Friday, February 15, 2008

On Conversions

So, I did get a request to talk about how I do these.

There are some basic things I do that seem to work. I'll note also that my methods are aimed at folks with a bit of patience, not necessarily a lot of skill or training. I haven't ever worked with Greenstuff, for example (there, I said it!). So a lot of what I do is not designed to deal with big hairy gaps. Enough justification—let's get started.

0. Have an inspiration. Most of these start with a wild hare, so indulge yourself in daydreaming from time to time. "Wouldn't it be cool if… " is a great start for some of these. Pictures, paintings, things from movies, or even other conversions: Headtaker, my Skull Champ conversion is in many ways a blatant plagiarism of my wife's Old One Eye diorama.

1. Work with plastic if you can. A lot of the GW line is out in plastic now, and is quite easy to work with. Metal is much, much harder for this and unless you're lucky enough to be working with vintage lead miniatures, far less forgiving. The other advantage of plastic is that if you're working with, say, a regiment box, you have extras left over in case your first try doesn't go so well!

2. Work with what you have! First, that means check your bit box to see what's there. If you're on prescriptions as I am, you may well have a large supply of old pill bottles, at least until you throw them out. These can work wonderfully for putting old bits in, and can be labeled with a bit of masking tape. A trillion Space Marine Backpacks are much easier to handle this way. If you've been at this any amount of time, you likely have tons of bits, from vehicles, to squad bits, to Fantasy, to old abandoned or "Specialist" games. Have a look at them to see not just what they are, but what they could be. Skaven tails could be Chaos tentacles, for example. Rattan Gobbo shields could be the walls of a makeshift Kroot hunting blind. That sort of thing. Second, that means see what's on the sprue. There are a trillion cool little things on there these days, and many of them lend themselves to inspiration. For example, the little mechanical thingie in the plastic Tau Stealth Suit box: it has no specific function, but it looks like it might represent all kinds of neat stuff. Two of those bits are mounted on the tail section of one of my Piranhas, to serve as the mobile Disruptor Beacon in an Apocalypse Formation.

3. Work with what you don't have! Check around with friends who play and model, and see if they have bits that you can use. If they collect armies that you don't, they almost certainly have things that you'll need or want or enjoy working into a conversion! And sharing your bits can likewise inspire or encourage them to try something new.

4. See what isn't there yet! A famous artist once said he sculpted by getting an image, and then carving away whatever wasn't that image. I'll also say, use that phenomenal power of human pattern recognition to see what fits into the image you have. My wife acquired a carnifex that had been assembled well, if imperfectly: one foot was slightly off the ground at an angle (from having been assembled as a body before affixing anything to the base—it happens). As it happened, it was the forward foot, and my wife is a Dallas Cowboys fan—and what fit into the picture was an old Blood Bowl plastic football. Goofy, yes, but fun, and the principle is important: what goes into this picture?

5. Build from what doesn't work to what does! At the last Ironbuilder, I was building a box of Cadian Shocktroopers, and wanting to convert at least one (because I wanted to earn some of that sweet, sweet prize support). So one of the troopers got the Vox Caster. I thought it might be fun to have some nasty critter sneaking past him, since he had the phone, as there was some fun irony in having the one guy with the capacity to report unusual activity be the one guy who didn't see it. My wife was building a box of Guants (Point 3, for those playing along at home), so I asked if I could borrow a Ripper, since they're small enough to fit onto a 25mm base with an infantry sized mini. But I had been lazy and put VoxCasterGuy too far back on the base, and the Ripper was sneaking sideways, and it just didn't have any oomph to it.

What to do? It would take longer than I wanted to spend to go do another VoxCasterGuy further forward, so I looked at the sprue again. Hey… there was a head for a sergeant! And unlike the other heads, he was unhelmeted, and his face had a bit more expression. It might be anger, might be consternation, or even surprise! Maybe surprise at something jumping at him? After all, the Ripper is springing off its tail. But if it was springing at him, then shouldn't he be reacting? (let's call this subpoint 5a: let the inspiration develop under its own logic) I went back to the sprue with the legs on it. Cool! Some of the legs had a walking pose, rather than standing. That meant there were feet that were not parallel to the waistline, and I could glue down the rear foot instead of the forward one, and have the beginnings of a model that was leaning, or maybe flinching, backward (and this is subpoint 5b: conversions that are dynamic are preferable, in my book, to ones that are static). The torso went on easily, and the arms were next.

