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The World's First Ever Warhammer 40,000 2nd Edition Battle Report

Episode Transcript

[SPEAKER_00]: brought to you by BedroomBattlefube.com.

[SPEAKER_00]: This is the table top miniature movie podcast.

[SPEAKER_00]: It's battle report time, but not just any battle report, this is a battle report from White Dwarf issue 1-6 from October 1993, this was my very first White Dwarf, and coincidentally, it was the release of Warhammer 40K 2nd edition, so they had a battle report and introductory battle report between Andy Chambers and Jarvis Johnson.

[SPEAKER_00]: So I initially for some reason or another decided to read this battle report in its entirety for my Patreon account, which you could find at BedroomBattlefields.com forward slash Patreon.

[SPEAKER_00]: Most people don't like the link and most people don't support it.

[SPEAKER_00]: It's not a very good Patreon.

[SPEAKER_00]: I don't do very much bonus content there at all.

[SPEAKER_00]: This is one of the rear instances of some bonus content, but yeah that was last year.

[SPEAKER_00]: So I think it's fine if we put this out in the feed and let everyone enjoy it.

[SPEAKER_00]: Maybe not so much thinner here, but certainly the content itself here it is.

[SPEAKER_00]: Next month's season release of the brand new Warhammer 40,000, what better way to demonstrate the new system and action than to publish a report of an epic game played recently at the studios between two older adversaries, Jarvis Johnson and Andy Chambers.

[SPEAKER_00]: As might be expected, the game turned out to be a better and close-fought contest between these two superb generals with the result hanging in the balance until the final dice roll of the very last turn.

[SPEAKER_00]: introduction.

[SPEAKER_00]: The revised and updated edition of Warhammer 40,000 has been under preparation here at the studio for some considerable time.

[SPEAKER_00]: Now that it's all set to storm into the shops, we thought it would be good to have a battle report and white dwarf using the new rules just to demonstrate what an even more exciting game has become.

[SPEAKER_00]: We played this game on one over eight by four tables here at the studio and kept notes of moves and casualties as we went for later reference when writing up the conflict.

[SPEAKER_00]: Due to the difficulties of taking decent photos of a game in progress, we took polar odds of the action and reshot the pictures for this article some time later with proper lighting in cameras.

[SPEAKER_00]: This technique allows us to have an uninterrupted game and still get the best photos.

[SPEAKER_00]: Warhammer 40,000 now includes an integrated victory system, which owes not a little to space marine and Warhammer battle.

[SPEAKER_00]: Both players score victory points for destroying enemy vehicles and wiping out opposing squads.

[SPEAKER_00]: An addition, both players draw a mission card at the beginning of the game.

[SPEAKER_00]: The mission cards give you ways of scoring bonus victory points by, for example, season and objective or killing the enemy commander.

[SPEAKER_00]: The battle is played for a preset number of turns, usually 4, and the end of the game player with the most victory points is the winner.

[SPEAKER_00]: Jarvis and I agreed to choose our forces in set up the terrain before we randomly drew our mission card.

[SPEAKER_00]: This way our forces would have to be well balanced to cover all eventualities rather than having the luxury of an optimal combination of forces for the terrain and the mission.

[SPEAKER_00]: Once we picked our forces, Jarvis set up the terrain and we played the game over the course of an afternoon.

[SPEAKER_00]: Most people have their own favourite way of setting up terrain.

[SPEAKER_00]: One of the most common is for one player to set up the terrain and for the other person to choose which table edge he wants to deploy on, which is what we did here.

[SPEAKER_00]: When we revised Warhammer 40,000, we attempted to cover areas of the rose that hadn't been previously included.

[SPEAKER_00]: Terrain set up, for example, was one of the areas that was conspicuously lacking in the original rose, and the new rose do include a system that allows both players to participate.

[SPEAKER_00]: Likewise, there were no hard and fast rules for deployment in the original Warhammer 40,000, but this area is now probably one of the most important parts of the game.

[SPEAKER_00]: As explained later, in the new Warhammer 40,000 forces are allotted as strategy rain.

[SPEAKER_00]: This dictates who deploys first and saves the bother of having to drop maps or erect a screen across the table.

[SPEAKER_00]: Trips are allowed to deploy up to 24 inches apart from each other but not within 12 inches of the table edges.

[SPEAKER_00]: This means you don't end up in opposite corners but should start close enough to get stuck in right away.

[SPEAKER_00]: The fact that one player gets to see the other players deployment before placing his own troops on the table is an immensely powerful weapon as this battle will hopefully demonstrate.

[SPEAKER_00]: the bloody angels battle plan by Andy Chambers.

[SPEAKER_00]: Aha!

[SPEAKER_00]: Once again an opportunity has arisen for me to unleash the most excellent bloody angels against my older adversary, Orkwar Lord Johnson.

[SPEAKER_00]: And test now all the races using the new Warhammer 40,000 rules, we found that one of the [SPEAKER_00]: The overwhelming numbers of the Orkish Horde seem unstoppable with two arcs bringing forward to take the place of everyone you gunned down.

[SPEAKER_00]: Added to this that heavy weapons and vehicles are cheap too.

[SPEAKER_00]: Because space marines are much harder now, the point's values have gone up to the point where you could expect to be outnumbered by at least two or three to one.

[SPEAKER_00]: Of course, the indomitable space marines are more than a match for poultry or cash scum, with their space marine power armor, with a plus 3 saving throw, excellent accuracy and close combat skills, plus the rapid fire ability.

[SPEAKER_00]: Space marines can now fire twice if they don't move, and superb morale.

[SPEAKER_00]: Rather than breaking and fleeing when they fail a leadership test, like other troops, space marines merely become shaken and unable to advance on the enemy.

[SPEAKER_00]: Perhaps the most telling advantage the space marines possess is the highest strategy rating which allows them to set up second and if the reasonably lucky move first too.

[SPEAKER_00]: This would be my best defense against the numerical superiority of the orcs because I would be able to set up most of my forces to [SPEAKER_00]: We decided to play a game with 1500 points aside, so I could only really afford 3 or 4 squads of spacemanines plus some support.

[SPEAKER_00]: The first thing I sought to doubt was my spacemaning commander, Brother Captain Arasmus Tyco, weighing in at a hefty 90 points.

[SPEAKER_00]: At this stage, I was content to equip him with a humble bolt gun and move on with the hope of returning to buy him some war gear cards later.

[SPEAKER_00]: I skipped picking any more characters until I had selected my squads.

[SPEAKER_00]: I didn't know which mission card I would draw for the game, so I tried to choose a selection of squads that would cover most eventualities.

[SPEAKER_00]: First choice was one of the ubiquitous and quite excellent space marine tactical squads.

[SPEAKER_00]: This would give me a flexible unit that would be able to push forward against the orcs or hold the ground with equal ability.

[SPEAKER_00]: Space marine squads are unusual in that they are by tradition selected as ten man units and then broken down into two five man combat squads for deployment.

[SPEAKER_00]: I broke the tactical squad down into squad Paulus with a flamer and squad mefisto with a missile launcher.

[SPEAKER_00]: This is my usual preference for squad splitting.

[SPEAKER_00]: The flamer squad operates up front with the missile launcher squad close behind to give heavier support as necessary.

[SPEAKER_00]: As an additional refinement, a bot sergeant polished a chainsawed and placed him with the flamer squad to give it a little more bite in hand to hand combat.

[SPEAKER_00]: The tactical squad with Marcel Lontcher, flamer and chainsawed came to 354 points.

[SPEAKER_00]: Added to the cost of brother captain [SPEAKER_00]: The second squad I selected was a blood-induced space-maning divestator squad.

[SPEAKER_00]: A divestator squad creates off the flexibility of the tactical squad for the brute fire power of 4 heavy weapons.

[SPEAKER_00]: This particular squad included a missile launcher, last cannon, heavy bolter, and a heavy plasma gun.

[SPEAKER_00]: Ordinarily, I would split a divestator squad down into one combat squad, including all of the heavy weapons, plus the sergeant, and another combat squad comprising the remaining space marines and with both guns.

[SPEAKER_00]: For this battle, however, I wanted to spread the heavy weapons around a little bit more for extra flexibility.

[SPEAKER_00]: To this end, a formed squad of Donnell, including the heavy bolter and heavy plasma gun, where Osquad Ariel stole, included the las cannon and missile launcher.

[SPEAKER_00]: This placed both of the medium and long ranged weapons together in different squads and gave each squad a weapon for gunning down troops and a weapon for destroying vehicles.

