Battle on the Mississippi 2017.03

On behalf of the Screaming Eagles, we would like to invite Flames of War Players in the Wisconsin, Minnesota, Iowa or further(!) area for the  next edition of Battle on the Mississippi. This Flames of War Tournament will be held July 29th, 2017 at D6 Games in Rochester Minnesota. (http://www.d6gamesmn.com)  (3160 Wellner Dr. NE Ste. 200 Rochester Minnesota.)

Doors open at 10am and first round starts at 11am.

It is a 1710 point mid-war tournament featuring 3 rounds. Players may use mid-war v3 lists. Why v3? With Mid-war, it opens up a number of armies that numerous players in the area have fond feelings for. v3 events are still counted towards national rankings. No mid-war monsters tho!

If you have questions, by all means ask. Only able to assemble a partial list or don’t have the lead?  Please talk to us ahead of time tho so we can plan for you to be there! We do encourage new players!

There is a $10 entry fee and a limit to a total of 16 players. (We seem to be able to raise the limit 20-24, we’ll see how registration goes)

There will be prizes. Please fill in the following form. If you have questions, feel free to email tom_gall@mac.com directly or give him a ring at 507-396-3641.

Players will need to send a copy of their army list no later than July 22nd. We do prefer that players participate with painted lead but it’s not essential. Results will be reported to the national board of ranked players at wwpd.net.

Hope to see you there!

Next up after this .

Posted in FlamesOfWar | Comments Off on Battle on the Mississippi 2017.03

Runewars : May 27th Tournament at FFGC

A little over a month ago, we figured that after the initial launch event it’d be time to get a real 200 pt tournament going especially after wave 1 might be out. At the time we didn’t know exactly what might be available so it took a little holding of our collective breath that things would all work out and that people would actually be able to field those kind of forces .

Now that we have these new champions, it was perfect timing to get some table time in.

We did allow substitutions for minis, given that some of the essentials aren’t out yet. It kept things reasonable for those who haven’t traded or gone to multiple core boxes for things like Golems or Reanimates and so on.

In my case I put together a 200 pt Daqan list. I could do the 3×3 block of Spearmen when a Golem integrated, but no way to do a second spearmen formation without turning to my reanimates.

I fielded 2 2×1 blocks of Cav with Rank Discipline, a 3×3 and 2×2 block of spearmen. The larger with the Golem added, shield wall and metered march and the smaller with just Kari. In addition I had a 2×1 block of Golems to round out the 200.

For prizes we had another launch day kit, with 9 players and 9 for each stack of cards, everyone walked away with a set. For the top 3, a mat, and then dice for 1st, 2nd and 3rd.

For the tournament oddly, we had 6 Daqan and 3 Waiqar players. That was an interesting breakup as you’d think at this point there wouldn’t be strong preferences. (Tho there was one person there not playing that can’t wait for the Elves)

Armies were generally 5-6 units in size. Most players were playing Kari and Ardus independent from a unit. There was some interesting talk about pulling together a future ‘all Cav’ or does large mega-land torpedoes make sense or could smaller nimble pull it off. Lots of interesting theories running around, pretty clear tho I don’t think we have an exact meta in the sense of X-Wing or Armada yet.

Most forces had a new champion integrated into their force. Oddly I might have been the only person that didn’t.

Round 1, Tony and played. He picked the mission, Bounty, putting it on his Kari and I put it on my Cav which was on the far left flank.

We both for the most part spent the first turn getting inspiration tokens tho I started to kick out and get my golems really to guard my right flank. I figured they could easily solo his Cav and I’d go hard for his land torpedo which was better kitted out then mine. I had no champions on mine while he had the Citadel Weapons Master, Lancer Corporal, and the Raven Pennon Bearer.

As fate would have it, Tony would hit my 2×2 block of spearmen first when I was completely preparing for him to get tangled up with my larger block. Oddly it worked out then that my little block of spearmen would hold his large unit just long enough for the Golems for finish off the cav they faced, and go for the flank as well as the large block of my infantry doing the same. Add in some rolling along the lines of 15 or so hits a turn and it got nasty real quick.

Meanwhile on my left flank I did do the stupid thing and sent my Cav in to go after Kari. I figured if they could catch her, the two units each with the victory token just might be able to rack up some points.

No dice they got cut down given Tony the token.

We managed to play all 8. In the end, not much left of Tony’s forces but him with the victory token and in my case, about 90pts of stuff left. Unfortunately at a 75 point victory token that lead to Tony getting the very well deserved win. It was a mighty fun chess match.

For round 2, I had a bye, so I took a few pictures as well as worked on the extension to Cryodex to add in support for the Small Format Tournaments for Star Wars Armada.

For round three, played against Kenny who was also Daqan. He was configured differently in that he was running a 2×2 Cav unit, a smaller 3×2 block of Spearmen along with Kari as an independent unit. For his 3×2 spearmen he had it pretty well kitted out with Champions and add ons.

I sent my smaller unit to try and catch Kari. They were successful but she naturally did as Kari does and did some ranged attacks hurting one of my Cav units as well as taking out a tray of Spearmen later on.

On the left flank my Golems and 2×1 Cav took on his 2×2 unit of Cav and oddly enough the deadly dance went in my favor with his Cav turning and going before mine and my Golems stepping back to avoid the fight. My charge into his flank went fairly well taking out 1/2 the unit pretty quickly.

Meanwhile in the center my 3×3 spearmen were able to his is smaller unit first and unleash a lot of damage.

Unfortunately I don’t have later pictures but my golems pushed into the woods and engaged his other unit of spearmen taking them out. His Golems attacked my unit which was getting fairly dinged up, but it wasn’t enough. With his Kari falling and his other units it was a complete victory for me after 7 turns.

We scored just one victory token.

Results

  1. Dalton – 3-0 – 409 MoV
  2. Tony – 3-0 – 88 MoV
  3. Paul – 2-1 – 323 MoV
  4. Tom – 2-1 – 229 MoV
  5. Nate – 2-1 – 85 MoV
  6. Mark 1-2 – 100 MoV
  7. Keven – 1-2 – 100 MoV
  8. Joe – 1-2 – 34 MoV
  9. Kenny – 0-3 – 0 MoV

I used my new support for Cryodex. For Byes we scored 100 MoV for that however in retrospect talking to Tony we think that’s way too much. On the drive back home I’m thinking more like 50-75 points or even lower. It seems like the average MoV from a win isn’t that high least in the average victory.

We played 90 minute rounds and it seemed like the vast majority of players were completing their 8 turn games. I think with experienced hands, maybe even bringing that down a bit to 80 minutes might be something to consider.

It’ll be very interesting to see how / when the Runewars Organized Play finally puts out tournament rules.

None the less, for a fantasy miniatures game, it’s a really fun game be it casual or organized play with a very good set of rules. As the TO, we didn’t have a single ‘contention’ when it came to the rules, it was all answering ‘how does x’ work kinds of questions. While the first FAQ will be interesting, it’s nice to not have a ruleset out of balance where it’s urgently needed.

 

 

Posted in Runewars : The Miniatures Games | Comments Off on Runewars : May 27th Tournament at FFGC

Runewars : 175pts….

Slowly I’ve been getting back to painting my Runewars figures. I’d kinda like to have my forces all painted and ready for the event at FFGC on May 27th. That’s not far away for the number of figures I need to churn out!

Thankfully Chris has a copy of Runewars too now so we’re able to get in an occasional game at Gamez and More in Byron.

Golem in progress…

We both built to approx 175 points. Until the first wave of expansions come out next week, it’s kind of hard to field much more, even with 2 core boxes.

I picked the Escort mission since A) I’d never tried it and B) why not? Chris picked the corners which made me wonder if I could make a run for it and make it happen and get my 100 victory points.

Two spikes for obstacles and the raised terrace…  The spikes ended up approx between both sides but Chris put the terrace way out of the way.

On the setup I put my scooper unit, the spearmen on a course to go towards his reanimates with the golems on their flanks. 9 Trays of spearmen with an integral golem should be pretty nasty.  Everything else to cover the flanks and draw some stuff away from slowing down my thrust.

Chris put the point the scooper unit needed to get to in the farthest far corner in his setup zone. Those setup choices sure can counter or complicate a mission.

We marched forth, and Chris put his two units of archers approx center to get ready to rain down arrows. My cav started to make a dash for it to hopefully contact a carrion crawler for a charge and go for a quick kill.

The spearman getting close to charge. His hero, Ardus in the center looking all huge, nasty and threatening to go after the spearmen flank. Definitely didn’t want that. Likes my cav lined up to get ready to charge. Unfortunately they had been hit with a blight token from the archers so that would dull any results by one die. Not what they needed.

The golems ended up being poorly placed and were behind the action. I put a huge hit into the reanimates and they were gone in 2 turns. Ardus would default Kari, but she held him back for a few turns and kept him from doing anything else.  My cav hit a lone carrion crawler and umm … very little effect. A couple of wounds but not enough to bring it down. The counter attack would be nasty….