Since it was a sergeant, I had the option to use the laspistol and chainsword so I could use him as a WYSIWYG model. That was cool, because it gave me more options for posing the arms, rather than the rather static two armed lasgun pose. The laspistol arm went "up," to convey the reflexive flinching. The sword arm came down a bit, to convey an attempt at blocking the attack. With more time, I'd have even snipped the hand at the wrist and glued it back on after rotating the sword slightly, to bring the blade more across the body. Now, the head. I fiddled with this just a tad, because I wanted him surprised, not screaming like a little schoolgirl (because this was an IG model, not a Tyranid one—if it were part of a Ripper Swarm conversion, then yeah, totally, Screaming Sergeant Sally all the way). That meant rotating the head as far downward as I could, to get him looking at the creature.

Looking at the sprue one last time, I noticed a very useful bit—an empty helmet. Lots of folks have complained about the dumbth of a character not wearing one, and yes, we recognize that going helmetless is mostly an excuse to have a face to paint on army characters. But that empty helmet gave me a bit more "story" for my mini. If the helmet was on the ground, then maybe the Ripper might have been hiding under it, and jumping out when he went to pick it back up? Note: the empty helmet bit made this easier, but it could have as easily been done with a spare helmeted head. It just would have taken a little more time, and some more work with exacto, saw, and/or Dremel to get the same effect.

Test fitting the helmet over the Ripper, I could see that it wasn't going to fit quite right as is, which brings us to point 6...

6. Get rid of what you don't need! I didn't need the whole tail section of the Ripper. I really only needed enough to glue down, and the helmet was going to do the work of covering up any mutilation of the tail section anyway! So, out came the exacto, and we got rid of all the bits that made the helmet sit funny, until it could rest on the ground in a mostly flat position, maybe tilting back just enough to show some motion, where Sarge had reached down to pick it up, and the Ripper had sprung at him, and that action had knocked it back a bit (remember, internal logic, and dynamic over static). This was almost done.

7. Listen to criticism and see if it helps you! I showed the piece to my wife as the Ripper's glue was beginning to set. She asked, "Are you sure that's where you want the Ripper?" Looking at it again, I realized, oh, yeah, Mr. Rippy has his head right in Sarge's crotch, with his little Rippy tongue out. Maybe not so great! I rotated him about 45 degrees, and now he was lunging, there was a little more room in the pose, and (happy accident!) now Sarge's eyes were right on the Ripper. All that was left was to put canteen and such on Sarge's waist.

8. When you're done, STOP! I was lucky, in that I had a time limit in the Ironbuilder, but the principle still holds. You don't have to go completely overboard with everything to have a good conversion. Sometimes, subtle works well. At the first Ironbulder, that meant having a Skull Champion that I wanted to see outfitted with grenades. Snipping the ring carefully, I realized that the ring would fit perfectly around one of the fangs of the exposed-face head. The sculpt would do 90% of my work for me! Sometimes, you do want to go all out—Headtaker is such an example. I wanted him over the top! Even then, knowing when to stop throwing additional bits on him was important.

So, that's what I've got so far. I guess if there's things you want me to say more about, ask in the comments, and I'll either edit more in or write another post on it. I'll just close by saying, give it a try, have fun with it, and see what you can come up with!

Thanks for asking, and thanks for reading!

Thursday, November 15, 2007

Round Five, Battle Three

This is for Daniel's Chaos Space Marines, attacking Mike's Orks.

