Talked with Tariq, with his schedule and the Harlequin’s commanding lead we called the campaign.
What is That Humming Noise? – EH1 Necrons
Game 1: Wow, what excitement. Let’s be honest, the Harlies and Necron both knew each others capabilities, since they played a friendly game before, so the first four turns were Harlequins moving to close combat and trying to stay hidden or covered and the Necrons NOT moving, and staying hidden. The tension was palpable. Finally, on turn 5, Necrons moved from being hidden to attempt potshots at the Harlequins. The Necrons would get hits (what no 1’s this time? Must not be playing with the green dice!) and score wounds (holy cow, things are looking up for old Gil!), but they resulted in only flesh wounds on the injury roll! The Laughing God came through again, the wounded Harlequins would pick themselves back up, not matter how many wounds the Necrons caused (5 exactly, only one going down, luckily another being taken out, the other three all flesh wounds). Having taken damage in the process the Harlequins closed in and proceed to cause havoc on the Nectrons’ sensitive and apparently very fragile metal carapace. They took out, two bots to being down and smacked in close combat (so much for 1-3 flesh wounding….). The Necrons ultimately bottled out, but not before we both suffered losses, and we both rolled captured for one of our outed guys…. Which lead to something kind of fun….
Game 2: So… What do two players do if they both had models captured and both want to play the rescue mission?
Tom: Hey Terry Glidden, have you ever seen that movie Bridge of Spies with Tom Hanks?
Terry: No, but what are you thinking?
Prisoner transfer! This was actually a lot of fun, with a mix of rescue and Kill Team Fight. We built the bridge in the middle of the board, 12 inch deployment zones, and had our “escorts” meet in the middle of the bridge with the “captives”. Couple special rules: move at the slowest speed in your party (so the clowns were slowed to cron speed for prisoner escort) and after a successful transfer, we would roll off against our leadership at the top of each of our turns to see who “has an itchy trigger finger”. Start at full leadership (10 for both of us) and decrease it by 2 every subsequent turn. We made the hand off, and by the third turn Terry missed his trigger finger roll off and gunned down two of my crons. Realizing my friendly neighborhood killer boots from space lost the upper hand, they decided to run for home at the cost of voluntarily failing bottle. I really liked this twist to the rescue mission, although in the future I think it needs some tweaking to the rules. Worked really well considering we made the scenario in about 5 minutes as we rolled for subplots
😄. My downed dudes recovered, but one got a vicious head wound (fried circuit board?) So he will be looking for fights from now on. Over all great day of dice rolling!
Bugs, Bugs, Everywhere Bugs – EH 1 Tyranids
Harlequins vs Tyranids (Matt)
Split games 1/1
Match Total Promethium
Harlequins 3
Tyranids 1
Bat Rep bellow:
Game 3 The Raid
Hunting the Sprawl – Harlequins Lighting Strike; Tyranids Vital Mission
Harlequins the attackers
Harlequins deployed stage right. Making maximum use of cover and hiding they closed into charging distance of a Tyranid Gunner. Collino (Troupe Master) and Benetto (Virtuoso) leaped onto the gangway and killed the Bug Gunner while Fiore (Virtuoso) and Zaneta (Player) moved into range of the Tyranid hide out door. A new spawn sounded the alarm (he had no range weapons). Collino and Benetto leaped to silence the bug while Fiore and Zaneta brought the door down to 1 wound remaining. Through some stroke of luck the New Spawn survived. More bugs came in stage left and took a shots at Fiore giving her a flesh wound. The New Spawn managed to survive that round of combat as well, while grievously striking down Collino. Fiore was unable to breach the door but Zaneta rushed to help finish off the New Spawn killing it – leaving Benetto and her standing in the open over their leader’s body. The Tyranids managed to drop Zaneta in their shooting phase. The three in the open scrambled to cover, while Fiore tried and failed to breach the door. The Tyranids failed their bottle test and broke. It turned out that the New Spawn was not dead, Harlequins took if for experimentation.
Harlequins Won Rolling a 3 for Promethium (didn’t even use the Vital Mission re-roll)
Advanced Collino (Leader) who got Dive and Fiore who got Escape Artist. Spent one promethium and the 100 points to supply both Virtuosos with Photo-visors and Neuro Disruptors.
Tyranids spent their 1 promethium and 100 points to get a New Spawn for the rescue mission.
Promethium:
Harlequins 2
Tyranids 0
Game 2 Rescue
Hunt the Sprawl: Harlequins Hidden Cache; Tyranids Indomitable
The Harlequins placed the captive on the highest spot of the tri-tower with Collino hunkerd down guarding him. The Tyranid rescue party appeared upper stage center with the Tyranid Gunner armed with a venom cannon taking Fiore down and on the far side of the center platform another Gunner was able to take Benetto down in the opening shots. Zaneta and Bello began to circle to stage right on a flanking maneuver. The Tyranids moved in for the kill while eventually Fiore recovered only to stand up and take a charging Bug to the face, she was taken out of action. The Players moved around to flank the Gunner Bug just as a recovered Benetto leaped onto the Bug, only to lose the combat and be taken out of action. That bug managed to get into a good firing position and take out Zaneta. Bello fell back to back up Collino. About the same time that Bello got to the top of the tri-tower so did a Tyranid. Not knowing that Bello was there the bug shot at Collino giving him a flesh wound. Bello fired into the Bug’s back taking two wounds, Collino finished him off with the neuro disruptor. The second but to take the top platform killed Bello after a brief close combat fight. Collino took it down. However the bug soon recovered and turned to face Collino. Collino fired his weapon and promptly ran out of charge. The bug charged and finished off Collino, freeing his captured hive mate.
Tyranids Won Rolling 2 for Promethium, they discovered the Hidden Cache for an extra 100 points. His one Gunner that was taken out of action was captured and promptly executed (giving the Harlequins an extra 100 points. The Tyranids took the 200 points + sold a promethium to recruit another Gunner. Leaving them with just 1 promethium cache for the night’s fighting, but a full roster. The Tyranid leader advanced and got the skill Step a Side.
The Harlequins took their 100 points from the late game capture and recruited another Player completing the Troupe. So, 5 Harlequins taken out of action, as reward for not bottling out and forfeiting a Promethium to the Nids the Laughing God rewarded them. They had 2 complete recoveries and 3 Advances! Bellow (Player) got Sneak Up; Zaneta (Player) Infiltration; and Collino Block.
Promethium:
Harlequins 1
Tyranids 1
First Contact – EH 1 Skitarii
First game was Scavengers, but we only rolled 1 loot. And that was the foreboding of the rolls we would have today. Garrett rolled all Quiet and I rolled Corrosive Slick. In the first game Garrett took one his guys down with a stray shot, out of 5 rolls the only non-1 was the wound roll. I ended up winning and rolled a 1 for the promethium. He lost one of his guys and had to sell his promethium to recruit a new specialist. Two of his guys got “That which doesn’t kill you…” His leader ended up with a +1 Wound and his other specialist a +1 to his BS. I sold my promethium as well and picked up a new player for the rescue mission to save my other player, Zaneta. Bellow came with a sword and shurekin pistol. My leader advanced and rolled Escape Artist on the Stealth chart. I did not roll a 6 for the single loot counter.
Me: 1 win; 0 promethium
Garrett: 1 loss; 0 promethium
Game to was the Rescue mission went very quickly, Garret rolled Fear and Confusion and I rolled Bitter Rivalry. Now my Leader, Collino, hates Ragnar. I managed to roll the random side that was withing charging distance of my captured player. My leader and player charged the two Skitarri on high ground while Beneto came up just short of rescuing Zaneta. The alarm was sounded because Collino couldn’t kill the sentry with 6 hits. <sigh> Round two I assaulted the rest of the sentries and my leader was happy since he got to put Ragnar out of action in hand-to-hand. Garrett lost a Freshforged and replaced him. I Advanced my leader and rolled Fast Shot for him. And bought him a Neuro Disrupter and Zaneta a sword. Garrett recruited two Freshforged to replace his lost one.
Me: 2 wins; 3 promethium
Garrett: 2 losses; 0 promethium
Everything Hobby Campaign 1 Grand Prize Announced
First Place grand prize for the winner of our Shadow War campaign!
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Everything Hobby Shadow War Campaign
Since starting the campaign with Tariq, I have played a pair of games each with Necrons, Space Marine Scouts, Tau, and one game versus the Skitarii. The Harlequins have stood up great versus the other factions. Though a number of the opponents hadn’t played many games, if any.
The real test will be in the LGS (Everything Hobby) campaign, $15 entry, 14 players, and Shadow War Terrain grand prize for the campaign winner. Kyle also mentioned that there would be some other prizes as well. I think that there will be something for the first person to actually remove a leader from the campaign.
Games started Saturday, we have two weeks to get two games in with each opponent. I start with the Skitarii. Hope to do well and possibly win some more terrain. 🙂
First weeks pairings:
Tom Z. vs Matt Sc.
Tom F. vs Matt D.
Tariq vs Tom S.
Garrett vs Terry
Gary vs Zachary
Tony vs Colin L.
Charlie vs Travis
First Contact Pyran Prime
Great fun at D6 tonight as Tariq and I started our pre-Everything Hobby Campaign campaign. His IG were opportunistic in the first game and took advantage of the Corrosive Slick when two of my specialist charged into combat and promptly rolled a 1 and went down at the feet of is leader and trooper. Two easy “kills”, with two out of action and one down my remaining guy “killed” the Guardsman that was down and then I bottled out. One of my guys rolled a full recovery and the other an advance.
I nearly tabled him, but I captured Farnsworth, his pesky sniper. LOL I am thinking this game has a lot of promise!
This was the start of my first campaign.
Intercept communications from Imperial Guard.