[SPEAKER_00]: I also bought Sergeant Adorno a [SPEAKER_00]: The divestator squad with its four heavy weapons and power glove cost 455 points, bringing my running points total to 902.

[SPEAKER_00]: I was torn between another tactical squad or something a bit more offensive for my third and final squad.

[SPEAKER_00]: Though I was tempted by a closer salt squad, I could foresee it being swallowed up whole by the orcish horde, so in the end I decided on something which could fight at a distance against a far superior number of enemy troops, a terminator squad.

[SPEAKER_00]: Terminator squads don't come cheap.

[SPEAKER_00]: Five terminators cost more than ten ordinary spacemanings, or stormboulders in tactical dread not armor, make them more than a match for anyone in a shootout.

[SPEAKER_00]: The biggest problem with using terminators is getting them into action quickly.

[SPEAKER_00]: Every missed opportunity to fire means all those points you've spent on them are effectively wasted.

[SPEAKER_00]: To ensure a quick clean deployment of the terminators, I bought them a Rhino APC to drop them right where I wanted them to go.

[SPEAKER_00]: This would free them up on later turns to get into cover instead of having to worry about advancing.

[SPEAKER_00]: There's a trick of using a rhino to deploy terminators is something I've learned from Jarvis to my cost.

[SPEAKER_00]: The terminators Redemptor Squad cost 420 points, including a rhino and an assault cannon as the squad heavy weapon.

[SPEAKER_00]: Added to the run-in total, this brought me to 1322 points, leaving me less than 200 points.

[SPEAKER_00]: With my squads sorted out what I really needed to round out my force with some decent support, something that could dish out a lot of damage and survive plenty of fire itself.

[SPEAKER_00]: We've just had one of the monstrous new space-million dreadnotes painted up, and I knew it would fulfil both these criteria admirably.

[SPEAKER_00]: The cost for this was another 200 points, including the upgrade of one arm to a multi-melta and the addition of a bank of auto launchers armed with frag grenades.

[SPEAKER_00]: Unfortunately, this would take me over my 1500 point limit, but Jervys agreed to up the value of his force to compensate.

[SPEAKER_00]: Thus, my force was chosen, the with only one character and no additional war gear for him, I was fundamentally lacking in this area.

[SPEAKER_00]: However, in view of the fact that I had a mere 25 spacemanings to face the Orcs with, I was unwilling to sacrifice any more troops or the dread not to gain more characters.

[SPEAKER_00]: Still, I could take solace in the thought that my ordinary spacemanings were as good as Orcs nobs anyway.

[SPEAKER_00]: Jarvis had already set up the terrain for the battle, so all that remained was to draw a mission card randomly and prepare her deployment.

[SPEAKER_00]: deployment in mission cards.

[SPEAKER_00]: I drew the Don Raid mission card, which meant I would have to forge across the battle zone and get either an undamaged vehicle or a squad with less than 50 percent casualties into Jervus' deployment zone by the end of the game.

[SPEAKER_00]: This would be a tall order indeed.

[SPEAKER_00]: I reckon that with the dread not surround to support my advance, I could punch through the arcs.

[SPEAKER_00]: The trick would be to avoid any advancing squads being encircled and cut off.

[SPEAKER_00]: Jarvis drew the assassins, which meant that he would be out to kill or injure brother Captain Tyko, and he didn't even have a refractor field to protect him.

[SPEAKER_00]: This was fortunate for me because the Orcs would have been much better off trying to swarm past me on a dawn raid of their own or sitting back and gunning me down on an engaged and destroy mission.

[SPEAKER_00]: at least I could try to keep brother captain type out of harm's way.

[SPEAKER_00]: The battle field presented me with some immediate problems.

[SPEAKER_00]: After looking over it for a while, I chose to edge with the bunkers and slightly more open layout in its deployment zone.

[SPEAKER_00]: This side of the table seemed to offer good positions for my divestators and offer the better route through to the opposite edge of the table by using the jungles on my left.

[SPEAKER_00]: The bunkers on the right looked tempting as a good strong point to hold, but a new from previous experience that the broads wave of clear terrain in front of them would offer an ideal place for the arcs to deploy in strength and bring the numbers to bear.

[SPEAKER_00]: Anything placed in the bunkers would die, as gervers started to deploy his forces at right to formulate a plan of action.

[SPEAKER_00]: The bunkers were a death trap, and an endless non-the right hand side would have to bear the [SPEAKER_00]: The jungles, on the other hand, were so tightly grouped that numbers would probably be of little benefit in them, except to hand the hand combat accord.

[SPEAKER_00]: Madrid not would obviously be better off in the jungles, sheltered from most of the arts heavy weapons by the lush green canopy.

[SPEAKER_00]: Madrid not would be accompanied by squad Paulus and squad Mifisto, and this joint assault group would try to blast their way through the jungle to the far side of the ruins and [SPEAKER_00]: Squads are also, and the dornal would take up positions on the house, or the refinery complex, near Paulus and Mephisto, to give covering fire.

[SPEAKER_00]: My terminators would be thrown forward mercilessly into the open plane on the right to hold up the Orkish scum for as long as possible to prevent them transferring reinforcements to their threatened flank.

[SPEAKER_00]: I would place Brother Captain Tyko once I had seen Jeremy's deployment.

[SPEAKER_00]: Because of the missions, Jarvis was forced to deploy his forces right across the table.

[SPEAKER_00]: The death skulls and the bad moons with their extra heavy weapons held the center with Gretchen and evil sons out to the right flank, and Hobbes mob with a battle wagon was also in the center, presumably as a mobile reserve.

[SPEAKER_00]: Two large mobs of golf orgs were positioned in the jungle with an awkward dread not in support.

[SPEAKER_00]: Jarvis obviously understood the threat [SPEAKER_00]: The force covered in the jungle didn't seem insurmountable, so merely two to one odds, so a place brother kept in Tyco and with squads, Paulus and Mifisto, and stuck with my original plan.

[SPEAKER_00]: Squadadorno deployed on the how to squad Paulus's right, and to try and pin down the goffs and bad moons with heavy bolted and plasma fire.

[SPEAKER_00]: Squad Arya used to was positioned on the hill behind Madred not to nail the Orcs battle wagon if it moved forward to threaten Squad's Polis and the Dornal.

[SPEAKER_00]: Arya used those missile launcher could also throw some frag into the forces on the right in support of the terminators.

[SPEAKER_00]: Duller was no cover on the hell itself and reckoned that the Orcs would have problems getting near enough to seriously threaten their position.

[SPEAKER_00]: After much deliberation, a place to terminators in the rhino behind the smaller bunker on the right.

[SPEAKER_00]: The rhino would drop off the terminators and they would make for the rocks right beneath the guns of the descales.

[SPEAKER_00]: a felt confident squad redemptor would be able to inflict crippling casualties on the death skulls and drive them back before the terminators withdrew towards the left to deal with the badmins.

[SPEAKER_00]: To cover myself in case by bad luck I didn't get the first turn, a placed squad's polis and mafisto and hiding in the jungle.

[SPEAKER_00]: I tried to place the other squad's and the [SPEAKER_00]: Choosing the Ork army by Jarvis Johnson, we've been playing quite a few games of Warhammer 40,000 at the studio recently, testing the scenarios included in the new edition of the game to make sure that they are evenly balanced and exciting.

[SPEAKER_00]: They are.

[SPEAKER_00]: So when Andy asked me if I'd like to play a slightly larger game to showcase the new edition of Warhammer 40,000 had jumped at the chance.

[SPEAKER_00]: For this battle report, we decided to use to medium-sized armies of 1500 points each, and only to use material that you get in the new Warhammer 40,000 gamebox.

[SPEAKER_00]: This caused me a few problems initially because there were a few models I would normally feel the more car me that I would not be able to use, so we'd have to modify my army for this battle.

[SPEAKER_00]: For example, the rows for Gazgothraka will be published in the Orcs Codex supplement, so I couldn't use him to lead my orky horde as a normally wood.

[SPEAKER_00]: Nonetheless, there was a wide selection of models I could use, so it was just a question of exactly which models I would take.

[SPEAKER_00]: Fortunately, the New York Army list is considerably easier to use than the old lists, published an year we go and free butters.

[SPEAKER_00]: So redesigning my army for this game would be a fairly easy task.

[SPEAKER_00]: Instead of having a separate list for each clan, there is one list that could be used to create any type of ork army.

[SPEAKER_00]: On the whole, an orc army created under the old lists will be perfectly legal using the new lists, though some of the points values have changed, generally going down rather than up.

[SPEAKER_00]: After studying the new lists for a short while, I decided that I would take a primarily infantry-based army.

