Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Thursday, May 29

+ inload: Corsair Gambit part III +

+ The Corsair Gambit part III + 

+ I've had a very busy and very enjoyable few days of gaming, hanging out with friends old and new. Saturday was spent with Baraqu droog @seneschal_werhner at Maximal Fire's The Corsair Gambit event for some Epic: Legions Imperialis fighting; and Sunday and Monday was with the PCRC, including a 2nd ed. 40k game. I'll froth about the latter game in another inload, so here's a very quick overview of how the Corsair Gambit played out. +

+++

+ Salamanders and Legio Maximal +

As you can see below, I did manage to get everything painted up in time (hooray), though not quite as polished as I'd have liked (boo). 

The event itself was brilliant. Two games over the course of the day was a good shout for 3,000pts. Epic: Legions is an old-school game that rewards time spent on it: the rules are too byzantine to crash through three games easily, and there's the very practical aspect of moving models from one board to another. To put this in context, at Beachhead, I had five Titans and their terminals to move between games. Here, I had upwards of a hundred, and that's with a sixth of the army taken up in a hefty Warlord Titan.

I also had the good luck to spend time with two great and gentlemanly generals, who made the gaming really enjoyable. Please excuse the lack of pict-captures – there was already a lot going on, and I wanted to focus on enjoying the games!  

First up was Grant's lovely Dark/True Mechanicum, which were supported by a Warlord and Reaver:




The mission involved capturing three objectives, one of which was removed each turn. This shot, from the Mechanicum's table side, shows the end of turn 1, I think. I'd managed to get a foothold on all three objectives, largely thanks to the manoeuverability of the Space Marines.



There was a good mix of forces at the event, with all three big forces (Marines, Guard and Mechanicum) appearing on both sides, along with a healthy sprinkling of Titans and aircraft. 3,000pts really lets the visual side of the game shine, particularly since everyone had really pulled out all the stops to make some great-looking armies.




The Warlord, Consequens Indevitatus, was downed in this game on turn 1 without firing a shot – to our mutual amusement – which gave me an uphill battle. It turned into a real back-and-forth struggle, with the speed of the marines allowing me to adapt to the changing battlefield; while Grant's ponderous Mechanicum were unable to put their (substantial!) power where they needed to be, as the objectives thinned out.

The game ended up being decided on secondary objectives, and was a narrow squeak for the loyal Salamanders. A very fun game indeed, and a great army and opponent to face.

+++

Game 2 involved the Salamanders surrounding and attempting to capture three central objectives, while the Imperial Army held them off. Commanding the traitors was @Tetsugakhan (go check out his awesome painting).


This was a bloodbath from the beginning, with huge damage done to both sides from turn 1. Solar Auxilia have a lot of tricks up their sleeves, and the sheer number of superheavy tanks and artillery was daunting to face. 


The variety in this army made it great fun to play against, with a real feel of combined arms. As with Dark Mechanicum, I'd never played against Solar Auxilia, and they were a treat to fight against. Events like this give me a great opportunity to actually play games, and so it's lovely when you get to play cool new armies against cool people on cool tables.


This shot sums up the visual appeal of Epic: Legions for me – tanks, troops, titans and aircraft all in concert. You'll be pleased to hear that Consequens Indevitatus gave a bit of a better account of himself in this game, contributing to clearing out the central bastions, and surviving everything Tetsugakhan's air wing could throw at him!

This game ended in an honorable draw owing to time, with both sides exhausted!

+++

A really enjoyable event, so thanks to Johnny and Alex from Maximal Fire for organising it, and to all the players involved. The narrative ends with Nabed-Paleae falling to the traitors... so we'll see what the future holds for the Vigilants!

Wednesday, April 23

+ inload: Bloodsong goes public +

+ Bloodsong complete + 

+ Free Adeptus Titanicus expansion with rules for Eldar Titans and Ork Gargants +

+ No time to waste? Just need the Google Drive link? +
+ Manifold access, my Princeps: [+noosphericexloadlink embedded+] +

+ Command new forces; engage new enemies! +

+++

+ Changes and updates +

... and now that everyone who just wants the free Bloodsong expansion has blithely closed this noospheric node, those that remain suckling on the datafeed can enjoy the inner secrets of the project.

Way back in 2018, shortly after the release of the new Adeptus Titanicus, I (rather fatefully) wrote:

I'll preface this by saying that these rules are only intended to tide players over until we get some official rules.

