Sunday, 7 November 2010

Let the Battle Begin!

Ladies and Gentleliches!

A new surprise for you this week; A battle report from Fuzzmans and my game last night. It was the Eldar fighting to keep their outpost on an ice-world from the invading forces of the Imperiums mighty Space Marines. Please excuse any errors, I wrote this when I got back last night, and I was mighty tired.

Turn 1, Don.

3 Drop pods arrived around front of my force, holding two dreadnoughts and a squad of marines that split in two. The marine squads opened fire, killing my harlequins before they could do anything. Shooting at the Reapers, however, got Don nowhere.


Turn 1, Matt.

Disembarked the Fire Dragons in front of the far right Dreadnought.

Bladestormed (whoops) the marines, and Reaper fire trimmed their numbers further. Fire Dragons immobilised and wrecked all the weapons on the Dreadnought they were nearest to, leaving it to fume as it sat there. Their transport fired a Krak missile at the other Dreadnought, leaving it shaken for a turn.


Turn 2, Don.

Two landspeeders dropped in thanks to the homing beacons on the drop pods.

Dons shots were aimed at the Dire Avengers this time, killing a large number of them, but neither squad ran. Everything else was stunned, immobilised, or had only just arrived, so nothing much happened here.


Turn 2, Matt.

Both of my reserves ( the Scorpions and the Warwalkers ) arrived, far too early for the scorpions to be useful, although the walkers were able to remove the arms of the still dangerous dreadnought. The Fire Dragons re-embarked, and the Wave Serpent moved them towards the middle of the board, taking a pot-shot at one of the speeders, immobilising it. The majority of my force was left to target the land speeders, as their weapons could do nothing against the armour of both the drop pods and the dreadnoughts. However, to tie the still mobile dreadnought up for a turn or two, I charged a squad of Dire Avengers into it. This came back to haunt me next turn, and for my troubles I lost an Avenger.


Turn 3, Don.

Another two Drop pods arrived, as did the scouts, and the other land speeder. One pod had the librarian in it, which was a worry for me. The other disgorged a large squad of marines which immediately proceeded to team up with the scouts against the beleaguered Scorpions and War walkers. The land speeder landed where my Dire Avengers had been standing before they charged the dreadnought, in a nearly perfect spot for shooting my reapers. Thankfully, my farseer had been keeping up with Fortune each turn, so most of the failed saves got re-rolled into successes. The Dire Avengers decided to break and run away this turn, and the dreadnought consolidated 6” after them, preventing them from being able to regroup during my turn. The scouts slaughtered the flat-footed Scorpions, and one of the walkers was stunned.


Turn 3, Matt.

The Fire Dragons disembarked and, along with the remaining Reapers on that flank, managed to reduce the Librarians squad down to the Librarian himself. The two surviving Avengers charged the other squad to have left the latest Drop pod, killing one, and losing one in return. The walkers moved and had a round of shooting at the scouts and marines that were harassing them, killing around four of them.


Turn 4, Don.

The final Speeder turned up, the Librarian killed the Fire Dragons, the War Walkers got caught n assault, loosing one of their number in the process, The remaining Dire Avenger Exarch did nothing and got killed for his troubles, the Dreadnought killed the farseer and the Dark Reapers he was with in close combat, and the Drop pods weren't far off killing the other Reaper squad.


We finished there, as it was getting late, and I was as good as dead by that point anyway. All of my remaining units were locked up with opponents they couldn't beat, or were so numerous as to weigh them down by sheer numbers. I have already planning a better force for taking on the POD (Pods Of Doom ) and this time I have it written down ahead of time. Now, if only I can get my dice to work for me...

Thursday, 19 August 2010

The Birthday

Okay guys, Getting this out  for you now.

On the 25th of September, Bury Wargamers in four years old. Com'n big five next year.

But we've got a whole host of things going on. But here are the main attractions. In addition to free play tables. And Demo games. We have.

The previously annouced painting comp soon to be updated with new defined rules.

Warmachine and Hordes: Mangeled Metal, Tooth & Claw 20pt HARDCORE format Tourney

Destruction Derby: You pay 3 pound for a whole seat, but you only the edge!

The Spartan Challege: 300 pts vs 1000! Can you outlast the swarm?

Bring down the Bug: Can you take down the big bad scary bug.

Magic Drafting: Are YOU cuthroat enough to build a deadly limited deck.

Rules of the majority of these will be up and live by sunday/monday.

Monday, 14 June 2010

Warmachine & Hordes League rules

Hello Everyone The Warmachine/ Hordes league will soon be under way. To sign up, please see the signup thread at the BWG forum here( http://s15.zetaboards.com/BWGFORUM/topic/6816076/1/ )

From a fluff perspective, the league is set Post Legends and Metamorphosis, although for the later, just barely.