[SPEAKER_00]: To certain extent, this was forced upon me as the only vehicles I could use were orc battle wagons and orc dreadnots, and I only have one of each in my army.

[SPEAKER_00]: This didn't worry me over much, however, as I knew that Andy's space-minion army would be fairly small, and I felt confident that if I took a large infantry force, I could overwhelm them with sheer force of numbers.

[SPEAKER_00]: One benefit of the new lists for an or player concerns the cost of heavy weapons.

[SPEAKER_00]: Obviously a large cannon will be more effective in the hands of a space marine than a Gretchen, and this is reflected in the new lists by reducing the cost of weapons for armies that do not have a high ballistic skill, or which lack targetters.

[SPEAKER_00]: As orc armies have neither of these, both space marines have both, it means the orc heavy weapons are considerably cheaper than the equivalent space marine weapons.

[SPEAKER_00]: In addition, the orcs are no longer hamstrung by malfunction cards, and so can rely on their heavy weapons and vehicles to last out the entire battle rather than breaking down on the first term.

[SPEAKER_00]: Because of these two factors, I decided to equip my boys with as many heavy weapons as I could take.

[SPEAKER_00]: My first step, picking the army was to choose its war boss and other character models.

[SPEAKER_00]: As I couldn't take Gazgo, I took her right hand man, Magrot instead.

[SPEAKER_00]: This old war boss greatly admired Gazgo, right down to dress in exactly like him, so I could still use my Gazgo model.

[SPEAKER_00]: and next went on to pick the odd boys for the army.

[SPEAKER_00]: Odd boys are still important with the New York list, as you can only take certain types of equipment if you have the appropriate odd boy.

[SPEAKER_00]: For example, in order to take any dread not, the army must include at least one pain boy.

[SPEAKER_00]: In order to take any battle wagons, it must have a mechanic and so on.

[SPEAKER_00]: I decided to take one of each type of Ork Oddboy, a mechanic, a pain boy, a runhead, and a weird boy plus his minders so that I could use any item of equipment I wanted.

[SPEAKER_00]: Choosing the boys mob for the army proved to be very straightforward as a simply took every mob that I had.

[SPEAKER_00]: This gave me a five strong nobs mob bristling with close combat weapons, five mobs of orks, and a mob of 20 Gretchen.

[SPEAKER_00]: The Ork mob's carried a total of nine heavy [SPEAKER_00]: What was more, I still had enough points left over to buy the battle wagon, and they aren't dread not I mentioned earlier.

[SPEAKER_00]: My army now had over 80 models, which I hoped would be enough to overwhelm the 30 or so space marines I expected to face.

[SPEAKER_00]: Deployment and mission cards.

[SPEAKER_00]: Because Andy had taken a couple of days off in order to recover from the effort of getting Warhammer 40,000 finished on time, I set up all of the terrain for the game, which in turn meant that Andy would get to choose which edge of the table he set up on.

[SPEAKER_00]: Because of this, it was a my own interest to set up the terrain in his balanced manner as possible.

[SPEAKER_00]: The new Warhammer 40,000 rulebook includes extensive notes and tips on how to set up the terrain to make an exciting game, but what it boils down to is the more terrain the better the game.

[SPEAKER_00]: Bernness in mind I used very nearly all of the Warhammer 40,000 terrain that we have at the studio.

[SPEAKER_00]: There is also shown on the deployment map.

[SPEAKER_00]: Note how I tried to make sure that there were adequate clumps of cover on the table so that troops could hop from one piece of cover to another to close with the enemy rather than make a suicide or charge over uping ground.

[SPEAKER_00]: When Andy returned, we were ready to find out what are respective missions where and set up our armies.

[SPEAKER_00]: The new edition of Warhammer 40,000 includes a set of four mission cards for each side.

[SPEAKER_00]: One of which is dealt with random to each player at the start of the game.

[SPEAKER_00]: The cards describe the objectives that each player must attempt to achieve over the course of the game and the victory points he will earn if he does achieve them.

[SPEAKER_00]: Both players also receive victory points for destroying enemy models.

[SPEAKER_00]: At the end of the game, the points for any achieved objectives are added to points scored for wiping out enemy models and the player with the most points is the winner.

[SPEAKER_00]: The mission cards are not kept secret, so you know what your opponent's mission is, which forces you to try and achieve your own victory conditions while thwarting your opponents.

[SPEAKER_00]: For our game, I drew the assassins as my mission, and they got Don Raid.

[SPEAKER_00]: This meant that my primary objective was to kill Andy Space Marine Commander, but he had to try and get an undamaged vehicle or squad with less than 50% casualties into my set-up zone.

[SPEAKER_00]: The combination of objectives meant that I was going to have to defend my set-up zone while trying to take out Andy's Commander as the Space Marines attacked.

[SPEAKER_00]: This was going to present me with a few problems, as the arcs tend to be better on their offensive rather than on the defensive.

[SPEAKER_00]: Compounding this problem was the fact I was going to have to set up first.

[SPEAKER_00]: In the new Warhammer 40,000 rules, all armies are given a strategy rating, and the army that has the lower strategy rating has to set up first.

[SPEAKER_00]: Not surprisingly, the space marines have a higher strategy rating than the orcs, 5 is supposed to 3, so I would have to set up before Andy.

[SPEAKER_00]: This meant that I was going to have to defend the entire length of the table, as I could be certain that Andy would ruthlessly exploit any weak points I left.

[SPEAKER_00]: It was now up to Andy to choose which table edge he would set up on, and knowing that I would be on the defensive he took the bottom edge of the table to deny me the benefit of the fortifications there.

[SPEAKER_00]: Studying the terrain from my half of the table, I quickly realized that Andy would want to attack through the jungle if he could, as dense terrain favors the space marines by denying a more numerous opponent the chance to fire with all of his troops.

[SPEAKER_00]: And therefore decided to put my main strength facing the jungle while holding the other flank with a lighter force and keeping a reserve of troops in the center, which I could switch to either flank depending on the direction of Andy's attack.

[SPEAKER_00]: I hope that by putting my strongest units facing the jungle, I might scare Andy into attacking across the more open terrain on the other flank.

[SPEAKER_00]: My actual deployment is shown on the deployment map.

[SPEAKER_00]: As you could see, the bulk of my troops were set facing the jungle, including the golf mobs, the dread not and most of my characters, who excel at close combat and would be at their best in a short range firefight in the jungle.

[SPEAKER_00]: The death skulls and evil sons screened by the Gretchen went on the other flank.

[SPEAKER_00]: The death skulls in particular were heavily armed, five out of nine models carrying heavy weapons, and I hope they would be able to lay down a weathering hail of fire on this fairly open flank.

[SPEAKER_00]: Finally, the bad moons and my knobs mob went in the center, with the knobs being placed in the battle wagon to act as my main reserves.

[SPEAKER_00]: Odds and Ends.

[SPEAKER_00]: Although my deployment was now complete, I still had two tasks to carry out before the game started, so as Andy set up his army, I sat down to pick my war gear cards and choose the psychic powers for my weird boy.

[SPEAKER_00]: War gear cards are much like the magic item cards in Warhammer Fantasy Battle, though not nearly as powerful.

[SPEAKER_00]: The cards include all kinds of special equipment that would not normally be carried by rank-and-file troops such as protective field devices and exotic weapons.

[SPEAKER_00]: Each card has a point value, and only a limited number may be taken by each character.

[SPEAKER_00]: Any embattled orc, squat or imperial guard commanders whose lives have been made a complete misery by his opponents, using unlimited number of virus grenades, will be happy to learn that these weapons can now only be purchased for an army as war gear cards, which greatly limits both their numbers and effectiveness.

[SPEAKER_00]: I hadn't actually allocated any points to War Gear cards when I picked Marmy, but as Andy's army came to 1,522 points, while mine only came to 1,490, we decided that I could spend the 32 points difference on some War Gear cards.

[SPEAKER_00]: What I really wanted from the deck was something to kill Andy's commander and the obvious choice was a vortex grenade.

[SPEAKER_00]: Unfortunately, [SPEAKER_00]: In the end, I decided to take a combi weapon with a bolter and a melted gun for Magrot, which would give him the firepower to simply blow Andy's commander away if he could get a line of fire.

[SPEAKER_00]: I also took a haywire grenade for Dorgbad my mechanic, which would prove useful if Andy included any powerful vehicles in his army.

[SPEAKER_00]: These two cards left me with just enough points to buy a refractor field for Magrot for a bit of extra protection and a bionic eye for my pain boy Mad Dog Grotsnick because it seemed appropriate.