Well, seven years have passed, and not so much as a squeak from Games Workshop on any official rules for Eldar and Orks, so since 2023 I've been tinkering away on creating a full print-ready expansion for the game so xenos enthusiasts and those looking for a new Open Play challenge can get involved. 

The result is Bloodsong, which has gone through nine 'alpha' iterations, being playtested and tweaked in a small pool in various back rooms and on the + Death of a Rubricist + Facebook group (thanks for all feedback thus far!). It's now complete to the point that it's ready for more broad distribution, with everything from custom Command Terminals and Weapon Cards to instructions for how to print the 50pp booklet to the right size. Perhaps most importantly, it explains how to use the supplement with the official rules to create all-Eldar or all-Ork forces.

For anyone who's already been using the supplement, this new public version includes the following improvements:

  • Practical additions: 8 Maniple equivalents – 4 each for Eldar and Orks.
  • Extensive improvement and refinement of the Ork section, polishing it to match the Eldar. Clarification of suggested base sizes and conversion ideas for Gargants.
  • Mega Gargant rules clarifications.
  • Useability improvements: a table of contents, 'How to use this book' and development notes throughout.
  • Single page formatting (view it on Acrobat in two-page view with cover page)
  • Terminology tweaks – the Wraithtension table had started to annoy me, so it's now the Wraith Matrix table, which feels a bit more 'Eldar' to me.
+++

+ Find new enemies and allies for your Imperial and Traitor Titans for Open Play Titanicus! +

+ What's next? +

Next, I hope, is for the supplement to get more feedback from other gaming groups, which will help to tweak and adjust the points values to make for more fun and exciting games, and highlight any glaring clangers I've made.

Besides the nuts and bolts of the mechanics, my next priority is improving the look of the layout by adding some artwork and more background material: example Titan/Gargant pictures for the maniple equivalents, nicely styled in-action battle pictures, and some design flourishes to make it as professional as possible – I've been aiming to make it as user-friendly, polished and attractive as I can.

If you can help – either by supplying pictures of your own models, or suggesting artists I can ask, please do let me know in the comments, either here on the blog, or on the Facebook group – or through the Google Drive link:

+++

+ Tell me more! +

Glutton for punishment, eh? Want to know more about the process and past development? By using the [+insphere contentsieve+] at the top right of the page, you can search for Titanicus and read through all the various changes and designer's notes – here's a good start, if you fancy looking at the philosophy and process behind the project [+noosphericinloadlink embedded+].

+++

Monday, September 23

+ inload: Free weapon cards expansion for Adeptus Titanicus +

+ Archaeotech weapons for Adeptus Titanicus +

+ I've created some rules for weapons that haven't appeared in the current version of Adeptus Titanicus, but were in previous Epic games or editions. If you give them a go, I'd love to hear how you get on. +




+ A print-ready PDF version 'Archaeotech weapons v1' is available for free on the Death of a Rubricist Facebook group, under the 'Files' section. +

+++

+ Using the weapon cards +

+ For obvious reasons you shouldn't use these in Matched Play, but they should be fine for Open Play – just let the other player have first dibs! +

+ They'd also be fun to use in Narrative Play, where you might have them as reserve weapons brought out from mothballs/captured from the enemy/precious archeotech prizes from a grateful Forgefane. If you like sticking closely to the Matched Play rules even for casual games, I'd suggest that you use the following stratagem:

Experimental Warfare stratagem

ARCHAEOTECH STOCKPILE

> Play this Stratagem in the first Strategy phase of the first round //_

> You may purchase this Stratagem multiple times //_

> The player selects a Titan and replaces one of its Arm Weapons with those marked 'Archaeotech'; or one of its Carapace Weapons with one marked 'Archaeotech' //_

COST: 1

+ The file linked includes a Stratagem card with this text. +

+++

+ Designer's notes + 

+ Most of these weapons are fairly self-explanatory, and many are simply filling in gaps. It's not a complete list, and the selection is largely based on weapons that are available from third party sculptors, would be easy conversions, or simply tickled my fancy for various reasons. The Reaver- and Warlord-scale Inferno Guns, for example, are both there because Lucifer216 plays Legio Infernus (and flamerthrowers are awesome); while the Barrage Missile Launcher is included because it's on Clavigera, one of the Legio Metalica Titans I'm using as inspiration for a new Maniple+

+ The weapons fall into three categories:

