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Don't worry, I should have something relatively soon!  It was a fun time!  For the two of us it was a first game in a looooong time, and I believe our first playing ZM.  But it was a huge learning experience, and I am sure we both learned a lot and missed a lot!

So, we decided no Sevatar, so I changed the HQ and adjusted a few things in a squad.

 

 

Night Lords:

Centurion

-Master-Crafted Chainglaive, Artificer Armor, Trophies of Judgement, Plasma Pistol, Refractor Shield and Melta Bomb

 

Tactical Squad x 15

-Apothecary: Augury Scanner, Artificer Armor

-Additional CCW, Legion Vexilla

-Sergeant: Artificer Armor, Chainglaive, Melta Bomb

 

Contemptor

-Kheres Assault Cannon, DCCW w/Plasma Blaster, Extra Armor

 

Terror Squad x 9

-Apothecary:  Augury Scanner, Artificer Armor, Volkite

-8 x Volkites

-Sergeant: Artificer Armor, Chainglaive, Melta Bomb

 

10665872_10154607437235249_3545084380720

 

 

Iron Warriors(this is from Memory, heathens can interject anytime obviously):

Centurion

-Refractor Shield, Power Maul, Artificer Armor

 

Tactical Squad x 15

-Legion Vexila and I think additional CCW

-Apothecary w/combi-flamer

-Sgt w/Combi-Plasma, Nelta Bomb

 

Veteran Tactical Squad

-2 x Power Axes, Meltagun, Heavy Flamer, 

-Sergeant w/Power Maul, Melta Bomb, Plasma Pistol

 

Dreadnought

-TLHB, DCCQ w/Heavy Flamer

 

Dreadnought

-Siege Wrecker w/Meltagun, DCCW w/Plasma Cannon

 

10665192_10154607437180249_764147736503710649935_10154607437250249_138658597595810485872_10154607437290249_286223176084310614344_10154607437430249_4224558190476

 

 

Annnnd the board:

10687219_10154607437460249_406336892327910268564_10154607437485249_2956672425133

Will get the battle report started sometime tomorrow when I have some down hours.  

Additions to my Army list, Armond: 

 

Meltagun in my Vet squad (You should remember THAT one, lol)

Minus one Maul in the Vet squad

 

Plasma Pistol on Champion

 

Melta Bomb on Tactical Sergeant (Another you should remember, tee hee)

 

The CCW on the Plasma Dread was a Siege Wrecker

 

This is off memory as well, so my apologies if I'm off....

 

@Slipstream: The Space Hulk board was INSANE to play on. 'Close quarters' doesn't even come close to describing it. I would suggest it to any one, lol.

Well, with the "Rumors"* of a Space Hulk release (or rerelease)...I might have to get a board..or two. Though I don't lack in the terminator department *glances at single display case shelf devoted to them* having more for other projects never hurts tongue.png

Looking forward to that write up!

*apply salt mine levels of salt here.

Edit: Brain Fart; someone needs to do a ZM game themed in an underwater enclosure (submarine, sea floor installation) and have it so when walls break, movement and vision(maybe even melee) are hindered because of water and the only way to stop (or spread) it is through door controls. *starts jotting down ideas for safekeeping*

I don’t know half of your legions half as well as I should like; and I like less than half of your legions half as well as they deserve. Looking forward to more glorious (goriest?) battles!

 

Edit: Brain Fart; someone needs to do a ZM game themed in an underwater enclosure (submarine, sea floor installation) and have it so when walls break, movement and vision(maybe even melee) are hindered because of water and the only way to stop (or spread) it is through door controls. *starts jotting down ideas for safekeeping*

 

Tears in the hull letting in the Void can be just as hazardous. Decompression, damaged energy coils, leaking plasma conduits... enough to fry marines if overexposed or scramble comms and helmet visual systems and sensors to make them blind enough to affect melee, etc.

Additions to my Army list, Armond: 

 

Meltagun in my Vet squad (You should remember THAT one, lol)

Minus one Maul in the Vet squad

 

Plasma Pistol on Champion

 

Melta Bomb on Tactical Sergeant (Another you should remember, tee hee)

 

The CCW on the Plasma Dread was a Siege Wrecker

 

This is off memory as well, so my apologies if I'm off....

 

@Slipstream: The Space Hulk board was INSANE to play on. 'Close quarters' doesn't even come close to describing it. I would suggest it to any one, lol.

I think a part of me wanted to forget the meltabomb and the plasma pistol...  They both did great things in this game.

 

Working on the Battle Report Right now!

Basic Rules:

-Defender and Attacker both place bulkhead doors for the sake of brevity and also we just placed them in places that made common sense and maintained a sense of balance.  