[SPEAKER_00]: This only left picking the psychic powers for my weird boy.

[SPEAKER_00]: The new edition of Warhammer 40,000 includes a short section of rows on psychic powers, which will be expanded in future supplements, and will include special rows for all of the different types of cycle found in the Warhammer 40,000 universe.

[SPEAKER_00]: For this battle, however, I simply had to choose two powers for my weird body from the list in the rulebook.

[SPEAKER_00]: One of these powers can only be used by awkward boys.

[SPEAKER_00]: They appropriately named power vomit, so I really had to take [SPEAKER_00]: The other powerachos was destroying mind which I hoped I could use to fry the brain of Andy's commander.

[SPEAKER_00]: Blood Angels turn one.

[SPEAKER_00]: In the new Warhammer 40,000 you use a slightly different procedure to determine who has the first turn.

[SPEAKER_00]: Each player rolls a D6 and adds the army strategy written to the score, whoever gets the highest total has the first turn.

[SPEAKER_00]: Space Marines have a strategy rating of 5 against the arc strategy rating of 3.

[SPEAKER_00]: I rolled a 3 against Jarvis's role of a 4 for a total of 8 against Jarvis's 7, just giving me the first turn.

[SPEAKER_00]: I started off by sending the dread not fury also forward to the edge of the runes to get a clear shot at the arc dread not.

[SPEAKER_00]: And with a last cannon and heavy bolter, the upgrade not posed the biggest threat to my forces on this flank, so it was imperative that I crippled it quickly.

[SPEAKER_00]: Squads, Polis and Mephisto both ran forward, somewhat impeded by the jungle and took cover near Furioso, ready to give cover and fire if the orcs tried to move within Grenade range of my dreadnought.

[SPEAKER_00]: After examining the potential targets for squad Ario Sto, and Halle find in any, a placement to Overwatch to cover against the battle wagon and potentially impede the Goffs progress.

[SPEAKER_00]: The Bolteran members of squad Adorno took up positions on the rocky slope before them, where the heavy Bolter and the heavy plasma gun ranged in on the death skulls and Goffs respectively.

[SPEAKER_00]: Finally, the rhino-sped forward and discordched its heavily armored contents beneath the noses of the surprise-looking death skulls.

[SPEAKER_00]: Unfortunately, the terminators could not quite make it into the cover of the rocks they were heading for, and were left more than a little exposed.

[SPEAKER_00]: Fury also's multimelta spat a roden blast of power at the odd dread not.

[SPEAKER_00]: caught in an expanding cloud of super-heated energy, the art machine staggered and started divisibly melt.

[SPEAKER_00]: Rivers of molten slag ran down its hull as it stumbled back in collapsed on top of the pain-boy behind it, seeming to seek a lasting brace from its crater before it was destroyed.

[SPEAKER_00]: arousing cheer went up from the advancing space marines.

[SPEAKER_00]: Fury also shot and fact penetrated and damaged every hit location on the art dreadnought.

[SPEAKER_00]: My only regret was that the thing didn't blow up and take some gulfs with it.

[SPEAKER_00]: A salvo of explosive bolts from Furious's storm bolter was less accurate, merely carving a swath through the jungle ahead.

[SPEAKER_00]: Squat the door no open fire and unison with the fall of the upgrade not.

[SPEAKER_00]: The heavy plasma gunner fired on low power into Narbog's mob, engulfing the orcs own heavy plasma gunner and another gulf in boiling plasma.

[SPEAKER_00]: Robbed off both for heavy plasma gun and the dread not on the left flank, the arcs would now be hard to put to even damage fury also.

[SPEAKER_00]: After this stunning start, the bloody angels firing went utterly to pieces.

[SPEAKER_00]: Squada dornos heavy bolted mist and the terminator suffered a complete aberration by completely missing the dead skulls, despite only needing two or more on a D-6 to hit.

[SPEAKER_00]: They actually rolled four ones, and the one brother Maneen who rolled a hit managed to jam his storm bolter.

[SPEAKER_00]: This unbelievable disaster combined with the failure to reach the cover of the rocks, left Redemptor Squad in deep, deep trouble.

[SPEAKER_00]: Obviously the dead skulls have it of painting themselves blue for luck had paid off.

[SPEAKER_00]: As an ominous epitaph to this term, the Orcs weird boy tried to use his destroy mind power on Brother Captain Tyko.

[SPEAKER_00]: The weird boy failed to summon the energy required, but had a nasty premonition that he wasn't going to stop trying.

[SPEAKER_00]: Victory points, Blood Angels 2, Orcs Nell.

[SPEAKER_00]: Orcs turn one.

[SPEAKER_00]: One of the few advantages of moving second is that it allows you to decide on your plan of action after your opponent has made his first move in committed troops.

[SPEAKER_00]: As I suspected he would, and he launched his attack through the jungle.

[SPEAKER_00]: Fortunately for me, although the space marine dread not vapped my dread not and took out my painboy to boot, the rest of Andy's attacks were largely in effect, and the bulk of my forces were unharmed.

[SPEAKER_00]: This meant that I still had plenty of troops to try and counter Andy's plan.

[SPEAKER_00]: I quickly decided to attempt to blow away his terminators with masked firepower, but to hold back on the other flank against Andy's main attack.

[SPEAKER_00]: With a bit of luck, I could deal with the terminators and a couple of tombs, which would release my death skulls and bad moons to support the gulfs.

[SPEAKER_00]: To this end, I moved the goffs and my weird boys so that the bulk of the boys were undercover.

[SPEAKER_00]: The goffs simply didn't carry the heavy weapon required, dent at a long range firefight with the space marines, so I hope to minimize my losses by keeping most of my troops out of harm's way until the space marines got closer.

[SPEAKER_00]: I made sure that the wee boy in particular was well hidden, as he had added advantage of not needing a line of sight to use his psychic powers.

[SPEAKER_00]: Unfortunately, my boy's mobs were so large that I couldn't get them all behind cover and maintain squad coherency, so if you had to be left out in the open.

[SPEAKER_00]: However, the boys in the open could fire at the space Marines and manage to pick off Squad Miffy Sto's missile launcher with a lucky long range shot.

[SPEAKER_00]: The battlewagon moved up to support the gulfs, the knobs leaping out in order to attack Squad Adorno on the hill.

[SPEAKER_00]: As they did so, Squad Ariel Sto, which was on Overwatch to guard against just such a move, opened fire with its las cannon.

[SPEAKER_00]: Fortunately, for me, the shot had a passenger rather than the vehicle itself, and then, to add insult to injury and he failed to kill the passenger that he had hit.

[SPEAKER_00]: The rest of Squadario's toes bolted fire proved equally ineffective.

[SPEAKER_00]: Having survived this wild fuselage of shots, the knobs dismounted, but no doubt still distracted by the lucky escape, failed to hit anything when they fired at Squadadornal.

[SPEAKER_00]: Meanwhile, my other troops started to tighten the nurse on Andy's terminators.

[SPEAKER_00]: The badmones closed in on one flank, the Gretchen and evil sons swung around the other flank, where the dead skulls engaged them from the front.

[SPEAKER_00]: Caught in the open, the terminators were attacked by an absolute hail of fire being hit numerous times.

[SPEAKER_00]: However, the terminator armor has been greatly improved under the new rows, and now offers [SPEAKER_00]: As all of the attacks that hit, only had 7th row modifiers of minus 1 or minus 2, and the only had to roll a 4 or 5 on 2d6 in order to make a 7 row.

[SPEAKER_00]: Not surprisingly, most of my attacks pinged off the terminator's armor.

[SPEAKER_00]: However, the sheer number of hits meant that Tuatax did get through current Tuatitermany as before they had managed to kill any of my arcs.

[SPEAKER_00]: As the Death Scows broken to a Rousing Corus of Tuneo, Tuneo, Tuneo, Tuneo, the weird boyfriend has destroyed mine power on the Space Marine Commander.

[SPEAKER_00]: This time he succeeded in using the power, he needed to roll a 4 plus on 1d6 in order to do so.

[SPEAKER_00]: This meant Andy had to make a leadership test for the commander, if he failed the roll, the commander would be killed.

[SPEAKER_00]: Andy wasn't too worried about this, as his commander had a leadership of 10, and then promptly managed to roll an 11 on the two dice.

[SPEAKER_00]: With an agonised groan, echoed by Andy himself, the spacemaning commander fell to the ground as dead as a door nail.

[SPEAKER_00]: This meant that any space marines within 12 inches had to take a leadership test to see if they were shaken by the loss of their commander.

