Yes! We were able to squeeze in another game today! This is the part I love most about
once you get the hang of it, it's so easy to play. Sure, you have to remember what your guys are carrying and what skills they have, but at least the core rules flow perfectly fine after a couple of games. This is huge compared to, say, War of the Ring (another new game we've been trying), which is so peculiar it makes my head spin. Which is not to say it's not a cool game (it is, indeed)... but I digress! My point is: we played this game in just one hour! Perfect!
Last time the Harakoni forces on the lush world of Cepheus (I just thought that up, but we do have to come up with a suitable story!) were caught completely off-guard by the sudden revolt led my Major Sturmm. When the 11th Harakoni sent out a team to assassinate Sturmm (after having shot his transport skimmer from the sky), they were repulsed and badly blooded.
Now, further action saw Sturmm trying to take control of a key area in one of the planet's overgrown ruined cities (which remain strategic locations). The Harakoni goal: to eliminate the renegade scouting parties, convincing Sturmm there was no way he'd be able to go up against the might of the loyalist forces.
Harakoni game 6
Renegades game 2
Scenario: Occupy (capture D3+2 buildings: in our case 3). The game would last a maximum of 8 turns.
Small disclaimer: after the asswhooping I received in my opening game with Sturmm, this report will indeed be very much one sided. Just so you know, I'm rooting for me.
Initial setupTable overview. Objective buildings were the 'church' to the north, the 'fortress' to the southwest and the combi-building made out of two smaller pieces of terrain to the southeast.
Some of the terrain must be familiar to you now, but nevertheless you can see my attempts to remedy that! I'm planning on covering an entire 4' by 4' table with those terrain tiles you see there. That's still a long way off!
Sturmm rolled highest for setup and he chose the 'northern' board edge.
Captain Aetos and his men deployed south (this is just one of the two groups, I completely messed up a couple of pics).
Turn 1In addition to setting up first, Sturmm also took the first turn (aiieeee more good dicerolling!) and spent it sending his men upfield. They immediately grabbed an objective building, but sacrificed their shooting to do it (needless to say, there was no one in range).
Captain Aetos had only one thing on his mind: VENGEANCE! for the thrashing Sturmm's team had given him last time 'round! I'm gonna get you, Austin Powers! The Harakoni moved up and took the other two buildings! Nothing to shoot here, either.
Ogryn 'Tiny' (even more aptly renamed 'Brevis') a trooper and the new Priest (rathead!) secure the church for the Renegades.
Overview after the first turn. Note the Harakoni in the southern buildings. Sturmm's men can be seen moving up the flanks.
Turn 2Another turn was spent getting the men into position. The Renegades cracked off a few harmless shots. Indeed the Harakoni didn't do much better: though they were able to down some of the cannon fodder closing in on them, no actual kills were made.
The first wave of Renegades is about to hit the already entrenched Harakoni (I thought they were droptroopers, but they turned out to be fine Kriegsmen!):
Things are getting busy on the Harakoni left flank:
Turn 3With pretty much everyone in range, Sturmm gives the order to fire and the Renegades let rip! Brevis draws first blood by pumping rounds into the freshly recruited Harakoni sergeant (the one holding the map, you remember him
). The rest of the Harakoni turn out to be, as mentioned, as resilient as the Death Korp: cover saves galore!
Captain Aetos, by now again fully equipped (but now with a chainsword instead of his powerfist!) roared a battlecry and ordered his men to return fire. Sniping from the ruined fortress, one Harakoni lieutenant instantly picked off a Renegade trooper with a shotgun. The rookie officer (having been promoted from recruit status two games back) gave proper covering fire to his CO and neatly downed Aetos' intended target. With far more pleasure than justified (considering it was just cannon fodder!) Aetos charged, swung down his chainsword and splattered the meathead's intrails into the fresh green grass (but
dang did it feel good).
The situation just before the end of this turn on the left flank and Aetos' charge. Note the Renegade Priest near the left end of the tile.
A picture of the left flank, with the knocked down flamer still alive (but just for a few more seconds!):
Turn 4The Renegade Priest hiding behind the fortress tower charged inside, where a recruit had been exchanging shots with Sturmm himself (who was giving 'covering fire' aaaall the way back from the church - like a truly hero! [/sarcasm]). Apparantly talk was the Priests' game, as he was unable to land even a single blow on the lowly recruit. Brevis, over at the other end of the battle, showed him how it was done by clubbing the Harakoni flamer to death (again... crap... not to mention he died in the post battle sequence... again).
By now I should probably mention I had sacrificed... something to the dice gods. Remember my abysmal rolling from last game? Weeell... it was gone and back where it belonged: Sturmm could not stop rolling 1's! Mwuahahaha!
So when the Harakoni opened fire again, Renegades fell like flies: Private Locke started the round by singlehandedly punching Brevis full of holes. Sure, the Ogryn'd lost a wound to the flamer two turns back, but that was nothing compared to Locke's FOUR wounds (two criticals, one exit wound and a master shot... BOOYAH!). Locke & Load, bitches. Then the resident rambo (look for him in the pics) sliced up another meathead, after which the crackshot Lieutenant from earlier deftly sliced the Priest into ratburgers in a countercharge.
The rathead Priest on the left, just before his final charge into faildom:
Rambo celebrating his kill:
Aetos consolidates his men in the fortress:
Turn 5In a final attempt to get something done, Sturmm's men could hit virtually nothing, let alone dish out damage. The 1's, oh the 1's! The humanity! Needless to say, no Harakoni were harmed during the making of this turn.
Looking to secure their fast becoming evident victory, Aetos moved two troopers downfield towards the second building, in case Sturmm decided for a final push. More useful in this game than he was in all his previous games combined, Aetos himself performed another coup-de-grace on a downed meathead and then self-confidently lit a sigar to celebrate.
The Harakoni fan out to support their right flank:
Feeling very full of himself, Aetos poses for the camera:
Turn 5Having lost over half his squad, Sturmm weighed his options, but decided there was no way to win this battle. Not wasting more troops on a possible draw, he routed his squad!
Victory to the Sparrows!
Post battle sequenceOh boy. Now I was almost starting to feel sorry for dear Sturmm (almost... mwuahaha). As he rolled to see which troopers would die and which would live, he rolled more 1's! I think he lost four recruits and sergeant Bilko tumbled down a sewer entrance!
The Harakoni did far better, earning a lot of credits and without any casualtis.... BUT of course it wasn't all good: the freshly recruited sergeant was CAPTURED by the renegades! That is... until I remembered afterwards I hadn't used my medic re-roll (my medic SURVIVED! omg!). So Sturmmy and I will have to sort that out. I fear it will end with me being the punching bag during our next training, hehe...
Besides my hideous bias and overwhelming need to win (must... redeem... honor!) this was a fun game for me, but a frustrating 1-fest for Sturmm. But I think he had fun anyway.
Thanks for reading, guys! Hope you enjoyed (I did... too much). Mord, you can expect more data in the appropriate thread, soon. (: