7.24.2011

Hero Quest Revived!



Thursday we gathered to game. Instead of Shadowrun we needed a different avenue to satisfy our gaming needs. In that time of uncertainty, I pulled from the shelves Hero Quest. It saved the night!


What can I say about this game? It came out back in 1990, I was around ten or eleven years old when I got my copy. How did I end up getting it? Not sure, my parents purchased it for me for Christmas on a whim or because they felt I would enjoy it. I did like board games and I use to really enjoy playing Advanced Dungeons and Dragons on our Intellivision. Whatever the reason, I still should thank them today for buying it.


The game is basically Dungeons and Dragons lite. One person keeps in hand the map of the level and all key information and runs Zargon's Forces (the bad guys), and 1 to 4 people play the characters shown above. There are special dice made for the attack rolls, all characters stats are completed and shown on cards. There are magic cards split between the heros. It was a blast. I believe I enjoy it more now than I did when I was young and foolhardy. One thing I had back then that I keep to this day, is my ridiculous, and obsessive, need to account for every piece of my games. I scrutinize the floor to make sure nothing is lost. I panic if someone mishandles my game pieces. I don't panic openly, this might take away from the fun, but if something is happening that borders on breaking or ruining a game piece I'm all over it.


Hero Quest on Thursday saw me as the Dungeon Master and four of my D&D/Shadowrun friends as the heros. The first level specifically talks about teamwork to survive, team work, working together, etc. I was surprised how much it mentioned it. Much to my pleasure the guys/gals threw caution to the wind and started romping around the dungeon solo. Opening all the doors they could! Before I knew it, I had 3 orcs, a chaos warrior, the gargoyle, 2 zombies, and one mummy chasing the heros back to the stairs. At this point the Barbarian, Ulric, was dead and I was debating to allow his twin, Alric, make a showing.


Once the threat was handled sufficiently, the group set off again. Just the barbarian going out on his down, to die again. Olric made his way into the Dungeon next, who knew Ulric was one of triplets? The Elf died, but I allowed Alric to thump him back to life at 2 HP and suffer the loss of one mental point because of the head bashing Alric used to awaken him. There were other rule bendings and eventually they succeeded in making it out of the dungeon.


The second quest saw my monsters bowled over by an efficient team of heros and terrible rolling on my part. Maybe we'll get to do quest three sometime. According to this magic 8-ball, "My signs point to yes".

7.09.2011

Dark Eldar Raiders Ravaged

Elated over a new bolter? Happy for sending more xeno filth to the Emperor for righteous judgment? Or barely contained joy over a fresh shipment of Imperium standard bar chocolate and much needed feminine hosiery requisitions finally made it to your deep space outpost.... You be the judge. (the photo was retrieved from DeviantArt user Luthernial, credit goes to him on a pretty sweet drawing)


Whatever the result of her smile, my Sisters of the Burning Blade succeeded in their second preparatory NOVA Open battle. This was against my friends Dark Eldar host consisting of 3 ravagers, one raider with haemocculi with wyches, and several venom craft, some with elites, others with 5 man troops and blasters. My sisters owe much of the battle to the steadfastness of their inducted guard allies, especially the durability of the chimeras. The chimera's were heavily targeted by my DE opponent. This was probable because of the threat the vehicles posed with multi-lasers and autocannon occupants, or the guard squads inside would make easy kill points once extricated from their armored carriers, or he just so happened to mass on the side where the chimera's were located. I think it was the latter.


My celestian unit, in addition to their immolater transport, were the first target eradicated. It took a large amount of dedicated shooting but they did fall to the first shooting phase. Exorcist# 1 bought the Imperial Hydroponics plot first turn, as well as my platoon command squad chimera and two troopers. A trio of foolhardy DE bikers thought the remaining guardsmen would be easy prey, this would end up not being the case.


The first Dark Eldar turn put out a lot of shooting and was fairly successful in that it gave my opponent 4 kill points. I was questioning my deployment heavily since my force was separated. It appeared the right flank, where he placed all his units, might buckle swiftly the next turn before my flanking units could intervene. The next shooting phase would not go as well for the DE.


His shooting effectively hit, but often could not reach glancing or penetrating levels, or failed do wreck or destroy the vehicle targeted. Scourges came in but I knew I could snatch quick kill points with one or two well placed flamers. My firing was slowly plucking away the 11 and 10 open topped DE vehicles. While his force inched slowly toward my chimera's that continued to weather his fire. By turn 4 my other units were engaging the flank of his forces, which never turned from the chimera's to face the approaching threat.


The game ended at 17 kill points to 9-10 kp for the DE. Again the early turns, like my battle against the IG, proved to be painful. Steady progress was made through the game which brought a final victory. I know the above post was not a very descriptive battle report but I just wanted to put out significant points I noticed from the battle.


What I learned

-heavy fire designed to cause armor saves will eradicate squads with enough DE shooting .

+ power armor of sisters forces much more shooting to kill entire units.

-Inquisitor Squad with 2 plasma rifle vets managed to eliminate a ravager and proved mildly effective in a game without negating psychic powers.

-Hitting armor and penetrating armor is just half of the game, that dreaded damage roll can confound everything if you continue to get 1's or 2's

-Don't forget faith points for killed units

-Don't forget Chimera's do not come with extra armor like Sister Rhinos

-Platoon Command Squad counts as a Troop for claiming objectives and such

-Chimera's massed in an area may provide an attractive target for the enemy


That is it for now.

7.02.2011

My Sisters Schedule a Dark Eldar Date-night



August is quickly approaching and the time to tune my army for the NOVA Open is dwindling. I managed to finally compose a list that I am 90% comfortable with. I played one game against my long time friend and opponent General with the list. It was a tough game, came down to the end, to one leadership roll that chased his unit off his objective. That roll combined with the rolls that failed to kill my unit on my objective. The victory was slight, but the most I got from this battle was that my army weathered a ton of Imperial Guard fire and was still around.






Now my Sisters have set a date to battle my friends Dark Eldar list. I've seen his army and know I'll be walking into a game of withering fire and facing vehicles that will limit my own army's ability to range them. It will be interesting to see how the new DE army will fight. I can recall several games with my brothers Dark Eldar, who decimated many opponents at the GW Battle Bunker. Those games often saw my sisters on the better end, but times have changed, and so have army books.





I think I prefer to stare down Dark Lances before Heat Lances. I feel much better when someone tries to penetrate on S8 with 1 die, as opposed to S6 on 2 dice. Two dice are much more forgiving than one. I am curious how much shooting he will have and if it will be enough to handle all the vehicles and the armor. Where the guard have large blast templates combined with high strength, I am not sure the Dark Eldar have the same capabilities. I predict more direct fire weapons and a better chance for a larger amount of troops to survive. The DE will bring more combat ready troops and a threat of eliminating my guard, and even sisters in Hand to hand.



I need to take in games at the local hobby store "Your Hobby Place" and get some battles in against the new Grey Knights, Blood Angels, and Space Wolves. All marine armies with new lists and powerful capabilities. I need to read the rules and get down to specifics. What happens to skimmers that turbo boost if they get immobilized? When do you roll for leadership tests? If you are pinned does that overrule a leadership test to flee? Lots of rules taken for granted in friendly games, but facing down a tournament setting it pays to know in advance.


What else needs to be done?

-buy another Exorcist

-Put together Autocannon crews

-Build two more Chimeras

-Work on painting the entire army

-Design a board to carry the army

-Prepare another list incase the Sisters of Battle rules change before August 1st!!! I already know I'll just throw as many sisters in as possible.

Maybe I can get some completed tonight? Asking too much?