+ 1: Location changes +

+ The Reaver arm weapons are simply the Warhound weapons transferred (e.g. Vulcan Mega-bolter); or the carapace version made available as an arm (e.g. Volkite Eradicator); or a halved version of the Warlord carapace weapon made available as a Reaver Arm (e.g. Turbo Laser-Destructor). These are included to allow you to recreate favourite Titans from the past. The arm-mounted Apocalypse Missile Launcher is a good example, as the three-missile support Titan was a classic option from Epic: Armageddon and earlier. These weapon stats/cost etc, are identical to those originals; which seems to be how the other official weapons available to multiple chassis work. + 


+ 2: Iterative creation +

+ Others are iterated versions of those weapons available to other Titan classes. These have all been designed conservatively, so they shouldn't displace any of the other existing weapons – they're intended as fun additions, rather than 'better'. +

+ The Inferno Cannon and Avernus-pattern Inferno Cannon are bigger versions of the Warhound Inferno Gun for the Reaver and Warlord respectively. Like the Warhound version, I suspect these are unlikely to see much use, but I hope they're fun to play with – particularly for Legio Infernus/Suturvora players! +

+ The Quake Cannon is a Reaver-scale version of the Mori Quake Cannon; the stats based on the changes between the Belicosa Volcano Cannon and Volcano Cannon. I reduced the blast size, but left the strength as-is, following the precedent of other solid-shot and laser weapons across chassis. +

+ The Ruinator Chainfist goes the other way – it's a Warlord-scale version of the Reaver Chainfist. I compared the Reaver Power Fist to the Arioch-pattern Power Claw, and then applied similar changes to the Reaver Chainfist to produce the Warlord-scale version. +

+ Finally, the Sumer-pattern Power Fist for the Warlord Titan. A very simple card to allow people to use the Vulcan mega-bolter on the back of the Arioch-pattern Titan Claw. While it never particularly bothered me (the justification that it contributes to the punching power seems fair enough), a close combat build is already unpopular on Warlords, so if this helps to encourage it a little more, that's a job well done, in my eyes! For clarity, the intention is that the Long Range stats only benefit from Rapid; not from Melee or Rending. +


+ 3: Retrohammer classics +

+ Barrage Missile Launcher – described as follows, this was a bit tricky to design, as weapons tend to be either good against shields, or good against armour. I plumped for a combination of special rules that make it either good at 'depleting void shields' (Shieldbane), or at damaging 'unshielded targets' (Rending, Ordnance). The downside to this wonder weapon (for it had to have at least one!) is that it is a 'one-shot support weapon', and is not as accurate as a standard Apocalypse Missile Launcher. +

+ source: White Dwarf 142 +

+ Kamaki-pattern Trident – almost certainly the likely inspiration for the Ursus claw, the original Trident was pure Warhammer 40k (see the original rules below), and I couldn't resist writing up some rules to allow the Reaver to take it, too. The increase in Strength makes it quite a bit scarier on the Reaver, but this is balanced against it being unlikely to be able to be used in a squadron, so the points increase is modest. +

+ source: White Dwarf 142 +

+ In addition to the Plasma Blastgun, the Reaver also gets access to the Plasma Annihilator. This is loosely based on the 'Plasma Cannon' from the original Adeptus Titanicus – a midway point between the Plasma Blastgun and Plasma Annihilator in the original AT; and intended as a midway point between the Plasma Blastgun and Sunfury Plasma Annihilator in the modern game. It is essentially the Sunfury with one fewer shot – and this is why its price is comparatively high. The name follows the pattern of similar weapons; losing the 'special' bit from the Warlord version. +

+++


 







Tuesday, August 27

+ inload: Post-event enthusiasm +

+ Gaming at The Corsair Gambit part II +

+ A company of Salamanders Predators sweep in on the attack. +

+ Last inload concerned polishing off a Legio Maximal Reaver Titan for a Legions Imperialis event run by Maximal Fire down at Entoyment in Poole. Very pleased to report that it was a lot of fun! Alex and Johnny who were running things had clearly put a lot of effort into making sure things ran smoohtly, and that was eased along by everyone being a really nice, friendly bunch of players. I'd thoroughly recommend further events down here – Entoyment is a real Aladdin's cave of gaming, and one of my few regrets was the schedule being so packed that I didn't get more chance to explore. +

