Why is it that wargaming seems to equate to hours and hours of game time? As a bit of a challenge, I have been seeing if I can create a condensed yet tactically satisfying 'micro-skirmish' - a game that can be played relatively quickly on a tiny board. My thinking is a series of quick games collectively could well be as satisfying as a single longer game.This particular game is using my R40k house rules i.e. the Warhammer 40,000 setting leveraging the Rogue Planet game mechanics. I think I may try a similar scenario again sometime using a different ruleset just for the sake of experimentation - God knows, I have got a few sets in fallow that deserve a run sometime.
++ Cerebus QJ ++
Commissar Rifrost was tasked with coordinating the defence of Cerebus QJ. With the aid of a combat Engineers, he quickly saw to entrenching his altogether inadequate force and preparing for the Eldar onslaught.
The Guard had all but resigned themselves to the inevitable when a vox message was broadcast across all channels:
"Guard, place your faith in your Emperor: Space Marines are inbound."
Rifrost strode upon an ammunition crate, commanding the attention of his men.
"You heard that Guard? That was the Dusk Confessors! This day will be ours yet!"
Location
Cerebus QJ follows the standard design template for such facilities, consisting of massive extraction fans employed to expel the volatile fumes extruded by the multitude of interconnected promethium tanks buried deep in the ground.
Facility access is usually via the many goods lifts used to transport the promethium tanks below ground; however, in an attempt to hinder the Eldar invaders, those lifts had been jammed and rendered inoperable. Instead, a limited series of narrow stairwells connects the facility to the surface, meaning that only infantry can access the network of below-ground stores.
![]() |
| The extraction Fan is to the South-western corner, whilst the Eldar enter from the Stairs due East. |
The board is a (relatively speaking) 28x42cm in size. I made it about a year ago for our 2018 Little Wars project. The red promethium tanks were part of a batch that I recently cooked up whilst the fan and stairs were created sometime over the course of the last year.
Force Deployment
The Imperials begin the game deploying Commissar Rifrost and Lt. Guyson's Squad in the underground bunker's western half whilst the Eldar attackers enter the bunker from stairs to the East.The Imperials are able to deploy their Space Marine reserves from the Bunker's Northwestern corner only upon destroying sufficient Eldar Energy Points - upon 3 Eldar Energy Points being destroyed, a single Space Marine can be Deployed at the Cost of 1 Action Point. Upon a Space Marine being deployed, the Imperial's Energy Pool is increased by 3 Energy Points.
At the commencement of the game, the Eldar must (secretly) nominate the sequence in which their Units will be Deployed. The Eldar are able to Deploy a single Unit at the bottom of the Eastern stairs at the cost of 1 Action Point. There is no limit to the number of Units that can be Deployed in a Turn, subject to both Action Point and Unit availability.
Deployment Actions cannot be Countered by either Force nor do they require a Skill Check.
Special Rules
Whilst the Imperial's are fielding a Leader, he does not benefit from the Resilient nor Combat Stunts traits and the game can continue should Rifrost be incapacitated. He contributes to and shares the Imperial's common Energy Pool.
Each player has a single Action Dice for their Force plus a further Dice for the Imperials while their Leader remains active i.e. whilst Rifrost is active, they can roll 2d6 when determining their Turn's Action Points. As the Eldar do not Field a Leader, they cannot benefit from this rule.
Each Eldar Energy Point expended is retained by the Imperials - upon acquiring sufficient Energy Points, the Imperials can deploy reserves i.e. 3 Energy Points are required to deploy a Space Marine.
The Eldar can also attack the massive Fan to the bunker's West, subject to the usual targeting rules with no modifiers. In the event that a successful attack occurs, the Imperial's Energy Pool is also reduced by 1 Energy Point.
Both Forces can attempt a Rally Action (a House Rule), with Successes generating an additional Energy Point and Critical Failure costing an Energy Point, else Unit. Rallys can be countered, with the Counter introducing a Rogue Dice.
