The map and deployment was a pretty simple affair: buildings to the SE and NW, tunnels to the NE and SW and only a little bit of cover in the map's centre.
Alex and I played the Chaos Space Marines emerging from the tunnels and Paddy and Charlie managed the Imperial Guard, making their last stand. The Chaos Marines were charged with destroying the Guard and the Guard were required to block both the tunnels. The Guard had the advantage of numbers (initially) and Chaos had (generally) harder to kill troops.
The turn sequence resulted in each side either be awarded 2 Actions, 4 Actions or rolling a Fate. Fate resulted in another Chaos Marine being randomly spawned from a tunnel and the turn automatically reverting back to the Guard.
There wasn't much more to the game than that. Paddy and Charlie initially got stuck into a shooting match with Alex and I, but it slowly became apparent to Paddy that he wasn't actually winning: instead, slowly-but-surely more Chaos Marines were arriving on the battlefield and picking off the Guard.
The game was remarkably balanced and it felt as though it could have gone either way a number of times. Highlights included a Terminator taking on a huge number of Guard, providing the necessary distraction that allowed further Marines to be spawned. Late game, Paddy made a point of taking out the disabled enemy, which had Alex and I down to a single Marine at one point. Then we rolled Fate 3 or 4 times consecutively and suddenly Paddy was fighting for survival.
In the end Paddy was down to about a fifth of his entire force and he managed to slip a Trooper past our remaining Marines to close the NE gate and win the game. Paddy's victory dancing could have driven the Chaos Marines back to the warp alone!
If anyone wants to try the rules, drop me a line and I'll punch them out for you. Cheers!
Three brothers sitting down playing a game with their Dad. The simple things in life are almost always the best. |
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