Showing posts with label battle report. Show all posts
Showing posts with label battle report. Show all posts

Monday, January 16

+ inload: Battle report: The Revenge of Toshiba part I +

+ The Revenge of Toshiba: part I +

+ A Warhammer 40,000 9th edition battle report +

+ The Reginae Obscurae looms over the quailing Lamb's Worlders... +

+++Doctrinal integrity at 23% and falling+++ 

+++Noradrenaline spike detected+++

+++Dopamine levels flat-lining+++

Archmagos Murasaki Toshiba wiped away lubricant tears from her compound optical nodes with the heavy sleeve of her rubberised red robes, as she approached the sealed vault. Her attendant flock of servo-skulls and cybercherubs wailed binaric litanies of lamentation. 

As she began entering the hexagrammatic code commands into an ancient but scrupulously maintained terminal, the sacred metal of its outer casing almost completely obscured by solidified wax and purity seals, she felt the holy rage build inside her. Her mem-nodes involuntarily autospooled back to the logically impossible events that had taken place scant days ago when the fleshunits of the provincially-named 'Lambs Worlders' had somehow managed to defeat her forces  – despite a woeful lack of augmentation, and using the most rudimentary of combat STC templates. 

This blasphemy, this shame, could not be suffered. That drive, an emotional response so strong that it ate at the adamantine-hard strings of her logic like the oxidative process that transmuted holy iron into worthless rust, had brought her here to this place, this tomb of proscribed wonders. 

The last of the command codes entered, the silence was broken by the metronomic thunder of vast gears at work and the vast portal began – 

+++Doctrinal integrity at 48% and rising+++

+++Dopamine spike detected+++

– to open. She stepped past the threshold, her many mechanical insect-jointed legs clicking on the hard floor as she did so. With a thought, the head of her axe of office ignited, casting a wan light across the chamber. Dimly, it reflected from the red lenses of scores of ancient battle-automata – Domitars, Castellax, Kastelans... even the mighty Thanatar. They stood in their serried ranks, unmoving, their compact reactor cores quiescent. 

+++Rise. Awaken. Your Hive Queen demands it. Rise. Awaken+++

+ Magos Toshiba of Bezoa, amid a sea of her underlings. Defeat, she decided, would be avoided by placing her reliance entirely in the hands of capable machines, not puling partial-fleshunits. +

+++

Game type and Mission +

Belligerents: Bezoan Skitarii and allies (Lucifer216); Lamb's World Imperial Guard (Apologist) +
Limitations of conflict: 200 Power Level +
Battle site: Westward Spill, the outskirts of a proto-hive on Neues Tremo, a frontiersworld in the Magyar system, Sector Antona Australis. [+noosphericinloadlink embedded+] +

+ An unapologetic 'big game', Lucifer216 and I had been keen to continue the campaign begun in Tensions over Neues Tremo [+noosphericinloadlink embedded+], where the plucky boys and girls of Lamb's World had pulled off an unlikely victory over the increasingly erratic Bezoans. The roots of the war lay in a conflict of doctrine between the Bezoans and the Slav Nasr Enginseers assigned to the Lamb's World regiments. Toshiba of Bezoa an ambitious, and covetous Magos, had secretly instigated conflict on a frontier world and manipulated events to ensure Lamb's World regiments were assigned to suppress the rebellion – which left them, so she supposed, isolated and vulnerable to destruction at the hands of her forces. +

+ Alas for Toshiba, Caef Whittaker of the Lamb's World 18th proved a capable commander, and he managed to fight off the ambush. As the Bezoans retreated to lick their wounds, Whittaker and his forces high-tailed it to Westward Spill, where he hoped to report the betrayal. Scant days passed before the Bezoans appeared again, and the exhausted forces of the Lamb's Worlders were forced back into the field. +

+ Caef Whittaker, of the Lamb's World 18th, frantically redirecting his forces to avoid a collapse of morale in the face of the Lords of War. +

+ I mustered pretty much everything Lamb's World related that I could find, and the inimitable Omricon pledged an allied platoon from the Lastrati 3rd Rifles, supplemented by the famed Righteous Indignation, an ancient and storied Baneblade. +

