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Saturday, December 24, 2011

A very Happy Christmas from Tales from the Lennycave

It's only one more sleep until Santa arrives, so I'd like to take the opportunity to thank all those readers of Tales from the Lennycave for their support and comments over the last several months. I originally started blogging for my own enjoyment, so to see so many people interested in reading my stuff is great. So, thank you all for reading, and a very Happy Christmas (or whatever else you might celebrate at this time of year) to all. I leave you with these Christmas poems from the 41st millenium.

The Night Before Christmas
'Twas the night before Christmas
And all throughout space
The battles continue
For each and every race
Dark Eldar are reaving
Black Templars on crusades
Grey Knights are just cheesy
With or without upgrades
The Sisters are praying
Orks ready to charge
While the Stormlord is watching
From his Command Barge
Daemons come from the warp
While Dark Angels await
The armies of Abbadon
Full of anger and hate
Blood Angels deep striking
Guardsmen on parade
Aspect Warriors stand ready
For the 'Nids to invade
The Wolf Pack are howling
Tau with guns oversize
And the charge of Space Marines
Whether it may be wise
The battles are ongoing
In the gaming hall
All that's left to say
Is Happy Christmas to all!


Kharn, the red armoured Betrayer
Kharn the red armoured Betrayer
Has a very bloody axe,
And if you ever saw it
I would say you're probably dead
All of the other Berserkers
Wouldn't let Kharn join their squad
They knew that if they let him
He'd send them all to meet the Blood God
Then one foggy Black Crusade
Abbadon came to say
Kharn with your bloody axe and might
Let's go beat the Imperium to shite
Then all the Berserkers loved him
And they shouted out with glee
BLOOD FOR THE BLOOD GOD
SKULLS FOR THE SKULL THRONE OF KHORNE

Tuesday, December 20, 2011

2012 - The Pledge

Now that we're into the last two weeks of December it's one of my favourite times of the year. No, not Christmas, it's time to decide on a painting pledge for next year. So here's what I've come up with this year.

Pledge the First

For every figure I buy (gifts are excluded) in 2012, I will paint a minimum of three figures in 2012.

Pledge the Second
All figures acquired from 1st December 2011 to 30th November 2012 will be painted by the end of 2012.

Pledge the Third
I will post photographs of all painted figures in a dedicated thread on the w-ired.org forum. This thread will be constantly updated, with the initial post containing a list of figures completed as well as acquired figures. In addition, I will post an update along with those photographs on the Tales From The Lennycave blog on a monthly basis.

Suggestions for a title for the forum thread would be appreciated. Some sort of pun on a popular culture reference preferably.

Sunday, December 18, 2011

Can the 'Nids eat Christmas?

As I stated in my previous post, I played the Christmas Carnage scenario at the club on Wednesday night. I took the following list

Librarian (125) - Jump Pack. Fear of the Darkness, Shield of Sanguinius
Sanguinary Priest (80) - Jump Pack, Meltabombs.
10 Assault Marines (235) - 2 Meltaguns, Power Fist.
5 Assault Marines (100) - remove Jump Packs.
Razorback (55) - Twin-Linked Lascannon.
5 Assault Marines (100) - remove Jump Packs.
Razorback (55) - Twin-Linked Lascannon.
Baal Predator (115) - Twin-Linked Assault Cannon.
Predator (135) - Autocannon, Lascannon Sponsons.

Our other three contenders were :
In the red corner, Alan Condren's Grey Knights (Brotherhood Champion, 5 Terminators, 3x10 Strike Squads)
In the blue corner, Frank O'Donnell's Tyranids (Hive Tyrant, 2 Hive Guard, 10 Termagants, 10 Genestealers with Broodlord, Tervigon, 3 Spore Mines, Carnifex)
In the green corner, Ralph Risk's Grey Knights (Inquisitor Coteaz, Psyker squad in Rhino, and 12 squads of 3 Warriors in Psybacks!)

I ended up with the bottom left corner (from my perspective) with Frank in the top left, Alan on my right and Ralph diagonally opposite.

