So I played Warhammer 40,000 tonight. It did not go well.
16 years ago
Insert excessive and gratuitous profanity of your choice throughout this post.
Right, so I decided to try out my Eldar army tonight. The Dice Gods must really hate me going back to my first army, because they really messed up my rolls tonight.
If I need 2s to hit, I roll 5s and 6s. This gives me a sense of optimism, so I roll to wound, needing 4s, and I get all 1s, 2s, and 3s. If I need to roll low, I instead roll high.
My bright lance Guardian crew got the most consistent results, though they were guided by a Farseer.
They shook up a Vindicator on the first or second turn, preventing it from blasting my Banshees for a turn.. They then did diddly-squat on the second turn, failing to hit the front of the Vindicator. They made up for this by destroying a Razorback on the next turn, sadly, the passengers were not inside. They'da blown up the Vindicator instead, but they didn't have lone of sight to it anymore.
The Banshees ran really slow tonight, rolling a 3 one turn for their Run roll, which put them about an inch from charging their target, which then retreated WAY outta range on the next turn. They then went after the enemy commander and his bike squadron, and rolled a 2 for their Run roll, putting them about 2 to 3 inches out of charging range.
The Dire Avengers have failed to do anything so far except for become the target of a drifting Demolisher Cannon shell from the Vindicator. Thankfully they took only one casualty.
The Farseer and his Warlock bodyguards have sat back and just guided that Guardian Squad with their Bright Lance for the whole game. I am glad though, that he hasn't gotten a Perils of the Warp attack yet, though I gave him the upgrade so he rolls 3d6 and takes the lowest two for psychic tests.
On the second turn, the Swooping Hawks deepstruck... right on top of the Vanguard Veterans. The Dice Gods took mercy on such beautiful models however, and let me roll a 5 on the mishap table, meaning they were delayed instead of taking casualties or, gods-forbid, getting wiped out altogether. They deepstruck again the next turn, scattering 8" but thankfully landing on safe terrain. They then opened fire on the bike squad on the third turn, and rolled good enough to hit with 10 of the 13 dice, but failed to wound even ONCE. Even if they all had the Exarch's weapon - a significantly higher strength version of the lasblaster the rest use that's also got a faster firing rate - they wouldn't have wounded. Woulda needed 4s in that hypothetical case - it's not actually possible to upgrade the squad like that - but all I got were 1s, 2s, and 3s.
Small blessings from the dice gods were that her Vindicator failed to hit the Banshee squad with its main gun. That woulda killed my ONLY close combat unit. Sad news there is that one Dire Avenger died from the scatter. Good news is that more weren't killed.
All in all, I've lost two Banshees, two or three Dire Avengers, and three or four Guardians.
The only lost models on her side are one Vanguard Veteran, and one Scout Sniper, and the Razorback.
Good news is that her Razorback with its heavy bolters fired on the Guardians, who can take the casualties, instead of more valuable targets like the Banshees or Avengers. Swooping Hawks arrived on the last turn that we played tonight.
Just... really bad rolls, that's all.
I was actually kinda surprised that the Vanguard Veterans didn't try to assault the Banshee squad. But it's probably for the best, considering they would have VICIOUSLY torn apart the Vanguard Veterans, barring horrific rolls on my part. Power weapons plus Initiative 5 plus Counter-Attack plus Initiative 10 on the first assault phase? Hells yeah! Strength 3 kinda sucks, but meh.
Right, so I decided to try out my Eldar army tonight. The Dice Gods must really hate me going back to my first army, because they really messed up my rolls tonight.
If I need 2s to hit, I roll 5s and 6s. This gives me a sense of optimism, so I roll to wound, needing 4s, and I get all 1s, 2s, and 3s. If I need to roll low, I instead roll high.
My bright lance Guardian crew got the most consistent results, though they were guided by a Farseer.
They shook up a Vindicator on the first or second turn, preventing it from blasting my Banshees for a turn.. They then did diddly-squat on the second turn, failing to hit the front of the Vindicator. They made up for this by destroying a Razorback on the next turn, sadly, the passengers were not inside. They'da blown up the Vindicator instead, but they didn't have lone of sight to it anymore.
The Banshees ran really slow tonight, rolling a 3 one turn for their Run roll, which put them about an inch from charging their target, which then retreated WAY outta range on the next turn. They then went after the enemy commander and his bike squadron, and rolled a 2 for their Run roll, putting them about 2 to 3 inches out of charging range.
The Dire Avengers have failed to do anything so far except for become the target of a drifting Demolisher Cannon shell from the Vindicator. Thankfully they took only one casualty.
The Farseer and his Warlock bodyguards have sat back and just guided that Guardian Squad with their Bright Lance for the whole game. I am glad though, that he hasn't gotten a Perils of the Warp attack yet, though I gave him the upgrade so he rolls 3d6 and takes the lowest two for psychic tests.
On the second turn, the Swooping Hawks deepstruck... right on top of the Vanguard Veterans. The Dice Gods took mercy on such beautiful models however, and let me roll a 5 on the mishap table, meaning they were delayed instead of taking casualties or, gods-forbid, getting wiped out altogether. They deepstruck again the next turn, scattering 8" but thankfully landing on safe terrain. They then opened fire on the bike squad on the third turn, and rolled good enough to hit with 10 of the 13 dice, but failed to wound even ONCE. Even if they all had the Exarch's weapon - a significantly higher strength version of the lasblaster the rest use that's also got a faster firing rate - they wouldn't have wounded. Woulda needed 4s in that hypothetical case - it's not actually possible to upgrade the squad like that - but all I got were 1s, 2s, and 3s.
Small blessings from the dice gods were that her Vindicator failed to hit the Banshee squad with its main gun. That woulda killed my ONLY close combat unit. Sad news there is that one Dire Avenger died from the scatter. Good news is that more weren't killed.
All in all, I've lost two Banshees, two or three Dire Avengers, and three or four Guardians.
The only lost models on her side are one Vanguard Veteran, and one Scout Sniper, and the Razorback.
Good news is that her Razorback with its heavy bolters fired on the Guardians, who can take the casualties, instead of more valuable targets like the Banshees or Avengers. Swooping Hawks arrived on the last turn that we played tonight.
Just... really bad rolls, that's all.
I was actually kinda surprised that the Vanguard Veterans didn't try to assault the Banshee squad. But it's probably for the best, considering they would have VICIOUSLY torn apart the Vanguard Veterans, barring horrific rolls on my part. Power weapons plus Initiative 5 plus Counter-Attack plus Initiative 10 on the first assault phase? Hells yeah! Strength 3 kinda sucks, but meh.