**PS. Oops, I noticed post game that I had played the Marine with 3, not 2 Energy - that could have cost the Imperials the game!!
You'll notice that a single Space Marine at 82 Credits is close to twice as expensive as the Imperial Guard Squad - Marines in these rules are monsters but not impervious - a lucky series of roles, the application of the right weapon choice, ganging up on them in Close Combat... all those things can spell the end of a Marine.
Each Eldar Energy Point expended is retained by the Imperials - upon acquiring sufficient Energy Points, the Imperials can deploy reserves i.e. 3 Energy Points are required to deploy a Space Marine.
The Eldar can also attack the massive Fan to the bunker's West, subject to the usual targeting rules with no modifiers. In the event that a successful attack occurs, the Imperial's Energy Pool is also reduced by 1 Energy Point.
Both Forces can attempt a Rally Action (a House Rule), with Successes generating an additional Energy Point and Critical Failure costing an Energy Point, else Unit. Rallys can be countered, with the Counter introducing a Rogue Dice.
Forces
Imperial Defenders
- Commissar Gallus Rifrost (Leader) CQ 3, RAT 3, DEF 4, ARM Light, SIZE Small, ENG 3 with Plasma Pistol (Fantasy Ranged weapon) and Power Sword (Powered + Blade) - 62 Credits
- Lt. Guyson's Imperial Guard Tactical Squad CQ 3, RAT 3 DEF 3 ARM Group, SIZE Small ENG 0 with Lasguns (Carbines) and Blades - 45 Credits
- Dusk Confessor Tactical Space Marines CQ 4, RAT 4, DEF 5, ARM Medium, Size Small, Energy 2 with Powered Armour and Boltgun (Carbine + Armour Piercing Rounds) - 82 Credits**
**PS. Oops, I noticed post game that I had played the Marine with 3, not 2 Energy - that could have cost the Imperials the game!!
You'll notice that a single Space Marine at 82 Credits is close to twice as expensive as the Imperial Guard Squad - Marines in these rules are monsters but not impervious - a lucky series of roles, the application of the right weapon choice, ganging up on them in Close Combat... all those things can spell the end of a Marine.
Namreb Craftworld Eldar Attackers
A peculiarity of the Namreb Craftworld is the manner in which Aspect Warriors are deployed. Breaking with Craftworld tradition, Namreb Aspects are commonly fielded in a versatile Strike Squad with representatives of four or more Aspects. Prior to the game commencing the Eldar record their deployment sequence as follows:- Dark Reaper CQ 3, RAT 5, DEF 4, ARM Light, SIZE Small, ENG 1 with Reaper (Heavy) Launcher and Enhance Shimmer (Great) Shield - 56 Credits
- Howling Banshee CQ 5, RAT 4, DEF 3, ARM Light, SIZE Small, ENG 1 with Dire Sword (Blade), Long-strike, Parry, Shuriken Pistol (FX Ranged) and Shimmer Shield - 56 Credits
- Dire Avenger CQ 3, RAT 5, DEF 3, ARM Light, SIZE Small, ENG 1 with Avenger Shuriken Catapult (Carbine Scope and Shimmer Shield - 47 Credits
- Striking Scorpion CQ 4, RAT 4, DEF 4, ARM Light, SIZE, Small, ENG 2 with Chained Blade, Shuriken Pistol (FX Ranged) and Shimmer Shield - 70 Credits
- Fire Dragon CQ 3, RAT 5, DEF 4, ARM Light, SIZE Small, ENG 1 with Flamer, Grenades and Shimmer Shield - 57 Credits
It is my intent to use the Reaper's superior DEF and Enhanced Shimmer Shield to take the brunt of the Imperial fire, thereby allowing the faster Howling Banshee to engage in close combat. It was a difficult decision whether to go for additional melee punch afforded by the Striking Scorpion or use the Fire Dragon to tackle the Imperial Guard (flamers are great vs Groups). In the end I decided that the Dire Avenger's Scope might come in handy to provide some fire support, if not take out the Objective from afar.
