Sunday, June 21, 2020

The Lair of the Beast

After looking for clues in The Dreaded Ambull, our intrepid group of explorers (they've stuck together long enough that, despite the fluff, I don't think we can really call them Allies of Convenience) have determined the location of the Ambull's lair and now mount a mission to steal three of it's eggs!

To reach the Lair of the Beast, though, the explorers have to go through an Access Route of four random Exploration Cards - I used one of the exploration cards from The Dreaded Ambull expansion that we didn't get to in the previous expedition, plus three others.

Now we had THREE characters that all started Uninspired and had specific things to do to flip their card to the Inspired side. Pious Vorne had to take out three hostiles with a single Cleansing Flame action. Dorg "The Wall" Brogan had to take out a hostile - on THEIR activation - which mean one of Dorg's actions had to be to go on Defence... and not have hostiles in contact... BUT be close enough to one that could... but ideally one that would be weak enough he could take it out with a single smash of his Power Maul... And then there is Grekh. The only way Grekh gets inspired is by spending inspiration points. He's slightly more likely to get them than others - he doubles the wound value of hostiles take out during his activation before rolling the Blackstone dice (d20) to see if he gains inspiration (by rolling equal to or less than said number. So that was one of our main things to try and do in the four Access Route cards - which COULD be all combats... or ALL challenges... or any mix... Not knowing how many Combats there might be, we would want to try and do all three of these things as quick as possible!


Exploration Card One - Combat 



Off to a good start... not overwhelming number of terrifying, deadly hostiles... some conveniently groups for some Cleansing Flame!



And so that is what Pious Vorne did, right off the hop....



Ur-Ghuls burned. Card flipped. Check!



Mind you that didn't leave much for Grekh or Dorg...



WE kept repositioning Dorg and letting things charge up against him... but he just couldn't take them out!? Grekh stepped in and finished things off... but rolled too high on the Blackstone Die to gain inspiration... Killed everything... Picked up some ARchaeotech no one really needed all that badly and wandered out of there...


Exploration Card Two - Challenge... Sort of... 



Card Number Two was kind of a Challenge... I mean, it was a Challenge card... but it was really a VERY SHORT POTENTIALLY DEADLY COMBAT... facing the Ambull!



Aaaaaand it was going first!



Time to use the Clarion's Infra-Wave Laud Hailers to distract the Am-Bull!

FOR ONCE the Laud Hailers worked and EVERYONE ended up going BEFORE the Ambull!!



So how to do this... there was much debate... Since Vorne already had her card flipped, we thought maybe Grekh could use up all the Destiny Dice to have a go at the Ambull. I mean, if he took it down, he'd automatically get ONE point of inspiration (only needing two more to gain Inspiration!)



So Vorne laid down some flame and scarpered off to the escape chamber.



Grekh moved up and took a few shots at the Ambull...



He used his Warpgate Amulet AND the Antedil Orb... neither worked... so he ran for it!



Everyone else ran for it - and all made it into the Escape Chamber - BUT it doesn't leave until the END of the turn, which meant the Ambull got to go before we left!



On it's first activation it charged - and got a little burned running through Vorne's flames.

Shadowguide, who was on overwatch, took a shot and did some more damage!



His second activation was to FALL BACK!! So Lucky!? So... Strange!?  I guess it was taken aback by the Aeldari's acurate - and painful - long rifle fire, and that gave it pause... long enough for us to escape!


Exploration Card Three - Challenge



Espern Locarno was the leader at this time, so we took him out and shuffled them and revealed one to Amanda. This was easy-peasy! I had two questions

#1 Are you Xenos? If no, it's Pious Vorne. If yes, go on to Question #2

#2 Are you Green? If yes, Grekh. If no, Amallyn Shadowguide.

Only needed the first one...



As it was Pious Vorne!


Exploration Card Four - Combat



Last card before the Lair and... hardly anyone there!? So Grekh was on a murder Rampage, trying desperately to get some Inspiration points!



He blammed the two Spindle Drones...



He hunted down the Boreworms...



Alas... he gained no inspiration for such easy kills... and would remain uninspired as we entered...


The Lair of the Beast...



Ah yeah!



So this was interesting - the hostile groups started hidden and would not activate until revealed... so we didn't know what was where, exactly... but could do SOME sneaking about before things got really crazy and do some positioning. To succeed we needed to remove three egg counters - getting them safely to one of the escape chambers. picking one up required an action (4+) just like a search action - and then they filled one of the action squares on the card of the character that was carrying it (much like a wound does) reducing the number of activation dice it can roll (and, consequently, the number of action it could carry out in a turn.

WE figured the egg cluster that was closest to me - near the bottom of the picture above (and below...) could only be seen by one hostile group... so we could take them out and grab two of the eggs, summon the nearby chamber and get those eggs in there - then Shadow guide could sneak up as close as possible without being seen by any of the other hostiles and then SPRINT - using ALL the Destiny Dice - to get there and back in one activation...



