Greetings once more,
It’s now this week which means it’s nearly time for next week and I haven’t yet posted for last week - or some such metaphysical nonsense. As you will recall – from reading just a little further down the page – we were aiming to play Necromunda this week. We succeeded in this goal and details of how things panned out are as follows:
We got two games in: Pit Slaves VS Delaques and Esher VS Ratskins. The Pit Slaves and Delaques, due to rather catastrophic confrontations with Esher and Ratskin hordes which currently have the resources and members to bring to bear the firepower of something approaching an imperial guard platoon, are rather well-matched in gang ratings. It is quite pleasing really as they are the two gangs which started our Necromunda campaign. The newer gangs have overtaken them in power and prestige but the veterans sit in their drinking holes and shake their heads muttering darkly about “pride coming before a fall”. Personally, I think they’re jealous.
The Delaque/Pit Slave game went well resulting in a victory for Drillius and his outlaws. As I said, the gang ratings for these two are pretty close and the game was well-matched (Delaque firepower against Pit Slave numbers). In the end, the dice favoured Drillius although the rapid firing Scummer Crochell Reek and the equally fast-shooting Sawhead did send a fair number of hapless slaves sprawling. A concentration of bolt pistols and a fearsome burst of plasma gun fire (from the overwatching Techno, Sparks) saved the day however and the Delaques made a tactical withdrawal. A great close game though which was made more fun by its even ebb and flow. It did demonstrate the bottling perils of gangs with limited numbers of fighters. The fights between these two also most involve our house rules on “buying” sScummer hired guns into your gangs by hiring them for five games in a row (thereby meeting their gang rating price in credits). (Snakehand) Svint and (Sober) Kriel for the Pit Slaves and Crochell Reek for the Delaques are our current examples. In case anyone’s interested in introducing this system we ruled that they must be paid for in each post-game sequence (either counting as an additional gang member when working out income for “House” gangs or being paid for as a standard human outlaw in outlaw gangs). They can be used to work territories/scavenge for resources and are subject to serious injuries (as standard) but may not gain experience as they start pretty good and the penalty for this is that they may be overtaken by regular gang members. A great system for hanging on to favourite characters though, I recommend you give it a go.
The Ratskin game nearly worked. The Esher, upon reviewing their troops, discovered that one of their veteran gangers – Hana – had been captured by the horde of Ratskins which infested this part of the Underhive. Mounting a daring rescue mission Lienna and four hand-picked warriors snuck into their base. Faced by just one sentry, they felt victory was assured … and then the sentry revealed himself to be a highly-skilled veteran who leapt away from a stealthy charge and called upon his reinforcements. After a nice bit of target practice, the only person to run away was the captive herself, the rest lay injured or slipped away to safety (once more I lay a virulent curse on Olly’s dice). The Esher did offer resistance however and were startled to lay the Shamen out with a well-placed bolter round. Nadienna, the leader’s little sister who started as a lowly Juve, also dispatched Totem Tim, one of the two Totem Warriors, in combat and Lienna herself bravely fought several drawn rounds of close combat with the second of these terrifying opponents. The game resulted in the capture of yet another Esher but, rather than risk the mauling of the previous game (and because the time was getting on), A ransom was agreed for her safe release. Even so, the Esher, a large organisation in these parts, will be back for their revenge. The game was a kind of Esher victory with the captive just escaping but, as she escaped as the result of a bottle role, we felt that the Ratskins should keep her equipment – yes, the two swords, frag grenades and flak armour (which is so easy to find down here, isn’t it?) – to compensate for not actually getting the captive to my board edge as laid out in the victory conditions. (A tricky bit of rules interpretation and bargaining that one but a great example of how compromises can be reached – almost a lesson in itself.)
All in all, a great week. It was fun to get the Necromunda gangs out after what we discovered was quite a while. We also had more suitable scenery as I have fairly recently bought the Mordheim box game and the buildings in that were more than adequate for the run-down hive slum in which we currently find ourselves. The building terrain, in my opinion at least, made the games this week. Both the Overwatch and Hiding rules were much more useful and the games proved a great deal less one-sided with a nice solid wall between a hapless ganger and the sights of a veteran lasgunner or, more importantly, the terrifying entity that is the Frag grenade in Necromunda. Combined with jacket potatoes it was an awesome night.
