Monday 15 November 2010

Gentlemen, Start your engines!

after a short spell getting down to real employment, holding down three jobs, and of course being obsessed with COD black ops the past week or so.

I finally got down to some 40king, you'll see a new addition on Hive splinter borlina, just the tip of the toothy iceburg.

With the sudden influx of money, I thought I'd splash out on some forgeworld goodies for the nids, but for my beloved guard?

i figured i'd try something special, something i've been planning for a while, but never had the extra dosh to try.

presenting, Biker veterans!

Rough rider count-as, with a twist!




Here you can see the size comparison shot with a badly splodged guardsman who just happened to be to hand

The Twist? A count-as Mogul Kamir on a quadbike


I figured these guys would represent a veteran squad of rough riders, as opposed to my prim and proper death riders (who i see as trainee commissars using steeds to wander the battlefield, and their spears to gain quick battlefield kills- accumulating medals), these guys would be rabid monsters in combat, almost mad max-esque from years of loning it in the war torn streets of borlina (where they probably found the bikes).

one of the bikes is very slightly different, but as a whole, I'm looking forward to creating a rag tag band of biker bullies. I'm thinking up some interesting weapon options already, some of you may be ahead of me already, please feel free to chuck some ideas my way!

Thanks for dropping by!

TSINI

Saturday 16 October 2010

Lacerta Campaign

After calneage a few weeks back, I got the gaming bug again and have been thinking up some ideas to spice up our local gaming group's meets. I think a nice Map campaign is in order, this way we can gain some "overall" feel of all our little games, and have a visual representation of our progress.

I'm looking for some input on the scenarios and rewards, so let me know what you think.

Lacerta
This small planet is situated on a large eliptical orbit around Borlina, just off the cadian gate. believed to be an old hunting range used by the dignitaries of borlina, the planet is now overgrown and full of alien creatures, devoid of inteligent lifeforms because no smart creature would ever set foot upon its wild surface.


Contact
A transmission has been recieved from the planet, resembling the hallmarks of a space marine force in need of assistance. Greatly confused by this transmission, the grand Tsar of borlina has commisioned a recue force to locate and recover the stricken astartus.

The Campaign
Each game will represent the increasing presence of opposing forces, starting with small reconnaisance excursions, leading up to full scale wars.

This is a Map based campaign, with the map divided into hexagonal segments or "Sectors".

The aim of the game is to uncover secret objectives on the map, Each Sector has a corresponding envelope detailing any special rules that the segment awards the owning players. these are sealed until a player's force moves onto a new Sector.

Some sectors allow the player to modify the game rules, for example, allowing the player to seize the initiative on a 5+ instead of just a 6.

The opposing player may decline these modifications, but no map based gains can be gained by this player for winning this game, apart from moving his force onto an already owned sector.

Games 1 to 4 will determine players base camps and force locations.

Game 5 onwards is the players' choice to arrange games.

Moving around the map
Every game played gives you a "move" on the map (this is to encourage more gaming, and rewards players who game often, whilst not requiring everyone else to keep up)

If you won The game, a "move" allows your force to move 1 segement on the Map and pick up the corresponding envelope.

If you lost the game, you may only move onto an already owned sector.

Arranging games
You may challenge any opponent in the campaign, even if your forces are nowhere near each other. the game must be no larger than 2000 points a side however, representing transportation difficulties.

When 2 forces are in adjacent sectors, they may play a game up to 3000 points a side.

When 2 forces are on the same sector, an apocalypse game may be played.

Note these games can be played with as many players as you like, but total forces on each side must equal the game limits. (so 4 players in a 2000 point game, each player gets 1000points)
apocalypse games however, have no limits (obviously)

Stealing Sectors
To steal an opponent's sector (and the corresponding bonus) a 500 point combat patrol game must be played (calneage rules) The winner of this game may steal one envelope from his opponent.

aternatively you may agree before the game to "wager a sector" effectively betting a sector (or 2) each, with the winner taking them.

Making Planetfall and Setting up Base camp

before the map is presented, players need to pair up with an opposing commander, the first 4 games are played between these same players.

Game 1: Fog of War (200pts)

The forces have made planetfall and are performing routine recon operations

Played as Battle Mission's Kill team scenario. Night fight scenario for entire game. No HQ choices allowed.

Game 2: Seize Control (200+500pts)

A patrol force has been dispatched to aid the recon team and Seize control of the area to construct a forward command post.

players take a 500 point "Combat Patrol Force" (no special characters, no vehicles with more than total armour of 33, no 2+ saves, no wounds above 2 except for swarms) FO: 0HQ, 2E, 4T 1T mandatory, 2FA, 1HS

dawn of war deployment, Seize ground mission (2 objectives) once you have seized the enemy's objective, you gain your kill team force in reserve
Winner of Game 1 may deploy 1 unit from the original kill team force within 3" of the objective once it is held, this unit counts as deep striking.

