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40k Kill Team: Recon Raids in Port Scythia

Posted by Comrade on September 24, 2018
Posted in: Posts. Tagged: 40k, campaign, club, game night, kill team, sci-fi, skirmish. Leave a comment

Earlier this month, a few of us got together for an evening of Kill Team, the new, skirmish-sized wargame set in the Warhammer 40,000 universe.

Longtime readers will know that I absolutely adore skirmish gaming for a variety of reasons: games require a small number of figures, which allows you to really spend time making your warband look great. Also, games are usually a bit shorter than typical wargames. And skirmish games really shine in campaign play, and I was pleased to see that Kill Team appears to have a well developed campaign system contained in the core manual.

For our game, we set up a cramped urban battlefield with lots of back alleys and elevated positions, along with a few cratered open spaces (the term “killing field” came to mind). From a narrative standpoint, the game was set in Saint Scythia Starport, a major urban area on the planet of Caluphel Prime. The factions operating planetside are jockeying for control of the starport, so this game represented their stealthy maneuvers.

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I was joined by two fellow gamers for this game. Paul and John had arrived earlier in the day and managed to squeeze in a game prior to my arrival, so they were thoroughly blooded by the experience and ready to head back into the fray. Here’s the one photo from their game, showing John’s stalwart Imperial Guard mopping up Paul’s Tyranids.

genest

I brought my Night Lords to the table, and it quickly became clear that adding a third player changed up the whole game dynamic. Initiative became even more important as players tried to predict and anticipate the moves of not one, but two opposing players.

We scattered a few objective markers on the table, quickly ran through the scouting phase (which allows for some nifty pre-battle stuff like laying booby traps, advancing into cover, etc) and then got to the meat of the engagement.

My Night Lords started in some decent elevated terrain, which offered a good field of fire for Murdock Dreadmantle, the Chaos marine gunner wielding a fearsome heavy bolter.

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In the foreground you can see Vanthus, the Traitor’s Heart, who is the aspiring champion for my warband. Elsewhere, my squad advanced cautiously, sticking to the shadows and waiting until the enemy presented itself.

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And about that enemy. Paul put a something like a dozen Tyranid models on the table, seemingly more than enough to deal with my Chaos Marines and John’s Imperial Guard. Here’s a look at the chittering xenos horrors as they began deploying from their starting area.

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Gagh, talk about a target rich environment!

With the objective scattered widely around the battlefield, many small firefights quickly erupted. Here’s a look at John’s Imperial Guardsmen covering each other as they advanced toward the skulking Tyranids.

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The battlefield for Kill Team is intentionally small, which creates a tense pressure cooker type of game, where most guns can shoot the entire length of the battlefield and melee clashes are inevitable.

In our game, the three factions traded blows and shots until as the action ratcheted up. My Night Lords took the lead in victory points on a pivotal turn when Yugravian the Impacable, my mighty icon bearer, raced forward to seize an objective shortly before he was swarmed with Tyranids. Here’s a look at his final stand.

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The sniveling cultist with him was known only as The Grub. His true name mattered not, as both Yugravian and the Grub were mere morsels of biomass for the slavering Tyranid swarm…

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Despite the glorious demise of Yugravian and The Grub, the Night Lords wisely decided to retreat before their losses became insurmountable. In game terms, John and I both decided to quit the field as Paul’s Tyranids had amassed a strategic advantage and were threatening an outright bloodbath. Since we were using the campaign rules, we wanted to keep our teams intact if possible — and that meant a tactical retreat!

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So Paul secured victory, but I still wanted to share this final photo of Vanthus, the Traitor’s Heart, as a he charged the Imperial lines. Hoist your power swords and reap some trophy skulls — the Night Lords have come for you!

Afterward we discussed the game. We loved the way Kill Team players — the alternating activations added a LOT of tactical depth, and the tactics really encouraged innovative gameplay. It seemed like we never managed to carry over unspent command points from turn to turn, so a lot of the more expensive tactics were essentially out of reach for us.

We also agreed that the tabletop looked completely badass in every possible way. The terrain from the Kill Team boxed set looks nice with a basic paint job, and I was able to augment the battlefield with some items from my massive personal terrain collection. And of course, the our warbands looked fantastic, with nary an unpainted model to be seen anywhere. Only the finest quality gaming for readers of Comrade’s Wargames.

Bottom line: Kill Team is fast, fun, and eminently replayable. We’ll play this one again soon!

 

Open Combat Battle Report and Review

Posted by Comrade on September 12, 2018
Posted in: Posts. Tagged: 28mm, fantasy, game night, open combat, skirmish. 4 Comments

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Last month I managed to squeeze in a quick introductory game of Open Combat, the fantasy skirmish ruleset by former GW-er Carl Brown. My opponent was Vincent, with whom I enjoyed a game of Song of Blades & Heroes earlier this summer. We both appreciate small-to-medium-sized fantasy skirmish games, and we’d both been eager to try out Open Combat.