A WORTHY FOE

Scenario 5C: Patrol
The fallen servants of Lucius have stumbled upon a foe worth fighting: the Ork invaders of Waaaagh Macks. Let the revels begin!
Chaos Briefing Ork Briefing
Behold! Something finally worthy of killing. Call the revellers and let the play begin! Wotz diss? Warpbeekiez? Oi! Get 'em!!!
SET-UP
  1. Each player rolls a d6, with the winer choosing a long board edge or corner as his deployment zone. Units may deploy up to 12" onto the board. If at a corner, units may deploy up to halfway along each board edge. The opponent gets the opposite edge or corner, so that each starts in opposite corners, or along oposite edges.
  2. Each player rolls a d6, and the loser deploys one unit of Troops as his Patrol. the winner then deploys a unit of Troops in his own deployment zone. The rest of their forces are in Reserve. Remember Ork Infiltration effects from the small battle.
  3. Each player rolls a d6. High score chooses whether to go first or second.
white dice
Game Size Scenario Special Rules
Each side chooses a 1,500 pt army using the Standard Force Organization Chart (BGB, 78).

Random Game Length, Reserves, Victory Points.
Mission Objective
Both players must attempt to eliminate the enemy without losing too much of their own strength. The player with the highest victory points total wins the game.
Recon Report
Game Length: Six Turns. Fight this scenario on a 6' x 4' table, with at least 25% terrain coverage.
Line of Retreat:Troops fall back toward their closest deployment board edge.

Round Five, Battle Two

This battle is for Poney's Sisters' attack on Gordon's Tau.

ASSAULT ON AUN HQ

Scenario 5B: Hold At All Costs
The Xenos scum controlling this Emperor's planet have sent spies and provocateurs to the Canoness herself, to tempt her from the path. Strike the head of this serpent, and finish this sordid task.
Witch Hunters Briefing Tau Briefing
You have finally located enemy HQ. One swift stroke should end this grueling campaign once and for all. The Gue'la of the Scarlet Cranium have finally agreed to a parley. Maintain proper security, so that this needless conflict may be ended, once and for all.
SET-UP
  1. Choose and objective as close as possible to the center of the table.
  2. The Tau defender deploys any of his Troops and Heavy Support within 12" of the objective. He does not have to deploy all of these units, but must deploy at least one. The rest of his forces are in Reserve.
  3. The Sisters Attacker deploys her Infiltrators. The rest of her forces move onto the table at the beginning of turn one.
  4. The Attacker moves first.
white dice
Game Size Scenario Special Rules
Each side chooses a 1,500 pt army using the Battles Force Organization Chart (BGB, 78). The Attacker must field 1 Headquarters, 1 Troops and 1 Heavy Suport, and may also field 1 Headquarters, 3 Elites, 5 Troops, 3 Fast Attack, and 2 Heavy Support. The Defender must field 1 Headquarters and 2 Troops, and may also field 2 Elites, 4 Troops, 1 Fast Attack, and 3 Heavy Support.

Infiltrate, Deep Strike, Random Game Length, Reserves. Sisters are down 3 Faith Points due to loss of Battle 4C.
Mission Objective
The player that controls the objective at the end of the game wins the battle. To control the objective, you must have the closest scoring unit to the objective at the end of the game.
Recon Report
Game Length: Six Turns. Fight this scenario on a 6' x 4' table, with plenty of Cities of Death ruins. Select a suitable ruin to represent Aun HQ.
Line of Retreat:Troops fall back toward their deployment board edge.

Round Five, Battle One

This mission is for Aaron's Marines, attacking Marcellus' Marines.

RIGHTS OF PRIORITY

Scenario 5A: Take and Hold
Two of the three chapters of Marines to make landfall on Dalyth Prime have retained purity, and the great assault on Gel'Bryn, prime urban stronghold of the Tau, will be breaking soon. Who shall lead the assault?
Marines Briefing Starhammers Briefing
Loyal Battlebrothers they may be; the right of priority is yours. Let them know it. Space Marines are all servants of the Emperor, yet not all know the disciplne and sacrifice of the Grand Satrap. Teach them respect.
SET-UP
  1. Each player rolls a d6, high roll picking a long talbe edge on which to deploy. Low roll gets the opposite edge.
  2. Starting with the high roll, players take turns deploying units in this order: Heavy Support, Troops, Elites, Headquarters, Fast Attack. No unit may deploy more than 12" from its own long table edge.
  3. Each roll a d6. High roll chooses whether to go first or second.
white dice
Game Size Scenario Special Rules
Each side chooses a 1,500 pt army using the Standard Force Organization Chart (BGB, 78).