+ Magos Toshiba (commanded by Lucifer216) meanwhile, opted to shelve the partial-fleshunits that had clearly caused her defeat(!) and raided the deep vaults of Bezoa in search of the dubiously-permitted technomancy that she calculated would bring her victory. +

+ Mighty robots from 'the Hive' – some sanctioned, others... not so much. +

+ In addition to an army of robots, she called in favours from the ill-starred House Temporis, a peculiar – and arguably* heretical – Navigator-led Knight Household. Two Knights of legend attended the Magos: Gnosis and the Reginae Obscurae. +

+ Being a bit rusty on the rules, and aware we'd have our work cut out with such a big game, we opted to minimise additional rules, so there were no warlord traits, non-modelled unit upgrades or the like in this game – just a big game involving the simple underlying engine of 9th edition. +

+ There were six objectives to fight over – these represented critical noospheric spoor that the Bezoans could use to justify their apparently treasonous attack on the Slav Nasr Enginseers (and – by the by, as far as the Bezoans are concerned – their Lamb's World and Lastrati hosts). Denied these, the attack would be completely unjustifiable – and there were be call in higher places to sanction the aggression of Bezoa. Perhaps worse for Toshiba, they might instigate investigations into their shadowy domains. +

* Omricon's Inquisitor Josiah Maltheus always argued they were!

+++

Nothing happened for the span of many mortal hearts and breaths. With machine-born patience, Toshiba waited in the silent azure gloom. Then she felt it, the first waves of electromagnetism as the fire in reactor-hearts kindled. Turbines spun up, heavy metal limbs let out pneumatic hisses and the blue glow of her axe gradually gave way to the blood red glow coming from countless active sensor nodes and diode displays. 

The local noosphere, a moment ago near-absent, sprung into eager, buzzing life. It was filled with dozens of reports indicating successful activation. In a microsecond they were drowned out by a flurry of failed target acquisition notifications. If Toshiba had retained her human throat, she would have swallowed involuntarily. The sheer… hunger of the automata always took her by surprise, despite her eidetic recall. That and the extent of their animalistic awareness.

+++Bide. Target acquisition will commence in 22 hours sidereal. Such is the will of the Omnissah. Follow+++

With that cant, Toshiba turned, ignoring the thunderous cacophony behind her, and began to march out of the tomb, beginning the long procession to the bulk lifters that would carry this maniple of machines to where they would make holy murder in the Machine God’s name.  

+++

+ Set up and deployment +

+ Move up, we can barely breathe! +

+ Coo, well this was a big game. More than a hundred Guard infantry, a score of robots, nearly a dozen tanks and three super-heavies meant that the Guard barely fitted on an 8 x 4ft board – and with the number of huge bases on the Mechanicus side, things weren't better there! To an extent, this is part of the problem of the increasing size of games (not much room for meaningful manouevre), but as we were aiming for spectacle, I think it works well! +


+ Guard's-eye view. The forces barely fit into the 12in deployment zone – not, I suspect, that these Lamb's Worlders would complain about the shield of steel around them! +

+++

+ For big games, we find it generally more sensible to discuss set up etc. rather than rely on the luck of the dice. A diagonal deployment might have worked, but short edges would have just meant most stuff wasn't involved. Long board edges mean everything can get stuck in – for maximum carnage and over-the-top spectacle. +

+ Three-quarters of the board represented part of the badland deserts of Neues Tremo, the remainder representing a small xeno-archaeological outpost of the planet's proto-hive. The Guard gathered in the south, while the Mechanicus approached from the north. +


+ The Lamb's Worlders deployed an armoured wedge in the centre, anchored by the Righteous Indignation and supported by first platoon – directly behind the tanks. To their west, their urban-fighting allies, the Lastrati 3rd, waited in the urban edges of the Spill (bottom of picture), supported by a heavy weapon platoon (a battery of mortars and heavy bolters) and a Rapier squadron. +

+ To the east of the Baneblade, Second Platoon and the company's auxiliaries (Rough Riders and Ogryns) advanced alongside the grumbling Lastrati tanks. _