Grekh had made a run at that first hostile group but was completely unable to do ANYTHING to any of the Spindle Drones that popped up. So Locarno - bearing the Spindle Amulet moved up to deal with them. Amallyn Shadow guide sprinted forward and summoned a Maglev Chamber.



The next turn everyone moved into position. Grekh grabbed BOTH of the eggs from the first cluster. Vorne set up some fire to give any hostiles that might pop up some disincentive to come our way.



Grekh got back to the chamber with the eggs and everyone was ready to cover Shadowguide rum for a third egg!




Unfortunately at the end of the turn, the event made a Boreworm show up in the Egg Cluster Shaodwguide was moving towards and moved out and blocked her way - so she would have to kill it (slowing her down some) before making her run for the egg and arousing the remaining Hostiles (one the second group was revealed ALL were revealed!)

She had little trouble slaying the Boreworm and made her run, grabbed the egg and made it back to the Maglev chamber!



It was clear that Dorg wasn't going to make it there in ONE turn... and the Enraged Ambull was VRY close... So Locarno ran up and smashed it with his Thunder Hammer - if a hostile is wounded by it, it is also STUNNED - and that would mean it would lose it's FIRST activation, just standing up.







Dorg slowing making his way to the escape chamber - but blocking the Ur-Ghuls from swarming in from the flank!

The first one had charged and set off a boobytrap Grekh had set on the very first turn, killing it. the Second charged Dorg and Dorg smashed it (finally flipping to his Inspired side). The other two smelling the charged remains of the first and hearing the death squeals of the second decided to just hand out where they were - both rolled Hold actions!



Locarno got out of there and Vorne burned the Ambull as best she could and then laid down some flame for it to move through once it got up and inevitably charged!






More flaming... more wounds on the Ambull - not nearly enough though!



The following turn the Ur-Ghuls went first - which was handy, because this one just bumped up against Dorg and though Dorg couldn't hit it back, the ur-Ghul wasn't able to do much to him.



The second one was still thinking about discretion being the better part of valour...



Then the Ambull got up and CHARGED!

This was actually (potentially) REALLY BAD - as Dorg could not possibly get into the Mag-lev chamber this turn as it was four hexes away - and with the Ambull being in the adjacent hex, Dorg would have to stop before getting in! Luckily most of the explorers had gone earlier in the initiative order and were all able to unload on it with Overwatch fire...



And... By the Light of the Emperor... they took it out!?



With no Ambull in the way, Dorg waltzed into the Maglev chamber and off they went!!!



And so... to see what was in the secret envelope!



At the beginning of the Quest the Sett VII facility was set up on the "under construction" side and, as there were no instruction in the rules on how it was to ever COMPLETE construction, I had pretty much guessed something in the envelope would say it's completed and what it would do ONCE it was complete



Sure enough, there was a card saying it's all set up now and it adds an extra step BERORE each expedition, where explorers with extra Archeotech saved up in their stasis chambers can go buy any of the goodies held within before heading into off on a new Expedition.



Locarno went and picked up another Mindsigil Trap (as they've come in handy)



And Grekh bought EVERYTHING at Kraav'cha-to... just because he could.

Amallyn Shadowguide actually gave up one of the things she's been carrying - just to keep one Archaeotech aside - so she could buy some Rad Maggot Salival Extract before our next expedition!



Coming Soon to Tim's Miniature Wargaming Blog:

Tomorrow.... or... rather... later today (but after I go to sleep for a bit) we'll be playing Blackstone Fortress again and hopefully it won't take a week to get the next game report done!

I was planning on posting another June Games update on Monday or Tuesday as well.

As for painting... Well... The Cultists and new explorers for Blackstone Fortress were shoved aside by the Aaronautica Imperialis distraction - but I was hoping to finish up the Ork Dakkajets and get back to work on the Cultists... but now work on the Dakkajets have been stalled by the arrival of the ZOAT from the new Dark Alliance expansion for Blackstone Fortress (just released this past weekend) AND the new Fabius Bile miniature - and his little assistant (also just released this past weekend!)!?

Hopefully I'll find some time to get some paint on those and get them off the table... and the dakka jets... AND the Cultists and explorers in the next two weeks... because there is sure to be ANOTHER distraction the first week of July when the final book of the Psychic Awakening is released - and a few new figures with it!

Finnegan has agreed, in principle, to play some Kill Team sometime this week, now that he is officially DONE school for the term! So perhaps there will be another game report later in the week. He was suggesting he'd like to fight against Kreuger's Unvalids - because they just "seem fun"!

Thursday, June 18, 2020

5075th (Valhallan) Tactical Air Wing - the Ice Skulls

Guys... Gals... I did a thing...

again...

It seemed like a good idea at the time...



Elements of 3rd (Blue) Squadron - including the Squadron Commander, Major Zasha Yellenich, and the Leader of the Third Flight, Lieutenant Manya  Smirnov



Major Zasha Yellenich, Commander of 3rd Squadron



Lieutenant Manya  Smirnov, commander of the Third Flight within Third Squadron.



