Thursday, January 12, 2012

Rogue Trader Cleanses Genestealer Cult

Once again gaming returned to Casa De Killgore. This time we dusted off the old Rogue Trader books and played a game using the classic rules and quite a few classic figures. It was Chuckaroobob playing his Rogue Trader with a detachment of the Eighth Imperial Shock Assault Legion better know as "The Imperial Dicks" space marines and some Imperial army support. While Big Roy and myself commanded the Genestealer Cult forces.

The basic scenario is, The Genestaeler cult has revealed itself and the planet is in chaos. The Capital city is firmly in the Cult's hands but they have a weakness. The Capital's only water supply is a massive cistern in the mountains lightly held by Cultists. The Rogue trader has directed a detachment of his forces to capture or destroy the wellhead, eliminating any resistance.
As the Imperials mobilize the local Magus sends out a telepathic signal and dozens of cultist and mutants rally to defend the wellhead.

The Rogue Trader Detachment. Two Dreadnoughts, Two Imperial Dick marine squads and a Heavy weapon squad, a Rapier laser destroyer, two thudd guns, two Imperial army squads and a Squat close combat specialist squad. This is just above a Two Thousand point army. One note on the marine heavy weapon squad is that every marine but one has a heavy weapon, a big difference from the more modern devastator squad.



Chuckaroo also brought his gunship conversion but it didn't participate in the battle.


These are the three versions of the Chainsaw Warrior figure for the game Chainsaw Warrior from way back in the day, just a few of the classic figures in Chuckaroo's force.



Here is the two thousand or so point Genestaeler Chaos Cult force. The genestealer Coven includes the Patriarch, a Psychic mastery Level Four Magus, five hybrids and four purestrain genestealers and two Coven Limos for them to ride in. I picked Slaanesh as their Chaos patron so all the cultists and mutants are in six man squads. Thirty mutants with hand weapon and shield, twenty four mutants with two hand weapons and sixty brood brothers with stub guns and swords. I also had three Rogue Psykers, four mutant bombs and the Deodorant Hover tank. I only had four heavy weapons in the army, a heavy plasma gun, Missile launcher and multi melta carried by the hybrids and a multi laser on the hover tank. All the beastmen had frenzon dispensers so the plan was to get them into close combat and watch the magic happen.



Chuckaroo deploys the Imperial forces. Slowly advancing on the wellhead settlement.



The Magus is on the hill working the masses into a killing frenzy. The Rogue Psykers are attached to squads of brood brothers and stand back as the beastmen get excited.



The Magus Preaches to the faithful.


The thump of a thudd gun opens the Imperial attack. Killing one Brood brother from the sentry squad.


A second Thudd gun fires indiscriminately into the cultist horde.


A Rogue Psyker directs the Brood brothers toward the Imperial interlopers.


The hover tank moves out of the ruins to unmask its multilaser and open fire on the Marine Heavy weapon squad.


The Squat close combat specialists march toward the Cultists.



The Imperials advance into the settlement.



The Thud gun fires again and scatters badly. Unfortunately the scatter lands the template on my Magus and kills him. Along with him goes the controllers or all the frenzon dispensers and the controllers for the mutant bomb's bomb harnesses.


Chuckaroo's dice rolling hot once again, much to my detriment.



Three beastmen finally make it into hand to hand.




The frenzied Brood brother charge into the Marine heavy weapon squad.


The Hover Tank claims the first Imperial casualty. At this time I was down about twenty or so models including all of my heavy weapon hybrids.


The first combat is resolved and the surviving beastman runs for the hills.



After some rereading of the vehicle damage rules the first limo is destroyed instead of shrugging off repeated hits of muiti melta fire. Knowing their time is short the Patriarch and pure breed genestealer get out and charge the dreadnought. They proceed to bounce all their attacks off of its power field.



More Beastmen join in the assault with the frenzied Brood brothers.


A thudd gun scatters wild and misses everyone.


The Patriarch and stealer down the power field and damage the Dreadnought but in return it kills several genestealers.


Two frenzied brood brother charge into the marines and are burnt down by the flamer.