[SPEAKER_00]: Fortunately for Andy, he made all of the roles.

[SPEAKER_00]: Nonetheless, I had achieved my objective, if I could just stop Andy achieving his objective and keep my own casualties down, then the game would be in the bag.

[SPEAKER_00]: Victory points, Blood Angels 2, Orcs 6, [SPEAKER_00]: Blood Angels Torn 2.

[SPEAKER_00]: Things will look very bad at the start of Torn 2.

[SPEAKER_00]: Brother Captain Tyko was down, along with two terminators from Squad Redemptor, including the one armed with an assault cannon, and Squad Mephisto's missile launcher.

[SPEAKER_00]: Oh, why didn't I bring in a pottery?

[SPEAKER_00]: To add insult to injury, squad Aryo stole had lost its missile launcher to a catastrophic malfunction.

[SPEAKER_00]: I tried to console myself with the thought that a good turn of firing could rectify matters, trying not to think about the consequences if it didn't.

[SPEAKER_00]: I was most concerned about the Goffs in Nob's flanking squad, Paulus, not to mention the battle wagon, which could do immense harm by overrunning squad's Aryo Sto and the Dornal.

[SPEAKER_00]: To stand the chance of staying in the game, I had to get a squad or the dreadnought integer versus deployment zone and end the extra victory points I needed.

[SPEAKER_00]: This meant that the dread not and squads, paulas and mafisto had to keep pushing forward, ignoring the threat to their flank and trying to smash Nas got smobbed directly in their path.

[SPEAKER_00]: I hope that squadadorn could shoot up the nobs by using rapid fire with their bolters.

[SPEAKER_00]: Unfortunately, Nargob's golf mob was out of sight behind the jungle so there was little I could do about them.

[SPEAKER_00]: Instead I took the opportunity to move the heavy plasma gun to a different position with [SPEAKER_00]: A left Adorno's heavy bolter cover in the right in case the knobs flanked me that way and to support the beleaguered terminators.

[SPEAKER_00]: The terminators were going to have to concentrate on staying alive from here on end, so Sergeant hun led her remaining two terminators into the cover of the rocks, working his way to the left.

[SPEAKER_00]: The rhino was more problematic.

[SPEAKER_00]: I could send it rampaging into the direction on the far right and it might kill a few, but it would undoubtedly be destroyed by the evil sun's multi-melta almost immediately.

[SPEAKER_00]: Instead, I decided to send it to the left, hoping that I could ram the battle wagon and cripple it.

[SPEAKER_00]: In the event, I couldn't actually reach the battle wagon without moving at fast speed, which meant I couldn't turn far enough to make it either.

[SPEAKER_00]: In the end, I had to compromise by moving the Rhino halfway and hoping that Jervis wouldn't be able to resist ramming me instead.

[SPEAKER_00]: After some further deliberation, I decided to place Squat Ariosto into Overwatch again to catch the knobs and the battle wagon as they moved.

[SPEAKER_00]: If the Razz Cannon could cripple the Orcs battle wagon, I might still be in with a sniff of pushing the Rhino further forward and giving Jervis something extra to worry about.

[SPEAKER_00]: My fire and started off badly again, squatted or no poured boulder fire into the nobs mob and scored several hits.

[SPEAKER_00]: Only a single boulder shell hit squarely enough to wound, but ricochet off the nobs heavy armor.

[SPEAKER_00]: Likewise, the rhinos twin boulders were accurate, but failed to bring down any of these super orgs.

[SPEAKER_00]: Squat polished scored several hits on the exposed golf mob, but failed to wound anyone.

[SPEAKER_00]: The terminators also had little joy, killing a single measurable Gretchen with their storm bolter fire.

[SPEAKER_00]: This debacle just goes to prove what a big difference there is between shooting up opponents with a toughness of 3 as opposed to 4.

[SPEAKER_00]: The Orcs could shrug off hits, which would have dropped elder and attracts, so my boulder fire was getting me nowhere fast.

[SPEAKER_00]: In fact, only squad Mefisto killed a single golf with boulder fire during the whole of town too.

[SPEAKER_00]: By this time, the battle field was resounding with the sound of my grinding teeth and salt forest courses at the state of my dash rolling.

[SPEAKER_00]: Gred not fury also, and squad adorners heavy boulder rescued the situation somewhat.

[SPEAKER_00]: The heavy-voltor-reddled three bad moons, including one armed with an auto cannon and fury also unleashed its devastating multi-milta upon Nazgott's mob, vaporizing three of the instantly and sending the rest fleeing for their very lives, in spite of the presence of the war boss nearby.

[SPEAKER_00]: However, these events were mere bright sparks in another wise gloomy turn for me.

[SPEAKER_00]: I had made back some of the victory points lost when the weird boy took down Brother Captain Tycho, but I was still badly lagging.

[SPEAKER_00]: By the end of the turn, I was feeling completely doomed and utterly dogged by bad luck.

[SPEAKER_00]: I fled in search of a cup of coffee to come my ravaged nerves and hopefully give me a fresh perspective on the situation.

[SPEAKER_00]: Victory points, Blood Angels 4, Orcs 6, Orcs turn 2.

[SPEAKER_00]: Although Andy's second turn of fire inflicted fewer casualties than I could possibly have hoped for, the fact that he broke Nazgott's mob's morale was extremely annoying.

[SPEAKER_00]: I'd been hoping to attack Squad Paulus with the masked fire of both golf mobs, as you really need to fire as many or both as possible if you want to cause significant casualties, especially against tough targets like space marines.

[SPEAKER_00]: With half of the golf scampering for cover, the chance of my causing much damage was severely reduced.

[SPEAKER_00]: What made this all the more galling was the fact that Margot was within 12 inches of the mob, so they only had to roll a 9 or less in order not to break.

[SPEAKER_00]: This wasn't the end of my problem, either, and these rhino was threatening to overrun my golf knobs and the space marine dread not, which caused the casualties that routed the golfs, was going to have to be dealt with somehow, otherwise it would simply roll up my flank.

[SPEAKER_00]: Unfortunately, the mechanic armed with the haywire grenade, a highly effective weapon against dreadnoughts, was in the battle wagon heading in entirely the wrong direction.

[SPEAKER_00]: After a couple of minutes pondering, I finally decided to jump the mechanic out of the battle wagon so that he could run back and deal with the dreadnought.

[SPEAKER_00]: With the battle wagon zoomed off in the other direction to ram the rhino.

[SPEAKER_00]: This was a little bit risky as the battle wagon was going so fast that the mechanic might hop himself as he let out.

[SPEAKER_00]: Fortunately, he managed it without a hitch and scampered back to join Magra.

[SPEAKER_00]: The battle wagon roared off, smashing into the rhino and wrecking it.

[SPEAKER_00]: The rhino would move out of control for a turn and then grind to a hole, effectively destroyed.

[SPEAKER_00]: The battle wagon suffered only minor damage to one of its wheels, reducing it to a maximum move of eight inches per turn for the rest of the battle, but leaving it otherwise intact.

[SPEAKER_00]: Meanwhile, Nargob's mob advanced through the jungle, firing its squad polis as it did so.

[SPEAKER_00]: As I had feared, however, the combination of poor or cabalistic skill combined with this space-manion superior toughness resulted in the golfs failing term-flect a single casualty.

[SPEAKER_00]: The nobsmob continued to attack squad Adorno, peppering it with bolter shots and frag grenades.

[SPEAKER_00]: Even though I managed to inflict a number of wounds and they made all of his saving roles and not a single space-manion was killed.

[SPEAKER_00]: On the other flank, the rest of my arcs closed in on the embattled terminators, and once again unleashed a hail of fire.

[SPEAKER_00]: This time, however, the terminators were in the cover of the rocks, which meant that most of the arcs attack missed.

[SPEAKER_00]: The few shots that did hit bounced off the terminators for medible armor.

[SPEAKER_00]: The final trick up my sleeve was for my weird boy to attack the pilot of the space marine dreadnought with his destroying mind power.

[SPEAKER_00]: As the pilot had a leadership value of 10, I had as good a chance of killing him as the space marine commander.

[SPEAKER_00]: Unfortunately, Marona Badlock continued as the weird boy failed to get the power to work.

[SPEAKER_00]: All it was left to do was to try and rally Naz got mobbed and fortunately I did manage to pull that off.

[SPEAKER_00]: This finished off what had been a terrible turn for the Oaks.

[SPEAKER_00]: The only damage I had inflicted on the space marines was to take out the rhino, though at least this end may have victory point.

[SPEAKER_00]: Unless I was very careful, the space marines were going to get back into the game.

