Unusual battle cries #17: "You don't stand a chance: I've got two different base colours on me; neither of you are even undercoated!" |
Three colours? Not quite!
But it's still Skype Fight Night!
Mantis Raiders
Time for another crack at the Mantis Warriors!
I've got Pootle's rather larger selection of Marines to choose from here, but in the end I go with something fairly close to the units I've got at home.
The main differences are the use of Scouts as cheap (and handy!) Battalion fillers. One as a forward objective grabber, one who could either do the same and snipe characters at the same time. Difference number two is a Razorback transport, to ferry a combat squad about and give them a bit of firepower to backup.
A big choppy bike assault team, a surprising number of missile launchers and a detail of punchy melee characters round out the selection. On discovering I had 50 points spare, I spent them on a Company Champion, an anti-character melee specialist who seems fun but a bit niche.
Finally, a quick raid of my parents' cupboards. One CP on borrowing a really nice bike for the Captain from the White Scars, the Wrath of Heavens. This makes him horrifically fast and able to ignore terrain or models in the movement phase, so he is extremely able at zipping past speedbumps and knocking important targets with his fist.
The plan is more or less to hang back and shoot steadily at whatever I can see until Assault Doctrine kicks in on turn three, and then I'll go into free-for-all mode!
- Captain on Bike (HQ) - Power Fist and Storm Shield, Wrath of the Heavens relic (-1 CP), Warlord with Master of Snares
- Chaplain (HQ) - Jump Pack, Storm Bolter, Litany of Hate and Mantra of Strength
- Librarian (HQ) - Bolter and Force Axe, Blasting Gale and Storm Wreathed
- 5 x Scouts (Troops) - Bolters, Chainsword on the Sarge, Heavy Bolter
- 5 x Scouts (Troops) - Sniper Rifles, Missile Launcher
- 10 x Tactical Marines (Troops) - Chainsword and Melta bombs for sarge, Missile Launcher, Plasma Gun
- Company Champion (elite) - Master-crafted Power Sword and Combat Shield
- Bike Squad (Fast Attack) - 4 Bikers with Chainswords, Sarge with combi-melta, Attack Bike with Heavy Bolter
- Land Speeder (Fast Attack) - Heavy Bolter and Typhoon Launcher
- Razorback (Dedicated Transport) - Storm Bolter and Heavy Bolter
Battalion Detachment, 1000 points, PL 52, 7 CPs total
Purge and Nurgle Daemons
I've decided to leave the Death Guard alone. I've tried Daemons and Purge before against Kraken's 'Nids last summer, and that was a great scrap. This time it'll be all Nurgle with the Purge taking the lead.It's mostly shooty with Havocs, a couple of squads of Marines (one medium range with Reaper Chaincannon and a combi-plasma, one longer range with a missile launcher). My warlord is a Chaos Lord with a Power Fist and a Combi-Melta as his warlord trait allows him to reroll 1s to wound and also variable damage rolls. I stick the relic Orb of Unlife onto the Sorcerer, which is a fancy grenade with a 50% chance of causing D3 mortal wounds to anyone within D6" of a point within 8" of the thrower. So it's a shorter ranged version of the Marines Orbital Bombardment.
The Daemons provide a second battalion, so I'm going to be swimming in CPs. It's centred around 22 Plaguebearers buffed by a Poxbringer and Spoilpox Scrivener, who respectively add strength, and an extra 2" move and a +1 to hit.
Purge Battalion:
- Chaos Lord (HQ) - Combi Melta and Power Fist, Warlord w. Blessed Mission trait
- Sorcerer (HQ) - Combi-bolter, Force Axe, Infernal Gaze and Diabolic Strength, Orb of Unlife relic
- 10 x Cultists (Troops) - Autoguns and Heavy Stubber
- 5 x Chaos Space Marines (Troops) - Combi-plasma and Chainaxe for the Champ, Reaper Chaincannon
- 5 x Chaos Space Marines (Troops) - Chainsword and Combi-bolter for the Champ, Missile Launcher
- 5 x Havocs (Heavy Support) - Bolter and Chainsword for the Champ, 2 Autocannons, 2 Missile Launchers
Nurgle Daemons Battalion:
- Poxbringer (HQ) - Miasma of Pestilence
- Spoilpox Scrivener (HQ)
- 3 x Nurglings (Troops)
- 3 x Nurglings (Troops)
- 22 x Plaguebearers (Troops) - Daemonic Icon, Instrument of Chaos
2 x Battalions, 1,000 points, PL 55, 13 CPs
Mission and Terrain
Schemes of War is the plan for today. I'm a newbie to this, bringing a deep-rooted suspicion of deck-building games from formative experiences with MtG against Generals Kasfunatu and Leofa, but I hear good things!