Game 3: Base Camp (200+500+300)

1st Command has made planet fall and is heading to the unfinished forward command post.

Players must add 1 HQ to their existing force and make the force up to 1000points in total (i.e they may add/change upgrades to existing units or add more units - units may not be removed)

FO: (1HQ mandatory, 3E, 6T 1T mandatory, 3FA, 3HS)

Scenario: 1 large ruin in the centre of the table (around 12"x12") represents the unfinished comand post. Winner of Game 2 sets up inside the command post excepting the HQ which must start in reserve along with any other reserves. Other player may set up anywhere on the table keeping 18" away from the command post.

Player with the most victory points inside the command post at the end of the game wins. units with less than 50% of models inside of the building are counted but have their victroy points halved, as do units who are entirely on the outside of the building but are engaged with a unit which has models inside the building.


Game 4: First Strike

Having siezed the initiative, the command post brings in fresh troops and forges ahead, clearing the surrounding areas.

Winner of Game 3 may choose an entirely new force which uses the standard FO and totals 1500 points.
Other player may only add 500 points of new units. this must make the force conform to the standard FO (i.e some players may need to add an extra troops choice)

Spearhead deployment (table quarters) Anihilation scenario

The winners of game 3 have now set up a base camp on the planet, these are now placed on the campaign map.

if a player has won game 3 and 4, their base camp is considered "Safe". enemy forces may not deploy in the segments adjacent to this camp.

if a player lost game 3, but won game 4, they may deploy "in combat" with their last opponents base camp.


Game 5+
These games may be played with any forces of the player's choosing any mission type or deployment is allowed, as long as the points limits

Spearhead
Any spearhead game allows the winning players to move 2 spaces on the map.

Apocalypse
Any Apocalypse game gives the winning players a second "force" on the map, this starts on the same segment as your existing force.

Cityfight
In a Cityfight game, the losing player must move their force back a sector and lose the bonus for the segment they were last on.

Battle Missions
If you play an army specific mission as the correct army and win, you gain a strategic asset in future apocalypse games, this must be picked before the next apocalypse game, and will remain the same every apocalypse game.
If you win an army specific mission against the corresponding army, you gain preferred enemy against that player's forces in future apocalypse games.


Looking forward to hearing some more cool ideas from anyone else. the more fun and fluffy the better.

some new models to come on both here and hive splinter borlin, i'll try to get on it tonight.

Cheers!

TSINI

Tuesday 3 August 2010

The Battle of Borlingrav



A dull green hue filled the laboratory, lighting Servo skulls as they busied themselves welding and moving equipment.
"Lord Payne, the device nearss completion" A hunched servitor hissed as he scanned a large screen covered in readouts and displays.
"The machine's spirit is tainted" warned a tall cloaked figure silhouetted by yet another large screen. "It may prove too difficult to control"
The Inquisitor removed his hood revealing his white face bearing the branded inquisitorial seal upon his forehead, raw and red. His black eyes scowled in anger at the shadowed psycher. "If those hateful creatures could bend this power to their whim, the almighty will of the emperor can persuade it to do our bidding."
"It iss completed Ssire, we should make hasste to charge the capacitorss" The servitor made himself scarce.
"My thoughts become clouded sire, the hivemind draws near, I fear other evils lurk in its shadows"
"Make preparations to raise the device, It shall prove itself against mankind's enemies in battle this night. I will get the planetary defenced in order." With that the Inquisitor raised his hood and stormed up the laboratory stairway.

This weekend saw around 40,000 points of 40k clash over a lush gaming table. Day 1 saw the first wave of the invasion, the imperial forces were in abundance, Borlingrav Palace was prepared, but the Forces of disorder had many tricks up their sleeves.

Inquisitor Payne tries desperately to get the device under his control, aided by servitors, servo skulls and his most trusted associate "Inferno"
The lucky 88th man the Western walls of the Borlingrav palace.
The "Witch hunters" valiantly hold the airbase whilst a space marine armoured detachment speeds to their rescue. meanwhile the earthshaker battery clears a space in the tyranid swarm, before a Deathwind drop pod lands in it and makes an even bigger hole!
The Tyranid swarm approaches an earthshaker emplacement garissoned heavily.

Ready for a fight, the guard advance.
The rest of the space marine cruiser makes landfall.
The orks and Chaos have difficulty getting close to the palace gate, due to a serious imperial superheavy presence.
TAU battlesuits make it to the imperial lines.
Then the TAU superheavy, the "Man'o'War" makes planetfall, mounting a powerful particle lance beam.