+++

+ The background for this event was built on the results of the previous Corsair Gambit event earlier in the year, in which the forces of the Warmaster managed to establish a foothold on Nabed-Paleae, Forgethrone of Legio Maximal. As a Salamanders loyalist player, I was part of the taskforce sent to reclaim this critical world. +

+ I won't go into great depth about the games, but suffice to say they were all very fun, and it was a treat to come to a gaming event where everyone was so friendly. +

+ Game 1 +

+ A planetstrike against a defending Sons of Horus army. Highlights included the Kratos tanks that just would not die, the treacherous Reaver Moderatus (I missed all three of its – 2+ to hit – Volcano Cannon shots!), and an absolutely spectacular Sons of Horus army belonging to a great chap called Gary. +


+ I managed a narrow win on objectives here – my strategic skills rather flattered by the fact he had to deploy his army to defend the whole board, while I could pick and choose which parts to contest. +


+ If nothing else, these shots go to show just how cool Legions Imperialis looks on the boards Maximal Fire brought down – and bear in mind that this was one of ten or so, so they'd really put the effort in on terrain. +


+ Green on green. Playing against such a beautiful Sons of Horus army was a real highlight of the weekend. Helps that it was against such a sporting opponent and remained close all the way through. +


+ A shot from the viewpoint of Profugon Iratus. +


+++

+ Game 2 +

+ This game was an ambush scenario, with the Salamanders defending a central ridge against Night Lords attackers, led by a cunning commander whose name – alas – evades my leaking mem-banks. Apologies! +


+ A very different army to face. Rather than tanks with infantry and air support, here I was facing a mass of infantry, Dreadnoughts and jetbikes, largely deployed via Drop Pods. Quite the contrast, and a nice change of pace. At the last event, very little had been released, so most lists were pretty samey – not so here; a very diverse set of lists. +


+ Another very fun game against a lovely opponent who was very patient with explaining the intricacies of drop pods and transports to me. These events are always learning experiences for me; however well-prepared I try to be! +

+ A second close victory here – despite Profugon Iratus being surrounded and brought low by the swift and vicious Night Lords legion. Again, the result could esily have gone either way, and I benefitted from some event special rules that affected morale. The Salamanders' special rules are not quite a hard counter to the Night Lords', but I think were important in how a few close fights fell out. +

+ I had been warned that Titans were a bit pillow-fisted and ineffectual in Legions Imperialis, and I'm sorry to say that was my experience, too. On the plus side, I think having a lot of points tied up in one activation did help my games to go slightly quicker – and of course it was great to be able to field a campaign-specific Legio to lean into the theme of the event. +

+++

+ Game 3 +

+ The day closed with a short sharp shock of a game with the awesome Jon [+IGident: @jonlukedesign +] from Battle Bling – he had designed a lot of the bits in my army, in fact; from the Thunderhawk upgrades to the objective markers. +


+ I had faced his World Eaters at the previous event, and lost in a fairly close tussle across a dense city – but his beautiful army has clearly have been polishing their skills, as they took my army apart in two turns across the salt desert, with minimal casualties! +


+ I'd love to blame tiredness for the number of tactical blunders I made early on, leading to isolated picket forces being bypassed and troops being trapped in their transports, but full credit to him, he kept the pressure up and finished the job in a fittingly brutal World Eater style! +


+ Victories are lovely, but you learn a heck of a lot more from defeats – and when they're in such a friendly, collegiate atmosphere with such a nice gang, there's really nothing to mope about. A third very fun game. +

+++

+ Closing calculations – on Legions Imperialis +

+ I don't think I'm saying anything too contentious to say that Legions Imperialis is a flawed system. It is also, however, a lot of fun. Events like this demonstrate to me that you do get spectacular thematic games, and beneath all the needlessly complex chrome, bells and whistles it retains a good underlying engine that looks great on the table. +

+ You do, however, need to play with the right spirit of cooperation. It would be very easy to abuse the army-building, and if you're looking for the 'best' options in-game, there's rarely even much consideration. With this borne in mind, I was really pleased to see the sheer variety of armies and unit types that people had brought – these were a group of people who clearly love both the setting and the scale, and valued playing the game first and foremost. I'm very grateful to have been playing in this sort of environment. +

+ I hate to say it, but as it stands I'd hesitate to recommend Legions Imperialis to new players until there's a substantial FAQ or revision. I hope that in a year or two the army list, agonisingly incompletely and broken up across multiple expensive expansions, is collected into a single volume. +

