Sunday, March 27, 2016

Compiling Armies for GZG ECC AK-47 Republic Game

Getting forces together for the GZG ECC.  A three on three AK-47 game, so I will need lots of kit
 The start.  All my AK-47 Republic kit (nearly all of it anyway, missing helicopters and planes)
 Army 1: Religious Movement
 Army 2: Colonial Power/Settlers
 Army 3: Dictatorship
 Army 4: Superpower-backed client
 Army 5: Dictatorship
And finally, People's Popular Front.

Next, is politics etc. then packing for Friday.


Tuesday, March 22, 2016

Beat Feet, an Ignominious Defeat...

"The Retained Commando", Defender of the Faith led by Wiffdeh Lawde are rampaging across Zoswete, time for a new challenger, will they be up for the task?

L'Tum Z'Tumtum's Nationalist Workers Army think they are.

L'Tum Z'Tumtum's Nationalist Workers Army, with some augments from political action.  Pity that only that huge militia infantry unit made it to the table on turn one.
"The Retained Commando", Defender of the Faith led by Wiffdeh Lawde.  A bit depleted by political maneuvers.  The tanks, Toyotas and foot infantry made it to the table
 The three objectives across the table
 The Minor and Major Wargamers ask to play.  They take the attackers ("Cos they have tanks")
 Me first, I'm shooting him first...
I deployed my massive militia unit in templates to try to preserve it until turn 4.  I hoped the presence of my commander could bolster their morale long enough.  It failed, I lost my Morale, and as I only had one unit, they opted for the choice test.  I failed.  Rats, two Morales down and three turns to go, this looks bad...  ...(Minor Wargames just wants to blow stuff away, so he legs it at this point to go shoot his water gun in the garden).  Major remains to humiliate his Dad.
The Major Wargamer had other thoughts on my delaying tactics.  Rather ruthlessly he went straight in for the kill.
 I tried to counter his deployment with a 'surge'
 All I ended up doing is giving him more targets
 His shooting, a rather effective round
 In return I did manage to KO the second Toyota
 He was not pleased
 Morale test, pass then fail ---> ROUT from the table
Mmmm, what can I say.

A short one, defenders were doomed by deployments, Major Wargamer didn't bother with objectives, he went for the jugular.  Poor L'Tum Z'Tumtum's Nationalist Workers Army, deserve better, if only because I finally randomly rolled a decent sounding army! I'm going to play this one again.

Sunday, March 20, 2016

A change of Scenery

Now Space Hulk v1 is over its time for something completely different.  Back to Africa and some AK-47 Republic

La Mort Du Prophete... ...or the rise of Wiffdeh Lawde

"The Retained Commando", Defender of the FaithLed by Wiffdeh Lawde are rampaging across Zoswete, time for a new challenger, will they be up for the task?

 The peaceful outskirts of Kukimbia, the prize here is the regional airport.

On another note, I went to the Doc's for a check up and they gave me some outstanding news.  The cast comes off Friday April 1st (no joking), same day as the start of the GZG ECC.  So no cast for the ECC, YEAHH!
The Doc decided to change the cast as it had loosened a lot.  They just got a new colour, orange.  I was the first to try it.  All the nurses came to see, the conclusion: its kind of bright and fun.

But still, two more weeks and no cast for the Con, here's a link to check it out:

http://www.warpfish.com/gzgecc/gzgecc19/index.shtml

And, this is number 19!  Next year should be fun.  It is always great to see how many of the originals from number 1 still go to the ECC.  See you folks soon.