Victory Conditions
A Strategic Imperial Victory is awarded if all the Eldar are destroyed prior to the 6th Turn and there are less than three points of damage dealt to the Fan.A Tactical Imperial Victory is awarded if the Eldar are destroyed before the 6th Turn and the Fan suffers 3 points of damage.
A Strategic Eldar Victory is awarded if the Fan is destroyed prior to the commencement of the 5th Turn.
A Tactical Eldar Victory is awarded if the Fan is destroyed by the Eldar during the 5th or 6th Turns.
Battle Report
While I play the game, I use a simple notation to detail actions, turns etc. For example "T5.E3-DA/Shoot" translates to "Turn 5, 3rd Eldar Action, Dire Avenger Shoots".Defenders Deployment
The Imperial Guard Squad man the Southernmost barricade whilst Commissar Rifrost takes the Northern barricade.
"Hold fast men, put your faith in the Emperor and you will prevail. Rest assured should you retreat, I will dispense the Emperor's justice!"
"Hold fast men, put your faith in the Emperor and you will prevail. Rest assured should you retreat, I will dispense the Emperor's justice!"
Turn 1 - Imperial Energy 🔵🔵🔵 Eldar Energy N/A (Nil Deployed)*
*The Energy Pool in Rogue Planet can be thought of as a Force's morale - once it has been depleted, things can go very bad, very quickly. Typically a Force can offset the damage by dipping into their Energy Pool.
An Eldar Dark Reaper is deployed (T1.E1-DR/Deploy) and heads directly west (T1.E2-DR/Move) seeking cover from the large Prothemium tank whilst taking fire from the entrenched Imperial Guard Squad (1.I.1.OpFire). The Eldar's Energy Pool is increased to a total of 1 on account of the Dark Reaper's 1 Energy value.
A Move action being countered by Op Fire requires a Rogue Skill Check. The Eldar roll a Rogue Skill Check, yielding a 5, 6 and Rogue 6. The Rogue 6 cancels the natural 6 and as there are no other modifiers, the Skill Check results in a total of 5. A Skill Check result of less than 7 equates to a Failure and when resulting from a Op Fire Rogue Dice result, the target takes the damage equal to the value on the Rogue Dice i.e. 6 Points! With only a single Energy Point, the Dire Avenger cannot offset the damage and is killed outright! Bugger! There goes the Eldar's cunning plan on the first roll of the dice!
"Here they come boys, let them have it!" booms Lt. Guyson to his squad and instantly the Eastern wall of the facility explodes into a barrage of lasgun fire, ripping appart the Dark Reaper.
| The Banshee sweeps in from the East, regardless of the fallen Dire Avenger in her path. |
Next the Eldar deploy a Howling Banshee (T1.E3-HB/Deploy), adding a second Energy Point to their Pool. The Howling Banshee then charges directly into the Imperial postion (T1.E4-HB/Charge) whilst taking fire (T1.I2-IG/OpFire) from the entrenched Imperial Guard . This time the Op Fire Rogue Skill Check goes the Banshee's way (4,6, Rogue 5 = 10 = Total Success) and a Collision between the Guard and Banshee is resolved.
Seemingly avoiding the lasgun blasts, a Howling Banshee hurtled into the facility making directly for the Imperial Guard Squad. A Guardman's head all but exploded by the force of the Banshee's psychic scream whilst the vicious blade danced over the barricade and impaled another. The remaining troopers fell back, shocked by the speed and ferocity of the Aspect warriors attack.
| "SSCCREEETTTCCHHH!!!" |
The Turn now switches over to the Imperials with the remaining Trooper climbing to higher ground (T2.I3-IG/Move) afforded by Tank #4 and firing upon the Howling Banshee (T2.I4-IG/Shoot). The height advantage confers a minor buff when making ranged attacks - very useful indeed!
