Joshin/Zengo- October 26th

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Dekana
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Re: Joshin/Zengo- October 26th

Post by Dekana » Mon Oct 27, 2014 12:26 am

@Job, Mike the Pike, and Komura-san: Likewise, thanks for the two games and for giving me a chance to team up in the second one. And thanks again to komura-san for lending me the veterans! Although the IG lost in the first game, the veterans performed very well in shooting and never failed a leadership test. They were truly the Emperor's favored. :D

@Admiral-Badruck: I should be at joshin next month as well, if you feel like getting your 40k on again so soon!

Game 1: Imperial Guard (mech vets) vs Dark Eldar (dark lance spam!)
We fought on a rocky grassland map with aircraft debris strewn across it, deploying on the long table edges. The Dark Eldar (DE) rolled some crazy warlord trait that let them reroll night fighting, reserves, and seize the initative. DE deployed first, setting up in two groups, one heavier in anti-tank power and the other in anti-infantry. DE reserved 3 flyers and a couple of deep strikers. IG also deployed in two groups opposite from the enemy, the group with the wyverns mostly out of LOS from a cliff, and the other group in the open but with Tank Commander Paskette's AV14 protecting the chimeras and hellhound.

Round 1, DE shooting scores a lucky hit and explodes a Leman Russ Vanquisher (the anti-tank variety). The vanquishers didn't perform that great in this game, but I still like them (who needs melta when you've got 72" armourbane attacks). No other effect from the DE shooting I think. On the IG's turn, the surviving vanquisher scored a lucky shot of its own, blowing up a transport, whose occupants were than shot up by either the wyverns or a hellhound. IG objectives are consistently unlucky, "kill a unit in an assault," "get into the enemy's deployment zone" and the like.

Mid game, it's clear that the DE are going to win on objectives unless the IG can table them, which they're making good progress at. The IG hellhounds perform exceptionally well against everything except the flyers, being able to pen all of the skimmers and ignore their jink saves, and also benefiting from the 7th edition rule where flamers can roast the guys inside open topped transports. Their Str 6 is also enough to ignore the pesky Feel No Pain rolls on everything but the Grotesques (T5). I realized a little late in the game that the wyverns could also do some damage to the AV 10 DE vehicles, glancing on a 6 but still ignoring jink. The deep strikers were promptly shot down by dismounted veterans, Paskette's squad, and the hellhounds.

Late game, almost all DE ground forces have been wiped out, but the flyers are still zooming around, and the IG have no skyfire in their list. The chimeras drive up to eliminate the rest of the skimmers, but one is immobilized by a flyer and the other breaks a tread on the rocky terrain (even with the dozer blade reroll). IG casualties have been both hellhounds, wyverns, two of the chimeras, the aforementioned vanquisher, and a leman russ executioner (plasma cannon variant). On turn 5, two of the DE flyers enter ongoing reserves, giving a very good chance for the IG to table the enemy. They come up just short though, with one hull point left on the 3rd flyer and one hull point on a skimmer (everything else is dead). The game ends, and the DE win on objectives, securing plenty of slaves to make their escape with.

Game 2: Imperial Guard (unbound tanks, hellhounds, hydra) allied with Space Marines (dark angels? bikers and termies) vs Dark Eldar (same list as game 1)
This time around, the mission is Contact Lost, where you get a number of tactical object cards equal to the number of objectives that you're holding. There's no night fighting and the Imperials deploy and act first. The IG hydra and one hellhound deploy behind the cliff again, with Paskette's squad and another hellhound in the middle. The SM bikers deploy next to Paskette, the scouts infiltrate to grab an objective in the center, and tactical marines find cover in some woods. The DE deploy all in one corner, far away from the bulk of the Imperial force.

Early game, the Imperials drive hard forward to hold 4 objectives. Long range shooting from the executioner and SM heavy weapons destroy a pair of DE transports in the corner. The executioner did well, I think, because it scattered onto a different vehicle than the one it was targeting, and jink saves can only be taken if your vehicle is targeted by the attack. DE return fire explodes the hydra, eliminating the only skyfire on the Imperial side.

Mid game, the DE haven't been able to get far away from the corner, advancing across the board to the objective that a hellhound is sitting on. That hellhound flames the DE transports twice, wrecking them on the second shot. On the other side of the board, the temies have been chilling out on a cliff and watching everything from a distance (they don't do much this game). Deep striking winged DE (don't know their names) destroy the main gun on Paskette's tank, and then are vaporized by the executioner. The Grotesques arrive next to the tactical marines and scouts and prove very difficult to kill. They charge the marines, who hold their ground but take losses. DE flyers make a bombing run on the termies.