My deck ends up being 24 cards (the suggested house minimum). Nothing surprising, I've removed the ones I know I can't do or don't fancy, so I'm favouring objective holding, character killing and rushing about being unexpected, as the White Scars playlist favours.
When I tried this last year I found that with only 18 cards in the deck you're pretty likely to get all the way through the deck, so I prefer 24.
When I tried this last year I found that with only 18 cards in the deck you're pretty likely to get all the way through the deck, so I prefer 24.
Pootle has done some sterling work updating his terrain collection. Now on a shiny new battlemat, his abandoned industrial settlement gives off some serious old-school vibes. Lovely!
Objectives deployed - mostly hidden in nooks or in cover, it's going to take some cunning to take them away from whoever gets there first. |
Deployment
Winning the roll-off, I pick the north end so I can start on two objectives. But I also decide to be the Defender, so I deploy second, and this lets Pootle bubble up some Nurglings across the board.
The Nurglings are doing two jobs: principally stopping the Scouts from occupying some choice sniping positions in the industrial complex and on the central hill. However they're also ready to move onto objectives 2 and 3 and sit on those for as long as they can. I'll be very happy if Kraken spends time and effort killing these little guys as it means he isn't taking down any of my more valuable stuff.
Some silly sod set the table up with loads of LoS-blocking terrain and my side of the board has very few good spots to sit heavy weapons. I've decided that my Plaguebearers are going to take route 1 right down the central avenue. That will invite a reception committee in the ruins, so I stick the Havocs behind the barricades in the centre of my deployment zone. It's got one good avenue of fire downtown, but not a lot of other options.
The Nurglings are doing two jobs: principally stopping the Scouts from occupying some choice sniping positions in the industrial complex and on the central hill. However they're also ready to move onto objectives 2 and 3 and sit on those for as long as they can. I'll be very happy if Kraken spends time and effort killing these little guys as it means he isn't taking down any of my more valuable stuff.
Some silly sod set the table up with loads of LoS-blocking terrain and my side of the board has very few good spots to sit heavy weapons. I've decided that my Plaguebearers are going to take route 1 right down the central avenue. That will invite a reception committee in the ruins, so I stick the Havocs behind the barricades in the centre of my deployment zone. It's got one good avenue of fire downtown, but not a lot of other options.
Following the ancient Greek field manual, I decide to put the rest of my army on my right flank as there are more objectives at that end of the board. All of the Purge troops get into as much cover as they can, the missile launcher squad up high in the rocky crag and the Chaincannon squad behind a wall and ready to move forwards down the right.
Reacting to this, I can put a shooty bubble with character support opposite the Plaguebearer herd, and then two mobile wings to sweep round, encircle and destroy. Yes, it's a classic Zulu Impala Horns manouver!
The bolter Scouts do run forward, though - they can either threaten the Nurglings and fight them for objective 2, or shoot into the flanks of the advancing horde.
I do think quite hard about whether or not to Encircle the bikes. In the end, I can see that Pootle has put quite a lot of thought into a deep, set-back deployment to try minimize the threat from this, so it feels better to have the bikes available from the start while he's reacting to something that didn't happen. Plus I kind of want him to creep forward, which he won't if he's watching his flanks!
Nurgle Turn 1
My initial objectives are Kingslayer, Priority Orders Received (which I'd left in my deck as I think that it's potentially a lot more achievable as I'd get to choose what my warlord has to do from my hand), Defend 1 (underneath a unit of marines in the far corner), For the Dark Gods (kill a unit or make them fail a morale test) and Secure 2. Of these only Secure 2 is achievable, but my warlord is far to far away for him to do it. So I decide to take the mulligan option and put the lot of them on the bottom of the deck (with Kingslayer first up, as hopefully I'll cycle round to get that later, having killed the enemy warlord).