Thursday, March 17, 2016

Space Hulk V1, mission 6

The last one.  Marines have deployed toxin gas to wipe out the Xenos.  Unfortunately, they did it using some dodgy plumbing.  They have to protect said plumbing for 16 turns.  Xenos win by destroying it.
Marines have to protect the single entry room at the RHS
The dodgy pipework the Marines are protecting.  Toxin gas hissing through it as we play.
Marines deploy where they like. The goal is to just hold back the Xenos as long as possible.
The swarm  begins...
Both sides are besieged
Too fast for overwatch
CHOMP.  Not a good start
14 more turns to go...
CLICK, an unfortunate jam
They are through, FIRE!
Uh, OK.
Messing with doors, trying to cut off LOS
Other Marine reacts and blows the door away
Flamer-marine advances and blocks the corridor with fire
And again
And again.  OK, so that was some terrible Xeno deployments
See, bad decision making.  This will hurt me in the end.
DAKKA, DAKKA
DAKKA, DAKKA, Xenos down
D, click.  Scuttle, oops.
Enjoy this Flamer-boy, that was you last shot.
Shuffling reinforcements to cover the potential for a breach
Flamer-marine advances to delay the Xeno tide
OK, not so much delay as act a speed bump
A nice reinforcement pool builds
Over on the other flank the jammed marine is in big trouble
Yup.
Reinforcements pour into the gap
Still holding...
Repositioning to counter the surge
Flames roast the Xeno that got through
Sgt faces a wall of tooth and claws
DAKKA
DAKKA
OK, so far, bring 'em on!
Flamer-marine catches another Xeno.  Getting low on ammo.
ALRRIIIIHT, lets see what yer made of!
DAKKA, DAKKA, DAKKA.  That would be splat and slime then.
Numbers are building nicely
Again!
Another one please, Sir!
Oh, maybe just the one more?
Click...
slither, MISS, MISS, MISS
Swoosh, JAM
GRRRRRRR, with its last AP the Xeno engages the Marine
WHAT!  Marine draws the HTH and turns
DAKKA, SPLAT
Turn, DAKKA
SPLAT!
WHOOSH, Flamer-marine sets out to delay the swarm
MORE, MORE!
Lets get it on!
Ooops, pushed his luck too far.
click, an unfortunate jam
Chaaaarge
5 turns to go, Xenos have to get a break through soon or they will have too far to go
Flamer-marine, just doing his thing
ready, aim
DAKKA, DAKKA
misses
HTH, the Marine draws, blocking access to the central corridor.
Xenos HAVE to push harder.  Now's the time I'm regretting my earlier deployment blunders
Marines fall back to the center, bugs rush to fill the gap. 
Dakka, MISS, HTH
CHOMP, overwatch jam!
Rushing the overwatch from behind too
CHOMP.  Three tuns, Xenos can still do it, but it will be VERY close
Ready?
One Xeno charges in, is gunned down
Second follows, chomps the Marine
Steps across the gap, SGT misses
Marine wins, turns
Third Xeno in from behind
CHOMP, Marine down
TWO TURNS! The Xenos can make it, only if...
CLICK, DOH!
BIG SCUTTLE, Xenos stack for the win.  Only the front three have enough APs to make it to HTH the duct panel
@#$%, 1 CP
DAKKA, DAKKA, DAKKA, DAKKA.  5 APs, 4 dead Xenos.  Marines WIN, Marines WIN!
Going for it, just because
That short.
Putting it out of my misery.

The Marines win the final game.  That was fun, perhaps if I'd not lost as many early in the game the Xenos could have made it. 

What a fun series, SH v1 was a great fun game. I really enjoyed this blast from the past.

While playing I did come across this in the box, my old lab time back from 1997
Oh yeah, 4 channels!  This used to be white too.

One of the issues with SHv1 campaign was that the games follow a story arc, however,  they are  unlinked.  Outcomes of one game don't affect the next.  This was addressed with some of the follow-on campaigns.  After packing up I poured a scotch and had a good leaf through my binder to see what we used to play.

DEATHWING
Opened with a decent narrative of Dark Angels rescuing their people from a Genestealer infestation.  Missions were hard.

GENESTEALER
Psychics and 'stealer hybrids.  Hybrids with guns were a good addition.  Psychics really unbalanced the game.  Lost too many Marines to a rogue Psycher.  The mechanism was kind of complicated too.  However, a good addition was the wide corridor/rooms, big enough to drive vehicles down!
WHITE DWARF-MISSIONS
Space Wolves.  Always were very silly to me.  A gaming friend loved them, so we played the missions
These missions all be kind of 'samey', toehold, defend, toxin/capture etc.  Just different forces
More Space Wolves - this had huge maps, needing 2 SH sets
Wash, rinse, repeat.  Played it all before
Finally, something new.  Auto-firing defense turrets.  By now we had discovered Legions of Steel and having an enemy that fired back and grenades/forcewalls was changing our perspective on how SH should be played. 
I think some of the GW guys had found LoS too,  there was definitely some idea crossover going on.  IIRC this one has forcewall-like powerfield generators.
SH v2.  Never bought it, but I did like the new gantry room in WD
And SH v: mission 7
Using new weapons from the newly released Terminator box
PITFALL, one of my all-time favourite missions
With my all-time favourite saved for last: DENZARK'S HAMMER
This. Was. Awesome.  We played this one a whole bunch of times.  It is tense, very close and a whole new way to play SH.  Its 'normal' marines vs Genestealers.  A true gem of a mission.

Maybe one day the boys and I will play this one...