Rules

You must stay with one faction throughout the entire league. Mercenary players, you must stick to one contract.
The league will operate under an escalating point cost value, the first half of the league, will be conducted at the 25pt level. The second half the league will be conducted at a 35 point level. As a side note, at least for now. Till I do more research on the matter, themed lists will be allowed in the first half, and then reviewe jsut to make sure the themed lists are acceptable.

For those that have not played in the 40k League. The way you decide opposition is simply thus. You challenge and opponent to a game,Speak to whomever is doing the recording. it is then recorded,the game played, the result recorded post game. And you cannot play the same opponent till you have played every other player in the league. At which point we have reached the second half. Each game has a six turn time limit. Although this should be self regulating due to the scenarios.

3pts For a Win.
1pt For a Draw
0pt For a Loss

Before the game, the lowest player on the league table, will get to roll a D10 deciding the scenario The five of the scenario's are listed in the rulebook. I will have paper copies, but shan't be posting them online, due to copyright law etc etc.

Each list must be decided BEFORE scenario choosing, And submitted for checking, a note about points value, while some allowance is sometimes given for going over the top limit. This will not be allowed. The 25pts/35pts Maximum for each game will be the maximum, either meet the dot, or go under.

Before the game begins you have to make your opponent aware what your Warcaster choice, and how many jack points they have available to the.

All games are deployed as per scenario rules. All games are to be played on a 4'x4' board. Make sure to declare exactly what all terrain is, and moving terrain to suit a scenario is not allowed. Eg if you are playing Mosh pit, and there happens to be a village in the center of the table. Then you play around that village.

Also, you need to have all paraphenailia that relates your game. E.g. templates, tokens, dice, tape measure. I will be picky about these things. Please follow the movement rules correctly as many of the scenarios are based that fact. Also if you feel your opponent is doing something wrong. Feel to call attention to the fact and consult the rulebook, if no solution is found, consult a rules guru.

Them's the Rules.

Tim

Monday, 18 January 2010

Club Rules

Addendum for the new decade:

10 commandments by the order of the holy hand grenade of Antioch.

1. Thou shalt pay whenst thou playeth.

English: We ask for the not-so-princely sum of £3 per evening. If it's your first or second evening at the club, don't worry, it's on us, otherwise the rule is "no pay, no play"

2. Thou shalt respect thy gaming club property.

English: All scenery and gaming boards have been produced for you; in return all we ask is that you treat the provided items as if they were your own. If by chance you happen to mistreat your own things, then do not treat ours this way. Otherwise our very own dracolich will eat you(we keep him out the back, he's called George).

3. Thou shalt adhere to the opening times.

English: We are open from 3pm to 10.30pm please ensure that you allow enough time to clear away all tables and boards before this time. After this time your handsome management team will all turn into ugly ogres much like poor Cinderella and you do not want to see that.

4. Thou shall not make a mess.

English: Mess is not required, any mess you make you are responsible for clearing up and throwing away. The building must be left exactly how we found it, no exceptions! For a long time there has been a black bag provided, however this is not going to be around for much longer. As we said, everyone needs to get into the habit of taking their own rubbish home with them.

5. Thou shalt not be too beardy.

English: Beards are ugly, full stop. On a club-related note, although we can understand the joy of crushing your opponent under-foot, don't try and play in such a way that either of you stops enjoying the game. That "Ultimate Uber Ultra Force of Deadly Doom"(TM) may defeat everyone in two turns, but if you can't be beaten, people simply won't bother playing you.

6. Thou shalt not interfere.

English: Quite simple really, if you want to watch then watch, do not help or hinder in any way. By all means gasp in amazement as well laid plans go drastically wrong or cheer if the underdog smites his foe. But do not interfere.

7. Thine possessions are thine own problem.

English: Any possessions of yours are your responsibility, be it cases, models, or personal effects. If you damage or lose something the club accepts no responsibility.

8. Thou shalt not steal.

English: Theft will not be tolerated in the slightest! In any sense of the meaning! If you are caught stealing you will be immediately ejected, never to return. Like the Yeti in Monster’s Inc.

9. Thou shalt behave.

English: It is a fun place, and will encourage you to have fun at all times, however there is a “line” and persistent swearing, racism, sexism, ageism or bullying will not be tolerated and will be dealt with accordingly with the appropriate punishment administered.

10. Thou shalt have FUN!

This is for you! You may feel that the rules are harsh for a gaming club, but they are there for one reason only, and that is to achieve our primary objective………

FOR YOU TO HAVE FUN!!!!
Enjoy.
Please note we have no problems about people with beards, and are sure that some are actually quite fetching. Please don't sue us