![]() ![]() It's something of a chore to place and move all your pieces - no more accurately that guesstimating over Skype - and having to pick up the measuring stick and dice too just makes thing slower. We played a 1,000pt game for only four turns, and it took as long as a 1,500pt Skype game that went to full time. The game was slow, even taking into account I was a complete novice (Kraken is much more proficient at this type of game and was helping me pick up and move all my pieces). And with a game that requires a flat plane of few models (such as the aformentioned x-Wing), I think it would be second-to-none as a remote gaming system.īut for Warhammer 40k? No, not for me. Tabletop Simulator assessment: it's very good. And do predictably well, but not so well that fate cannot once more vomit on my cupcake - one somehow survives both melee and morale shock, and clings to both life and the ruddy objective! Gah! The Assault Terminators start mincing cultists. The Biker Champion has failed to kill anything with his melta gun all day, and picks this damn moment to find the safety - I'm shot down before I can connect. That last one is worth extra points if I kill three squads, and it's a long shot, but I could do it! If the Terminator Captain can charge and murder all three Obliterators and the last Biker. But I need the points, my new objectives are Psychological Warfare (cause morale tests) and Blood and Guts (kill in melee). So it's down to the Terminator Captain, who massive outranks the foe in melee but has to run through the guns to get there. The last Tac marine flees the Raptors, there's nothing he can really do there. Grimly sharpening their lightning claws, they pile angrily in, shrugging off the laughable overwatch fire. At least the Ancient's flag waving gets a few revenge hits in, but it's too little too late.Ī few victory points, at least! But I need some lucky draws next time to pull it back.įamous jokers, Assault Terminators are not. The Chaplain gets whacked by his evil Dark Apostle twin, the Tac Squad sergeant is down and the others are pretty battered. This is good, I can overrun into the Obliterators, whose counterattacks patter off my storm shield.īut that's the only good news. Then close combat happens - sure enough, the damn Assault Terminators fail their charge, and even lose a wound to pitiful autogun fire! The Captain makes it, but I play safe and only charge the Sorcerer, who promptly snuffs it. I scratch a Raptor with bolter fire, but that's it. ![]() Shooting again fails to impress - despite sniper and grav-cannon fire, I again fail to kill off the bikes. At least he's more likely to make it in, which is good, as if he doesn't he'll be weathering a hell of a lot of firepower. Charging them could be painful, their guns are a crapshoot, but a few lucky hits would see my Warlord dead. Next is throwing the Terminator Captain in behind the Obliterators. If they don't make it into combat, they'll almost certainly never catch the cultists, they're too slow. But in fact, it's not really, it's a desperate measure. I know, I know! Terminators on cultists? It's massive overkill. Reeling from ill fortune and a confused sense that I need to achieve things in a panic, I make some questionable choices.įirst is to throw the Assault Terminators into the enemy deployment zone. My characters are in trouble, I haven't scored anything, my Dreadnought was a total points bust and my objectives are a mixed bag. Strike hard, strike fast, no mercy! It's the Cobra-Kai way. I've gone for a fast moving list: melee CSMs riding with the Apostle in the Rhino melta-armed bikers for some fast dakka Raptors, Obliterators and Jump-Sorcerer for deep-strike firepower, and a couple of Cultist blobs to take objectives and get shot. Much of this army are current of future projects for the real-world legion. I'm familiar enough Heretic Astartes, both rules and playstyle, not to get lost. I almost got carried away with the idea that I could pick *anything* for my army but, like Kraken, decided to stick with something manageable. Points: 999 | Battalion: 8 CPs | Black Legion Bolt pistol, Chainsword, Icon of Vengeance, Flamer, Combi-flamer+Power maul (Champion)Ĭombi-bolters, Melta gun, Combi-melta (Champion)īolt pistol, Chainsword, 2 x Plasma gun, Combi-plasma+Power Fist (Champion) ![]()
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