Final couple of turns. The spearman having finished out their prey they went after the archers in their way and took them out, but took two turns thus delaying them getting to the point they needed two and thus the 100 points of victory.

The cav would be utterly defeated, taking a charge to the rear by a second carrion crawler. I think that’s a thing. One carrion crawler to stop the attack and hold them an the second to swing around back and hit the flank or rear. It works.

Kari fell and the golems basically did nothing all game save for lots of walking and almost charging into Ardus at the very last turn.

Mighty fun!

Next week the first set of expansions come out. Can’t wait tho for what is arriving it’ll be interesting to see what we get. I think more heros for the Daqan which frankly I’m not sure that is what I want since you can only field 2 heros in a 200 point game. There will be more upgrade options tho. I want more spearman, tho it seems those might not be out for a little longer. We’ll have to see what the budget can support.

Posted in Runewars : The Miniatures Games | Comments Off on Runewars : 175pts….

Gamez and More : Star Wars Armada Tournament

This Sunday at Gamez and More in Byron we played a pre-worlds Star Wars Armada tournament. Perfect timing as a few of us are going to worlds and wanted to getting a little flying time in.

Thanks to Chad the owner at Gamez and More for being open on a Sunday as well as extending the hours to make it work for 3 rounds.

We had 5 tables set and we were ready to set a few more if needed. I figured we’d get about 8-10, ended up with 6 all total. Four locals and 2 down from the cities.

With the lure of acrylic engineering tokens on the line, I mean, dude, seriously, why would not make make every effort to score some of those?

Results:

  • Nathan 25pts  706 MoV
  • Tom 23 pts 554 MoV
  • Will 17 pts 253 MoV
  • Terry 14 pts 37 MoV
  • Tim 11 pts 140 MoV
  • Ian 6 pts 0 MoV

For my first match I was paired up against Ian. He was like me running Imperials, with a big ol ISD, Insidious, and a Raider. He was pretty squadron light, while I was running two VSDs with Motti, 2 Gozanties, and mega Imperial aces. (Silly hat included)

We were doing the scanning beacons (or however it’s called) and basically I slow rolled into the tokens. Ian had his Raider pop in first, with Insidious on the flank and the ISD big, bad and mean in the middle. My squadrons jumped his off the get go and munched through them quickly while I held off my defenders to work with my brawler VSD to go after the Raider hoping for the quick kill.

Fate was to be with me.

Raider down, my fighters and both VSDs could go after the ISD, which then quickly fell followed by Insidious and it was an 10-1 result.

Down at the other end Nathan likewise won a 10-1 against Tim so second round we were paired up against each other. With both of us running heavy squadrons, a very brutal fight ensued.

Nathan put his MC30 on my right flank. I kicked out the defenders to start to strip shields and used my remaining fighters to engage his and try to hold on as long as possible. I needed to get up close and knock out Yavaris with my VSDs and then hopefully use the fighters to get after the MC30 along with weak fire from the Gozantis and defenders.

I should mention we were playing targeting beacons and I was player 2. So the order of destruction was something like, Motti, the MC30, Yavaris and then my other VSD which left just a squadron battle and transport battle. Thankfully my defenders were still viable but we were both limited by squadron activation ranges tho my shuttle was still flying to help with that.

As fate would have it, since Nathan’s admiral and a few other items tallied up was worth more points than what I had left, he picked up the well deserved win, a 5-6 result but most importantly I think a very good preview of what I’ll see for some Rebel lists at worlds.

For my last game of the day, Terry and I played a Blockade run. He deferred and let me be player one. I setup strong on my right flank with fighters to flow. Terry was running 4 activations but fairly squadron light Sato.

He immediately took advantage of his better flying abilities of his ships as compared to VSDs to flow to my left. The CR90 met head on with the squadron ball and over the course of 2 turns melted away.

Terry was pretty devilish in his setup leaving a lane to feign if he wanted to depending on what I did. With the poor turning of the VSDs I should have immediately been spamming Nav orders, in retrospect that was a poor decision on my part.

None the less, Sato’s Guppy and Motti’s VSD were trading short range effective shots landing lots of damage. Both ships would fall. While my squadrons where finishing off Terry’s squadrons as well as trying to best to shop his ships from getting away.

Left with one Gozonti, lots of squadrons and my brawler VSD, I eeked  out the win in this very cinematic game and the last game of the day.

Very fun time, next tournament at Gamez and More in Bryon for Armada is under discussion. The prize kit is in for the store championship so a number of us are really excited to get another weekend tournament going.