Our next session will be a 3-way 1000 point Warhammer game with my Orks and Goblins, Johnny’s Wood Elves and Olly’s Dwarves – yes a genuinely non-human game – battling for … well fun mainly. Don’t forget to check back in a few days to see how that went. Also feel free to leave comments and remember to pop back to see the replies.
Commander Portman Greetings once more,
It’s now this week which means it’s nearly time for next week and I haven’t yet posted for last week - or some such metaphysical nonsense. As you will recall – from reading just a little further down the page – we were aiming to play Necromunda this week. We succeeded in this goal and details of how things panned out are as follows:
We got two games in: Pit Slaves VS Delaques and Esher VS Ratskins. The Pit Slaves and Delaques, due to rather catastrophic confrontations with Esher and Ratskin hordes which currently have the resources and members to bring to bear the firepower of something approaching an imperial guard platoon, are rather well-matched in gang ratings. It is quite pleasing really as they are the two gangs which started our Necromunda campaign. The newer gangs have overtaken them in power and prestige but the veterans sit in their drinking holes and shake their heads muttering darkly about “pride coming before a fall”. Personally, I think they’re jealous.
The Delaque/Pit Slave game went well resulting in a victory for Drillius and his outlaws. As I said, the gang ratings for these two are pretty close and the game was well-matched (Delaque firepower against Pit Slave numbers). In the end, the dice favoured Drillius although the rapid firing Scummer Crochell Reek and the equally fast-shooting Sawhead did send a fair number of hapless slaves sprawling. A concentration of bolt pistols and a fearsome burst of plasma gun fire (from the overwatching Techno, Sparks) saved the day however and the Delaques made a tactical withdrawal. A great close game though which was made more fun by its even ebb and flow. It did demonstrate the bottling perils of gangs with limited numbers of fighters. The fights between these two also most involve our house rules on “buying” sScummer hired guns into your gangs by hiring them for five games in a row (thereby meeting their gang rating price in credits). (Snakehand) Svint and (Sober) Kriel for the Pit Slaves and Crochell Reek for the Delaques are our current examples. In case anyone’s interested in introducing this system we ruled that they must be paid for in each post-game sequence (either counting as an additional gang member when working out income for “House” gangs or being paid for as a standard human outlaw in outlaw gangs). They can be used to work territories/scavenge for resources and are subject to serious injuries (as standard) but may not gain experience as they start pretty good and the penalty for this is that they may be overtaken by regular gang members. A great system for hanging on to favourite characters though, I recommend you give it a go.
The Ratskin game nearly worked. The Esher, upon reviewing their troops, discovered that one of their veteran gangers – Hana – had been captured by the horde of Ratskins which infested this part of the Underhive. Mounting a daring rescue mission Lienna and four hand-picked warriors snuck into their base. Faced by just one sentry, they felt victory was assured … and then the sentry revealed himself to be a highly-skilled veteran who leapt away from a stealthy charge and called upon his reinforcements. After a nice bit of target practice, the only person to run away was the captive herself, the rest lay injured or slipped away to safety (once more I lay a virulent curse on Olly’s dice). The Esher did offer resistance however and were startled to lay the Shamen out with a well-placed bolter round. Nadienna, the leader’s little sister who started as a lowly Juve, also dispatched Totem Tim, one of the two Totem Warriors, in combat and Lienna herself bravely fought several drawn rounds of close combat with the second of these terrifying opponents. The game resulted in the capture of yet another Esher but, rather than risk the mauling of the previous game (and because the time was getting on), A ransom was agreed for her safe release. Even so, the Esher, a large organisation in these parts, will be back for their revenge. The game was a kind of Esher victory with the captive just escaping but, as she escaped as the result of a bottle role, we felt that the Ratskins should keep her equipment – yes, the two swords, frag grenades and flak armour (which is so easy to find down here, isn’t it?) – to compensate for not actually getting the captive to my board edge as laid out in the victory conditions. (A tricky bit of rules interpretation and bargaining that one but a great example of how compromises can be reached – almost a lesson in itself.)
All in all, a great week. It was fun to get the Necromunda gangs out after what we discovered was quite a while. We also had more suitable scenery as I have fairly recently bought the Mordheim box game and the buildings in that were more than adequate for the run-down hive slum in which we currently find ourselves. The building terrain, in my opinion at least, made the games this week. Both the Overwatch and Hiding rules were much more useful and the games proved a great deal less one-sided with a nice solid wall between a hapless ganger and the sights of a veteran lasgunner or, more importantly, the terrifying entity that is the Frag grenade in Necromunda. Combined with jacket potatoes it was an awesome night.