I won't go into a blow by blow account of the game, but here were a few of the highlights.

Frank infiltrated his Genestealers into position to grab an early Christmas present, which turned out to be a trap, blowing up 4 members of the brood.

Alan spent most of the game ignoring the Flesh Tearers to his side, instead preferring to pump Psycannon fire into Ralph's Razorbacks instead. Although, to be fair to Alan, most of mine and Frank's shooting was at the same things.

When one of Frank's Spore Mines got a hit on its Scatter dice roll, he decided to use it to open a present. We all found the concept of a Spore Mine firing a Combi-Plasma gun rather humourous. Frank suggested we allow it to become a Plasma Spore Mine instead, so it floated into Alan's Terminators and killed two of them.

When one of Ralph's Razorbacks had it's gun shot off, it barrelled forward straight into one of my Razorbacks. In retaliation, the Razorback fired its Lascannons at the tank right in front of it. And missed. Meanwhile the Jump Pack Assault squad fired at the Termagant squad. 7 wounds, 7 4+ cover saves made.

Frank's Tervigon only spawned a single squad of 9 Termagants, which managed to find themselves a box of defensive grenades. His original squad of Termagants found a box of Melta Bombs. Which they tried to put to use on Ralph's Razorback 3.5" away, but rolled 1,2,3 on their difficult terrain test. Next turn Ralph forgot to move it and they got to blow it up then instead.

One of Ralph's Warriors escaped the wreckage of his Razorback and ran for the nearest present, surviving a hail of fire from Frank, only for it to explode in his face when he opened it.

In the fourth turn, the Flesh Tearers squads jumped from their Razorbacks to protect Santa's cave. Unfortunately for them, they were wearing armour someone had spray painted "Shoot Me!" on and only 3 managed to survive, despite the cover and the Feel No Pain of the nearby Sanguinary Priest. Luckily for me, one squad passed their Morale check and there were no assaults. We turned to Ger on the next table to roll the game ending dice, up came a 1. Victory for the Flesh Tearers.

The game itself was a lot of fun. Ralph's Psyback spam turned him into a major target for most ranged weapons on the board. At no point did the blizzard roll come up low, so shooting was relatively unaffected by it. Maybe I shouldn't have allowed the scenario to potentially end on turn four - I was concerned with four players the game might have taken too long, but with the integrated turns everyone was kept involved and interested and it resulted in some of the players not making for the objective until it was too late. Even though it was only a 33% chance of ending after four turns, I think I'd just use the normal Random Game Ending instead next time. We normally play at least 1750 a side, so there wasn't really a lot more troops on the board than in a normal game.

Finally, thanks to Ralph, Frank and Alan for agreeing to subject themselves to a scenario without any knowledge in advance of what it would involve.

Wednesday, December 14, 2011

The Last Battle - Christmas Carnage scenario.

Sorry I haven't posted in a good while, but I've been really busy lately for some reason. Anyhow, tonight is the last gaming night of the year, so I probably won't play again until 2012 after tonight. So I knocked out the following scenario for four players.

Christmas Carnage
Christmas Carnage is a four player scenario. It will be played on a 6' x 4' table.

The Armies
Players may select an army to a maximum of 1000 points. The standard force organisation chart is not in use, players may take a maximum of one choice each of HQ, Elite, Fast Attack and Heavy Support. Troops are unlimited, and any unit may utilise any Dedicated Transport option available.

Deployment
Deployment zones are in the corners of the gaming board. Players roll off, with the highest roller having first choice of deployment zone, the second highest the next choice, the third highest roller gets third pick while the lowest roller gets whichever deployment zone is left. Players must deploy their units within 12" of the long table edge and 24" of the short table edge of their respective corner.

Players alternate deploying one unit at a time, starting with the player who chose his deployment zone first, followed by the second player, then the third player and finally the last player. After each player deploys a unit (and its Dedicated Transport if it has one), the process starts again with the first player deploying his second unit. Repeat until all units are deployed. Units with the Infiltrate USR may use it to deploy after all other non-infiltrating units. If more than one player wishes to use the Infiltrate USR, alternate units in the same order above.