+ Opposite this gathering of might drew up the dread robots of the Mechanicus, with the unmistakable Knights seeking a mighty kill in the centre. In the Spill, skittered a mass of Vorax, directed by a Datasmith. +

+++

+ Early turns +

+ Vorax rush forward to secure the peculiar xenos technology + 

+ Commanding the Mechanicus western flank, Datasmith Teslo Murakoshi urged his Vorax forward, keen to push up to the walls of the complex, where they could muster for a brutal assault, sheltered from the small arms of the Guard. +


+ As Whittaker struggled to direct his forces through vox-static, Toshiba  smoothly ordered her unshakeable forces forward. A sea of bloodshed-eager robots kicked up clouds of dust in their urgency. The Magos lingered over an irrelevant feeling of satisfaction; but dismissed it. Such indulgences, she mused, were clearly the cause of her earlier defeat. +


+ The Lastrati, a mongrel regiment made up of the battered survivors of decade-long conflicts, grimly looked down their sights. With no targets visible, they were wearily aware that the order to advance must come – the noospheric datapackets must be kept from the hands of this lunatic priesthood. +



+ A battery of Lamb's World mortars begins to bombard Murakoshi's forces, arcing high over the reinforced walls – with the aim of softening up the defenders and make the Lastrati's work easier. Alas, anti-personnel shells do little to robots designed to withstand high-intensity attacks. + 


+ Urged forward with the digital equivalent of bloodlust, the battle-automata made advance at the double, their shooting paltry. +


+ The noise is cacophonous, the confusion total! +



+ With what little sense of self-preservation being furiously overridden by the Magos, they marched towards a killing field. +


+ Before events overtook them, the order came for a general advance. Whittaker favoured a policy of oversaturating target acquisition – in essence, by making everything an equal threat, unwary opponents would spread out their fire, diluting its effect instead of concentrating on key targets. +


+ To ensure compliance, Commissars and Priests were seeded amongst the Lamb's Worlders – though thus far, the nearby Righteous Indignation had proven a reassuring presence for the Guardsmen. +


+ Toshiba had adopted a 'horns of the bull' strategy, with a solid centre flanked by faster units on both the west and east. Hovering drones spearheaded the eastern flank, their Thallax jet-troops making the most of the Munitorum supply depot, which had only just seen the end of the assault on the proto-hive. +


+ With neither side willing to back down, the centre of the battlefield quickly filled with troops and vehicles from both sides. Casualties at first were light, with the Mechanicus' short-to-medium range weaponry unable to cover the distance. +


+ The same could not be said for the Guard. Shells and missiles began to fall amongst the centre, blasting apart the advancing Castellax. The Rapier squadron in particular proved their worth, an entire maniple of the battle-automata being reduced to scrap metal in one volley. +

+ The Leman Russ squadrons focussed their fire on the Knights – Whittaker was all too aware that these Lords of War would be intent on the biggest prize... +



+ Second platoon, spearheaded by the Company's elite mounted Grenadiers, lends their fire to the attack, their small arms contributing little in damage. +

+++

+ Mid battle +


+ Toshiba's forces have taken the majority of the damage and casualties at this point – but the forces are now arrayed at the optimum range for the inhuman robots. Besides, casualties overall have been light. The Reginae Obscurae and Gnosis, both smoking but operational, close in on the Righteous Indignation, determined to claim the scalp. +

+ For its part, the Righteous Indignation was living up to its name, it weapons proving considerably more effective than the slightly-smaller bore battle cannons of the Lamb's World tanks. +



+ A Valkyrie swept in, performing a strafing run on the Vorax as it carried its Grenadier squad towards the central objective. Murakoshi's forces had little to answer, and so continued their metallic advance, heedless of the myriad small explosions around them. +



+ This was not a battle that men could win by strength of arms – but perhaps the power of their weaponry could overcome their hulking foes? This Special Weapons team finds out the hard way that even melta guns can fail to find their mark... +