+ Of course, when you do get these ingredients together – sportsmanship, beautiful armies, great tables – it's a heady combo, and the game is really very fun. Things largely do what you'd expect them to, and you get the sense of a 'grand sweep of battle'. I just hope GW can get their act together to make Legions Imperialis the success it could be. +

+++

+ Closing calculations – on the Corsair Gambit +

+ On the event itself, I have no real criticisms. Very nicely run, and some flavourful additions that added to the theme. Three games at 2,000pts did feel a little crammed, but we were asked midway through the first whether we'd prefer to cut things to two games. We ended up pressing ahead for three, which I think was the right decision, but for future events – particularly if they're at larger points limits – I think I'd prefer a two-game per day approach. +

+ Personally, I'd have loved this to be done over the course of a weekend; it was nice to meet and catch up with people from last time, but it would have been even better to have less time pressure, and some more time to socialise. +

+ We also got to see a sneak preview of, and free sample from, Battlebuilder – a very snazzy-looking nameplate service that's a collaboration between Maximal Fire, Battle Bling and some others. I hope to do a proper look at that in the near future, but the thing that made it jump out to me is that you can design things 'live' on the website itself. +
 
+ Glittering prizes +

+ I was also delighted to receive the Best Painted trophy, which you can see nuzzled between the free objectives pack we were given, and a flyer for Entoyment's Beachhead 2025 event next year. Winning this was very unexpected, given the quality of armies on display. Turns out that I can thoroughly recommend painting a Titan from the organiser's Legion to score some brownie points with the judges! +

+++

+ The true test of an event is whether you come away filled with enthusiasm, and I'm happy to say that I'm already planning for a potential third event in the Corsair Stars – you can see some additional Land Raider reinforcements above, and as you'll see below, I've also got started on an Iron Skulls maniple for Adeptus Titanicus, too. More on this shortly... +



Monday, June 17

+ Inload: High Noon at Acheron Highway +

 + Inload: High Noon on Acheron Highway +


+ Playtesting commences on Bloodsong v0.7, with the awesome Bob Hunk graciously agreeing to beat the snot (green) out of my Salamanders. +

+ I'm aiming to create a sort of 'board game' experience, with two set armies, a set board and clear mission, in order to provide a clear route into the game for new players. +

+ The armies are thus aiming to be thematic rather than tournament-style (Legions Imperialis is very open to abuse in army list terms), and to gradually introduce extra rules concepts as the missions go on; so this first mission involves Infantry, Cavalry and Vehicle units types and introduces capturing objectives; while the next one introduces Flyers and new rules like reserves etc. +

+ It'll doubtless take some refining, but I'm pleased to say that the basic ork rules seem to hold up. +

+++

+ The game +


+ The board for this mission is 3ft x 2¾ft (as an aside, Bob Hunk commented on how disorientating it was to play Epic in Imperial measurements again!), and depicts a key junction on the highway to Acheron hive. +

+ The mission covers a meeting engagement, where a Salamanders company is responding to a request for aid from a company of the 7th Steel Legion Army. Alas, by the time the Space Marines arrive, the Steel Legion have been scattered and the orks are pressing on toward the hive. We thus fight a straightforward battle, with each sides forces made up by a single formation (minimising complexity at deployment and tracking casualties) that must all be deployed. +


+ Two area – a critical refuelling depot and a 7th Army Group banner – form the take and hold objectives. As you can see, the armies are fairly small (~1,200–1,500pts) and not quite finished yet. +

+ Teaching games always take a little longer than a normal game, and in any case we wanted to hang out and chat, so we called the game at the top of turn 2 – by which time the orks had claimed the objectives and wiped out the Salamanders forces on the western flank; but had been surrounded by the Rhino-transported forces in the east. +

+ Turn 2 saw some heavy combat, which left the board looking as above. Due to events in the game, I'll be making some tweaks to v0.8 of the ork rules:

  • Stormboys need a note that jump packs increase their movement from 5" to 7", and an increase in CAF (probably to +2).
  • The inclusion of the anti-air Tarantulas here was a bit weird – and in any case, the Automated Sentry rules are probably best saved for a later mission.
+ Otherwise, things seems to perform as you might expect. It was notable that ork boyz don't have any recourse to anti-armour... I'm in two minds as to whether to allow attachments, or keep this as an important distinguishing point; and get the players to rely on crumping things in combat. Any thoughts are welcome. +



