Post by treadiculous on Jan 22, 2017 16:06:37 GMT -5
presented here is a brief write up and picture showcase of the best game of 40k I've played so far. (we plan to continue the game in a month or so).
the unique rules for this game can be found in this forum section; essentially it was a hybrid of Company of Heroes and Wargame Red Dragon:
Company of Heroes because you get very few starting units (in fact - none!), and there are tech tree's and resource points.
Wargame Red Dragon because there is a limited supply of units, once they're gone they're gone.
Photobucket Story of the Battle (so far), the pictures cover the events of 10 turns.
s627.photobucket.com/user/Treadiculous/2017%20Jan%20Apoc/story
here's a short version of the BAT REP:
Objectives were the silver barrels on black bases, they gave that player +15 points to spend, there were also 6 maelstrom objectives.
Early Game Turns (1 - 5)
Orks unlocked the big mek (walkers), infantry warboss and bike warboss, this gave access to numerous cheap units and a lot of mobility. they did a great job of advancing and capturing; including the resource point in the very centre of the board - already the orks had an edge!
Imperial unlocked the support tech tree and recon tech tree, tread was the support and had a lot of chimera and infantry to spawn before tread could open tier IV, meanwhile his team mate was able to utilise sentinels effectively against a unit of warbikers who take a pounding before the surviving bike charges a sentinel.
Mid Turns (6 - 8) First Contact!
Orks continued to spawn minimum sized units and began to flood the board with mobs of orks, Waaagh was enabled as they now had 100+ models on the table, meanwhile the biker boss got to the rok and used it to spawn some stormboys, enabling them to grab an objective within the imperial half of the battlefield, the pressure was on! the other ork player managed to get the infantry warboss to the Rok so he could use it to spawn boys closer to the action.
Imperials sent some storm troops (tempestus?) in a valk to fight for the objective the orks were seizing, they struck hard causing significant damage and managing to claim the objective long enough to be granted a mission however, they were soon wiped out in the subsequent turn by ork assault, Tread continued building his wall of chimera - each containing an infantry squad, eventually unlocking the artillery section of the support tech tree.
Late stage (9 - 10)
Orks begin to get hammered by valkyrie and their advance falters, massed fire from sentinels and chimera causing problems too. DeffKopta's are sent forward and rokkit boys (tank busta's) are spawned at the rok (though these don't last long!), Dakkajet enters play and dings the valkyrie. The AA gun fires though fails to penetrate.
Imperials have access to 3 valkyrie now and show that these can lay down the hurt, meanwhile tread acquires his 2nd basilisk and starts clearing orks from objective markers - denying orks some of their income next turn. Imperial forces buy unlocking units for the Armoured and Infantry sections of the tech tree.
the unique rules for this game can be found in this forum section; essentially it was a hybrid of Company of Heroes and Wargame Red Dragon:
Company of Heroes because you get very few starting units (in fact - none!), and there are tech tree's and resource points.
Wargame Red Dragon because there is a limited supply of units, once they're gone they're gone.
Photobucket Story of the Battle (so far), the pictures cover the events of 10 turns.
s627.photobucket.com/user/Treadiculous/2017%20Jan%20Apoc/story
here's a short version of the BAT REP:
Objectives were the silver barrels on black bases, they gave that player +15 points to spend, there were also 6 maelstrom objectives.
Early Game Turns (1 - 5)
Orks unlocked the big mek (walkers), infantry warboss and bike warboss, this gave access to numerous cheap units and a lot of mobility. they did a great job of advancing and capturing; including the resource point in the very centre of the board - already the orks had an edge!
Imperial unlocked the support tech tree and recon tech tree, tread was the support and had a lot of chimera and infantry to spawn before tread could open tier IV, meanwhile his team mate was able to utilise sentinels effectively against a unit of warbikers who take a pounding before the surviving bike charges a sentinel.
Mid Turns (6 - 8) First Contact!
Orks continued to spawn minimum sized units and began to flood the board with mobs of orks, Waaagh was enabled as they now had 100+ models on the table, meanwhile the biker boss got to the rok and used it to spawn some stormboys, enabling them to grab an objective within the imperial half of the battlefield, the pressure was on! the other ork player managed to get the infantry warboss to the Rok so he could use it to spawn boys closer to the action.
Imperials sent some storm troops (tempestus?) in a valk to fight for the objective the orks were seizing, they struck hard causing significant damage and managing to claim the objective long enough to be granted a mission however, they were soon wiped out in the subsequent turn by ork assault, Tread continued building his wall of chimera - each containing an infantry squad, eventually unlocking the artillery section of the support tech tree.
Late stage (9 - 10)
Orks begin to get hammered by valkyrie and their advance falters, massed fire from sentinels and chimera causing problems too. DeffKopta's are sent forward and rokkit boys (tank busta's) are spawned at the rok (though these don't last long!), Dakkajet enters play and dings the valkyrie. The AA gun fires though fails to penetrate.
Imperials have access to 3 valkyrie now and show that these can lay down the hurt, meanwhile tread acquires his 2nd basilisk and starts clearing orks from objective markers - denying orks some of their income next turn. Imperial forces buy unlocking units for the Armoured and Infantry sections of the tech tree.