The Shoot Skill Check is modified by a net plus 1* (+1 Height, +1 Carbine vs Light, RAT 3 vs DEF 4 - buffed +1 by Shield) plus-1 with the Eldar unable to Counteract. A the Skill Check {3,5 +1 = 8} results in a Partial Success**. A Partial Success against a Lightly armed target causes the higher of the absolute difference between the Attackers RAT and Defenders DEF (3 and 3 respectively) and 1.
*Rogue Planet modifiers max out at +3 buffs and -3 debuffs, yielding a maximum/net +/-3 on a Skill Check.
**Rogue Planet Skill check result bands are 10+ = Total Success, 9-7 = Partial Success, Doubles on a Success = Critical Success, <7 = Failure and Doubles on a Failure = Critical Failure.
The Eldar offsets the damage by reducing their Energy Pool by 1 Point, leaving it at 1 and is Staggered back to the East. Finally, the Imperial Partial Success grants a free Move Action to the Eldar, so the Howling Banshee moves back to the barrier.
| The sole remaining Imperial Guard's successful volley from the Western tank forced the Banshee backwards towards the East. |
The first Turn ends with the squad of Imperial Guard Squad taking 50% casualties and the loss of a Dark Reaper. The Elder have 1 remaining Energy Point and the Imperials have an Energy Pool of 3.
The Imperial's effective fire against the Howling Banshee also provides the Imperials with 1/3rd the Energy required to call in reinforcements (see Force Deployment above). Fortunately for the Eldar, the Critical Hit does not eliminate Energy, therefore doesn't contribute to the Imperial's reserve tally.
Presently the Extract Fan remains undamaged, something the Eldar will need to attend to quickly if they want a chance of winning this engagement.
Turn Two - Imperial Energy 🔵🔵🔵 Eldar Energy 🔴
Using the high ground advantage, the Imperial Guards fire upon the Howling Banshee (T2.I1-IG/Shoot) and the Banshee attempts to dodge (T2.E1-HB/Dodge). The Skill Check results in a Total Success so the Howling Banshee is staggered Westward again and forced to forego the Eldar's 1 remaining Energy Point to offset the damage.
Commissar Rifrost now opens fire (T2.I2-CR/Shoot) whilst the Banshee again attempts to dodge (T2.E2-HB/Dodge). The Commissar fails on account of the Banshee's Rogue Die (roll of 6,4, Rogue 4). The Banshee makes an FX roll to determine the distance of the dodge and achieves snake-eyes (doubles) yielding an Epic! result. The Eldar breaches the Imperial's line and makes contact with the Extraction Fan.
The Failed Shoot Action also grants the Eldar an additional free Action that's used to deploy the Dire Avenger, adding a further 1 point to the Eldar's Energy Pool, bring it back to 1.
The Imperial Guard once again fires (T2.I3-IG/Shoot) down upon the Howling Banshee in an attempt to prevent the Extraction Fan from being destroyed and the Banshee, unwilling to concede contact with the Fan, returns fire (T2.E3-HB/ReturnFire). The Skill Check results in a Failure on account of the Rogue Die, causing 2 Points of damage to the Guard Squad. With only two members left the Squad is effectively destroyed.
Finally the Banshee sees its opportunity and plunges its sword into the Extractor, shattering fan blades in a storm of metal (a Total Success on the Banshee's free Melee attack, which was awarded on account of the Guard's failed shooting attack) - that's 1 of the [x] number of hits the Eldar need to destroy their objective. As and additional bonus, the Imperial's Energy Pool is also reduced by 1 Energy Point.

With the Guard Squad out of action, Commissar Rifrost hussles (T2.I4-CR/Move) along the barricade and fires upon the Howling Banshee
(T2.I5-CR/Shoot). The Banshee's return fire (T2.E4-HB/ReturnFire) is ineffective; however, the Commissar's shot goes wide (the Skill Check was a Failure, but not due to the Rogue Dice).