Abaddon aids the tyranid invasion by dropping an orbital bombardment on the imperial defence lines.
50 Drones descend upon the battlefield.
these drones even set about inflicting wounds upon it's allied tyranids.
A lone warbike makes it into the front lines, whilst 3 trukks of boys disembark and set about ruining the superheavies with their special grenades
The Baneblade "Blade of Borlingrav" makes a particular effort to get into the fight, followed up by 20 conscripts.
Air support makes an appearance
The imperial defences on the hill make stirling progress against the tyranids, clearing them to theback table edge.






The moral victory for george, making it onto the imperial palace walls.

Whilst John P had made mincemeat out of the superheavies at the palace gates, despite having lost most of his army to the unweildy device.
Commissar Yarrick....'s twin brother makes a valiant effort as always, sporting his lovely pink hat
The doomsday device is left untouched on the evening of the first day.
The sound of the imperial guns became less frequent, Inquisitor Payne deduced that the battle outside was coming to an end. He scanned the palace walls as far as he could see, realising he had been so consumed in controlling the device he hadn't even checked to see if the palace had been breached. The only hint of the outside battle he had noticed was the insanely loud double explosions of the two superheavies going supernova.

"868, man the diagnostic displays and prepare for a readout!!"
"Ssire, the device is showing major malfunctionss in sseveral critical areass, it'ss sspirit iss fading fasst." With that, the main display on the control panel died, The machine was silent.

The first day was a steep learning curve for me. Being my first ever large game I found it tough keeping a balance between the two sides. on one hand I didn't want it to be a total wipeout for anyone, but conversely I didnt want it to seem like I was favouring any particular side.

My initial idea was for the imperial lines to attempt to stand fast against an unending horde of evil forces, overpowering numbers and enormeous war machines. unfortunately I didnt do a very good job of explaining this to some of the players who seemed to be annoyed (understandably) when the enemy models would just re-appear after they were killed. although In my defence, I wanted to see some terror in the imperial players' eyes, to make them less comfortable in their defensive lines.

Lessons learnt and with many players not able to make it the second day, and new players joining, we decided a slight change of scenario was in order to ensure a more enjoyable game for both sides.

The board was re-arranged slightly, moving the palace to the centre of the board, bulding a close quarters city scape to the right, and keeping the emplacement on the hill to the left.

My task was to stalk the city ruins and flush out the TAU flanking forces.

Leigh, with his huge imperial armoured force (when set out in neat ranks the tanks alone fill a 3 foot by 4 foot space) was ordered to hold the palace gate itself against a combined chaos and ork attack.He decided to hold most of his units in reserve and bring them on in small waves, to re-enforce the gate house in stages.
Tom with his combined guard and marines force was given the task of keeping the enormeous tyranid invasion at bay.





Enraged by the quiet doomsday device, Inquisitor Payne joins the Provost Squad (Commissar Yarrick, a commissar Lord and 2 commissars) Eager to get into the fight.






Three oblitorators materialize next to the Blade.

The lucky 88th are no stranger to the Urban landscape of Borlingrav. With a special hatred which only the 88th can muster, they took the fight to the TAU with bayonet and rifle butt.











The enemies meet in the confines of the alleyways








The Carnifex hands the Chaos marines some mints
The Chaos troops refuse them
The gun emplacement eyes up some juicy targets


The Inquisitor overlooked this modification when it resulted in a higher hit to miss ratio.
The provost squad meets the first ork wave into the palace.



Stompy earns a living doing adverts


The Blade of Borlingrav, missing its main cannons and only having a single structure point left, resorts to firing upon everything in sight.
Stormtroopers land, 2 squads are instantly maimed to a pulp by a stormlord, not before making an impact on the TAU back lines.


The killer kans make it to the guard front lines, signalling the beginning of the end.


Yarrick and Lord Payne die side by side.

A chaos sorceror walks in the front door of the palace


Whats left of the conscripts, led by commissar lord spears, challenge the farsight to fight



The Tyranids overun the defences on the hill.



The hovering Vulture and vendetta are the saving grace of the 88th.
The cool Shadowsword however, even with it's increased accuracy, fails to take out any of the approaching battlewagons.
Rooftop battles between the heavy weapon teams and the tau heavy guns raged on throughout the game.

the guard pitch a last ditch effort to clear the alien presence.
The Lord Commissar and conscripts continue their fight with the farsight, while Tsar Ivan (creed count as) rush through the buildings to clear more of the crafty xenos.

The vulture drops between some buildings, whilst the Master of Ordnance continues his wildly inacurate bombardments.
The battle wagons make it to the shadowsword, and begin the inevitable deathroller attacks.

Killing the Farsight, the commissar lord and his remaining conscripts take refuge in a small building, the other TAU commander makes it to the imperial front lines.



The Platoon Command Squad take on the remaining stealth suits.



The highest TAU commander meets Colonel Commissar Winters in close combat.