Our next session will be a 3-way 1000 point Warhammer game with my Orks and Goblins, Johnny’s Wood Elves and Olly’s Dwarves – yes a genuinely non-human game – battling for … well fun mainly. Don’t forget to check back in a few days to see how that went. Also feel free to leave comments and remember to pop back to see the replies.
Commander Portman
Monday, 19 November 2007
Friday, 9 November 2007
Wednesday 06 November, 2007: Warhammer Fantasy Roleplay
Welcome back,
This week we join Heini-Ken, Olly’s halfling who turned out to be startlingly overweight (the dice never lie), and Sophia Liechtenstein my Bretonian elf mercenary on their adventures through Games Workshop’s Warhammer world in Warhammer Fantasy Roleplay. Johnny is Games Master (GM) for this campaign but we hadn’t played for a while so things started slowly.
We are currently travelling from the Moot into more central parts of the Empire. The Moot turns out to be a good place to start because its rural setting and proximity to the infamous Sylvania makes it a good place for small-scale, short encounters/episodes for starting adventurers. It is approaching the halfling festival of Pie Week (something which has led to my instant conversion to halflingism). Our last adventure saw us “liberating” an ogre from his drudgery at a tavern in the next town over before being compelled to leave said town after an unfortunate misunderstanding and a local death. We are very sorry for our riotous behaviour and will not be going back in a hurry. We left with a travelling inventor who, due to his corrupt practices involving the accursed warp stone promptly turned into a chaos mutant. Some field wardens caught up with us on our frankly farcical flight from the town and an entertaining and violent fight ensued. The culmination was the almost fatal battle with the chaos mutant and the ogre’s transcendental wonder when the highly dangerous and illegal warpstone cannon (the inventor’s pride and joy) exploded in his face after an unforeseen torch dropping incident – thank you, Olly.
Our new town welcomed us to start with (because we didn’t roleplay the first few days of our stay there). After that though we quickly lost friends. We have become a pair of travelling rogues with a vague tendency towards good but also towards ripping people off – especially mayors and their assistants. (This truly is the first game I have ever played where I have been paid to go away.)
The premise of this adventure was that our arrival in the town coincided with Pie Eve, the first night of Pie Week and, coincidentally, the anniversary of a victory against bandits won by one of the mayor’s ancestors. The problem is that Pie Week comes but once a year and in the intervening months the site of the victory (which is the customary location for the Pie Eve party) tends to become a little wild and unkemped. We were tasked with ensuring it was fit for halfling celebration. Thanks to an astounding roll on my haggle dice we secured a good price and set off.
In the meantime, we had struck up a bizarre relationship with a local doctor who had lost a leg and was now obsessed with legs. He spent his spare time carving all kinds of stylised wooden legs and we felt that he may be interested in legs of any types (perhaps we should have asked). We had also just upset a local minstrel by tempting the wide-eyed children away from his story and promising them ogre rides. Unfortunately, his knowledge of folklore was going to be useful in researching the location of the party so we had to get back on his good side. We promised him an audience in return for the information we required. In order to make a little extra money we also decided to host ogre rides at the party and charge the children for the privilege (he costs enough to feed so he might as well earn his keep). The doctor we met agreed to make a sign (he was the only one who could write in the area) to advertise the bard and ogre ride gathering in return for some legs.
The adventure went well to start with. We met a strange and frightened young man selling pies which he was reluctant to say much about. We bought them all anyway and, because we were suspicious, we examined them before eating them. They had a strange and disgusting contents so we fed them to the ogre. When we got to the location of the mayor’s party we had a fight with a little band of goblins and won quite decisively (no thanks to our now quite unwell ogre). We collected the weapons of the goblins as proof to the mayor of their demise and the ogre carried their bodies so we could give their legs to the doctor.
On the way home however we met the frightened pie man again. He implored our aid and we thought he might take us somewhere where there was money so we went with him. He lived with his aunt who was a witch under the influence of the chaos god Nurgle. She kept her mutant husband locked up and maniacally produced pies filled with the puss which she extracted from his cow-like udder mutation. Oops, we just fed some of them to the ogre.