My new objectives aren't an awful lot better. I put Area Denial into play (even though we'd agreed it couldn't be achieved on turn 1, but it might encourage Kraken to move forwards to deny me D3 VPs), Secure objective 1 (I only put this into play so I could discard it at the end of the turn) and Defend 3. I forget what my other two cards were, but they were worse than those ones! At least that must mean that the concentration of good objectives was improving in my deck.
My new objectives aren't an awful lot better. I put Area Denial into play (even though we'd agreed it couldn't be achieved on turn 1, but it might encourage Kraken to move forwards to deny me D3 VPs), Secure objective 1 (I only put this into play so I could discard it at the end of the turn) and Defend 3. I forget what my other two cards were, but they were worse than those ones! At least that must mean that the concentration of good objectives was improving in my deck.
The Plaguebearers all stumble forwards, encouraged by their piper and the steady counting from the Scrivener (which add a combined 3" to their total movement).
On my right, the Cultists run towards objective 4 and the Chaincannon squad move forwards a couple of inches so the unit's heavy weapon can draw a bead on the Marines squatting on objective 1.
I try to cast Miasma of Pestilence on the Nurglings defending objective 3 as I expect them to take some fire next turn (and the Plaguebearers can take care of themselves with a natural -1 whilst there are still more than 20 of them), however I then proceed to spend a CP rerolling a 1...into a 1 (of course; that's a nice start to the game).
Shooting is a bust as well: the Chaincannon fails to kill any of the Marines on objective 1 and, despite the Havocs landing a number of shots on the Land Speeder, they only cause three damage.
Objectives scored: none
Mantis Warriors Turn 1
My starting hand gives me some good options. My final selection is Kingslayer, Secure Objective 6 and Overwhelming Firepower - so sit back and shoot, with the option of dashing forward and ambushing the Lord with the Bikers.
Pootle isn't convinced I should put Kingslayer out so early. Is it blocking up my hand? Well, maybe, but there's nothing else I can get this turn (Objectives 4 and 5 are a bridge too far), and I like the psychological effect it has on an opponent. I'll bet the Chaos Lord suddenly takes a big interest a hands-off management style.
It works, as you'll see next turn.
It works, as you'll see next turn.
Predictably, though, it's not a particularly effective turn. First up, the Librarian disappoints when his Blasting Gale fails on the Plaguebearers and his Smite is denied by the Poxbringer.
The bikes could probably reach the Chaos Lord, but it's a long run that would leave them hanging a bit, and even close combat is no protection against the uncaring guns of the Purge. So they sweep right instead to rake the Nurglings with fire.
As does most of the rest of the army, and it's close! But the final group manages to shrug off a pair of Krak Missiles from the Land Speeder, one Nurgling leaping daemonically into the air to swallow the incoming rocket before it detonates.
Elsewhere, I snipe off a pair of Havocs. But that's really it - a slow start, but not a bad one either.
VPs: 2-1 to Nurgle
Nurgle Turn 2
I add Defend objective 2 and Master the Warp to my hand (along with Area Denial), so this turn's objectives are looking pretty good.
Movement is straightforward - the Plaguebearers move straight forwards towards the snipers in the ruin, ready for a medium-length charge. The Chaincannon squad consider whether they should stay put, with only the Chaincannon able to fire, or push forwards to the next bit of cover so the Champion's plasma gun can get into the action as well, and decide on the latter as I want to keep pushing forwards towards the objectives.
Mindful of Kingslayer and the extreme threat range of the (many) bikes, my warlord decides to encourage the Sorcerer to put himself in harm's way by getting within 18" of the Marines on objective 1 as I want him to Smite or Infernal Gaze some mortal wounds to trigger the Purge rerolls for the Chaincannon squad. His comrades onwards whilst he inspects the ruined farmhouse a little more closely, on the pretext of keeping within 6" of the Missile Launcher squad.
"Yes, you guys go that way; I'll just...wait here for a minute" |
At the end of the movement phase I use 2CP to resurrect one of the Havocs using the Grandfather's Blessing stratagem.
I have to use another CP reroll on Miasma of Pestilence for the Plaguebearers and manage to get it off this time, only to have it denied by the Librarian. The Sorcerer does cause a number of mortal wounds on the tactical Marines on objective 1 - in fact, enough to wipe whole squad!
The Plaguebearers make the charge into the sniper Scouts. I forget to declare the various characters who heroically intervene, but that does mean I make short work of the Scouts and lose four Plaguebearers in return. However when we check morale at the end of the phase, it turns out that reality blinks and it turns out that three Plaguebearers were standing behind the Librarian all the time and didn't get killed at all.