Note that units may not begin this scenario in reserve.

The turn
In this scenario, the turn is resolved differently than in regular games of Warhammer 40,000. Instead of each player taking a full turn, each player will move, then each player will shoot, then each player will launch assaults. The system is described below.

At the start of each turn, players roll off. The highest roller is designated "First Player", the next highest "Second Player", the next highest is "Third Player" and the lowest roller is "Fourth Player".

Movement Phase
The First Player takes his Movement Phase, followed by the Second Player, Third Player and Fourth Player in turn.

Shooting Phase
The First Player then takes his Shooting Phase, followed by the Second Player, Third Player and finally the Fourth Player.

Assault Phase
The First Player declares his assaults and moves any models that can reach into assault. Then the Second Player does so, followed by the Third Player and the Fourth Player. Do not Pile In with any models until all assault moves have been completed by all players. Then the First Player completes any Pile In moves, followed by the Second Player, Third Player and Fourth Player.

Once all Assault moves have been resolved, proceed to fight each combat. The First Player gets to choose which combat is resolved first. This may be a combat not including his own models if he wishes. Resolve this combat fully. The Second Player chooses the next combat, then the Third Player, then the Fourth Player, back to the First Player, and so on until all combats have been resolved.

Please note it is perfectly possible (and likely) for three or four way combats to occur. Combat results for such combats are worked out as normal. The player with the highest score wins the combat. If two players scores are tied, consider both to have won the combat. Neither takes break tests/No Retreat wounds. All other players compare their combat score to the winner's score to determine their break test modifier/number of No Retreat wounds taken. If more than one player has units remaining in the combat after these have been resolved, there will be no Sweeping advances possible and all units which fail their break tests will fall back.

When all assaults have been resolved, a new turn begins and the process starts over.

Objective

The objective for this game is the entrance to Santa's cave. This will be placed in the exact centre of the table. The player with the greatest number of models in base contact with the cave entry at the end of the game wins.

Ending the Game
The game ends randomly, although the dice roll for the end of game occurs one turn sooner than in normal games of Warhammer 40,000.
Roll at the end of Turn 4 - Game ends on 1-2
Roll at the end of Turn 5 - Game ends on 1-3
Roll at the end of Turn 6 (or later turns) - Game ends on 1-4

Falling back
Units falling back do not fall back towards a table edge. Instead they will fall back towards the controlling player's corner.

Special Rule - Blizzard

The game occurs during a blizzard. Roll a D6 for the blizzard at the start of each turn.

1 Whiteout! - The entire table counts as difficult terrain. All shooting is limited to 12" range and is at -1 to hit.
2 Very Heavy Snow - Shooting is limited to a range of 18"
3 Heavy Snow - Shooting is limited to 24" range
4 Moderate Snow - Shooting is limited to 36" range
5 Light Snow - Shooting is limited to 48" range
6 Clear!

Special Rule - Christmas Presents

Santa and his elves have wrapped up a few presents for his rescuers and some booby traps for his enemies. Due to the poor conditions, these have been scattered around the battlefield. There are 8 present markers on the battlefield. One each are placed in the centre of each table edge. The other four are placed 12" away from Santa's cave, on a direct line between the centre of the table and the centre of each table edge. Any non-vehicle model may open a present it comes into base contact with. Flip the marker and consult the following table.

1 - Booby Trap! The model takes a S6 AP1 hit.
2 - This model and his unit gain Defensive Grenades.
3 - This model gets a one-shot only gun. S9 AP2 Assault 1.
4 - This model gets a Combi-Plasma Gun
5 - This model gets a Power Weapon
6 - This model gets a one-shot only gun. S5 AP5 Assault 4.
7 - This model and his unit gain Melta Bombs.
8 - Booby Trap! This model and every other model in his unit takes a S3 AP6 hit.


Should be a good laugh, I'm playing against Ralph, Frank and Alan so let's hope it all goes well. I'll post up again to let you all know how we got on. Now, I need to go finish preparing the objective and Christmas present markers.

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