+ A panoramic shot shows the flow of the battle. The two forces are poised to meet in the middle, where the bulk of the noospheric datapackets lie. The speed of the Mechanicus means that three lie in Bezoan hands – and this keen eye on the mission early on is to prove crucial. +



+ Second Platoon demonstrate why the Mechanicus cannot rest on their laurels – fewer than a dozen Thallax now need to hold their prize from a reinforced platoon of determined Guardsmen for an extended period. +


+ The duel of the Superheavies heats up. The Reginae Obscurae and Righteous Indignation trade hammerblows, both taking grievous damage. The Gnosis, meanwhile, almost disappears under battlecannon and Manticore fire...+



+ As the battle begins to stretch, the two forces grapple with each other; neither yet able to find the telling advantage. Where will victory fall? +



+ We'll find out in part two! +

+++

+ [+ Part II currently inloading – [awaitpend] updates +] +


Thursday, December 15

+ inload: Kill Team – Silver Stars take on the Sons of Medusa +

 + Battle Report: Spite Itself +


'Hypno-indoctrination,' murmured the Officio Sabatorum Agent. 'A wondrous thing.' He glanced over at his counterpart, dimly-lit in the bucking Rhino interior.
Attaché? Warder? He hadn't been able to quite put a word to how the green-plated giant saw their relationship, but – characteristically of the Chapter – he hadn't moved to respond to the Agent's musings.

He shrugged, internally. It mattered little. If the mission was successful, neither of them would remember anything. Hypno-indoctrination was a wonderful thing, and some truths were better left covered. 

+++

Game rules: Kill Team
Mission: Sieze Ground 
Combatants: Apologist, commanding the Silver Stars; vs Stuntwedge, commanding the Sons of Medusa.
Battleground: Thelanaxero, outskirts of the Myrean League.


Stuntwedge had built and painted a beautiful Sons of Medusa Killteam for the previous version of the game, but hadn't had a chance to take them out for a game. We played a short introductory mission, with his Sons of Medusa taking on the ill-favoured Silver Stars...

+++

+ident: Sons of Medusa [REDACTED]{:commsvox report} +

+ They were searching for something. That much was clear. The raddled city had long been depleted of its inhabitants and defenders. Perhaps they'd left something behind? +

+ There had been a great battle here – the mission briefing had given frustratingly little data, but we knew at least of the fate of the Golden Hands. Intel was valuable, but some knowledge is best unknown. Uncertainty breeds inaction. +

+ [REDACTED] leads the [REDACTED] against the Penarchy of Blood some days earlier. The debris and casualties still lay unclaimed amidst the ruins. +

+ Regardless, the details didn't warrant speculation. If they were searching for it, by implication we needed to find – or destroy – it first. +

+++

+ In the opening turns, each Killteam claimed an objective each, and crept up on each other through the dense terrain. +

+ We had been advancing through what had been the theatre district. The Others had been playing cat-and-mouse with auspex baffles and noospheric pings; but few knew how to ply the machine-spirits like the Sons of Medusa. They were cunningly hidden, but by identifying chordal lacunae, they appeared; one-by-one, to us. Six in total. I cautiously waved my men forward, and we claimed one of the likely locations. +



+ Nothing. +

+ We found nothing, saw nothing. +

+ Which is not to say we were blind... +

+ The Others were moving out to the flanks. We played a dangerous game in allowing them to think we were unaware of their movements – but the briefing reports of them wearing Mark II plate gave us reassurance that they could not interdict our close-bead comms. +



+ Surreptitiously, we moved into cover, spreading out and moving upwards. Little did we realise that the Others were doing much the same... until the first shots rang out.  +

+ Built for a previous version of the game, the Terminator simply counted as the squad Sergeant +


+ Boltgun fire. Nothing heavier. We'd brought a plasma gun to cut through their antiquated plate, but they were still using tactics that had been outdated for millennia. It rang from Mark VII plate – and I berated my brethren for being caught out. +

+ Our return fire clipped one of the Others. Commendable. +


+ I was right about the armour, at least. A flurry of shots knocked one of the Others from his perch. Judging by the heavy thud, he had been dead before he hit the ground. +