The witch tried to feed us some of the ghastly pies and I didn’t want any so I became enraged (I’m quite an angry elf and I have trouble not slipping from my French accent to one from the outskirts of Bristol. This gives me a great deal to get angry about). I attacked the witch but she fled from her pestilential hovel into the garden …
Where our ogre’s flatulence had built up to a nurglesque crescendo resulting in him releasing three nurglings in the process. They leapt at me and one of them bit me giving me an as yet unknown illness. After a much less impressive fight (although I did quite definitely kill the witch with a fairly mighty sword blow), The nurglings disappeared due to daemonic instability and, the subject of his aunt’s dying curse, the terrified pie man ran off into the woods. Upon discovering the disease-wracked, mutated uncle he beseeched us to put him out of his misery, which we did. We burned all the evidence of such a blasphemous and corrupted site and went to claim our reward.
We didn’t get the ogre to give rides as our sign wasn’t ready. Firstly the doctor wasn’t happy with the goblins and secondly he pointed out that he was also the only person who could have read it anyway. Also, when we delivered the goblin weapons to the mayor (we kept quiet about the newly-vanquished Nurgle incursion) he paid us extra if we didn’t hang around for the Pie Eve party. I can’t think why…
I must admit that this was another genuinely fun adventure. Johnny’s stories are always strange and entertaining and I eagerly look forward to the next one. He thinks beyond the pail and that makes for fun and interesting games. Feel free to comment and look out for next week’s post (when we will have caught up on ourselves) when I’ll be telling you about the gritty adventures of our characters in the underhive of Necromunda. It will be great to catch up with the renowned Chi-Sul (better known as Drillius) and his pit slaves, Ileria and her Ratskins, Crochell Reek and Sorehead with their small but tenacious Delaques, Lienna and her Esher horde, Big Trev and his mauled Goliaths and anybody else who wanders in. We hope to be introducing an Enforcer squad and a pack of Spirers to spice up the mix but time will tell.
Commander Portman
This week we join Heini-Ken, Olly’s halfling who turned out to be startlingly overweight (the dice never lie), and Sophia Liechtenstein my Bretonian elf mercenary on their adventures through Games Workshop’s Warhammer world in Warhammer Fantasy Roleplay. Johnny is Games Master (GM) for this campaign but we hadn’t played for a while so things started slowly.
We are currently travelling from the Moot into more central parts of the Empire. The Moot turns out to be a good place to start because its rural setting and proximity to the infamous Sylvania makes it a good place for small-scale, short encounters/episodes for starting adventurers. It is approaching the halfling festival of Pie Week (something which has led to my instant conversion to halflingism). Our last adventure saw us “liberating” an ogre from his drudgery at a tavern in the next town over before being compelled to leave said town after an unfortunate misunderstanding and a local death. We are very sorry for our riotous behaviour and will not be going back in a hurry. We left with a travelling inventor who, due to his corrupt practices involving the accursed warp stone promptly turned into a chaos mutant. Some field wardens caught up with us on our frankly farcical flight from the town and an entertaining and violent fight ensued. The culmination was the almost fatal battle with the chaos mutant and the ogre’s transcendental wonder when the highly dangerous and illegal warpstone cannon (the inventor’s pride and joy) exploded in his face after an unforeseen torch dropping incident – thank you, Olly.
Our new town welcomed us to start with (because we didn’t roleplay the first few days of our stay there). After that though we quickly lost friends. We have become a pair of travelling rogues with a vague tendency towards good but also towards ripping people off – especially mayors and their assistants. (This truly is the first game I have ever played where I have been paid to go away.)
The premise of this adventure was that our arrival in the town coincided with Pie Eve, the first night of Pie Week and, coincidentally, the anniversary of a victory against bandits won by one of the mayor’s ancestors. The problem is that Pie Week comes but once a year and in the intervening months the site of the victory (which is the customary location for the Pie Eve party) tends to become a little wild and unkemped. We were tasked with ensuring it was fit for halfling celebration. Thanks to an astounding roll on my haggle dice we secured a good price and set off.
In the meantime, we had struck up a bizarre relationship with a local doctor who had lost a leg and was now obsessed with legs. He spent his spare time carving all kinds of stylised wooden legs and we felt that he may be interested in legs of any types (perhaps we should have asked). We had also just upset a local minstrel by tempting the wide-eyed children away from his story and promising them ogre rides. Unfortunately, his knowledge of folklore was going to be useful in researching the location of the party so we had to get back on his good side. We promised him an audience in return for the information we required. In order to make a little extra money we also decided to host ogre rides at the party and charge the children for the privilege (he costs enough to feed so he might as well earn his keep). The doctor we met agreed to make a sign (he was the only one who could write in the area) to advertise the bard and ogre ride gathering in return for some legs.