Somehow I was envisioning the Wing as having about 100 aircraft in 10 Squadrons, each Squadron breaking down into a Squadron Commander and three flights of three. The numbering on aircraft indicate the squadron and craft within the squadron. The first digit is the Squadron number (1-9, the 10th squadron is the Wing's Command Squadron and the number designators all begin with X). The second number indicates the craft within the Squadron (0 is the Squadron commander, 1-3 is are the first flight, 4-6 are the second, 7-9 are the third - the first number in each grouping of three - 1,4,7 - are the flight leaders) So, above, 30 and 37 are the Squadron Commander of the Third Squadron (30) and Flight leader of the Third Flight within Third Squadron (37).

I'm just making this up as I go, though... so it may all change!

I have no current plans to actually ADD to this squadron at all... I just picked up the started box and... wow... it really is just a STARTER... It doesn't really even have the full rules for the aircraft included!?

There are these two Thunderbolt Fighters and three Ork Dakkajets... and then there aretwo Imperial Navy Marauder Bombers and two Ork Fighta Bommas... but there aren't any rules included for ground attacks or anything. It says they'll be included in... other books... There is only one scenario: Dog Fight. Other scenarios will be available in future books. The suggested play area is 3'x3'... they include a 2'x2' paper map in the base set... You can buy a 3'x3' one separately... Ugh...

I had grandiose plans about multi-level scenarios with dogfights to determine air superiority... which could determine who gets to do a bombing run and has air support available for a ground scenario... and then a bombing run to knock points/power level off the enemy force for a ground scenario. But I'll have to make up my own bombing/ground attack rules?! (or... break down and buy MORE stuff for this - which I am loathe to do at this point... I mean... Dark Alliance and War or the Spider comet this weekend... and the new Fabius Bile miniature - which I am debating about whether I really "NEED"...)

Part of the reason I ended up breaking down and buying this was a brief moment of nostalgia for FASA's Top Gun: the Board Game, which, I think, I picked up used for something like $10 around the summer of 87 or 88 and me and a friend played SO MUCH of it that summer... I knew there was probably better "simulations" out at the time (Like GDW's Air Superiority and Air Strike - which another friend had and played tonnes of!) but Top Gun itched that scratch we had at the time and had the right amount of maneuvering and dog-fighty-ness and speed of play that really captured the flavour of modern jet fighter combat (as portrayed in the movie, at least...).

Also, I've been holding out for a release of Battlefleet Gothic, but recently read an article that stated when the specialist game design team was questioned about it earlier this year at one of the BIG REVEALS and they apparently said it was definitely still on the "To Do" list... but exactly zero work has been done on it, and it's "at least a couple YEARS out..." so... with that knowledge and $100 in my pocket and moment of weakness...

I hope it will itch the dog-fighty scratch of yesteryear and that will be that... no building complete airwings!?

(Part of me does hope the game sticks around long enough that they make some Aeldari aircraft, though! AND CHAOS!!!!)


Coming Soon to Tim's Miniature Wargaming Blog:

The Ork Dakkajets! So we can start some Dogfighting!

T'au stuff...?

Blackstone Fortress

I don't know...

T'au Commander

Well every force needs a commander and so, to give Finnegan's T'au force a bit of a jumpstart, I thought I'd kick it off with a commander. I'm not sure what else they have for HQ units...? Etherials...? I don't know about 40K, but they were absolutely USELESS in Shadow War: Armageddon, so I wasn't super stoked to do one of them to start... thought I'd give hims something that might blow holes in tanks... or mow down infantry... or... SOMETHING...



T'au Commander in XV-86 Coldstar Battlesuit



Another angle.



the T'au force... so far...

This is a patrol detachment (in 8th edition!)

HQ (1-2)
Commander in XV86 Coldstar Battlesuit - 8PL

Troops (1-3) 
Kroot Carnivores (16) - 5PL
Fire Warrior Strike Team (4) - 2PL

Elites (0-2)
Krootox Riders (1)  - 2 PL

Fast Attack (0-2)
Kroot Hounds - 1Pl

Total Power Level: 18

Technically that power level for the Kroot Carnivores is for 20 (you get 10 for 3, and 20 for 5) but the boxes come with 16...? Likewise, the Fire Warriors are supposed to be in groups of five....

I guess I should finish up one more Fire Warrior to finish off that squad (and then another 5 to make a squad of 10 for - or two of 5 - 2 more Power Level)!

He has a few smaller battle suit warriors to do as well (Crisis Suits?) I think they are Elites (12 Power Level). Maybe some Stealth Suits...? which are also Elites (another 6 Power Level).

With what he had, it could eventually be fielded as a Vanguard detachment or, possibly, a Battalion Detachment (if the Fire Warriors were fielded as two small squads of five) of about 40 Power Level (once a few drones are added it!)


Coming Soon to Tim's Miniature Wargaming Blog:

Still working on a report for the Lair of the Beast - the exciting conclusion of The Dreaded Ambull Quest... and some Necromunda stuff... and... some... y'know... OTHER stuff...!?