We’re running a miniature league right now. Basically, each session is a single ITS mission, we escalate the points a little each time, and at the end of the sessions we score it like a tournament. It just takes us three months is all, grin. So far it seems like a good option for us, providing the time to get in proper matches while fitting into our Sunday evening availability.
Our most recent Infinity night saw us playing out session 2 of 3, and the ITS scenario assigned to the evening was Rescue. Group consensus? Once was plenty, let’s never play Rescue again.
Rescue felt like one of those overly complicated ITS scenarios where you keep losing track of what you’re supposed to do. Not as fiddly ss some, but still a lot of extra stuff to keep track of. We had two games running (only 4 of us that night), and we finished with scores of 0-0 and 6-0. Almost nobody was able to get effectively through the massive difficult-terrain exclusion zone.
I had the 6pts, and even that pretty much hinged on the fact that I brought Uxia with me and managed to drop her into Pan-O’s dead zone, halving the distance she’d need to travel. If she’d failed her deployment, I’d have done significantly worse.
I was out sick for week 4,but back in action for week 5, up against an unofficial wood elves list. As one might guess, my dwarves had a rough go of it. I think I could have done better with the benefit of hindsight, but winning this one would have been a long shot any day of the week.
I deployed in two melee groups (plus a couple of thunderers up high in a central third area with good sightlines), but this was a straight skirmish with no loot, so I’d have been better off bulking all the melee into one clump. I could have focused my limited strengths a lot better.
Eventually I was spread really thin with terrible lines on everybody (too close as the crow flies to run, but too far by usable routes to close the gap). Especially at dwarf speed. I will certainly be hoping to avoid elves during the final few sessions.
Nonetheless, had a lot of fun, and it was my first time playing this particular player; it was nice to finally face off after chatting so many times. I did well of my Wyrdstone rolls, too, so I’m still doing pretty well overall. I think the wood elves are winning, but I’m surprisingly close behind the leaders for somebody that’s almost exclusively lost. Grin.
This weekend the Tall Order faced off against some Beastmen Raiders, and it could have gone better. It started well, but was a pretty weird confrontation. They had no ranged attacks but huge charge ranges. I got a few shots in early, but forgot my noble’s BS5 and then had some trouble in close combat. Before long my noble, pit fighter, dog, and the beardlings were all either out or down. A lot more down than out when my turn started, so I opted to retreat.
After my disappointing retreat (I usually push things far beyond any reasonable point), we crunched the numbers and levelled our warbands. It came to our attention that the Beastmen Raiders were almost double my own rating, which made me feel a bit better. Hayl Stormcannon, my engineer, got Eagle Eyes so he should be more effective at shooting in the future, and Shank (my lone surviving Clansman) became a Hero.
Herring, one of my two beardlings, was killed.
Took my Dwarf Treasure Hunters out for another spin last night, and the dice were on *my* side this time around. Faced off against some Middenheimers in a Wyrdstone Hunt and had much better luck, although there’s no ignoring that 3″ movement. The combats certainly went better this time (a lot of whiffing for both of us, but I was able to land a few at least). I grabbed a couple of the closest Wyrdstone shards, but couldn’t beat the Middenheimers to anything in the middle. I caught a couple of them in combat near the middle, but they’d already spirited the Wyrdstone away.
I didn’t lose anybody this time, which made a tremendous difference in the final Wyrdstone search, so I should be able to hire an extra dwarf or two. I still need to flip through the rules again and get a better feel for the various spending options. Until then!
A year or so ago, I wrote about playing Gorkamorka. It went well, and I ended up winning a very awesome Mordheim warband as a prize. Last year, try as I might, I was unable to make it out to the Mordheim portion of the Wayback, but this year is already better! The first session was Saturday, and I was there with bells on, for two full games; a Skirmish with J’s Sisters of Sigmar and a Wyrdstone Hunt with D’s Cult of the Possessed. And you know what I’ve learned so far?
Dwarves are *hard*. As I may have written about previously, my one-time regular gaming group and I tried Mordheim on our own a few years back, and I fielded Skaven since that’s what I play in Fantasy (so I have lots of minis already). They were faster than most factions… Dwarf Treasure Hunters are not fast. They are super slow. A full run only nets 6 inches, which means it’s hard to get to the Wyrdstone, it’s almost impossible to effectively set up charges, and I can’t outrun *anything*.
Also, my dice *hated* me, so maybe I have a skewed sense of the difficulty involved. I’m looking forward to next time, but after 2 full games I’m in no better shape than I started (although a little more experienced). The game against the Possessed was particularly rough. I was down a Slayer (healing from a Deep Wound received during my first battle) so I only had six Dwarfs going in. 5 got taken out, 3 died. It was a rough session. Fortunately the Engineer that *didn’t* get dropped made it out with multiple Wyrdstone markers, so I at least managed to replace the dead, more or less…
Until next time!
Fired up a Thaw of the Lich Lord campaign at Thunder Games and Gifts the last week. ‘Total Eclipse’ was a blast, with a pair of necromancers going head to head.
Guile Malmortus and his Death Defiers had barely begun their most recent foray into the frozen ruins of Felstad when Damnation Allie’s HeartTakers arrived from the north. Guile had his soldiers dig in and prepare for a fight, but Allie’s soldiers were particularly aggressive today and surged across the battered cobblestones to engage their competitors. Multiple zombie trolls burst onto the western edge of the battlefield, interfering with Guile Malmortus and his personal cohort, and while Guile managed to lead his men in vanquishing the zombie trolls, the Death-Defiers had rougher luck in their dealings with the HeartTakers, struggling against the savage onslaught. Striking terror into the hearts of her enemies, an infantryman named Ursa led the bloody charge, cleaving both air and foe alike with her deadly axe and advancing so quickly that only the hounds could keep up.
By the time the total eclipse occurred, the battle was largely over, with the HeartTakers grabbing anything that looked to be of value and the Death Defiers hauling their wounded from the scene of the confrontation. Spike was the only member of the HeartTakers (one of two warhounds) knocked down during the fight, and he fully recovered. The Death Defiers recovered their luck, and all 8 injured parties made full recoveries! They truly earned their name on this day!
Battle on the River is next, and is scheduled for Thursday November 24th!
We played Hunger Games last weekend. There were four of us, 2 Nomads, a Haqqislam, and my Ariadna . One of the Nomads is pretty new to the game, and Hunger Games made a nice light introduction for him, since he only needed a few miniatures put together for it. I brought Van Zant, an SAS, and a volunteer; the volunteer was the only model that wasn’t new to me.
I won, but that was as much luck as anything else. I fielded the SAS poorly and he wound up facing off against Trevor’s Nomad sniper before my turn even rolled around. With a chain rifle and an assault pistol, he didn’t last long. I also lost the volunteer during the first round, but she took out 2/3 of Tyler’s Nomad force with her light grenade launcher before getting shot, so I’m calling that a win. It was a very quick and violent game, and by the time Van Zant arrived in turn two there were only a couple of soldiers left and everybody was charging around whooped up on their metachemistry rolls.
The other thing I’ve done hobby-wise is put together a desperado.
Lots of pinning, of course . Most of the major bike parts, plus a few in the desperado himself, and one linking the two together . That one’s not fully glued yet; I’m thinking I’ll paint first and then combine them afterward (there are a *lot* of contact points between the rider and the bike and I feel like painting them afterward would be a nightmare).