Chuckaroo's dice start to cool down but it is probably too late for the Cultists.


The Beastmen charge into the center Marine squad.


Fresh Brood brothers and a rogue psyker charge into the combat against the marines. It he background the mutant bombs run by the combat trying for the squat squad behind. The Rogue Psyker burn up some psi point to power his force sword and chops down some marines.



The second Dreadnought moves over to support his stricken comrade.



The imperial turn the rapier on one of the mutant bombs and detonates its bomb harness. It throws out the max of six secondary charges and detonates the other two nearby mutant
bombs. This is the most 1 1/2 inch radius templates Chuckaroo and I have ever seen used at one time.


The second mutant bomb goes off and throws several secondary blasts. A couple scatter off of the table but one lands in the combat but fails to kill anybody.




The Third mutant bomb goes off in a good fireworks display but causes no more collateral damage.


The thudd gun makes a square with its scatter but doesn't hit anyone.


The center marine squad finishes off the surviving beastman.


The Patriarch and last stealer down the dreadnought and then prepare to be boltered down.


This is when we called the game. Ninety percent of the Cultist were dead and only a had full of the Imperial had been struck down. The surviving cultist fled into the woods to start rebuilding again. The Hover tank survived the battle and was last seen heading into the sunset as fast as it could fly.


I think everybody had a fun time and look forward to playing another Rogue trader game. For my part of the game I think the real turning point for the Cult was when the Magus was killed. Not only did I lose the controller for the frenzon and bombs but I also lost one hundred and sixty points of psychic powers and a force weapon. The second blunder was charging the Dreadnought with the patriarch and steeler brood. If I would have charged any other Imperial unit the Patriarch and steeler brood would have made short work of them. Another "if" goes with that, if the Patriarch and brood would have survived the bolter fire to get into combat to begin with.


It was a Great game and I think a rematch may be in order.


ColKG


Tuesday, January 10, 2012

Old Style Rhinos repurposed

I have been working on a couple additions to my 40k Chaos armies. I recently picked up two old style Rhino tanks. They were painted for Blood angels but I went to work on them to chaos them up a bit. I removed all the Imperial decals, cut the remaining exhaust stacks off, removed the old smoke launchers and removed the one of the hatches from both.





I used some brass wire and pinned some styrene rod to make new exhaust stacks. I took the cupola from the new chaos vehicle sprue and glued it on over the open hatch hole. I then trimmed down the hatch I removed and reglued it into the cupola. I added different smoke launchers , front rams, chaos spikes and chaos plates. I have added a combi bolter to both but only one has it mounted in the picture.





I am going to have a combi bolter and a combi meltagun on both, so I have to make a couple combi meltaguns.



I started with the combi flamer from the new sprue and trimmed off the nozzle, hose and the details from the fuel tank. Then glued a couple pieces of styrene tube and rod to form the barrel of the melta gun. Then used some brass wire to pin the barrel to the receiver. I still need to get some green stuff and add some details.





My plan is to put combi meltas on both rhinos and maybe go back and add combi meltas it my other chaos rhinos.






The master plan is to build a fleet of Chaos Rhinos. I read on a blog (Which I have conveniently now lost the link too) about the author's plan to make the new Chaos Space marine Codex competitive. His plan was to go with a pile of Chaos marines in a fleet of rhinos. I have some difference of opinion of a few of his selections but I think the plan has merit. I has broken out my old Iron Warriors army and started figuring what models I will need to add. The major hold up in the plan is collecting enough rhinos to field the army. The bad thing is I have enough rhinos but I would have to mix old style and new and I don't want to do that. So I have been picking them up and only need five more till the army is ready for the field.






ColKG

Monday, January 9, 2012

A Glimpse of Things to Come

A blast from the past, back in the hallowed days of 1990 and I was just starting to play 40k. Rogue Trader was the king of the battlefield and few people had vehicles. But in the book was a picture that inspired many players to imagine what you could do with what you had.


And the famous Deodorant can hover tank came to be. It inspired many including myself. At the time the nearest gaming shop was almost two hours drive away and not well stocked with Warhammer kits, but I wanted a tank, not a rhino but a real tank.