Infiltrate, Deep Strike, Dusk & Dawn, Victory Points.
Mission Objective: Field of Battle
The center of the battlefield must be secured. You score Victory Points as normal for destroying or decimating enemy units. In addition, you score VP equal to the points value of each scoring unit entirely within 12" of the centerpoint at the end of the game.
Recon Report
Game Length: Six Turns. REMEMBER TO ROLL FOR DUSK & DAWN! Fight this scenario on a 6' x 4' table, with at least 25% terrain coverage.
Line of Retreat:Troops fall back toward their deployment board edge.

Friday, November 2, 2007

Round Four, Battle Three

This battle is for Poney and Aaron.

NO WITNESSES!

Scenario 4C: Cleanse
With the stain of Chaos spattered across the fabric of the crusade, the Sisters of the Crimson Skull must ensure that the remaining Marine chapter is pure.
Sisters Briefing Marines Briefing
This is the last of the Marines to be examined. All who fall short of the Emperor's strictures must be purged. Sudden fire from Imperial troops? Clear treachery, and it must be suppressed once and for all.
SET-UP
  1. Divide the board into four quarters. Each roll a d6, high roll picking a quarter in which to deploy. Low roll gets the opposite quarter.
  2. Starting with the low roll, players take turns deploying units in this order: Heavy Support, Troops, Elites, Headquarters, Fast Attack. No unit may deploy within 18" of the enemy, nor within 6" of table center at the start of the game.
  3. Each roll a d6. High roll chooses whether to go first or second.
white dice
Game Size Scenario Special Rules
Each side chooses a 1,500 pt army using the Standard Force Organization Chart (BGB, 78).

Infiltrate, Deep Strike, Dusk & Dawn, Victory Points.
Mission Objective: Table quarters
Both forces seek to clear the enemy from the area. To control a table quarter, there must be NO enemy scoring units, and at least one scoring unit of your own in that quarter. A unit can only occupy a single quarter. If it straddles the line, roll randomly to see which quarter it occupies. Your own deployment quarter is worth no Victory Points. The enemy deployment quarter is worth 750 VP. Each neutral quarter is worth 375 VP. In addition, damaged enemy units are worth normal VP.
Recon Report
Game Length: Six Turns. REMEMBER TO ROLL FOR DUSK & DAWN! Fight this scenario on a 6' x 4' table, with at least 25% terrain coverage.
Line of Retreat:Troops fall back toward the nearest board edge within their deployment quarter.

Round Four, Battle Two

This mission is for Mike's Orks and Gordon's Tau.

CONTAINMENT

Scenario 4B: Breakout
With Imperials putting ever mounting pressure on the Tau forces, the defenders of Dalyth Prime must turn their attention to a new enemy.
Tau Briefing Ork Briefing
A new enemy has joined the invasion. It must be contained and put down quickly, or Dalyth will be overwhelmed. Oi!!! Deez ain't beekiez and dey ain't panzees, neiver! But dem flittycars iz tryin' to hem in da boyz fer da kill. GET 'EM!!!
SET-UP
  1. Number the short board edges 1 and 2. The Tau player must split his force into two parts, one for each short board edge. Each force must contain whole units. Number these forces 1 and 2 to match the board edges. Elites need not be allocated to an edge.
  2. The Ork forces deploy in the deployment center, 6" in from the long edges, and 12" wide along the center (see map, BGB 213).
  3. The Tau player deploys his units. They may not be within 18" of an enemy unit, and must be closer to their allocated short edge than to the other short edge.
  4. The Tau player now places his Elites anywhere on the board not within 18" of an Ork unit.
  5. Roll a d6. On a 1, the Tau go first; on a 2+, the Orks go first.
white dice
Game Size Scenario Special Rules
Each side chooses a 1,500 pt army using the Breakthrough Chart (BGB, 192). Tau Defenders must field 2 TR, and may field 1 HQ, 2 EL, 4TR, 1 FA, 2 HS. Ork Attackers must field 1EL, 1TR, and may also field 2 HQ, 1 EL, 4 TR, 3 FA, and 3 HS.