Even though there are no marines within 12" of the centre of the battlefield, I only roll 1 VP, however I've also started defending objective 2 so I've started to build a bit of a lead.
Objectives scored: Master the Warp (1), Area Denial (1)
VPs: 4-1 to Nurgle
Mantis Warriors Turn 2
New objectives to choose from, but only one to put in play. No Prisoners seems both unsubtle and achieveble, so I'll go with that. Kingslayer and Overwhelming Firepower are both still on the table.
That central melee is a nasty quagmire. Do I really want to get sucked in? No, I decide. It's not that I couldn't do some choice whittling, as all the characters could leave, shoot, charge in and get backup from the Bikers. But there's no guarantee that I'd wipe the Plaguebearers, and there's other fish to fry.
So the Captain leaps up the hill, leaving the Librarian and the Champion to clean up the mess.
On the other flank, I use Lightning Debarkation to spring the Razorback and the plasma Marines forward, with the Scouts descending to hit the Nurglings in a surprise ambush. This goes well, they shoot a big hole in the tiny horrors before the Scouts charge in and very nearly wipe them out. No Objective 2 for you, Pootle!
Technically, the Scout squad is led by the Pootle miniature, so Pootle does claim the objective, just not for me.
Technically, the Scout squad is led by the Pootle miniature, so Pootle does claim the objective, just not for me.
The Librarian again whiffs the psychic phase, but makes slow gains against the Plaguebearers along with his Champion buddy. Nobody is going anywhere fast there, though.
Unlike the Bikers - they roar over the crest, followed by the Captain, and immediately gun down the entire Chaingun squad! They do try and roast the last Nurgling base with a melta shot on the way past, but that just inflames their daemonic save. Like pustulent popcorn, those Nurglings, they like a bit of heat.
After this, the Chaplain and Bikers thrash into the Sorcerer together. The Chaplain in particular is in full swing, he's got his Mantra of Strength up.
But for all that, Pootle's saves are on point! Somehow, despite using Honour the Chapter for a second round, the Sorcerer manages to survive a hefty pounding on half wounds. That's not great, I'd hoped to be done with him and consolidating into other combats afterwards, but there's nothing to be done about it.
At least I'm scoring!
Objectives scored: No Prisoners (1), Overwhelming Firepower (1)
VPs: 4-3 to Nurgle
VPs: 4-3 to Nurgle
Nurgle Turn 3
I put Supremacy and Blood & Guts into play (I'll discard Defend 2 at the end of the turn) as I'm sitting on objectives 3, 4 and 5 already and I hope that the Plaguebearers will kill one of the characters in the ruin.
The Nurglings flee combat and start heading towards objective 6 (because I've got Secure 6 in my hand and may be able to steal it if the Marines have other plans, however there's no route out of combat for the Sorcerer, so his days are clearly numbered. The Chaos Lord recognises that there's now no chance of getting out of range of the Marine Captain, so he might as well go and kill a couple of bikes and try to rescue his Sorcerer. He calls for the Cultists to move up and charge the Chaplain, just in case they can sneak a wound or two through.
The Havocs stroll to their right and draw a bead on the bikes in melee with the Sorcerer. Knowing what's coming, the Sorcerer smites away the attack bike, so Purge can now reroll all hit rolls against the bikers. Even Chaos Marines don't normally shoot into combat, but the Purge aren't worried about that kind of thing, so I spend a CP on All Life is Worthless and blast away a couple of the bikes.
Despite being only 4" away, I need a CP to get the Lord into the bikes, but the combination of the rerolls on hits, 1s for wounds and damage does for the rest of the squad, which is good because the Chaplain takes the opportunity to strike down the Sorcerer (taking no damage at all from the Cultists - all they manage to do is give the Chaplain an extra attack as a result of being charged).
Meanwhile in the ruins, the Poxbringer fails his charge into the Librarian and the Plaguebearers fail to take down either character despite triggering their Plague Banner, which makes all their attacks D2.
Objectives scored: Blood & Guts (1), Supremacy (2)
VPs: 7-3 to Nurgle
Mantis Warriors Turn 3
Time to kill that King. Secure Objective 2 is a new draw that I stick in play, and with it goes Claim Their Heads (kill characters plus extra bonus points for a Warlord in this turn), which I've been hanging on to since the start.