[SPEAKER_00]: Victory points, Blood Angels 4, Orcs 7.

[SPEAKER_00]: Blood Angels torn three.

[SPEAKER_00]: I was heartened somewhat by caffeine, and they arcs upon an ability to harm me in the previous turn.

[SPEAKER_00]: I put this down to the simple fact that not only did my blood angels have a study toughness of four, but also an excellent armor-saving throw, three or more on a D6.

[SPEAKER_00]: Also, once the space marines were in cover, the Orcs had tremendous problems even scoring a hat in the first place.

[SPEAKER_00]: The best example of this was the terminators of squad redemptor who had suffered about 15 hats and lost two of the number, well in the open of turn 1.

[SPEAKER_00]: Once in the cover of the rocks, they only suffered a few hats on turn 2, all of which either failed to win or were stopped by their tactical dreadnought armor.

[SPEAKER_00]: Mammov started with the red-grinal Korean out-of-control into the nearby house-side, which steadily provides squatted onal with some cover from the bad moons.

[SPEAKER_00]: After this, I considered what to do with squad redemptor.

[SPEAKER_00]: I was tempted to leave them stationary and rapid fire into the approaching tide of Gretchen or the bad moons.

[SPEAKER_00]: However, this would have achieved little in helping out my attack on the left flank, and we'd probably have doomed the squad to lose one or two members to the Evil Sun's multi-meltah during the Orcs turn.

[SPEAKER_00]: In the end, I decided to charge the terminators at the Orcs battle wagon.

[SPEAKER_00]: This may seem a bizarre move, but we'd actually achieve several things.

[SPEAKER_00]: Firstly, it would take squadredemptor further out of the clutches of the approaching Gretchen and Evil Suns, [SPEAKER_00]: who were obviously not going to get a look on the battle except by killing the terminators.

[SPEAKER_00]: Secondly, I actually moved the squad a double move towards the main area of the fighting, and thirdly, it gave them a chance to end me an extra victory point by a mobilizing the battle wagon, as it had only been slightly damaged by ramming the rhino.

[SPEAKER_00]: Time was running out for my assault force, squads, paulas and mefisto were unable to reach the orcs deployment zone in time and the rhino was disabled.

[SPEAKER_00]: This only left the dread not and I was acutely aware of the fact that Jervus knew this too.

[SPEAKER_00]: I decided to try and blast my way forward and get the dread not into a position where it could charge or run in the next turn with cover and fire from my other squads.

[SPEAKER_00]: Squad mafisto ran forward to be in position for the next turn and tried to lure out Nazgott's mob who were lurking behind the rock spires.

[SPEAKER_00]: Fury also stamped around the corner of the ruins to spot the cavern we had by and his minders hiding behind them.

[SPEAKER_00]: Squad Paulus advanced to close range to trying to punch the guffs from the jungle on the right.

[SPEAKER_00]: Squads are Dornu and Ariusto maintained their positions to give Coverton Fire.

[SPEAKER_00]: A directed squad Ariusto's fire against the knobs to try and drive them away from a Dornu's position, freeing them to support squad Polis.

[SPEAKER_00]: However, despite having nine shots, I only succeeded in hitting and killing one knob.

[SPEAKER_00]: I feel in of that despair swept over me.

[SPEAKER_00]: but those knobs bless by Gork and Mark or what.

[SPEAKER_00]: A further 6 bolter shots from Skoda Arresto patterned off them like summer rain and my screams of frustration echoed out yet again.

[SPEAKER_00]: The new Dido Venia Sessons from Skoda Arresto Skoda Paulus would be in for a good kicking from the golfs any minute now.

[SPEAKER_00]: Things picked up momentarily, when Squad Arius' heavy plasma gunner avenged Brother Captain Tykus' death by blasting Odgett in one of his minders into tiny incandescent particles after the dread not had reported the position.

[SPEAKER_00]: However, I was soon chewing the table edge with more frustration as the heavy-boater managed to roll two jams and junk itself for the rest of the game.

[SPEAKER_00]: Furious was in the tricky situation of having just a single minder still before him and beyond that, the supremely tempting target of the orc war boss and a large cluster of golfs.

[SPEAKER_00]: Unfortunately, the minder hadn't fled when his [SPEAKER_00]: According to the rules, I couldn't target the Goths and the Warboss instead of the Minder.

[SPEAKER_00]: I tried blowing away this impediment with Furios whose storm bolter, it jammed, I tried using Furios's auto launchers on him, only one frag grenade hit and that failed to win.

[SPEAKER_00]: Corson vehemently, a finally blasted DNA and little get with the dreadnought's multi-milta, and had the satisfaction of seeing him dissolve into a pile of goo.

[SPEAKER_00]: This left squad Paulus, having to deal with twice the number of goffs and scones, then a jungle completely on their own.

[SPEAKER_00]: DOOMED DOOMED A HEARY CRY [SPEAKER_00]: Squared polices firing got off to a rousing star with their flamer burning up two goffs and setting a third of the light.

[SPEAKER_00]: The stichato back of the squads bolters rose above the crackling roar as one goff after another burst under the reign of explosive shells.

[SPEAKER_00]: It was as if all the bad luck that had dogged me through the game was swept away as the laws of probability snapped back into place like an overstretched rubber band.

[SPEAKER_00]: All four bolt-around members of Squad Paulus slurg off each, breaking the mob's morale and sending magra and the bloodied remnants of Nargob's mob diving for cover in the jungle.

[SPEAKER_00]: Sadly, Squad Redemptor's closest soul on the battle wagon yielded no reward as a field to mobilize it, despite one of the problemarines successfully damaging one of its views with his power fist.

[SPEAKER_00]: Jervis is rallying and has got small hiding behind the rocks, had driven my victory points total right down, but breaking the other golf mob and killing the weird boy had dragged me back up again.

[SPEAKER_00]: The vague possibility of victory moved back into view.

[SPEAKER_00]: Victory points, bloody angels 5, orcs 7.

[SPEAKER_00]: ork torn 3.

[SPEAKER_00]: Ouch!

[SPEAKER_00]: Well there is no doubt about it, and these last turn put the spacemanines back in the game with a vengeance.

[SPEAKER_00]: By more or less destroying my second golf mob, Andy had left me with very little to swap his advance.

[SPEAKER_00]: The golfs are allied last turn, we're simply going to have to stay where they were, so that if Andy ran into my setup zone, I would at least have some troops to engage him with in my last turn.

[SPEAKER_00]: For similar reasons, my war boss and mechanic had to remain undercover, so that if Andy advanced there's dread not on the final turn, I would have something to attack it with.

[SPEAKER_00]: In fact, the only unit I could attack with on this flank was by Nobsmob, as their fire on previous stones had been largely ineffective, I decided to charge them into hand to hand combat this stone.

[SPEAKER_00]: Two of the nobs charged and these terminators sergeant, as I only needed to inflict one more casual take to reduce the terminators to half strength, and this would earn me a victory point.

[SPEAKER_00]: The other two knobs headed off in the opposite direction to a tax-squared polis and hopefully slope and these advance towards my set-up zone.

[SPEAKER_00]: Squads that are engaged in close combat do not have to worry about the squad coherency rules, which is why the knobs could attack in two directions at once.

[SPEAKER_00]: However, whichever group was smaller and my next turn would count as having broken morale until I got the two halves of them all back together again.

[SPEAKER_00]: As I doubted that the knobs would survive through Andy's turn, I didn't foresee this being a problem.

[SPEAKER_00]: The Orcs battle wagon horribly backed away from the attacking terminators, leaving room for the knobs to attack the terminator sergeant.

[SPEAKER_00]: On my other flank, the Gretchen and Evil Suns chased after the terminators, who had moved out of range again when they attacked the battle wagon.

[SPEAKER_00]: The Badman's carried on with her advance, where the death skull stayed put, and switched her attention to Squads' arousto and Adorno, which they could just see on the other side of the table.

[SPEAKER_00]: Unfortunately, the Orcs fire proved every bit as ineffective as it had last done, and not a single space marine was killed by Orcs shooting.

[SPEAKER_00]: The Robes were more effective in hand to hand combat, killing the flamer marine from squad Paulus and a terminator sergeant, although the sergeant did manage to kill one of the Robes before he went down himself.

[SPEAKER_00]: As we went into the final two tombs, things were very finely balanced, and they could still achieve his objective by running his dread not into my set-up zone or might even be able to inflict enough casualties to give him a win even without achieving his objective.

[SPEAKER_00]: However, I was still fairly confident.