+ Work-in-progress orks – the skins and guns are done; now to pick out some brighter colours for clothes, to contrast with the green opposition +

+ From these showt, you'll see it's quite tricky to pick out green and black Space Marines from black and green orks – so I'll be doing a bit more to help the orks stand out while painting. No more drabs for them! +

+++

Monday, January 16

+ inload: Battle report: The Revenge of Toshiba part I +

+ The Revenge of Toshiba: part I +

+ A Warhammer 40,000 9th edition battle report +

+ The Reginae Obscurae looms over the quailing Lamb's Worlders... +

+++Doctrinal integrity at 23% and falling+++ 

+++Noradrenaline spike detected+++

+++Dopamine levels flat-lining+++

Archmagos Murasaki Toshiba wiped away lubricant tears from her compound optical nodes with the heavy sleeve of her rubberised red robes, as she approached the sealed vault. Her attendant flock of servo-skulls and cybercherubs wailed binaric litanies of lamentation. 

As she began entering the hexagrammatic code commands into an ancient but scrupulously maintained terminal, the sacred metal of its outer casing almost completely obscured by solidified wax and purity seals, she felt the holy rage build inside her. Her mem-nodes involuntarily autospooled back to the logically impossible events that had taken place scant days ago when the fleshunits of the provincially-named 'Lambs Worlders' had somehow managed to defeat her forces  – despite a woeful lack of augmentation, and using the most rudimentary of combat STC templates. 

This blasphemy, this shame, could not be suffered. That drive, an emotional response so strong that it ate at the adamantine-hard strings of her logic like the oxidative process that transmuted holy iron into worthless rust, had brought her here to this place, this tomb of proscribed wonders. 

The last of the command codes entered, the silence was broken by the metronomic thunder of vast gears at work and the vast portal began – 

+++Doctrinal integrity at 48% and rising+++

+++Dopamine spike detected+++

– to open. She stepped past the threshold, her many mechanical insect-jointed legs clicking on the hard floor as she did so. With a thought, the head of her axe of office ignited, casting a wan light across the chamber. Dimly, it reflected from the red lenses of scores of ancient battle-automata – Domitars, Castellax, Kastelans... even the mighty Thanatar. They stood in their serried ranks, unmoving, their compact reactor cores quiescent. 

+++Rise. Awaken. Your Hive Queen demands it. Rise. Awaken+++

+ Magos Toshiba of Bezoa, amid a sea of her underlings. Defeat, she decided, would be avoided by placing her reliance entirely in the hands of capable machines, not puling partial-fleshunits. +

+++

Game type and Mission +

Belligerents: Bezoan Skitarii and allies (Lucifer216); Lamb's World Imperial Guard (Apologist) +
Limitations of conflict: 200 Power Level +
Battle site: Westward Spill, the outskirts of a proto-hive on Neues Tremo, a frontiersworld in the Magyar system, Sector Antona Australis. [+noosphericinloadlink embedded+] +

+ An unapologetic 'big game', Lucifer216 and I had been keen to continue the campaign begun in Tensions over Neues Tremo [+noosphericinloadlink embedded+], where the plucky boys and girls of Lamb's World had pulled off an unlikely victory over the increasingly erratic Bezoans. The roots of the war lay in a conflict of doctrine between the Bezoans and the Slav Nasr Enginseers assigned to the Lamb's World regiments. Toshiba of Bezoa an ambitious, and covetous Magos, had secretly instigated conflict on a frontier world and manipulated events to ensure Lamb's World regiments were assigned to suppress the rebellion – which left them, so she supposed, isolated and vulnerable to destruction at the hands of her forces. +

+ Alas for Toshiba, Caef Whittaker of the Lamb's World 18th proved a capable commander, and he managed to fight off the ambush. As the Bezoans retreated to lick their wounds, Whittaker and his forces high-tailed it to Westward Spill, where he hoped to report the betrayal. Scant days passed before the Bezoans appeared again, and the exhausted forces of the Lamb's Worlders were forced back into the field. +

+ Caef Whittaker, of the Lamb's World 18th, frantically redirecting his forces to avoid a collapse of morale in the face of the Lords of War. +

+ I mustered pretty much everything Lamb's World related that I could find, and the inimitable Omricon pledged an allied platoon from the Lastrati 3rd Rifles, supplemented by the famed Righteous Indignation, an ancient and storied Baneblade. +