No Special Rules.
Mission Objective: Escape!
The Ork attacker must get as many units off the board as he can. If he manages to get at least half of the units in his force off either short board edge, or up to 12" along the long talbe edges from each corner, he wins. A unit with any survivors or a damaged vehicle still counts toward this. If the attacker does not win, the defender wins.
Recon Report
Game Length: Six Turns Fight this scenario on a 6' x 4' table, with at least 25% terrain coverage.
Line of Retreat: Tau Troops fall back normally. Ork units fall back toward the center. Once they reach board center they regroup automatically regardless of any considerations (numbers, proximity, etc), as the situation is that desperate.

Round Four, Battle One

This mission is for Marcellus and Daniel.

RUNNING LOW!

Scenario 4A: Secure and Control
With Imperial reinforcements and resupply more promise than reality, the Starhammers and the Fallen Marines find themselves battling over dwindling supplies.
Astromalleus Briefing Chaos Briefing
To have to scrounge for the last few crates of ammo is bad enough. To have to fight for them is intolerable. Ah, a few remaining crates of ammunition and equipment! And damned if the Loyalists don't show up right on cue to steal them!
SET-UP
  1. Place Loot counters on the battelfield, as described in the mission objective below.
  2. Roll a d6, with high roll choosing a long table edge for deployment.
  3. Starting with the high roller, players take turns deploying units, in this order: Heavy, Troops, Elite, HQ, Fast Attack. No unit may deploy more than 12" from the player's long table edge.
  4. Each player rolls a d6. High roller may choose to go first or second.
white dice
Game Size Scenario Special Rules
Each side chooses a 1,500 pt army using the Standard Force Organisation Chart.

Infiltrate, Deep Strike, Dusk and Dawn, Victory Points.
Mission Objective: Loot!
Using D3+2 Loot counters, each player alternates placing a loot counter until they are all on the table. Roll off for first placement. Counters may not be in impassable terrain, nor within 12" of a table edge, nor of another counter. At game end, you control a counter if you have at least one scoring unit, and no enemy scoring units, within 6" of it. Each Loot counter is worth (1500 divided by the number of couters) Victory Points.
Recon Report
Game Length: Six Turns Fight this scenario on a 6' x 4' table, with at least 25% terrain coverage.
Line of Retreat: Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal Fall Back rules.

Thursday, October 18, 2007

Round Three, Battle Three

This one is for Aaron's Marines and Mike's Orks. A simple game of "plant the flag"...

FUN IN THE CITY

Scenario 3C: Firesweep (Cities of Death)
Having run the gauntlet of missile barrages along the MagLev corridor leading to Gel'Bryn, the Marines find an unexpected foe waiting for them in the ruins.
Marines Briefing Witch Hunters Briefing
These Xenos scum should be as easily put down as the last. Honor the Emperor and purge this world of its filth. Zog it all, no sooner duz ya find new digs dan dem zoggin beekiez show up to help yaz celebrate all proppa like! WAAAGH!
SET-UP
  1. Divide the table into four quarters. The high roll chooses one quarter as Deployment Zone, with the opposite quarter going to the opponent.
  2. Declare the use of Cityighting strategems, as per Cities of Death rules.
  3. Starting with the low roller, players take turns deploying units, in the following order: Troops, Heavy, Elite, HQ, Fast Attack. No unit may deploy within 12" of the table center nor 18" of an enemy model.
  4. Each player rolls a d6. High roller may choose to go first or second.
white dice
Game Size Scenario Special Rules
Each side chooses a 1,500 pt army using the Standard Force Organisation Chart.