[SPEAKER_00]: I was 3 points ahead of Andy's victory point total, so he would need to get a lot of kills to score enough victory points with casualties alone.

[SPEAKER_00]: While my ward was in mechanic, we're in a position to damage or destroy the space marine dread not if it moved into my setup zone.

[SPEAKER_00]: Nonetheless, everything were dressed on the outcome of Andy's final term.

[SPEAKER_00]: blood angels turn four.

[SPEAKER_00]: With a sinking feeling in the pit of my stomach, I realized I couldn't get my dread not into Jarvis's deployment zone and score a big fat five victory points.

[SPEAKER_00]: The reason was that I couldn't move far enough forward with a normal move.

[SPEAKER_00]: I couldn't make a run move because of the proximity of the hidden golfs behind the rocks.

[SPEAKER_00]: Nor could I make a charge against them because they were out of sight.

[SPEAKER_00]: By keeping those cursed golfs hidden, [SPEAKER_00]: All I could do now was dig my heels in and try to inflict as many casualties as possible.

[SPEAKER_00]: The badmins were already weakened by squad Adorno's heavy bolter fire, so I decided to try and break them.

[SPEAKER_00]: My other targets would be the Ork Warboss and the Knob's mob.

[SPEAKER_00]: If I could take out all these targets and not suffer too many casualties myself, I could hopefully just sneak ahead in the victory points.

[SPEAKER_00]: Squads, Polis, and Mephisto froze into Overwatch to cover the knobs attacking from the right, and to remain alert, in case the goffs emerged from behind the rocks.

[SPEAKER_00]: An org-mic boy was also lurking around behind the jungle, and I got an nasty impression he was trying to sidel up to the dreadnought, doubtless he had something to use against it a piece sleeve.

[SPEAKER_00]: I decided to keep a special eye on him.

[SPEAKER_00]: Madrid not stoned towards a smoking crater where the weird boy had been, and leveled its multi-melta at the recently rallied Ork Warbus.

[SPEAKER_00]: The Greenskin was desperately trying to hide amongst the trees, but the telltale glove has refracted feud, gave him away.

[SPEAKER_00]: The two survivors of squad redemptor held their possessions among the spiker plants and ready their storm boaters.

[SPEAKER_00]: Squads Adorno and Ariosto advanced from their house side positions, one marine from squad Adorno clambering up onto the exposed health crest to get a shot at the Megboy.

[SPEAKER_00]: Furious also spat at its hissing roaring bolt of super heat for the last time, travelling the war boss instantly and sending bright flames leaping through the edge of the jungle to kill another cavern gulf nearby.

[SPEAKER_00]: A bright lance of destruction from arreostose last cannon blew apart a bad moon as squada door no open fire.

[SPEAKER_00]: In can decent plasma fire vaporized another bad moon and the brother marine on the crest of the hill plugged to make boy with a [SPEAKER_00]: Squadred Emperor cut down yet another bad moon, and the bad moon's not barely survived the hail of fire, thanks to his heavy armor, but his continued survival prevented the surviving bad moon's breaking and running.

[SPEAKER_00]: The Norpwich had killed Sergeant Hune, was thoroughly riddled with explosive bolts and died very messy.

[SPEAKER_00]: This left only the two knobs facing Squad's Polis and Mephisto.

[SPEAKER_00]: Sadly, these didn't break, but they were still in the unenviable position of being covered by eight overwatching space marines.

[SPEAKER_00]: At the end of the tunnel, Squad Redemptor rallied from their shaken morale status, which would make it much harder for Jervus to dispose of them.

[SPEAKER_00]: This turn only brought me back up to level pegging on the victory points, but if I could just kill or break those two surviving knobs and not lose any victory points myself, I could still win.

[SPEAKER_00]: Victory points, Blood Angels 8, Orcs 8.

[SPEAKER_00]: Ork, Turn 4.

[SPEAKER_00]: Well, the space marines finally showed what they could do, earning and the three victory points with some very accurate shooting and his turn and evening upper scores.

[SPEAKER_00]: Even so, as I started my last turn and knew that all I needed was one victory point to get a win.

[SPEAKER_00]: If I still had either my war boss, with these combi weapon, or even better, the mechanic with his haywire grenade, then I would have had a good chance of inflicting some damage on the space marine dread not, and earning a victory point that way, but as both characters were now dead, this was not to be.

[SPEAKER_00]: This left me with a rather slim chance of finishing off the two terminators with the masked fire of the evil sons and bad moons combined with the equally slim chance of my two remaining knobs being able to kill three space marines from squad Paulus, reducing the squad to less than half strength.

[SPEAKER_00]: Achieving either of these tasks would earn me a victory point and win me the game.

[SPEAKER_00]: Then disaster struck.

[SPEAKER_00]: Before I had even moved a single model, Andy declared that squad Paulus would fire on maturamine knobs.

[SPEAKER_00]: Andy had placed a squad on Overwatch to provide covering fire for his dreadnought, in case he didn't manage to kill my war boss and mechanic any stun.

[SPEAKER_00]: As both were dead, there was no reason for Andy not to fire straight away, and that's exactly what he did, killing the two remaining knobs with a hail of bolter fire.

[SPEAKER_00]: Not only did this eliminate any chance of reducing squad-police to half-strength, but I also earned Andy another victory point, which put him in the lead.

[SPEAKER_00]: My only chance now of stopping the space marines winning the game was to wipe out the two remaining terminators.

[SPEAKER_00]: I couldn't get a line of sight to enough space marines to reduce any of the other squad's to half-strength, and I didn't have a line of sight to the dread not with any weapons that could harm it.

[SPEAKER_00]: Unfortunately, only my bad moons and evil sons could still see the terminators, but they blasted away with every weapon they had.

[SPEAKER_00]: The bad moons fired first and managed to take out one of the terminators with a lucky hip from their last cannon, which left just one last terminator for the sons to finish off.

[SPEAKER_00]: The evil sons let rip, but their multi-milters shop [SPEAKER_00]: There is nobody left to shoot at the terminators, and they had managed to pull off a win in the very last turn of the game, and almost on the very last roll of the dice.

[SPEAKER_00]: The game drew to a close with the death skulls blasting away at the only target they could see, the space marine from squad of dornal, who had moved into the open so that he could kill my mechanic, and who now paid for his daring by being riddled with heavy bolt [SPEAKER_00]: Victory had been in my grasp for most of the battle only to be torn away on the very final turn of the game.

[SPEAKER_00]: Victory points, Blood Angels 9, Oax 8, Blood Angels Dibrifang by Andy Chambers.

[SPEAKER_00]: Made it, it was a very tight game and I really did think I was doomed by the end of Torn 2.

[SPEAKER_00]: Everything that could go wrong had gone wrong and I was ready to throw in the proverbial table, which just goes to show it in over till it's over.

[SPEAKER_00]: However, my strategy of pushing through the jungle rather than across the plain paid off handsomely.

[SPEAKER_00]: This was because the orcs were unable to capitalize on my failures and had to come at me piecemeal because of the dense terrain.

[SPEAKER_00]: I did fail to achieve my primary objective and only pulled a minimal victory out of the bag by killing an awful lot of orcs.

[SPEAKER_00]: Girvers reckoned that was a mistake to send in the terminators against the awkward on the plane, maintaining that they would have given me the extra edge I needed to break through on the left.

[SPEAKER_00]: I think he's right.

[SPEAKER_00]: Scots, Paulus and Mfisto spent too much time shooting orcs, and not enough time running forward.

[SPEAKER_00]: Choosing an assault squad with or without jump packs would have made my mission an awful lot easier, but I didn't know that I would be playing [SPEAKER_00]: On the other hand, if I had taken an assault squad and then got engaged in destroy instead, I would have been struggling.

[SPEAKER_00]: Do some terminators advanced since through the ruins on the left, would have made my assault a lot easier, I feel that the role that squad Redemptor performed was quite vital.

[SPEAKER_00]: If I had deployed nothing between the more of Gervus' guns in the center, the bad moons in the death skulls would have folded in on my right flank, and destroyed squads, Adorno, and Arial still quite quickly.

[SPEAKER_00]: Leave a mother squads during a custer's last stand in the ruins.

[SPEAKER_00]: Only Terminator's could have survived in that position and remained a thorn in Jarvis's side throughout the game.

[SPEAKER_00]: If I had, for example, the ploid squad are used all in one of the bunkers, as I did consider for a while, I guarantee that they would have been turned into dog meat by the end of Tom 2.

[SPEAKER_00]: The biggest problem I'm trying to move forward was the presence of the cofs behind the rocks.

