Post by JohnnyDangerous on Feb 24, 2013 22:01:37 GMT -5
And so it was that 8 months since the release of 6th Edition, two brave souls from our group have taken the challenge, the challenge to actually break away from the known and move into the new and weird.
6th Edition
Mission: The Scourge
Deployment: Vanguard Strike
Primary Objective: 6 objective markers 1@4pts, 2@3pts, 2@2pts, 1@1pt
Secondary Objectives: Slay the Warlord, First Blood, Line Breaker
Special Rules: Night Fighting, Mysterious Objectives, Reserves
Rounds: 7
Time: 5 hours(a lot of time spent looking for stuff in rulebook)
Score Breakdown
-------------GM---------RT
Primary Obj.....6----------3
Fast Units.......2----------2
Slay Warlord....0----------1
1st Blood........1----------0
Linebreaker......0----------1
Winner: Ghost Marines 9 - 7
Well, lets just get into it. First we rolled for the Mission and the fates delivered us “The Scourge.” This made units from the Fast Attack F.O.C choice troops(“Fast Recon”), including vehicles. It also set the deployment map to “Vanguard Strike,” which is the new diagonal deployment.
After deployment zones were measured out, we then set up terrain in the new way. Which is, divide up the table into sixths and roll a D3 for each sixth and that is how much terrain goes in that area. (Interesting to note as it felt like less terrain than 5th edition).
We then rolled for our Warlord Traits, deployed objective markers, and then deployed our forces. Templars won the dice roll to deploy and go first. Ghost Marines set themselves to repel the horde. (Photo taken as Templars started moving)
Turn 1
The Red Templars move forward and then run towards the objectives. (Fortunately, no change has come to moving or running in 6th edition)
The Ghost Marines open fire on the Templars being led by the Emperors Champion(scoring First Blood), the Templars take casualties and Righteous Zeal further forward.
Turn 2
The Templars continue to run forward, attempting to form a pincher of 38 bodies crashing onto the main building which held 7 victory points. The Emperors Champion and company come into Assault range, but they decide to run instead as a few more casualties will still leave them with good numbers to cause havoc with the squad guarding the 4 point objective and then damage the Vets, in addition to guaranteeing a successful assault distance (as now assault range is 2d6).
The Marshalls Squad being farther away and rolling really badly for run rolls lags behind, ruining the hopes of an effective two pronged assault.
One of the Typhoons took a potshot at the Ghost Marines Tornado pattern landspeeder which is able to use cover take a save from the shot.
The Ghost Marines were going to have no part in this. The brought the weight of all of their weaponry upon them, taking down the Emperor’s Champion…. and all the rest of the squad with the exception of one guy, who most likely tested the fluid capacity of power armor.
*Here is a good place to put this note: Models are removed in order closest to the shooter, at the discretion of the shooter as to how the wounds are divided, you have to be very careful how you move across a battlefield. The “Look Out Sir” is helpful to absorb shots off your main character, but its only on a 3+ for characters (sergeants and the like) and 2+ for Independent Characters. So it is no guarantee a person will be able to protect their characters from torrents of fire or even lascannon shots unless you run them in the middle of your squads.
Prepping for a counter assault, the Ghost Marines move their Vanguard Vets with Librarian into range to inflict punishment on any Templars which make it into assault with their Tactical Squads.
Turn 3
The Marshall, continues to charge the Ghost Marines, but the squad is having a difficult time making it there with any efficiency.
To counter the incoming Marshall and company, with only one squad left the Vanguard Vets re-deploy to hand out a beat down.
The Tornado rolls into position and finds the Templars in range of its heavy bolter.
*Note: 1 Squad can only capture 1 objective in 6th, gone are the days of the conga-line double and triple objective holding squad madness.
Turn 4
The Marshall, finally, almost makes it into assault range due to Righteous Zeal(and would have made it had I used my Warlord Trait)
The Typhoons move into position to support the Marshall, taking out the Tornado and the heavy bolter firing from the main building.
*Note: Fast Skimmers and vehicles in general are much easier to move, imho. You move in the movement phase(considered combat(6") or Cruising(12") for most vehicles) and then from there you can choose to move(6"-12" pending on type) or fire in the shooting phase. Its pretty easy and gives more options.
Charging the Templars, the Librarian (who cast Quickening on himself) challenges the Marshall and the rest of the squad ran in ready to kill. None of the overwatch shots causing any damage as they charged in.
The battle rages with the Librarian dying and combat lost, victory going to Templars. We could not find any fearless wounds(so that was taken away) as the attempt was made to voluntarily fail combat and they were caught.
Also, 3 Ghost Marines run over to one of three point objectives far from any Templars.
Turn 5
The remaining Templars continue to fight the Vets, as a Typhoon comes in to protect an objective.
A Ghost Marine combat squad runs in behind the battle and assaults the Typhoon, additionally the lone Templar from the Champions squad is gunned down by a missile while attempting to claim an objective.
Lastly, the combat between the Marshall's Squad and the Vanguard Vets ends in a Templar Victory.
Turn 6
As this could be the last turn, The Typhoons break away and shoot the small squad of three Ghost Marines guarding the 3 point objective across the board. They remove the marines, but put themselves at significant risk.
A risk which the Ghost Marines capitalize on wrecking the lead Typhoon.
Turn 7
The remaining Templars landspeeder Typhoon flies forward, turns, and fires onto the squad protecting the 4 point objective, killing only one Ghost Marine… Sadly they do not fail their morale check.
The Ghost Marines land two penetrating hits on the vehicle, exploding it in a two inch blast, which doesn’t even wound the guy standing basically right next to the explosion.