Cityfight Strategems (Marines may use a bonus Demolition strategem if they won KT 2C), Dusk and Dawn, Random Game Length (if Omega).
Mission Objective: Plant the Flag
Both forces seek to clear the enemy from this sector, by occupying city ruinis. When they occupy a ruin, they plant their flag in it, and may move off to plant it likewise in other ruins. The flag remains until an Enemy Scoring Unit occupies the ruin, planting their own flag. At the end of the game, the player with the most flags planted wins.
Recon Report
Game Length: Six Turns (Variable, if Omega) Fight this scenario on a 4' x 4' table at Gamma level, 6' x 4' for Omega.
Line of Retreat: Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal Fall Back rules.

Round Three, Battle Two

This one is for Gordon's Tau and Daniel's Chaos Marines, and should make for a nice brutal slugfest.

CITY OF KROOT

Scenario 3B: Maximum Attrition (Cities of Death)
The Fallen Marines, having escaped exposure by the Ordo Hereticus, make their way into the Tau ruins, the better to avoid further scrutiny. There, they find Tau forces already lying in wait...
Chaos Briefing Tau Briefing
Your forces have detected more movement in the ruins, likely simply more of the barbaric Kroot. Their slaughter will nicely cover your tracks as you settle into a new lair. More of the invaders are making their way into the ruins. Make them pay in blood for the devastation they have brought with them.
SET-UP
  1. Divide the table into four quarters. The high roll chooses one quarter as Deployment Zone, with the opposite quarter going to the opponent.
  2. Declare the use of Cityighting strategems, as per Cities of Death rules.
  3. Starting with the low roller, players take turns deploying units, in the following order: Troops, Heavy, Elite, HQ, Fast Attack. No unit may deploy within 12" of the table center nor 18" of an enemy model.
  4. Each player rolls a d6. High roller may choose to go first or second.
white dice
Game Size Scenario Special Rules
Each side chooses a 1,500 pt army using the Standard Force Organisation Chart. The Tau force must include at least one unit of Kroot; more is ideal.

Cityfight Strategems (note that Chaos is eligible to use the Sewer Rats strategem), Dusk & Dawn, Victory Points, Random Game Length (if Omega).
Mission Objective: Annihilation
This scenario uses victory points. Note that each player gets VP for any surviving scoring units on his own side.
Recon Report
Game Length: Six Turns (Variable, if Omega) Fight this scenario on a 4' x 4' table at the Gamma level, 6' x 4' for Omega.
Line of Retreat: Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal Fall Back rules.

Round Three, Battle One

The following scenario is for Marcellus's Marines and Poney's Witch Hunters! It uses the Cities of Death Rules (the scenario is on page 44 of that book), and as an added level of difficulty, it is a Night Fight.

MISTAKEN IDENTITY

Scenario 3A: Urban Night Assault (Cities of Death)
The Astromalleus Space Marines, detecing movement in the ruins of a Tau city, open fire. The Sisters of the Red Skull, eager to erase the stain of Chaos from Dalyth, return fire mistakenly, or accidentally, or gladly...
Marines Briefing Witch Hunters Briefing
Your forces have detected movement in the ruins, centered on a single enemy stronghold. You must take this stronghold, and learn what you can of the enemy's plans. Attack by the Astromalleus confirms your suspicions of their purity. Seize their headquarters to learn how deeply the rot has spread before they can destroy the evidence!
SET-UP
  1. Divide the table into four quarters. The high roll chooses one quarter as Deployment Zone, with the opposite quarter going to the opponent.
  2. Declare the use of Cityighting strategems, as per Cities of Death rules.
  3. The High Roller from step one names a single ruin outside the enemy deployment zone as his defended building.
  4. The Low roller likewise names a defended building outisde of the enemy deployment zone.
  5. Starting wiht the low roller, players take turns deploying units, in the following order: Troops, Heavy, Elite, HQ, Fast Attack. No unit may deploy within 12" of the table center nor 18" of an enemy model.
  6. Each player rolls a d6. High roller may choose to go first or second.
white dice
Game Size Scenario Special Rules
Each side chooses a 1,500 pt army using the Standard Force Organisation Chart.