+ We were clustered – better able to support each other than the Others were – and their attempt to kettle us simply meant that they were now unable to respond on the right flank. A number of the objectives would be beyond their reach in the immediate term. +


+ They didn't give up, however – and while I hadn't expected them to be caught by surprise, I hadn't expected them to respond so quickly. It was like punching a wave: as one was driven back, it forced the others forward. +

+ The shots coming in on our firebase – our plasma gunner and an attendant Tactical marine – forced them to displace, with little but minor wounds. I pressed on, keen to sack the pre-marked objectives and deny whatever value they had to the Others while it was still possible. +

+ Midpoint of the engagement. One Silver Star down, one wounded, and the Sons of Medusa sporting minor wounds. Each side had claimed three objectives – but the Sons of Medusa had occupied the one by the abandoned Predator. Could they activate it before the Stars could drive him off? +


+ Tit-for-tat fire characterised the remainder of the engagement – and I felt that simple arithmetic would find in our favour. Two of their were down, and while we had sustained wounds, we were still fighting fit. The Others were out of position, too. I expected them to fall back. +


+ ...and yet they surprised us. Throne forgive me, but one of them had got past us. While the three remaining Others scurried down back-alleys to emerge on the left, one emerged on the right and gunned down my Brother by the ruined Predator. +

+ We responded admirably, and repositioned to bracket him, but the odds were suddenly evening. +


+ Frantic close-range fire erupted – and as I dropped a frag grenade to spoil the final objective, they charged. Another of my brethren was felled; his position outflanked and his securely-chosen position proving his undoing. Their Sergeant gutted him with a power blade, and none of us were able to respond. +

+ Grim-faced, both teams withdrew. Both of us had sustained casualties, but the day was ours. We had learned nothing, but more importantly, had ruined whatever they came for. +

+ This victory was spite itself. +
+++

+ Result: Sons of Medusa victory! +

+ A fun little game, we used just the basic rules and mirror-Kill Teams (with the exception that the Sons of Medusa had a plasma gun) to work through the mechanics together. +

+ Apologies for the rather vague pictures – Kill Team is great to play, but the density of terrain doesn't make for the clearest reports! +

+ I hope I'll be able to show more of Stuntwedge's awesome Sons of Medusa (and other PCRC Killteams) sometime soon. +


+++









Monday, September 26

+ inload: Battle report: Meeting Engagement on Gundrun Prime +

+ Meeting Engagement on Gundrun Prime +


+++ 

Dawn; and the cobwebs stirring in the windows of the long-neglected abbey were all the indication of the former population. Having endured Old Night, the degraded inhabitants clustered in what had once been an important regional centre for the safety it offered. 

It had already been proven an empty promise. Over the course of less than a century, the people had been contacted and made Compliant; brought into the light of the Emperor – and then abruptly been informed that the Warmaster Horus was now their liege lord. 

If he were even aware of the planet, one wonders at his reaction at finding elements of two Legions supposedly under his command squabbling over the scraps.

The locals huddled together as distant gunfire began to be heard...



Game rules: Antares 2 [+noosphericinloadlink embedded+]
Mission: Meeting Engagement – aiming to degrade the enemy while maintaining their own strength, both sides were attempting to break the spirit of their enemy. The game would last for six turns, or until one side was reduced to half or fewer of their starting Order Dice (achieved by destroying whole units). 
Combatants: Apologist, commanding the Emperor's Children; vs Lucifer216, commanding the Night Lords.
Battleground: The Feudal World of Gundrun Prime – of little value itself, but a good proxy for control of the Luciferran forges. The victor would be able to throttle control of heavy armour across the region.