+ Magos Toshiba (commanded by Lucifer216) meanwhile, opted to shelve the partial-fleshunits that had clearly caused her defeat(!) and raided the deep vaults of Bezoa in search of the dubiously-permitted technomancy that she calculated would bring her victory. +

+ Mighty robots from 'the Hive' – some sanctioned, others... not so much. +

+ In addition to an army of robots, she called in favours from the ill-starred House Temporis, a peculiar – and arguably* heretical – Navigator-led Knight Household. Two Knights of legend attended the Magos: Gnosis and the Reginae Obscurae. +

+ Being a bit rusty on the rules, and aware we'd have our work cut out with such a big game, we opted to minimise additional rules, so there were no warlord traits, non-modelled unit upgrades or the like in this game – just a big game involving the simple underlying engine of 9th edition. +

+ There were six objectives to fight over – these represented critical noospheric spoor that the Bezoans could use to justify their apparently treasonous attack on the Slav Nasr Enginseers (and – by the by, as far as the Bezoans are concerned – their Lamb's World and Lastrati hosts). Denied these, the attack would be completely unjustifiable – and there were be call in higher places to sanction the aggression of Bezoa. Perhaps worse for Toshiba, they might instigate investigations into their shadowy domains. +

* Omricon's Inquisitor Josiah Maltheus always argued they were!

+++

Nothing happened for the span of many mortal hearts and breaths. With machine-born patience, Toshiba waited in the silent azure gloom. Then she felt it, the first waves of electromagnetism as the fire in reactor-hearts kindled. Turbines spun up, heavy metal limbs let out pneumatic hisses and the blue glow of her axe gradually gave way to the blood red glow coming from countless active sensor nodes and diode displays. 

The local noosphere, a moment ago near-absent, sprung into eager, buzzing life. It was filled with dozens of reports indicating successful activation. In a microsecond they were drowned out by a flurry of failed target acquisition notifications. If Toshiba had retained her human throat, she would have swallowed involuntarily. The sheer… hunger of the automata always took her by surprise, despite her eidetic recall. That and the extent of their animalistic awareness.

+++Bide. Target acquisition will commence in 22 hours sidereal. Such is the will of the Omnissah. Follow+++

With that cant, Toshiba turned, ignoring the thunderous cacophony behind her, and began to march out of the tomb, beginning the long procession to the bulk lifters that would carry this maniple of machines to where they would make holy murder in the Machine God’s name.  

+++

+ Set up and deployment +

+ Move up, we can barely breathe! +

+ Coo, well this was a big game. More than a hundred Guard infantry, a score of robots, nearly a dozen tanks and three super-heavies meant that the Guard barely fitted on an 8 x 4ft board – and with the number of huge bases on the Mechanicus side, things weren't better there! To an extent, this is part of the problem of the increasing size of games (not much room for meaningful manouevre), but as we were aiming for spectacle, I think it works well! +


+ Guard's-eye view. The forces barely fit into the 12in deployment zone – not, I suspect, that these Lamb's Worlders would complain about the shield of steel around them! +

+++

+ For big games, we find it generally more sensible to discuss set up etc. rather than rely on the luck of the dice. A diagonal deployment might have worked, but short edges would have just meant most stuff wasn't involved. Long board edges mean everything can get stuck in – for maximum carnage and over-the-top spectacle. +

+ Three-quarters of the board represented part of the badland deserts of Neues Tremo, the remainder representing a small xeno-archaeological outpost of the planet's proto-hive. The Guard gathered in the south, while the Mechanicus approached from the north. +


+ The Lamb's Worlders deployed an armoured wedge in the centre, anchored by the Righteous Indignation and supported by first platoon – directly behind the tanks. To their west, their urban-fighting allies, the Lastrati 3rd, waited in the urban edges of the Spill (bottom of picture), supported by a heavy weapon platoon (a battery of mortars and heavy bolters) and a Rapier squadron. +

+ To the east of the Baneblade, Second Platoon and the company's auxiliaries (Rough Riders and Ogryns) advanced alongside the grumbling Lastrati tanks. _

+ Opposite this gathering of might drew up the dread robots of the Mechanicus, with the unmistakable Knights seeking a mighty kill in the centre. In the Spill, skittered a mass of Vorax, directed by a Datasmith. +

+++

+ Early turns +

+ Vorax rush forward to secure the peculiar xenos technology + 

+ Commanding the Mechanicus western flank, Datasmith Teslo Murakoshi urged his Vorax forward, keen to push up to the walls of the complex, where they could muster for a brutal assault, sheltered from the small arms of the Guard. +