As the Commissar's attack Failed, the Eldar are granted a free Action. The Dire Avenger attempts a Skill Checked Move, intending to reach and then scale the Tank with a single Action. Commissar Rifrost directs gouts of plasma at the Dire Avenger (T2.I6-CR/OpFire) but the cunning alien avoids the same and now secures the high ground.
Amongst the confusion, the Eldar (using the free Action granted on account of Rifrost's failed Shoot Action) deploy a Striking Scorpion, adding 2 Energy Points to the Energy Pool on account of its Light Armour and Chainsword (being a Power Weapon).
The second Turn ends with the Imperial Guard Squad being eliminated and the Eldar deploying both a Dire Avenger and Striking Scorpion.
The Imperials have amassed a further 2 Eldar Energy Points, bringing their total up to 3 - call the reinforcements! The Eldar managed to damage the Extractor Fan (1 point).
The Elder have 2 remaining Energy Points and the Imperials Energy Pool would be 3 but for the damage to the Fan, reducing their Pool to 2 Energy Points.
Turn 3 - Imperial Energy 🔵🔵 Eldar Energy 🔴🔴
The Imperials generate 3 Action Points and the Eldar 4. With the most Action Points available, the Eldar choose to pass the Initiative to the Imperials.
The Imperial's commence the Turn with the deployment of a Tactical Space Marine (T3.I1-SM/Deploy) , arriving from the facility's Northwest and firing (T3.I2-SM/Shoot) upon the Howling Banshee who's return fire (T3.E1-HB/ReturnFire) is ineffectual.
Pushing his way through the proethium tanks, the ear-shattering report of a Mars-pattern Bolter announces the Space Marine's presence to ally and alien alike.
The Marine's Skill Check rolled doubles, resulting in a Critical Success being applied against the Howling Banshee's Light Armour.
Within moments the Bolter's mass reactive rounds find their mark, transforming the alien into a fine red mist that's quickly sucked into the Extractor Fan.
Pushing his way through the proethium tanks, the ear-shattering report of a Mars-pattern Bolter announces the Space Marine's presence to ally and alien alike.
The Marine's Skill Check rolled doubles, resulting in a Critical Success being applied against the Howling Banshee's Light Armour.
Within moments the Bolter's mass reactive rounds find their mark, transforming the alien into a fine red mist that's quickly sucked into the Extractor Fan.
"They are on the run! By the Throne do not let up!" bellows Rifrost over the Extractor Fan's din.
The Space Marine's Critical Success also earns the Imperial's a Fate Token with which the Commissar employs in aid of an attempted Rally Action (T3.I3-CR/Rally with a +3 modifier). The result is a Partial Success, adding a further Energy Point to the Imperial's Energy Pool.
With the Imperial's attention focused elsewhere, the Dire Avenger once again scales to the top of the tank (a free Eldar Move Action on account of the Imperial's Partially Successful Rally).
Dire Avenger's are equipped with sophisticated targeting arrays (referred to as 'Scopes' in Rogue Planet), enabling the fire to be directed upon the 2nd, rather than the 1st closest target. Instead of reigning fire upon the closer Commissar Rifrost, the Dire Avenger lets loose a volley of shuriken barbs directly at the Extractor Fan (T3.E2-DA/Shoot) achieving a Partial Success and inflicting the 2nd point of damage upon the objective.
The loss of the Howling Banshee and arrival of the Space Marine has complicated the situation no end, but the centuries of experience shared by the Eldar Aspect Warriors means their tactics are able to instantly adapt to the winds of fate and hapchance.
Stepping out of the facility's shadows, the Striking Scorpion engages the Commissar (T3.E3-SS/Move). With the Commissar now Engaged, he may be discounted by the Dire Avenger for targeting purposes, allowing him to bypass the Space Marine and continue to shoot at the Extractor.
The final action for the Elder is to deploy a Fire Dragon (T3.E4-FD/Deploy) - the last of their reserves.
At the end of the third Turn, the Eldar outnumber the Imperial's 2-to-1; however, their feeble xeno bodies hardly compare to the majesty of the Emperor's finest.