End of Game
As we were looking up points for each of us, we realized we did not roll for the night fighting that was a potential at either the beginning of the game or from turn 5 till the end depending on how the rolling for the event went.
6th Edition
Mission: The Scourge
Deployment: Vanguard Strike
Primary Objective: 6 objective markers 1@4pts, 2@3pts, 2@2pts, 1@1pt
Secondary Objectives: Slay the Warlord, First Blood, Line Breaker
Special Rules: Night Fighting, Mysterious Objectives, Reserves
Rounds: 7
Time: 5 hours(a lot of time spent looking for stuff in rulebook)
Score Breakdown
-------------GM---------RT
Primary Obj.....6----------3
Fast Units.......2----------2
Slay Warlord....0----------1
1st Blood........1----------0
Linebreaker......0----------1
Winner: Ghost Marines 9 - 7
Well, lets just get into it. First we rolled for the Mission and the fates delivered us “The Scourge.” This made units from the Fast Attack F.O.C choice troops(“Fast Recon”), including vehicles. It also set the deployment map to “Vanguard Strike,” which is the new diagonal deployment.
After deployment zones were measured out, we then set up terrain in the new way. Which is, divide up the table into sixths and roll a D3 for each sixth and that is how much terrain goes in that area. (Interesting to note as it felt like less terrain than 5th edition).
We then rolled for our Warlord Traits, deployed objective markers, and then deployed our forces. Templars won the dice roll to deploy and go first. Ghost Marines set themselves to repel the horde. (Photo taken as Templars started moving)
Turn 1
The Red Templars move forward and then run towards the objectives. (Fortunately, no change has come to moving or running in 6th edition)
The Ghost Marines open fire on the Templars being led by the Emperors Champion(scoring First Blood), the Templars take casualties and Righteous Zeal further forward.
Turn 2
The Templars continue to run forward, attempting to form a pincher of 38 bodies crashing onto the main building which held 7 victory points. The Emperors Champion and company come into Assault range, but they decide to run instead as a few more casualties will still leave them with good numbers to cause havoc with the squad guarding the 4 point objective and then damage the Vets, in addition to guaranteeing a successful assault distance (as now assault range is 2d6).
The Marshalls Squad being farther away and rolling really badly for run rolls lags behind, ruining the hopes of an effective two pronged assault.
One of the Typhoons took a potshot at the Ghost Marines Tornado pattern landspeeder which is able to use cover take a save from the shot.
The Ghost Marines were going to have no part in this. The brought the weight of all of their weaponry upon them, taking down the Emperor’s Champion…. and all the rest of the squad with the exception of one guy, who most likely tested the fluid capacity of power armor.
*Here is a good place to put this note: Models are removed in order closest to the shooter, at the discretion of the shooter as to how the wounds are divided, you have to be very careful how you move across a battlefield. The “Look Out Sir” is helpful to absorb shots off your main character, but its only on a 3+ for characters (sergeants and the like) and 2+ for Independent Characters. So it is no guarantee a person will be able to protect their characters from torrents of fire or even lascannon shots unless you run them in the middle of your squads.
Prepping for a counter assault, the Ghost Marines move their Vanguard Vets with Librarian into range to inflict punishment on any Templars which make it into assault with their Tactical Squads.
Turn 3
The Marshall, continues to charge the Ghost Marines, but the squad is having a difficult time making it there with any efficiency.
To counter the incoming Marshall and company, with only one squad left the Vanguard Vets re-deploy to hand out a beat down.
The Tornado rolls into position and finds the Templars in range of its heavy bolter.
*Note: 1 Squad can only capture 1 objective in 6th, gone are the days of the conga-line double and triple objective holding squad madness.
Turn 4
The Marshall, finally, almost makes it into assault range due to Righteous Zeal(and would have made it had I used my Warlord Trait)
The Typhoons move into position to support the Marshall, taking out the Tornado and the heavy bolter firing from the main building.
*Note: Fast Skimmers and vehicles in general are much easier to move, imho. You move in the movement phase(considered combat(6") or Cruising(12") for most vehicles) and then from there you can choose to move(6"-12" pending on type) or fire in the shooting phase. Its pretty easy and gives more options.
Charging the Templars, the Librarian (who cast Quickening on himself) challenges the Marshall and the rest of the squad ran in ready to kill. None of the overwatch shots causing any damage as they charged in.
The battle rages with the Librarian dying and combat lost, victory going to Templars. We could not find any fearless wounds(so that was taken away) as the attempt was made to voluntarily fail combat and they were caught.
Also, 3 Ghost Marines run over to one of three point objectives far from any Templars.
Turn 5
The remaining Templars continue to fight the Vets, as a Typhoon comes in to protect an objective.
A Ghost Marine combat squad runs in behind the battle and assaults the Typhoon, additionally the lone Templar from the Champions squad is gunned down by a missile while attempting to claim an objective.
Lastly, the combat between the Marshall's Squad and the Vanguard Vets ends in a Templar Victory.
Turn 6
As this could be the last turn, The Typhoons break away and shoot the small squad of three Ghost Marines guarding the 3 point objective across the board. They remove the marines, but put themselves at significant risk.
A risk which the Ghost Marines capitalize on wrecking the lead Typhoon.
Turn 7
The remaining Templars landspeeder Typhoon flies forward, turns, and fires onto the squad protecting the 4 point objective, killing only one Ghost Marine… Sadly they do not fail their morale check.
The Ghost Marines land two penetrating hits on the vehicle, exploding it in a two inch blast, which doesn’t even wound the guy standing basically right next to the explosion.
End of Game
As we were looking up points for each of us, we realized we did not roll for the night fighting that was a potential at either the beginning of the game or from turn 5 till the end depending on how the rolling for the event went.