Cityfight Strategems (note: each player receives a bonus Comm Center), Night Fighting, Random Game Length (if Omega).
Mission Objective
Both players must attempt to get units into the enemy's defended building. At the end of the game, the player occupying the enemy's defended building is the winner. If both or neither succeed, the game is a draw.
Recon Report
Game Length: Six Turns (Variable, if Omega) Fight this scenario at the Gamma level on a 4' x 4' table with 4-6 ruins, or at the Omega level on a 4' x 6' table with even more.
Line of Retreat: Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal Fall Back rules.

Sunday, October 7, 2007

Round Two, Small Battles

Here are the Kill-Team missions for Round Two, which are optional and may be replayed as many times as both players agree.

1. Poney's Sisters carry out an Escape mission on Marcellus' Marine Brutes in a ruined Cityscape. Results: One Sisters win, One Marines win. Effects: Each player gets Comm Center as a bonus strategem in Battle 3A.

2. Daniel's Chaos Marines attempt Reconnaissance of the ruins of a Tau cityscape before invasion commences. Results: Chaos Recon successful. Effects: Sewer Rats Strategem may be used by Chaos.

3. Aaron's Marines are assigned to Sabotage a building within Mike's Ork infested ruins. Results: (not played yet). Effects: Marines get a bonus Demolitions strategem if they win.

Thursday, October 4, 2007

Round Two, Battle Three

This Battle is a Raid, "Terminate the daemonvessel," from Codex: Daemon Hunters, page 55. It is fought with Poney's Witch Hunters attacking Daniel's Chaos Marines with no special additions, but should be studied carefully, as this scenario is not in the big green book.

AN OUNCE OF PREVENTION

Scenario 2C: Terminate the Daemonvessel
Armed with evidence of daemonic pollution within the fallen chapter, the Sisters must amputate and cauterize this one infected limb before it can threaten the whole body.
Witch Hunters Briefing Chaos Briefing
Within their charismatic leader lurks the foul filth of the daemon. Expose him before his followers for what he is, and destroy him. These meddlers of the Inquisition have stumbled upon a dangerous secret. Let their secret die with them.
SET-UP
  1. The defender may set up fortifications to represent the daemonvessel's stronghold, OR his Troops choices may gain the Sustained Attack special rule.
  2. These defending units, the daemon's personal guard, may set up on the table more than 18" from any edge: 1 Elite, 1 Heavy Support, and 2 Troops. All remaining defenders are in Reserve.
  3. Attacking Infiltrators may set up in cover up to 18" from any edge and more than 18" from an enemy model. Defending Infiltrators can then move up to 6" (their mojo warns them something is up).
  4. The attacking forces move on from one table edge, which the attacker chooses immediately before the first turn. Attacking units entering via Deep Strike are held in Reserve.
  5. The defender's highest points cost character is the Daemonvessel. The Greater Daemon costs no points, but the possession rules and Greater Daemon random profile on C:DH 50 are used. Possession rolls start once the Daemonvessel has suffered at least one wound. The Daemonvessel sets up anywhere more than 18" from any edge. If alone, he deploys at the start of defender's turn 1. If accompanied by a Bodyguard, etc., and/or mounted in a transport vehicle, it deploys right after the attackers complete their movement in turn 1 (i.e., before their shooting phase).
  6. Attackers get the first turn.
white dice
Game Size Scenario Special Rules
This is a Raid mission, 1,500 points per side. Attackers must field 1 HQ, 1 EL, and may add 1 HQ, 2 EL, 5 Troop, 3 FA, and/or 1 HS. The defender must field 2 TR (in addition to 1 character), and may add 1 HQ, 1 EL, 4 TR, 1 FA, and/or 2 HS.

Deep Strike, Infiltrate, Reserves, and either Fortifications or Sustained Attack.
Mission Objective: The Secret
The clash between the Witch Hunters and the Daemonvessel is paramount. If the Daemonhost is at least wounded, possession achieved, and the Daemon destroyed, the Hunters win. If the Daemon can destroy the enemy HQ without possession occurring, then the Daemon triumphs. There's a table on C:DH 55 that I'll show you, but those are the main parameters.
Reserves: Defending reserves enter play from the edge from which the attackers did not enter. Recon Report
Game Length: Six Turns Fight this scenario on a 6' x 4' table. The table should include at least 25% terrain.
Line of Retreat: Troops fall back towards the edge by which they entered, using the normal Fall Back rules.