My version of the deodorant can tank. I found it recently while looking for some other old models and decided to fix it back up. One of the fins, a bolter, the sensor dish and a couple other bits were broken off. After having to cut a tube to replace one bit and some careful regluing, it was rebuilt. It had taken a few bad knocks and needed some paint touch ups, so i broke out the codex grey and went to work. A little too quickly.

The new codex grey is much darker than 22 year old codex grey and it looked bad. So I spent a while mixing colors to get closer to the old shade but instead ended up repainting most of the tank. I still might go back abd do some retouching to the paint job but It was good enough for the table.


Coming soon the Hover tank rides to Glory after a twenty year hiatus.



Monday, January 2, 2012

2011 in Review and 2012 speculation

Another year has gone into the record books and I want to look back at my hobby year. The one thing I could use to sum up the year is Historicals. On top is Disposable Heroes, my most played game this year. The game are divided between Pulp/Interwar era with my Warlord Chinese troops and Modern era using the SOCWAD supplement. Next in historicals would be Napoleonic games using the Black Powder and Warhammer Historical Waterloo. Other games played were French Foreign Legion on Venus with TSATF rules, a game of General Quarters III, a game of Chasepot and Needle gun and several games of Memoir 44 played with miniatures.
Painting, I had a much better year than 2010 with a total of 108 figures painted. The Majority consist of my first full strength platoon of Warlord Chinese Infantry and four Japanese WWII 81mm mortars. The rest of the count is made up of the remainder of the Ratling Snipers I used to form my Ratling Legion Platoon for 40k.
Next would be Warhammer 40k. I played in two Apocalypse battles this year. The first in January as part of the worldwide Apocalypse game and the second in November for the Heroes Headquarters Charity Apocalypse game. My latest projects have been to get my Imperial guard fully painted to Apocalypse size points and expanding my World Eaters to Apocalypse size to participate in the Apoc-Eclipse First War for Armageddon Apocalypse sized game later in 2012.
I also took part in the GameOnGw 40k Escalation League. I originally planned to build up my Preatorians and play them but switched over to my Catachans for the league. I did good in the league winning more than I lost but a case of real life made me miss too amny games to be in the running. It did motivate me to scratchbuild two hydra turrets, that I almost have painted.
Some other modeling projects I worked on were six bombards to use as lizardmen cannons in TSATF, the start of two scratchbuilt Ork Battle fortresses and more work on the Nurgle Contagions.
I didn't play any Warhammer Fantasy in 2011 but I worked on several armies. I started the year with dark Elves, then switched and worked on chaos warriors and finished the year working on Ogre Kingdoms after their new armybook was released. Maybe this year I might get a game of 8th edition in.
One new project was 1/900 scale Napoleonic Naval gaming. I received a game it forward gift of 1/900 scale ships from J Womack of Scattergun Gamer. I have since picked up the ruleset Heart of Oak to use the ships with but I have yet to finish the ships and run a game.
I made the GameOnGw Gameday again this year and had a great time. I look forward to to one in 2012.
My plans for the new year are to try and beat my painting totals of last year, get in more gaming and finish some of the too long work in progress projects I have laying around.

ColKG

Monday, December 26, 2011

Operation Barras Playtest II

Once again we returned to the Basement Of Heaped Miniatures for some gaming. We decided to play test the Operation Barras game again before we run it for the Catawba gamers in January. We switched up with Chuckaroo and John B running the West Side Boys and me running the British. I had though about the scenario and cracked open the rule book to get a better understanding so maybe the game might go a little smoother. We used the Disposable Heroes rule set with the Seek out, Close with and Destroy, Man Among Men and the By the Knife: Soviet invasion of Afghanistan supplements.

The game is based on A British operation to rescue some British troops captured by A rebel gang in Sierra Leone in September of 2000. This isn't a historical refight of that engagement but a fun mulitpalyer game loosely based on the historical event. As the board sets North is to the right. The lower village is Geberi Bana where the hostages are kept and the upper village is Magbeni where the captured British Land Rovers are held

A return to the battlefield. Chuckarro did a good job recreating the battlefield from the first game. The only real difference is that the Rokel creek is narrower this time to allow more room to maneuver. We still played that the river was 40 inches across.