+ As Whittaker struggled to direct his forces through vox-static, Toshiba  smoothly ordered her unshakeable forces forward. A sea of bloodshed-eager robots kicked up clouds of dust in their urgency. The Magos lingered over an irrelevant feeling of satisfaction; but dismissed it. Such indulgences, she mused, were clearly the cause of her earlier defeat. +


+ The Lastrati, a mongrel regiment made up of the battered survivors of decade-long conflicts, grimly looked down their sights. With no targets visible, they were wearily aware that the order to advance must come – the noospheric datapackets must be kept from the hands of this lunatic priesthood. +



+ A battery of Lamb's World mortars begins to bombard Murakoshi's forces, arcing high over the reinforced walls – with the aim of softening up the defenders and make the Lastrati's work easier. Alas, anti-personnel shells do little to robots designed to withstand high-intensity attacks. + 


+ Urged forward with the digital equivalent of bloodlust, the battle-automata made advance at the double, their shooting paltry. +


+ The noise is cacophonous, the confusion total! +



+ With what little sense of self-preservation being furiously overridden by the Magos, they marched towards a killing field. +


+ Before events overtook them, the order came for a general advance. Whittaker favoured a policy of oversaturating target acquisition – in essence, by making everything an equal threat, unwary opponents would spread out their fire, diluting its effect instead of concentrating on key targets. +


+ To ensure compliance, Commissars and Priests were seeded amongst the Lamb's Worlders – though thus far, the nearby Righteous Indignation had proven a reassuring presence for the Guardsmen. +


+ Toshiba had adopted a 'horns of the bull' strategy, with a solid centre flanked by faster units on both the west and east. Hovering drones spearheaded the eastern flank, their Thallax jet-troops making the most of the Munitorum supply depot, which had only just seen the end of the assault on the proto-hive. +


+ With neither side willing to back down, the centre of the battlefield quickly filled with troops and vehicles from both sides. Casualties at first were light, with the Mechanicus' short-to-medium range weaponry unable to cover the distance. +


+ The same could not be said for the Guard. Shells and missiles began to fall amongst the centre, blasting apart the advancing Castellax. The Rapier squadron in particular proved their worth, an entire maniple of the battle-automata being reduced to scrap metal in one volley. +

+ The Leman Russ squadrons focussed their fire on the Knights – Whittaker was all too aware that these Lords of War would be intent on the biggest prize... +



+ Second platoon, spearheaded by the Company's elite mounted Grenadiers, lends their fire to the attack, their small arms contributing little in damage. +

+++

+ Mid battle +


+ Toshiba's forces have taken the majority of the damage and casualties at this point – but the forces are now arrayed at the optimum range for the inhuman robots. Besides, casualties overall have been light. The Reginae Obscurae and Gnosis, both smoking but operational, close in on the Righteous Indignation, determined to claim the scalp. +

+ For its part, the Righteous Indignation was living up to its name, it weapons proving considerably more effective than the slightly-smaller bore battle cannons of the Lamb's World tanks. +



+ A Valkyrie swept in, performing a strafing run on the Vorax as it carried its Grenadier squad towards the central objective. Murakoshi's forces had little to answer, and so continued their metallic advance, heedless of the myriad small explosions around them. +



+ This was not a battle that men could win by strength of arms – but perhaps the power of their weaponry could overcome their hulking foes? This Special Weapons team finds out the hard way that even melta guns can fail to find their mark... +



+ A panoramic shot shows the flow of the battle. The two forces are poised to meet in the middle, where the bulk of the noospheric datapackets lie. The speed of the Mechanicus means that three lie in Bezoan hands – and this keen eye on the mission early on is to prove crucial. +



+ Second Platoon demonstrate why the Mechanicus cannot rest on their laurels – fewer than a dozen Thallax now need to hold their prize from a reinforced platoon of determined Guardsmen for an extended period. +


+ The duel of the Superheavies heats up. The Reginae Obscurae and Righteous Indignation trade hammerblows, both taking grievous damage. The Gnosis, meanwhile, almost disappears under battlecannon and Manticore fire...+



+ As the battle begins to stretch, the two forces grapple with each other; neither yet able to find the telling advantage. Where will victory fall? +



+ We'll find out in part two! +

+++

+ [+ Part II currently inloading – [awaitpend] updates +] +