The arrival of the Fire Dragon boosts the Eldar's Energy Pool to 3 whilst the Imperial's has been boosted from 2 to 6 (Space Marine @ 3 + 1 Rally Action) but then is reduced by 1 fan hit.
The Extractor Fan has been further damaged but is still holding (2 hits down, 2 to go). Whilst the Space Marine is denying direct access to the Fan, the Commissar is fighting for his life against a Striking Scorpion, one of the most terrifying of the Eldar assault Aspects.
Turn 4 - Imperial Energy 🔵🔵🔵🔵🔵 Eldar Energy 🔴🔴🔴
Again both sides decide to forgo the default 4 Actions and push their luck. This time the Imperials generate 4 Actions to the Eldar's 2 Actions. With access to the greater number of Actions, the Imperials decide to take the Initiative again.
Swinging his Bolter towards the facility's roof, the Space Marine attempts to dispatch the Dire Avenger perched upon the Eastern tank. Dire Avengers may not have a Marine's resilience, but the Avenger Shuriken Catapult is a fearsome weapon, and the Dire Avenger returns a withering stream of fire, forcing the Marine into cover.
Return Fire and Op Fire Counteractions are particularly useful against the likes of Space Marines - Marines employ Medium Power Armour, meaning they can offset a huge amount of damage. Unlike a normal Shoot Action, a particularly fortunate Return Fire result can deal as much as 6 Points of damage with a single Action.
This Turn saw the Striking Scorpion dispatched by the Commissar and the Dire Avenger battered by Bolter Fire. In return, the Dire Avenger was able to punish the Space Marine and further damage the Extraction Fan, which can now only absorb one remaining point of damage. The Imperial's Energy Pool stands at 1 point (-2 on account of the Dire Avenger's Return Fire and -2 Fan hits).
The Eldar conceded 2 more Energy Points to the Imperials, meaning they're almost able to call further Space Marine again, leaving the Eldar with a 1 point Energy Pool going into Turn 5 and without any further reserves available.
(T5.I1-CR/Melee) The Commissar achieves a Partial Success against the Fire Dragon rolls a 5, 2, Rogue 2 - with only a single Energy Point remaining in the Eldar Energy Pool, the Fire Dragon is cut down.
Knowing full well the havoc the alien can deal with its incendiary devices, Rifrost runs the Eldar Fire Dragon through. Mercy is the farthest thing in his mind as he turns to face the sole remaining Eldar warrior to the North.
The Dire Avenger uses the free Move to once again ascend the promethium tank.
For all the injuries it had suffered, the Dire Avenger once again makes its way to the top of the promethium tank, seemingly flowing up the ladder in a manner that could never be emulated by a man.
(T5.I2-SM/Shoot) Between Rifrost and the Space Marine, the Marine is the more effective shot, especially when engaging Lightly armoured targets. Regardless, the Space Marine's Shoot Skill Check results in a failure for all that and delivers a free Action to the Eldar.
With the Eldar now back within line of sight, the Space Marine fires again but to no avail. The dishonourable xeno's shielding technology confused the Marine's targeting auspex throwing his aim wide.
This provided the chance the Dire Avenger was seeking and it unloads a full clip into the Fan. The device finally succumbs to the Eldar's repeated attacks, and it violently explodes, vaporizing the nearby Marine in the process.
The Eldar used the Free Action to deliver a successful final shot to the Exhaust Fan, delivering the 4th point of damage, destroying the objective.
Quickly the facility began to fill with spoke. Choking back the fumes that were quickly filling the facility, Commissar Rifrost made his way to the stairwell, heedless of the remaining Eldar warrior.
"My job here is done," he thought. "I can only hope that we bought those topside the time they needed".
I was particularly happy with the first Turn's outcome from a setting perspective: howling Banshees are meant to be shock troops that issue psychic screams as they hurtle into battle. I might tweak their load-out some to include the Lance weapon trait, that gives them a +2 on Charge Actions and losing the Parry trait.