The Chaplain has sung himself hoarse at this point, but he and the Captain leap forward to tackle the Chaos Lord.
On the flank, with Linebreaker in mind, the plasma marines jump into the Razorback and head for the Havocs, coughing smoke on the way. The Scouts consolidate on objective 2, and eye up the exposed daemon characters for a bit of shooting, although that does nothing.
As the Librarian once again manages nothing in the psychic phase (!), he watches the Champion finally go down under a mass of cyclopean neverborn. Takes a couple with him, though, and I'm nearly half way through the squad!
Then the big one. The Biker Captain manages to distract the Chaos Lord with a 2-wound Krak grenade prior to charging, then slams into him with his souped-up fist. But the Lord is ready for him, deflecting the punch with his invulnerable pauldron. No wounds through!
Luckily, it was just another distraction - the now-silent Chaplain smacks the enemy Warlord right in the vulnerables, taking nine of his remaining two wounds off with some punishing Crozius action. Warlord down!
That's big news, there's a lot of points riding on that. In what I've come to recognise as a tragic inevitability in my 40K career, though, the Dice Gods are watching.
I score 4 out of a possible 9 of those points, and the game is still very much in the balance.
Objectives scored: Kingslayer (1), Claim their Heads (2), Secure Objective 2 (1), Slay the Warlord (1)
VPs: 8-7 to the Mantis Warriors
VPs: 8-7 to the Mantis Warriors
Nurgle Turn 4
I put Secure Objective 5, Overwhelming Firepower and No Prisoners into play. The Nurglings run a little closer to Objective 6 and the Plaguebearers all pile into the Librarian and finally finish him off.
Prior to that though the Chaos Marines in combat with the Chaplain (whilst still snaking back to hold onto objective 5) draw bolt pistols and manage to plink the last wound off him.
Prior to that though the Chaos Marines in combat with the Chaplain (whilst still snaking back to hold onto objective 5) draw bolt pistols and manage to plink the last wound off him.
The (rather lucky) bolt pistol shot sneaks me into a narrow VP lead over Kraken, but it's still very close, and I'm extremely nervous about that Biker Captain, with his monster movement and Storm Shield.
VPs: 10-8 to Nurgle
Mantis Warriors Turn 4
More interesting objectives drawn, and after a careful deliberation, I select Rapid Redeployment (grab an objective 18" or more away), Defend Objective 1 and Run Them Down (kill an enemy model with an assaulting unit).
These are all very easily done - the Captain leaps back to defend 1, shedding a tear for the smoking remains of the Tac Marines there as he does so, and the Scouts romp forward, murder the Nurglings in melee and catapult themselves on to Objective 6 just so the Plaguebearers don't get too cocky about it.
On the backline, the Razorback advances and charges the Havocs, taking a pair of wounds to Overwatch before an entirely unsurprising melee round where nobody hurts anything. More points to me!
Objectives scored: Rapid Redeployment (1), Run them Down (1)
VPs: 10-10 draw
VPs: 10-10 draw
Nurgle Turn 5
In what could be the last turn of the game, I put Secure 4, Defend 4 and Claim & Despoil (D3 VPs for taking an objective off the enemy) into play. My Cultists are all over objective 4, so they cluster around it a bit more and grab as much cover as they can.
I'm thinking that my Plaguebearers might just swipe Objective 6 off the Scouts, but that's also not going to happen this turn. However, with nowhere else to go, they pile forwards towards them.
VPs: 12-11 to the Mantis Warriors
Mantis Warriors Turn 5
Well, it's been a good run for card draws, but my luck is now out. All the options I have are to grab objectives that are under the enemy's pall. Still, nil desperandum!
Optimist that I am, I go with Secure 4, Secure 5 and Supremacy. If I can somehow kill all the cultists and Purge Marine or two, these are all doable if difficult, but there's a potential landslide of points with Supremacy in play.
Mistakes are made - the Captain can't guarantee reaching combat without advancing, so I can't use him to hose cultist with bolter fire. And for some reason, I decide to shoot the Razorback's guns at the Havocs instead of rinsing away the Cult scum, although I suspect that would have made the Captain's charge harder.
It all proves just out of reach - the Scouts drop a lone Plaguebearer, the Captain mulches four Cultists and then the two squads of Marines lay into each other enthusiastically, but end up tying with a casualty on both side.