[SPEAKER_00]: Jarvis had a good sense to realize that they could do a far better job of keeping me at bay by staying out of sight and not getting shot.

[SPEAKER_00]: As it was, I couldn't risk send in squad Mephisto too close because the gulfs would have easily wiped them out in close combat and the dreadnought was also stymied by the presence.

[SPEAKER_00]: Of course, my man of the match award has to go to the dreadnought, without him propping up my left so comprehensively, things would have been very dire indeed.

[SPEAKER_00]: The dreadnought was ideally suited to fighting in the close confines of the left hand side of the table, equipped as it was with the devastating but short ranged multi-milta.

[SPEAKER_00]: My only regret was that it didn't get into [SPEAKER_00]: However, I do suspect that its presence put Jarvis off any thoughts of Throne, his war boss and the Goths into hand to hand combat with squad Paulus.

[SPEAKER_00]: Probably the most disappointing shown on my side was from the Davis Stateer squad.

[SPEAKER_00]: They suffered the worst of my bad luck, but I definitely fixated too much on squad Ariusto maintaining their position.

[SPEAKER_00]: Once their missile launcher had malfunctioned and I failed to damage the battle wagon with the last cannon, I should have moved them down to get involved with the fighting around the ruins.

[SPEAKER_00]: Squad Adorno did a fine job, though they spent far too long trying to dispose of the knobs because they could only bring bolters to bear on them.

[SPEAKER_00]: The moral of this story is not to be afraid to mess a shop with your heavy weapons so that they could move to a better position.

[SPEAKER_00]: Though it seems unthinkable at the time, your opponent will simply outmaneuver you if you stay in the same place for too long.

[SPEAKER_00]: I think placing two heavy weapons in each squad was worthwhile because there weren't enough positions to deploy all four heavy weapons together effectively.

[SPEAKER_00]: Poor brother Captain Arasmus Tyko suffered the worst luck of all, failing a 2D sexual when all he needed to score was a 10 or less.

[SPEAKER_00]: The Apothecaries assured me that with extensive psychosoduree, he will fight again, but in this game his loss was devastating.

[SPEAKER_00]: Not only did Jarvis get a big fat 6 victory points, 75% of the Orcs victory points, for taking him out, but the break test is lost caused on all those squads within 12 inches could have been disastrous.

[SPEAKER_00]: Perhaps I should have just hidden him well out of the way once a new what Jarvis's mission was, but I couldn't bring myself to do it, it just wouldn't have been heroic.

[SPEAKER_00]: Looking at Jarvis's plan and deployment, I can find little fall, except in position in the evil suns on the extreme right.

[SPEAKER_00]: Their multi-mailer would have been a lot more useful in the jungles on the left.

[SPEAKER_00]: During the game, he didn't respond quickly enough to the attack on the left, getting hung up on trying to destroy the terminators for too long, while the guffs and knobs were gradually pummeled to death.

[SPEAKER_00]: It must be said that Jarvis was exceedingly lucky to kill my [SPEAKER_00]: If he hadn't, the battle would have been an utter crownsing for him.

[SPEAKER_00]: On the other hand, I was lucky to pull it back and kill on a forks to win in spite of failing to fulfil my primary objective, a stunning testimony to the durability of a space-minine force at close quarters and dense terrain.

[SPEAKER_00]: the benefits of hindsight by Jervish Johnson, and yet again Andy pulls off a spectacular last minute win, while I ever beat this man in print, at least, still I'm not too upset about losing the game, after all it was very close and I did a lot better than the last time-all-ed marks against Andy Space Marines in white dwarf 158.

[SPEAKER_00]: So, what went wrong?

[SPEAKER_00]: On the whole, my setup wasn't too bad, though possibly I should have placed even more troops opposite the jungle than I actually did.

[SPEAKER_00]: Certainly the evil sons would have been of more use in the jungle than they were on the other flank.

[SPEAKER_00]: On the other hand, if I hadn't placed the evil sons where I dead, then Andy could have easily moved around and enveloped the open space in a rhino, which is part of the reason why I placed the evil sons and the multimeter [SPEAKER_00]: Possibly the best compromise would have been to place the evil sons in the centre as part of my mobile reserve so that they could have been switched to either flank as needed.

[SPEAKER_00]: I will such other benefits of hindsight.

[SPEAKER_00]: My other error when setting up was to leave the odd dread not in a position where Andy could get shot at it in his first turn.

[SPEAKER_00]: I must admit that I had assumed that the jungle would block any line of sight and they might get to the dread not, but I was wrong and paid dearly for my mistake.

[SPEAKER_00]: Still, at least the battle taught me that the new rules for setting up mean that you must be extra careful when you have to set up first, as a cunning opponent will punish any mistakes that you make.

[SPEAKER_00]: During the game, my biggest error was committing too many of my troops to try and to wipe out the terminators.

[SPEAKER_00]: In particular, I really should have moved the bad moons over to defend against the main space million attack through the jungle, rather than using them against the terminators.

[SPEAKER_00]: This mistake was compounded by my zoom in the knob small forward in the battle wagon on the first turn.

[SPEAKER_00]: It was only bad luck on Andy's part that stopped the knobs being wiped out on the first or second ton.

[SPEAKER_00]: As most of them were armed with power fists, they could have even damaged Andy's dread not in close combat, which might have won me the game.

[SPEAKER_00]: And last but not least, advancing the golf mob through the jungle, 10 gauge squad polis on pun 2 probably wasn't that good an idea either.

[SPEAKER_00]: My boys didn't manage to kill a single space marine and were all but wiped out by the return fire, earning and a two victory points and leaving me with almost no troops to defend against these main attack.

[SPEAKER_00]: A fire thought about it a bit harder at the time, probably wouldn't have made the move because the other golf mob had already been driven off and I should have realized that 10 orcs are going to get badly mould by an equal number of space marines.

[SPEAKER_00]: But I had decided on the plan of action during my first turn, rather than revisiting it in the face of the situation I faced at the start of Totten 2.

[SPEAKER_00]: I carried on blindly with my plan without thinking it through.

[SPEAKER_00]: Still, it wasn't all bad news, I was more than pleased with the performance of my weird boy and keeping on well-hidden for as long as possible so that he could attack without suffering any return-fire proved very successful.

[SPEAKER_00]: I'll remember that tactic in any [SPEAKER_00]: A learn malecin on Torn 2 and kept Malar Goughmob well undercover were reacted as a threat to Andy's troops and stopped them getting any troops into my deployments zone.

[SPEAKER_00]: It just goes to show that you don't have to bring any guns to bear to have an effect on a battle.

[SPEAKER_00]: Terming my attention to the spacemanine's tactics, there are only a couple of points I would make.

[SPEAKER_00]: Although Andy disagrees, I feel that using the terminators to try to hold up my troops on the left flank was a bad move and nearly resulted in their being wiped out.

[SPEAKER_00]: The job could have been done just as well by one of the space milling divestator squads, and I'm sure that the terminators would have proved a lot more effective in the jungle terrain on my right flank than out in the open face in the mast fire of almost half the arc army.

[SPEAKER_00]: And his other mistake was let my weird boy get in range of his commander and right from the very first tournament as well.

[SPEAKER_00]: My weird boy had almost a 10% chance of killing the commander each and every time he attacked and while odds like that aren't all that good, they quickly add up over the course of a few turns.

[SPEAKER_00]: As it was, I looked out and killed the commander very early on and the victory points I earned almost gave me the game.

[SPEAKER_00]: Almost.

[SPEAKER_00]: But turn on aside from the game one in tactics and feeble excuses, I do feel that this game served to highlight the benefits of some of the changes Andy and Rick have made in the Warhammer 40,000 game system.

[SPEAKER_00]: The actual game mechanics have been streamlined to make Warhammer 40,000 battles faster and more enjoyable.

[SPEAKER_00]: The new War Gear cards are also worth a mention and the new army lists are both easier to use and much more evenly balanced than they were before.

[SPEAKER_00]: but probably the most important changes of all are the new mission cards and victory conditions, which serve to give a sense of purpose to each game and greatly add to the excitement level of any battle.

[SPEAKER_00]: All in all then, the new rules make for a faster, more even and more exciting game, and you can't ask for much more than that.

[SPEAKER_00]: Thanks very much for listening to this episode of the Table Top Manager Hobby Podcast.

[SPEAKER_00]: If you enjoy the show then please do share it with someone else [SPEAKER_00]: and be sure to check out our Discord community of likeminded hobbyists, which you can find a bedroom battlefield.com forward slash discord.

[SPEAKER_00]: I'd be great to see you in there.

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