 

-Defender chooses status of the doors, I chose to have them locked.  They basically had to be destroyed via shooting or assault, the doors were AV13 and of course automatically hit.

 

-Both players started with the half the forces in reserve as per the rules, split evenly as possible.  This represents defenders coming to the aid/meeting the breaches while also representing the continued assault by the attackers. 

 

-Attacker gains the unique benefit, at least we thought it up on the fly, of specifically choosing where they come in via boarding pods/breaching pods launched and penetrating the hull.  Only discrepancy is that once the spot is chosen, a scatter dice and 2d6 are rolled to determine the actual place of location.  The unit would still count as coming in on reserves and can shoot but not assault...

 

-Defender reserves come in on a random entry/exit on the board, each one numbered 1-6.  Same rules apply, can shoot but not assault/attacks.

 

-Objectives had to be destroyed, there were five throughout.  Each objective was AV11 but had in Inv 4+.  When an objective was destroyed, the possibility of a chain reaction would present itself, the attacker would be able to roll a 1d6 and if a 6 was rolled, the next closest objective would have to try to pass an Inv save to not be destroyed in a chain reaction.  These objectives would represent places on the ship that had terminals controlling some vital systems for the ship.  If all objective were destroyed, the attackers automatically won.

 

10516887_10154607437515249_5132540142114

 

-If either side killed the entirety of the other army's forces, they would win.  

 

-If any objectives were left, the ship was still functional, but whoever had the most kill points won the game.

 

-Secondary objectives:  First Blood, Slay the Warlord

 

Deployment:

-Defender chooses on quarter of the board, Attacker rolls a 1d6, a 4+ means he gets to choose one of the remaining 3 quarters.  If the attacker does not get a 4+ then he must choose the direct opposite/diagonal quarter of the board to deploy.

 

Here is the board again, you can kind of tell how it would be divided into quarters(top right, top left, bottom right, bottom left):

 

10268564_10154607437485249_2956672425133

 

Armond won the roll for initiative, but the Iron Warriors seized the initiative!

 

heathens deployment, bottom left of the board:  Tactical Squad and Dread with the HB configuration

1937492_10154607437600249_81329405703778

 

Armond's deployment, top right:  Tactical and Centurion (I am an idiot and did not place my IC in the tactical, why you ask?  I figure he could cover enough ground from where he was for turn 1-2 and engage incoming reserves until the two linked up...  stupid...  never again!)

10628547_10154607437670249_1953115682871

 

And the overall pic so far:

10628469_10154607437775249_3145758622037

Iron Warriors Turn 1:

Not much here, the IWs moved towards the center a bit, taking down doors using Meltabombs and DCCW respectively.

10610684_10154607437835249_2130433906228

Night Lords Turn 1:

Moved towards the center to possibly engage incoming breachers. Protecting the objectives was key, but trying to run into a room with a Dread and a tactical squad in support would be foolhardy, I figure wait, and just advance to a place where interception was possible.

10268564_10154607437920249_3803022688455

Iron Warriors Turn 2:

Reserve rolls time. He rolls, and both of them get to come in. One unit(Veteran Squad) comes in top right, with no scatter, so exactly where he selected, and the other(Dreadnought with Plasma Cannon) comes in almost right next to my Tacticals... Ohs noes!

10647146_10154607437970249_2865313532068

Shooting would see two of my tacticals brought low by a plasma cannon that scattered to a far wall:

10685542_10154607438045249_7177001906813

Moving and Assaults would see an objective destroyed by a Dreadnought:

10636127_10154607438095249_7765332332501

Notice something in the below picture? Ya, I know I did. The reserve vet tactical squad shot down my lone character with meltagun, plasma pistol, and three attempted bolter shots... The plasma and melta got thru, failed invulnerable save prevented me from living. So ya, First Blood, Slay the Warlord to heathens! I also had to take a morale test for losing my Warlord, passed. Whew(had a legion vexilla, so a reroll was available anyway).

10676288_10154607438170249_6016228241890

Night Lords Turn 2:

Roll for reserves, they both are coming in, random places remember?

Contemptor right in front of a Dread, and the Terror Squad coming in from another room down the hall from where we lost out Warlord:

10628364_10154607438255249_8523596251239

Shooting saw me take a hull point off the Dread, no assault since I just came in from Reserves:

10626627_10154607438305249_2563794842618

10665775_10154607438395249_3135229407550

Turn 3 coming soon!

Ya can't use 20 man squads in ZM! tongue.png

There are no 20 man squad heres. The rules say the initial start of the unit cannot be more than 15 before ICs(Consuls, Praetors, Apothecaries, etc...) are added if I recall.

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