The adventure went well to start with. We met a strange and frightened young man selling pies which he was reluctant to say much about. We bought them all anyway and, because we were suspicious, we examined them before eating them. They had a strange and disgusting contents so we fed them to the ogre. When we got to the location of the mayor’s party we had a fight with a little band of goblins and won quite decisively (no thanks to our now quite unwell ogre). We collected the weapons of the goblins as proof to the mayor of their demise and the ogre carried their bodies so we could give their legs to the doctor.
On the way home however we met the frightened pie man again. He implored our aid and we thought he might take us somewhere where there was money so we went with him. He lived with his aunt who was a witch under the influence of the chaos god Nurgle. She kept her mutant husband locked up and maniacally produced pies filled with the puss which she extracted from his cow-like udder mutation. Oops, we just fed some of them to the ogre.
The witch tried to feed us some of the ghastly pies and I didn’t want any so I became enraged (I’m quite an angry elf and I have trouble not slipping from my French accent to one from the outskirts of Bristol. This gives me a great deal to get angry about). I attacked the witch but she fled from her pestilential hovel into the garden …
Where our ogre’s flatulence had built up to a nurglesque crescendo resulting in him releasing three nurglings in the process. They leapt at me and one of them bit me giving me an as yet unknown illness. After a much less impressive fight (although I did quite definitely kill the witch with a fairly mighty sword blow), The nurglings disappeared due to daemonic instability and, the subject of his aunt’s dying curse, the terrified pie man ran off into the woods. Upon discovering the disease-wracked, mutated uncle he beseeched us to put him out of his misery, which we did. We burned all the evidence of such a blasphemous and corrupted site and went to claim our reward.
We didn’t get the ogre to give rides as our sign wasn’t ready. Firstly the doctor wasn’t happy with the goblins and secondly he pointed out that he was also the only person who could have read it anyway. Also, when we delivered the goblin weapons to the mayor (we kept quiet about the newly-vanquished Nurgle incursion) he paid us extra if we didn’t hang around for the Pie Eve party. I can’t think why…
I must admit that this was another genuinely fun adventure. Johnny’s stories are always strange and entertaining and I eagerly look forward to the next one. He thinks beyond the pail and that makes for fun and interesting games. Feel free to comment and look out for next week’s post (when we will have caught up on ourselves) when I’ll be telling you about the gritty adventures of our characters in the underhive of Necromunda. It will be great to catch up with the renowned Chi-Sul (better known as Drillius) and his pit slaves, Ileria and her Ratskins, Crochell Reek and Sorehead with their small but tenacious Delaques, Lienna and her Esher horde, Big Trev and his mauled Goliaths and anybody else who wanders in. We hope to be introducing an Enforcer squad and a pack of Spirers to spice up the mix but time will tell.
Commander Portman
Thursday, 8 November 2007
Wednesday 31 October, 2007, Epic Armageddon
Hi there,
This is my first post so you’ll have to bear with me. As I said in my profile I intend to use this blog to make a note of what we get up to in what I will tentatively call my gaming club. I would love anyone to comment on anything they read. I especially invite constructive criticism and other advice/ideas on our games, army choices, writing style and anything else relevant that you like. I look forward to hearing from you, enjoy.
We start with Games Workshop’s Epic Armageddon. Johnny and I played a 3500 point game with his Orks squaring off against my Space Marines. The Ork army consisted of a Blitz Brigade of Gun Wagons and a Gun Fortress, the familiar (and terrifying) Stomper Mob, two Mechanised Warbands, a large Buggy-based Cult Of Speed and his new secret weapon: a Landa full of Storm Boys. He also had a squadron of Fighta-Bombas and a liberal scattering of Flak in his ground units. The Space Marines mustered two Land Raider companies, 2 mechanised Tactical Detachments, 2 Tactical Detachments in Thunderhawk Gunships and a squadron of Land Speeder Tornadoes. Navy air support took the form of a pair of Marauder Bombers and 2 pairs of Thunderbolt fighters. I had a couple of Hunter anti-aircraft tanks but my ground-based flak was more limited than the Orks.
The battle went quite badly for the Astartes. I feel my tenure as Chapter Master coming rapidly to a close after losing 5 out of my 8 Land Raiders, both bombers, a Thunderhawk and roughly half my marines. Two entire Tactical Detachments were annihilated by Ork close assaults with no more retaliation than the loss of a couple of bases of Grots. The Imperium did a little better in the air with 5 out of the 6 Ork planes being shot down. Eventually, however, Ork Flak took its toll and downed the intrepid Marauders. The Landa proved its worth with a nice tactical Blitzkrieg deployment in the final turn – Gork and Mork bless transport aircraft.