Posted in Star Wars : Armada | Comments Off on Gamez and More : Star Wars Armada Tournament

Star Wars Armada, the one about VT Decimators…

Matt made the trek over for our usual Armada night at Gamez and More in Byron. He’d been missing for awhile cause well, life, so was a great treat to match up fleets and get a game in.

I decided to pull out a somewhat old list idea and mix in some wave 5 goodness to see what I could do with it. I had this triple Gladiator list that I mixed with lots of rogue squadrons in the past that was mighty fun to play but a slight challenge since Gladiators can be focused fired down pretty easily if you can pin them down.

So in this list, I kept Ozzel as my admiral, stayed with two decked out Gladiators, Demolisher and Incidious each with APTs, Engine Techs, Ord experts, then added in a Raider with Sensor teams so it could go after transports and the Kallus for AA, next a Gozanti with Bomber command which I later realized was crazy stupid. For Squadrons, Major Rhymer and 5 VTs.

Matt showed up with Motti on an ISD and two VSDs, with 4 TIE interceptors for squadrons. They were reasonably kitted out, Ord experts on the VSDs, XI7s in some cases, not quite Christmas trees but plenty. Matt had the point bid and decided to go with Player 1 and thus picked my Contested Outpost.

Starting out, quite the pickle, my 392 pt bid not being enough AND outgunned.

I decided to put Demolisher on the left flank to swing around, with my squadrons and paltry Raider and Gozanti in the middle to grab victory tokens for perhaps a few turns. Pretty obvious the Imperial March wasn’t playing for me in this game.

At the end of turn 2 I threw Rhymer forward into range of the left most (picture left) VSD and then dropped the VTs next to him to fire on the ship. The 3 blue die, not being bomber rated did amazingly well and nearly burned all of the VSDs shields away. This is where i realized my Bomber Command error, after all, it can’t help VTs.

Through turn 3, Matt threw his fighters in to break up my VT party. Matt’s fighters when right after Rhymer and he was destroyed quickly. I moved Demo and Incidious in at short range of Matt’s VSD.  It’s missing from this picture. Yeah, that’s how it went. Even tho Matt as player 1 was able to activate first, and shoot at Demo at short range with 3 reds, 4 blacks with a concentrate fire landing damage, it wasn’t enough. On my activation, between Demo and one lone VT that wasn’t engaged, the necessary 10 hits fell and that was it for one VSD.

The squadron battle was brief. With 3 black die per VT, they pretty much dealt with the TIE interceptors and their 3 hull over the course of 2 turns to then get back to going after ships.

Next up, the ISD would get all my attention.

The bait… I mean Raider and Gozanti were needing to get out of there, but they were just going speed 1 and I was using them to throw squadron orders so that the VTs would shoot earlier in the round.

The VTs once again were doing great at stripping shields in order to setup the shots for the Gladiators. Matt was having to face the decision of burning engineering tokens against 2-3 hits per attack or brace or redirect or save to just take the damage. With 5 VTs buzzing around, that’s some pressure as those tokens go fast. I did my best to put the VTs in the same arcs as likely fire at ships so that would minimize them taking AA.

Matt would blow the Gozanti out of the water with the ISD. Basically a choice of shoot the Raider, the Gozani, or the VTs. He didn’t have Gunnery teams on his ISD.

The VTs would finish off the ISD on turn 5, scoring the last 7 hits needed. My two Gladiators were slightly out of position to get some good shots. Demo had the better approach and was able to get off a long range shot on the remaining VSD and then a turn 6, long range and then short range broad side. Mixed with the 4 remaining VTs, the last VSD was down to just 2 hull left at the end of the game.

We each had 3 victory tokens, so it ended up about 360 – 140 as a final score.

When the game started I really didn’t think I had much of a chance. The Gladiators historically haven’t done well against large ships, especially with Motti on board to amp up their hull ratings.

The VTs over performed for how I expected them to go. The anti squadron of 3 black die was delivering generally ~2 hits a turn and against the TIE intercepts that was enough to dispatch them quickly. The 3 blue against ships without a bomber rating I just did not thing would deliver at all and yet it did. Coupled with rogue, they seemed better than Firesprays which I wouldn’t have believed to be the case while just chucking two blue, are bomber rated. None the less, against this kind of fleet with a modest fighter escort, it did well and the VTs were the work horse.

How might this kind of list work against a Rebel fighter aces build is a good question, perhaps to be answered on another day.

Posted in Star Wars : Armada | 1 Comment