The village of Magbeni. Where the West side boys kept the captured British land rovers. A New victory condition for the British was to recapture the Land Rovers. This was to insure the British made a move into Magbeni instead of hunkering down and waiting till the hostages were rescued from Geberi Bana.



All quiet in Geberi Bana. A side note is Chuckaroo finished the tin roofs of his buildings.



West Side Boys Defending Magbeni. Four squads a command section and a SAM team. They also had several support weapons. These use the Zipra list from Man Among Men Rhodesian war supplement.



The T55 which would sadly not see the table again this game.



The Defenders of Geberi Bana, again four squads a command section and a SAM team. These use the Zipra list from Man Among Men Rhodesian war supplement.



The British assault force. Two command sections with three fire teams each. All had extra M72 law rockets. These use the Elite British Infantry list from SOCWAD book.


The British lead element , a sweaty SAS Team. These use the British Special operation list from SOCWAD with the addition of the everybody shoot rule from the US Delta force list.


The British Chinnoks and the Sierra Leone Mi-24 Piloted by Neal Ellis, stats for the Chinooks from SOCWAD and the Hind from By the Knife.


Chuckaroo hams it up for the camera as the British fast rope from the Chinook.


The West Side Boys in Magbeni activate and run into the jungle. We changed the number to activate on the first turn from a regular guts roll to a 3 or less but Chuckaroo still got the troops going.


Two fire teams end up pinned after fast roping all four units down from the helo using one activation.



As the Chinook flys low over Geberi Bana one of the shanties collapses from the rotor wash. We roll to see if the hostages are in the building and they aren't.



The British Commander fast ropes into Geberi Bana and find the hostages in the second shanty.



The rest of the units fast rope out with only one unit being pinned.



A West Side boy squad activates and downs three men from a fire team.


Neall Ellis flys over and rockets Magbeni, but only does minor damage. In the first play test we played the helicopter rules incorrectly with a Helicopter being able to return and leave to board every turn. The correct way to use them is that a helicopter has to stay off board at least one turn before returning.



The British Commander's team and another fire team charges in to rescue the hostages from their captors.



I bolo the initiative roll so the the West Side Boys go first. I end up losing the command team and a fire team with the West Side Boys keeping the Hostage. This left me down two thirds of my force in Geberi Bana but I still had the SAS team and a Fire Team to make it happen.



The British move out of the swamp and into the jungle.


The Chinook leaves the table as the rest of the British struggle out of the swamp.


A captured land rover activates and come around the jungle edge. It fires up a fire team with its .50cal hmg and kills two men.



A survivor returns the favor with a little LAW rocket love, destroying the rover.


The British get to the edge of the jungle and bring Magbeni under fire.


Neall Ellis returns to the fight and get a SAM for his troubles. Chuckaroo rolls good and the Hind goes down in Rokel creek.




Because of his body armor the last man from the assault force in Geberi Bana survives a mortar attack that destroys the building he was hiding behind. The mortar was in Magbeni and Chuckaroo fired at the building in Geberi Bana to "help out" John's troops. The funny part is that John's squad above the destroyed shanty was in the area of effect of the mortar blast too, but I don't think he lost any men. It was probably the funniest moment of the game.



Last die roll of the game. After trying to shoot into the jungle and get the British, the West Side boys in Magbeni grouped up and charged into the jungle after the survivors. Once again I failed the initiative roll and the West Side Boys went first and wiped out the British. This left me with two short fire teams.


The last fire teams start to withdraw.


The West Side Boys hide in the swamp with the Hostages.


A loss for the British but we worked out more kinks for the game. Chuckaroo plans to streamline some of the damage rolls for destroying buildings and maybe give the British a bonus for close combat. A couple new scenario rules is to state which shanty the hostages are in in Geberi Bana and that the West Side Boys can't take the Hostages and run with them.


I had a good time and hope we can get another play test in before the January game but if not I think we are ready.


ColKG