Late game, the DE troops dismounted from the skimmers charge and wreck the hellhound, taking its objective. The troops are safely out of LOS behind some rocks, but almost all of their vehicles get wrecked by Imperial shooting. The other hellhound continues driving fast around the battle, flaming transports and dismounted infantry. One of its attacks kills everyone inside a 5 man transport, but not the transport itself. :shock: The bikers drive just ahead of the hellhound and assault DE infantry. The flyers are left to do their own thing all game, managing to wreck Paskette's tank near the end and strafe the SM bikers and the hellhound. The game ends when it's clear that the Imperial forces are going to win on objectives, having been sitting on most of them all game and getting fairly good luck on the cards.

Thoughts
  • Hellhounds are awesome against Dark Eldar, and I assume against Ork trukks as well. I'm starting to like them more than Vendettas for the Fast Attack choice.
  • Dozer blades are well worth the 5 points per vehicle.
  • If deep strikers land near the Punisher / Executioner leman russ squad and fail to wreck it in shooting, then they're toast on the next IG turn.
You can't spell slaughter without laughter.

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The Other Dave
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Re: Joshin/Zengo- October 26th

Post by The Other Dave » Mon Oct 27, 2014 12:39 am

Auxryn wrote:Thanks to Rob today for a good game of Tau vs. Tau, and a big thanks to ToD for introducing me to Dropzone Commander. Definitely want to play more of that some time.
Absolutely!

And it turns out we were doing falling masonry hilariously wrong. Every damage point to a building has a chance to do one hit to *one random squad* inside the building, not every single stand. So they're not nearly the ridiculous deathtraps we made them out to be, heh.
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Re: Joshin/Zengo- October 26th

Post by kojibear » Mon Oct 27, 2014 1:05 am

Thanks to Prim and Yellow for a great time in both real and fantasy WW2 theatres.

Always a pleasure and always a lot of laughs. Thats two games our respective sniper teams have done the Enemy at the Gates and gone after each other. That Puma of yours Prim is not as fierce as a tiger but she has the speed to pounce and her bite is nothing to laugh about...well unless you are one of its crew. ;) :D

Good times. Look forward to the next one :)

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Re: Joshin/Zengo- October 26th

Post by Auxryn » Mon Oct 27, 2014 5:14 am

The masonry! That was hilarious. We'll get it right in later games. Anyway, I think DzC has its claws in me. I'll be ordering the book(s) soon I think.

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job
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Re: Joshin/Zengo- October 26th

Post by job » Mon Oct 27, 2014 6:28 am

Auxryn wrote:The masonry! That was hilarious. We'll get it right in later games. Anyway, I think DzC has its claws in me. I'll be ordering the book(s) soon I think.
I'm happy to hear you are hooked.
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job
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Re: Joshin/Zengo- October 26th

Post by job » Mon Oct 27, 2014 8:37 am

@ Dekana: the write up was good. I'm glad you are enjoying the tactical fun of 40k and peppering it with some narrative. Consider my Angels of the Lion ready to serve with Ms. commander Paskette anytime. :D
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kojibear
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Re: Joshin/Zengo- October 26th

Post by kojibear » Mon Oct 27, 2014 2:15 pm

job wrote:@ Dekana: the write up was good.
Seconded. :) Great stuff.

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Dekana
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Re: Joshin/Zengo- October 26th

Post by Dekana » Tue Oct 28, 2014 2:16 am

Thanks! I wish I took some pictures to spice up the report with, but alas, I only took one at the start (and job's pic was better than mine!).
You can't spell slaughter without laughter.

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Re: Joshin/Zengo- October 26th

Post by YellowStreak » Wed Oct 29, 2014 12:56 am

Thanks guys (Prim & Koji) for the Bolt Action goodness.

Here are some pics:
Captain America leading GIs into battle (before having his brains eaten by zombies!)
Image

The Red Skull!
Image

Union Jack (the only superhero to survive the battle!)
Image

Axis Apes!
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The Senegalese 'Party boys'
Image
So many games, so little time....
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job
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Re: Joshin/Zengo- October 26th

Post by job » Wed Oct 29, 2014 3:09 am

Yea, nothin says party like a red fez!
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