Longtime readers may remember that I’ve actually played Open Combat twice before — back in November 2014 and March 2015, respectively — well before Carl’s successful Kickstarter and back when the rulebook was a slightly less refined DIY production. I enjoyed the game back then and have been looking forward to playing it again one day. I’m sorry it took me 4 years to find my way back to Open Combat!

But I digress. For our game, we set up a basic battlefield in my gaming den — some ruins, some trees, some scatter terrain, all anchored by my big ol’ tree tower centerpiece. Open Combat suggests a 2×2 foot playing area, which is quite small and really forces the action early. I think the battlefield I set up was just a little bit bigger, but still roughly that size.

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For deployment, we used one of my favorite aspects of Open Combat — the “confrontation” deployment method. Rather than having both sides start on opposite table edges, “confrontation” style lets each player alternate placing figures anywhere on the board, no closer than 8″ away from each other. You end up with a highly dynamic setup for turn 1!

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I started the game with a bang, when Vath’Shuga the Cauldron of Rage (my mighty pink demon) flew up to the top of a creaky walkway and began calling down curses upon Vince’s men-at-arms.

Open Combat is fairly generic by design, and the game encourages you to use whatever mechanics and rules you’d like to model the equipment and capabilities of each individual figure. So in the case of Vath’Shuga, I wanted him to be able to issue curses to figures across the battlefield, so I gave him a ranged combat attack to represent that power. It also suits the figure itself, with that gnarly extended arm where he’s like claiming a soul or whatever. “YOU… YOU’RE MINE.” Yeah, good stuff.

Elsewhere my dark, corrupted barbarians swarmed across the board to engage Vince’s knights and peasants, while Namina, his spellcaster, kept to the rear where her long-ranged attacks would be most beneficial.

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Since the battlefield was only slightly larger than two feet square, our warbands quickly became embroiled in combat (one might even say Open Combat). Little fights and skirmishes broke out everywhere. Vince’s knights advanced resolutely – albeit slowly, as he’d only given them a movement value of 4″.

By contrast, Vath’Shuga moved 8″, which meant he was easily able to hunt down and corner Namina the wizard. Once she had been slaughtered and her bones ground to jelly, Vince wisely yielded to avoid more senseless slaughter.

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After the game we discussed the mechanics of Open Combat. Vince found the game a little more tactical and easier to grok compared to Song of Blades & Heroes. The limited list of weapons and abilities actually offered quite a bit of tactical depth. By the end of the game, Vince was already planning out how he would re-build his warband to take better advantage of the various skills and abilities and weapons.

With its minimalist approach to rules and bookkeeping, the game leaves room for all manner of narrative elements. You could easily veer headlong into RPG territory by giving each player just a couple figures with super granular stats and abilities, or you could go in the other direction and try out a mass battle with 20+ figures per side as long as you didn’t give them too many abilities or special rules.

Above all, Open Combat gave us a great excuse to grab some fantasy models and get them onto the table, fast, with a minimum of fuss. We’ll play this one again soon!

Caluphel Awakenings: The Ianthe Sub-Sector

Posted by Comrade on September 8, 2018
Posted in: Posts. Tagged: 40k, caluphel, campaign, club, narrative, warhammer. Leave a comment

Rounding out the player contributions to our Warhammer 40k narrative campaign is the Ianthe Sub-Sector from Paul (our fearless campaign gamemaster). Paul is tugging on many, many puppet strings behind the scenes in the campaign, but he also found time to contribute his own custom sub-sector. Behold, the Ianthe Sub-Sector!

Ianthe Subsector

Caluphel Awakenings: The Occulta Manticora Sub-Sector

Posted by Comrade on September 8, 2018
Posted in: Posts. Tagged: 40k, caluphel, campaign, club, narrative, warhammer. Leave a comment

Continuing with the player contributions to our homebrew narrative campaign (Caluphel Awakenings), here we have a rich tapestry of lore sent in by Alex highlighting his Occulta Manticora Sub-Sector. The region is home to his Salamanders faction, the Crusade of Fire.

He’s also provided several maps of individual star systems in the sub-sector. Be sure to click the images to view the large versions so you can read the gazetteer info that he came up with as well!

occulta manticora subsector

spatium neferus subrift

eres system

sterilis system

dracous system

Caluphel Awakenings: The Juventius Sub-Sector

Posted by Comrade on September 8, 2018
Posted in: Posts. Tagged: 40k, caluphel, campaign, club, narrative, warhammer. Leave a comment

Here is a map showing the major star systems of the Juventius Sub-Sector, home of the Juventius Free Regiment (John’s renegade [?] Imperial Guard faction in our Caluphel Awakenings campaign). Look for future game reports and mini-campaigns set in the sprawling worlds of the Juventius Sub-Sector!

juventius sub-sector

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