Only Objective 5 is secured (I outnumber Pootle’s Marines on it), and then the dice say game over. Who has won after that back and forth?
Objectives scored: Secure Objective 5 (1); Nurgle: Defend Objective 4 (2)
Result: 13-13 draw!
Locker Room
Okay, full disclosure - it wasn't as close as it looked!
Originally, we added in the rule of scoring VPs for holding objectives, so one point if you hold an Objective at the start of your turn. This is a homebrew that we've enjoyed in the past, it adds a lot of stability to balance out the random hand of fate.
Here, though, it gifted the game to Pootle with a huge early lead from his starting position on most of the Objectives! I was left playing catch-up, and after my devastating lack of Kingkiller points, I never had a hope.
I scored 13 extra VPs from this mechanism over the game, compared to Kraken's 5. This really came down to being able to deploy first and stick the Nurglings out front. As I said above, my main aim was to stop the Scouts getting into good shooting positions, but it meant that I was able to start sitting on objectives right from the get-go.
I scored 13 extra VPs from this mechanism over the game, compared to Kraken's 5. This really came down to being able to deploy first and stick the Nurglings out front. As I said above, my main aim was to stop the Scouts getting into good shooting positions, but it meant that I was able to start sitting on objectives right from the get-go.
We retroactively worked out that the game was actually very close.
I only calculated it was actually a draw during the write up; as I write these words, Kraken still doesn't know!
It certainly seemed tense for me during play, without the hopeless miasma of the objective grabbing points at least, and I'm a big convert to this style of game! The tighter deck brings out the flavour of the armies really well, and you don't need to balance the random draw with stable objectives. I look forward to playing this again.
I only calculated it was actually a draw during the write up; as I write these words, Kraken still doesn't know!
It certainly seemed tense for me during play, without the hopeless miasma of the objective grabbing points at least, and I'm a big convert to this style of game! The tighter deck brings out the flavour of the armies really well, and you don't need to balance the random draw with stable objectives. I look forward to playing this again.
And the Mantis Warriors, well, we wuz robbed! That so easily could have been mine. The army did what I wanted it to when I wanted it to. That late game rush is deadly, as is their mobility, and I'm getting the hang of using it better. They'll win next time, I promise!
I think you were in a much stronger position at the end of the game despite my numerical superiority. Your Razorback was tying up the Havocs, the two units of Marines cancelled each other out, but your Biker Captain could zip around wherever he liked deleting units and the Plaguebearers wouldn't be able to do anything about it. If the game had gone another turn I reckon you'd've won.
Maybe? Would have depended on the draw of cards a bit, I reckon it could have gone either way. We both got Linebreaker too, which balanced out!
So the Mantis Warriors are yet to chalk up an actual honest-to-gosh win, but it looks like you've hit a pretty good formula with the army - the combo of shooty (five Heavy Bolters and four Missile Launchers) and mobile choppiness (Bikes, Captain and Chaplain) make for a scary force.
That relic bike is mean, and worth its points! And now I obviously need some scouts for the home cupboard, I do like them.
Great game, and I'm glad we reworked the scores for all kinds of reasons! Here's to next time!
I think you were in a much stronger position at the end of the game despite my numerical superiority. Your Razorback was tying up the Havocs, the two units of Marines cancelled each other out, but your Biker Captain could zip around wherever he liked deleting units and the Plaguebearers wouldn't be able to do anything about it. If the game had gone another turn I reckon you'd've won.
Maybe? Would have depended on the draw of cards a bit, I reckon it could have gone either way. We both got Linebreaker too, which balanced out!
So the Mantis Warriors are yet to chalk up an actual honest-to-gosh win, but it looks like you've hit a pretty good formula with the army - the combo of shooty (five Heavy Bolters and four Missile Launchers) and mobile choppiness (Bikes, Captain and Chaplain) make for a scary force.
That relic bike is mean, and worth its points! And now I obviously need some scouts for the home cupboard, I do like them.
Great game, and I'm glad we reworked the scores for all kinds of reasons! Here's to next time!
I'd agree that the homebrew rule for scoring off objectives isn't needed with Schemes of War. Nice battle for 1000pts - lots going on everywhere.
ReplyDeleteI wondered about using a 4'x4' battlefield as you tend to do, but I've got too much nice stuff I wanted to use. It all worked out well in the end.
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