+ Building on the playtesting done for our earlier game, The Mirror Plains [+noosphericinloadlink embedded+], this was a further test of our adaptation of the Gates of Antares 2 rules. It was also Lucife216's first introduction to the rules, so again it was deliberately fairly low-key and simple. +

+++

+ Forces +

+ A larger game than the Mirror Plains, each Commander had been entrusted with a standard mechanised demi-company of thirty Legionaries deploying as six five-man tactical combat squads. Each side also deployed two Rhinos and a Land Raider apiece. +

+ Each side thus had nine units. Since both Rhinos and Land Raiders are Mulit-Order-Dice (MOD) units – meaning they can act twice in one turn – there were twelve Order Dice for each side. To win, an army would have to reduce their enemies' Order Dice total to fewer than six at the start of a new turn. +

+ Deployment and early turns +


+ The Night Lords clustered their forces on the left, with a lone combat squad on the right in support of the Land Raider. The Emperor's Children, meanwhile, adopted a more centralised deployment. Both sides quickly advanced to take advantage of the available cover, while taking pot-shots at each other. +

+ The early turns were characterised by the Land Raiders wheeling around the central woodland, looking for advantage. The Night Lord Land Raider had the better of the duel, inflicting blast markers on its opposite number, while the purple tank's shots went wide or were saved. +

+ Night Lords Tactical Squads in the centre +

+ Boltguns had received some tweaks since the last game, being upgraded to firing 2 x SV1 shots, with Rapid Fire. Along with the introduction of Bolter Drill (a rule that replaces the fun buddy drone reroll lost in the translation from Antares to Horus Heresy), this meant that they had the potential to deal a lot more damage once the two forces closed. For the moment, the few blast markers being inflicted were the result of long range support weapons like missile launchers and autocannons – and even these were causing no out-and-out casualties. +


+ Emperor's Children mass to defend against the Night Lord Land Raider. While the tactical legionaries had no hope of destroying it outright, being able to place blast markers would be a way to render it combat ineffective. +

+ At the end of turn 2 of the six turn game, there were no major casualties; cover and range meaning that only a few scattered blast markers and a couple of luckless Emperor's Children legionaries would trouble the sides going forward. +

+++

+ Mid-game +

+ The Night Lords advance with the limited force on the right were risking pinning down a superior force. Wanting to avoid this, the Emperor's Children vehicles consolidated their forces towards the centre, hoping to strand the Night Lords Land Raider while it circled the wood. +


+ Realising that hesitation was allowing the Emperor's Children Land Raider to dominate the centre, the Night Lords began an advance on the left, pushing forward their mounted troops. It was somewhat hampered by the numbers of blast markers building up on their unmounted allies. Not one but two Night Lord combat squads failed their Order rolls – perhaps wanting to see how their fellows fared first! +

+ While the advance was thus not the knock-out blow it could have been, it did succeed in establishing a position on the flank, from where the Night Lords threatened to encircle the Emperor's Children lines. +


+ Wanting to avoid this, the central Emperor's Children Rhino moved forward, ready to receive the Emperor's Children tacticals and redeploy. A key failed order meant that the tacticals hesitated a moment too long – and were caught by an assault from the Night Lords! +

+ In the centre, ten Night Lords were being hammered by long-range support weapon fire – and more pointedly, the Emperor's Children Land Raider, which opted to take the risk of acting early and hoping that it could avoid too much damage when its opposite number came to move. +

+ On the right, twenty of the Emperor's Children marines were still struggling to deal with the Land Raider. Although they had managed to wipe out the supporting infantry, it had a been a poor trade, with the Land Raider destroying their support Rhino with little effort. At risk of being stranded out of position, the infantry 
began moving forward and left. +

+ By the end of turn four, casualties were mounting up, but the Night Lords were slightly ahead, remaining one Order Die ahead as the sides traded units. +

+++

+ Closing turns +

+ Things were tightly in the balance. While the Emperor's Children were fractionally behind in Order Dice at the start of turn five, a string of their Order Dice being pulled from the bag (four in a row!) meant that they were able to press the attack in a number of key areas, and place additional blast markers on the already-disrupted Night Lords. +


+ As an illustration of this, the Emperor's Children Land Raider shrugged off the lone blast marker on itself (units that successfully pass an order check remove one blast marker – that's why it's generally best to focus on key units with at least two of your own) and opened up on an exposed squad of Night Lords gamely attempting to support the drive down the centre. Two rounds of firing saw the squad all but eliminated – and the resulting number of blast markers meant that the survivors of the squad broke and fled. +