In terms of objectives the game ended in a draw with both sides claiming 3 of the possible 5. The Orks did very well though and I congratulate them on what would have been a clear victory on points alone.
Lessons from this week seem to be that the Ork motto of “everything counts in large amounts” does work. All that Flak scattered over the field made it hell to deploy aircraft where I wanted. The comparative range and accuracy of the Space Marine Hunters was frightening but too little against such a flock of Orky planes. I also learned not to underestimate the power of barrage weapons against tanks. With their combined fire power and Macro ability the Super Zapguns of the Super Stomper devastated the Land Raiders sent against them. A truly terrifying weapons load out for the Death Weeble. By the same token, a little bit of ordnance isn’t all it’s cracked up to be. As a pair the Marauder Bombers tore through the Cult of Speed. Once reduced to half strength the significantly less powerful barrage of bombs proved hopeless. I will posthumously award the Captain the Medallion Crimson though simply for nearly surviving all that Flak.
Well that’s it for now. Next week we join Heini-Ken the startlingly fat Halfling and Sophia Liechtenstein the French-Bristol (don’t ask) elf mercenary in the “Old World” for Warhammer Fantasy Roleplay. See you then.
Commander Portman
This is my first post so you’ll have to bear with me. As I said in my profile I intend to use this blog to make a note of what we get up to in what I will tentatively call my gaming club. I would love anyone to comment on anything they read. I especially invite constructive criticism and other advice/ideas on our games, army choices, writing style and anything else relevant that you like. I look forward to hearing from you, enjoy.
We start with Games Workshop’s Epic Armageddon. Johnny and I played a 3500 point game with his Orks squaring off against my Space Marines. The Ork army consisted of a Blitz Brigade of Gun Wagons and a Gun Fortress, the familiar (and terrifying) Stomper Mob, two Mechanised Warbands, a large Buggy-based Cult Of Speed and his new secret weapon: a Landa full of Storm Boys. He also had a squadron of Fighta-Bombas and a liberal scattering of Flak in his ground units. The Space Marines mustered two Land Raider companies, 2 mechanised Tactical Detachments, 2 Tactical Detachments in Thunderhawk Gunships and a squadron of Land Speeder Tornadoes. Navy air support took the form of a pair of Marauder Bombers and 2 pairs of Thunderbolt fighters. I had a couple of Hunter anti-aircraft tanks but my ground-based flak was more limited than the Orks.
The battle went quite badly for the Astartes. I feel my tenure as Chapter Master coming rapidly to a close after losing 5 out of my 8 Land Raiders, both bombers, a Thunderhawk and roughly half my marines. Two entire Tactical Detachments were annihilated by Ork close assaults with no more retaliation than the loss of a couple of bases of Grots. The Imperium did a little better in the air with 5 out of the 6 Ork planes being shot down. Eventually, however, Ork Flak took its toll and downed the intrepid Marauders. The Landa proved its worth with a nice tactical Blitzkrieg deployment in the final turn – Gork and Mork bless transport aircraft.
In terms of objectives the game ended in a draw with both sides claiming 3 of the possible 5. The Orks did very well though and I congratulate them on what would have been a clear victory on points alone.
Lessons from this week seem to be that the Ork motto of “everything counts in large amounts” does work. All that Flak scattered over the field made it hell to deploy aircraft where I wanted. The comparative range and accuracy of the Space Marine Hunters was frightening but too little against such a flock of Orky planes. I also learned not to underestimate the power of barrage weapons against tanks. With their combined fire power and Macro ability the Super Zapguns of the Super Stomper devastated the Land Raiders sent against them. A truly terrifying weapons load out for the Death Weeble. By the same token, a little bit of ordnance isn’t all it’s cracked up to be. As a pair the Marauder Bombers tore through the Cult of Speed. Once reduced to half strength the significantly less powerful barrage of bombs proved hopeless. I will posthumously award the Captain the Medallion Crimson though simply for nearly surviving all that Flak.
Well that’s it for now. Next week we join Heini-Ken the startlingly fat Halfling and Sophia Liechtenstein the French-Bristol (don’t ask) elf mercenary in the “Old World” for Warhammer Fantasy Roleplay. See you then.
Commander Portman
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