actually on the roof (and alive). The one figure in the upper right laying down in the street was a prominent figure. We lost over half the fighting villagers (most of them were guard-types). If things go the same the next night, Im not sure we will make it through! 

This was supposed to be a one-night test drive of 5e, but things ran long. Everyone had fun and thants the point of all this anyway, right! We are planning to finish up in the near future.