+ On the right flank, the Night Lords Land Raider had got fearfully embroiled. While it was still undamaged and threatening, the constant harrying from the Legionary squads was preventing it clearing its blast markers, and the resulting negative modifiers to its command meant that it suffered a failed Order check. This resulted in the crucial order being changed to Down: making it more survivable (units targetting a Down unit have to reroll successful hits), but meaning that it was unlikely to be able to make headway. +

+ While it was able to move and target the Emperor's Children Land Raider at last, its shots proved as fatefully ineffective as the Emperor's Childrens' had at the start of the battle. + 

+ Fate was clearly wearing a wry grin, as this was followed up by the two Emperor's Children tactical squads in the centre each failing their crucial order rolls, leaving them Down and their beleaguered colleagues in the lurch! +


+ On the left, the Night Lords continued pressing the attack, being rewarded by wiping out the Emperor's Children behind the rocky outcrop. Had their fellow made it across to support, it was likely that they could have pressed onwards – but it was not to be, as they were instead driven back by weight of fire of the rapidly-redeploying Emperor's Children. +

+ The closing turn saw the critical events – the loss of the Night Lords' Land Raider, and some final piece trading. It was close – both sides had lost around half their starting number... but which could claim the field? +

+++

+ Result: Emperor's Children victory! +

+ Almost too close to call! The result of this razor-close game came down to a single Order Die – a fitting six remained to the Emperor's Children, while the Night Lords were down to five, thanks to the eventual loss of their Land Raider. +

As the Night Lords slipped away into the approaching darkness, the Emperor's Children began counting their casualties. 

+++

+ Post-game musings +

+ We enjoyed a post-game cup of recaf and talked over the events. Lucifer216 really enjoyed the flow and sense of manoeuvre – a key appeal of the Antares 2 mechanics for me, too. +

+ The adjustments to the movement characteristics (up to 10cm from 6cm) helped with the above, and felt about right to me in comparison with the Mirror Plains. You still need to run to make substantial redeployments, but standard advances feel decisive – and crucially, it doesn't look weird when you sprint, either. +

+ Likewise, the boltgun tweaks made firefights with basic weapons a bit more interesting. The high resilience stat (Res) of 7 that I gave to Space Marines means that they're hard to hurt – so adding SV1 to the gun reduces the save to 6 or less. Also leaves some space for future-proofing (for SV0 lasguns, for example). +

+ I think, however, there is an argument that the boltgun could be further refined by simply making it 2 shots. Even taking into account the -1 to accuracy (Acc) this adds, neither Lucifer216 nor myself chose to use the single shot option. In fact, I'm not really sure where that would ever really come into consideration, as in almost every case, it's better simply to roll more dice, even at -1. Perhaps I'm missing something crucial. +

+ We'll discuss things further, but I'm erring towards testing bolters as simple two-shot guns. That takes one modifier out of the equation, and generally frees up brainspace for things like range, cover etc. It'll clean up the statline, too. +

+ The other big thing that I'm wondering about is the resilience of the Land Raider. As it stands, it's all but untouchable to the infantry. One the one hand that's fitting; one the other, I don't want the Space Marines themselves to be a burdensome tax that you take to maximise the number of vehicles you can field. +

+ Whether we deal with that by reducing the Res of the Land Raider (currently 15), or by tweaking the stats of anti-tank weapons – or whether it's simply that we haven't yet painted up the sort of stuff you would take to deal with heavy tanks (Predators, Devastators and the like), I'm not sure. I'd suggest we keep this iconic battle tank as-is for now, and make a mental note to reassess after some battles with other tanks. +

+++

+ ...and speaking of other tanks, I imagine that this conflict, having opened up the route to the Luciferran Forges, will see follow-up battles featuring Dreadnoughts, Predators and so forth sooner rather than later. Perhaps even some slightly bigger stuff? Watch this space. +

+ On a final note, I'm pleased to say that the spectacle got both Stuntwedge and Warmtamale interested, so the struggle for the region will face the addition either of the Salamanders or the Sons of Horus – and perhaps some xenos... +