Yarrick...'s brother jumps back to his feet and leads the guard back out towards the enemy




Then it happened, the "cool" shadowsword went supernova!

Many guardsmen died, and so did many vehicles.



With the Fall of both flanks, the palace looked to be in great danger. the imperial defences would only be able to hold the invasion back for a short time, enough to evacuate the important commanders and the inquisitor himself, but not the Device.
The Second day was in my eyes, a triumph. although not without it's own difficulties.

The average age of the players had dropped from saturday, with some more of the younger players attending. this brings with it its own logistical nightmares, (in this case, too much trash talking and not enough dice rolling) but in general the kids had fun (especially the two lads who had spent all saturday being wiped from the board, who instead got to see their army overrun the defence guns) Tom was a little dissapointed in his armies' performance, being killed to a man is horrible for most players, but we explained to him he had done a fantastic job holding out as long as he had against such horrifying odds.

Me and george had a great time fighting in the confines of the city, generally TAU and guard are a fun army in close quarters, requiring "sniper" tactics with the big guns, and lots of close quarters encounters through the ruins - it definately brings out a confidence in assault for imperial guardsmen.

I would like to run a similar event again, but some main points I would like to see/do different are:
  • More painted models - especially the big stuff
  • more unified armies (especially the bad guys) - ie, all tyranid, or all chaos/renegades
  • more special characters (and by this i mean homebrewed stuff, we had our fair share over the weekend, but i would have preferred to have seen much more innovation)
  • more cityscape terrain - the city fighting was much more fun than an open ground scenario.
  • Evening gaming - early mornings didnt make the game enjoyable, it would be better played later in the day, as a relaxing evening with some drinks, as opposed to a 9-5 gaming "job"

All in all, plenty of lessons learnt for me, but a good weekend full of gaming.

a couple of quotes from the weekend:

"I came here to see big stuff blow holes in things, and I wasn't dissapointed" - John P after the first day.

"I know the rules better than you so I can command you about" - Dan (one of the younger lads) telling Tom (Another young lad) how it works in 40k... ;)



Cheers for dropping by


TSINI

slideshow

The Lucky 88th History

The Lucky 88th

The Royal planet of Borlina is just off the Cadian gate, once a thriving hive planet with a high percentage of royal and rich descendants from Terra itself. Now a diseased, war torn hell hole, home to a twisted secret the Inquisition would rather not recount.

The Curse of Borlina

During a Chaos incursion (Blood & Bile of the Rich Invasion 960.M41) Inquisitor Payne ordered the Orbital Bombardment of the entire planet, choosing Viral Bombing as the means of execution of the foul beasts and corrupted Governors.
Unfortunately the Borlina PDFs were also sentenced to death, whilst deeply in conflict with the Chaos forces.
Under pressure from Inquisitor Rayvenn (of the Black Storm), Inquisitor Payne mercifully ordered areas with high concentrations of loyal forces to be bombed with a weaker strain of the virus. Whilst the planet was bombed with Virus 1, a highly corrosive airborne agent which subsides after 1 day. Virus 13 (a Plague like virus with no corrosive element) was deemed legal for use over loyalist troops, who were forewarned, advised to find cover and don gas equipment. Low on supplies, deep in conflict and without gas equipment the lucky 88th miraculously fought off Virus 13 as if it was a bad case of flu.

Affirmation

A nearby Commissariat fleet jumped at the opportunity to put together their own personal force and made planet fall to gather together the pockets of loyal troops into a fighting regiment. This proved quite difficult, requiring the aid of the nearby Space Marine chapters (“Dragon Marines” and “Black Storm”) to seek out loyal forces.

The largest surviving regiment had barricaded themselves in the Master Palace, which impressed the commissariat no end, for it was a disease ridden nightmare, the very palace itself was a Nurgle infested monstrocity.
Having already adopted the name “Lucky 88th” due to the large amount of survivors from the 88th regiment the troops added a Lucky Ace symbol to their armour and vehicles, much to the annoyance of the commissariat who view it as graffiti and unofficial. In return the more senior commissars keep their gas-masks on when in combat to stir anger into the men, making them fight harder for the injustice caused to them. Lower Commissars tend not to test such practises, wary of the men turning on them when cut off from high command.

Recruitment: The Virus Run

Any outsider coming into contact with any surviving member of the Borlina virus attacks must first be inoculated from the infectious version of the virus which can be fatal to weaker immune systems. New Recruits however are not so lucky. Firstly they are put through a year of heavy training wearing gas masks. Graduation into the Lucky 88th is only complete after a gruelling month fighting through the Virus Run, a heavily infected area of the former Borlingrav Palace, now a Bastion of pestilence and disease. The survivors of this infamous death zone gain the respect of the rest of the regiment, except for the veterans who hate all outsiders including the commissariat.