Round Two, Battle Two

This is an Ambush Raid mission, with one change: the defender sets up 6" farther back than usual. It is fought between Gordon's Tau Empire (attackers) and Aaron's Marines (defenders).

Round Two, Battle One

This summary will follow. It's a Standard Secure and Control Mission with no surprises. Mike is attacking, Marcellus defending.

FAT LEWT!!!

Scenario 2A: Secure and Control
Fresh from their bewildering encounter with the Sisters, Waaagh Macks is sure something big is in the offing. Now, to grab some guns and get to the big scrum before the fun's all over with!
Ork Briefing Marine Briefing
Oi! Deez 'ere Beekiez got lotza dakka in dem crates and such. Grab all yaz can, an' zog off back to da 'ulk before da Funder'awks gitz 'ere! Orkoid marauders have made an incursion at a vital supply depot. Put down this momentary distraction so that your holy Crusade in the Damocles Sector may be resupplied on schedule.
SET-UP
  1. Place Loot Counters on the battlefield as described in the Mission Objective below.
  2. Players roll off, with the winner choosing long table edge for his deployment zone. His opponent gets the opposite long edge.
  3. Starting with the player that scored highest, players take tuns deploying a unit at a time in the following order: Heavy Support, Troops, Elites, Headquarters, and Fast Attack. No unit may be deployed more than 12" from their long table edge.
  4. Each player rolls a D6. High score may choose whether to go first or second.
white dice
Game Size Scenario Special Rules
Each side may choose a 1,500 pt army using the Standard Force Organisation Chart.

Infiltrate, Deep Strike, Dusk & Dawn, Victory Points.
Mission Objective: Loot
The items to be secured are represented by a total of D3+2 Loot Counters. Each player alternates placing a loot counter until they are all on the table. Counters may not be placed in impassable terrain, nor within 12" of a table edge or another counter.
At the end of the game you control a loot counter if there is at least one of your scoring units, and no enemy scoring unit, within 6" of it.
As this is a Gamma mission, each Loot counter is worth (1500 divided by the number of counters) Victory Points.
Reserves: When available, reserves move on from the board edge of the player's deployment zone. Recon Report
Game Length: Six Turns Fight this scenario on a 6' x 4' table, with at least 25% terrain. Much of this should ideally be vehicular wreckage, as the Orks have blown up a few vehicles (even their own!) on their way to the raid.
Line of Retreat: Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal Fall Back rules.

Tuesday, October 2, 2007

First Round, Small Battles.

These are three Kill-Team missions, which can be replayed or repeated if both players agree.

1. Aaron's Marines attacking Gordon's Tau in a Sabotage mission, to destroy missile platforms that are bombarding the Marine advance along the Hub-Gel'Bryn corridor. Results: One Loss. Effect: Marines start 6" back in the Ambush scenario for Battle 2B. Difficulty Note: this was played using Kroot as the Tau Brutes, making them lower Initiative with no armor save, but they are A2, and their ability (Fieldcraft) is potent in a forest scenario, rather than the Drones' ability (pinning weapons), which is completely impotent against a Kill Team (since they are Fearless).

2. Poney's Witch Hunters executing a Hit & Run against Daniel's Chaos Marines, to get solid evidence of a Daemonvessel on Dalyth Prime. Results: One Loss, One Win. Effect: points values equal in the Terminate the Daemonvessel scenario for Battle 2C. Difficulty Note: new Codex Chaos Marines are much tougher as Brutes than they used to be, having bolter, bolt pistol and CCW, and thus A2, A3 on the charge with the already powerful Marine statline.

3. Mike's Orks Attack Marcellus' Marines in a Sabotage mission, to blow up cargo carriers, making it easier to grab loot and run. Results: Not Played Yet. Effects: No Effect on the Secure and Control scenario for Battle 2A.