The Deployment Action worked well. I was considering doing something a little more keeping with the Rogue Planet Skill Check mechanism. For example, Deployment requires a Skill Check, modified by +1 for each allied Heroic Unit and -1 for each of your opponent's Heroic Unit deployed. Success means the Unit is deployed and Failure means the deployment is unsuccessful. Both Successes and Failures would be augmented by Fates, free Move or Actions and Critical Failure Non-counterable Actions.
As far as the Forces themselves went, I think the Scenario could work a little better with the Imperial's maybe substituting the Group of Imperial Guard with maybe two individual Guards. Maybe allowing Reserves to be 1 Energy Point Guards, 2 Energy Point Chainsword Assault Troopers or 3 Energy Point Space Marines - it would add some more variety to the mix. The Eldar could have done with another Unit choice (Warp Spider? Likely not a Striking Hawk) and an ability to take doubles of Units and/or a Leader (Exarch?) could have added a bit more tension.
I felt that the 4 Damage Point Objective worked well, but if I was to run the game with some competitive players or tweak the Forces, I'd likely restrict the Eldar somehow e.g., not allow the same Eldar Unit damage the Fan twice in a Turn, give the Fan a DEF rating that made it a tad more resilient to lower powered attacks etc. The manner in which I had placed the Terrain ensured that there were few extended lines of fire available, nor was the Fan readily accessed without significant risk.
Nothing about the tiny board actually felt constrained, rather the game had a level of intensity and focus that isn't always evident in a larger setup. I'll put that down as a win for Micro Skirmishing.
(T4.21-CR/Melee) The Commissar attacks the Striking Scorpion with his Powersword and rolls triple 6 i.e. a Skill Check of 12 and a Rogue 6 - against a Lightly armoured target that spells instant death, but against a more heavily armoured opponent, that would have dealt 6 points of damage!
The Commissar is a student of the Belvar sword school and the instinctive application of a Gal-rut strike cuts through the Scorpions blade and neck, in one horrific two-handed swing of his Powersword. Splashed with alien ichor, the Commissar focuses upon the lurking Fire Dragon to his Southeast.
The Space Marine also chooses this moment to unleash a fresh clip at the Dire Avenger, and despite a hail of fire in retun, the Avenger is unable to hold its position and is forced off the tank once again.
(T4.I4-SM/Shoot) (T4.E2.DA/ReturnFire) The Space Marine's shooting rolls a 6, 5, Rogue 3) yielding a Total Success doing a point of damage. Further, the Eldar is also hurt during the fall meaning a total of 2 Energy Points are used to offset the attack.
From the ground the Dire Avenger fires at the Extractor Fan (T4.E3-DA/Shoot) achieving a Partial Success, damaging the Objective. The free Move afforded by the Partial Success is used by the Commissar to engage the Fire Dragon.
No sooner had the Dire Avenger forced the Space Marine into cover than it turned it's Shuriken Catapult onto the Extractor Fan once more, providing Commissar Rifrost with an opportunity to dash past and engage the Fire Dragon approaching from the South. By now the Fan was sparking ferociously and making an unmistakable whining sound of tortured metal pushed far beyond its design tolerances.
| Rifrost tackles the Fire Dragon in the foreground before turning his attention to the Dire Avenger. |
The Eldar conceded 2 more Energy Points to the Imperials, meaning they're almost able to call further Space Marine again, leaving the Eldar with a 1 point Energy Pool going into Turn 5 and without any further reserves available.
Turn 5 - Imperial Energy 🔵 Eldar Energy 🔴
The Imperials take the default 4 Action Points while the Eldar once again try their luck and again end up with 2 Points. The Imperials take the Initiative.(T5.I1-CR/Melee) The Commissar achieves a Partial Success against the Fire Dragon rolls a 5, 2, Rogue 2 - with only a single Energy Point remaining in the Eldar Energy Pool, the Fire Dragon is cut down.
Knowing full well the havoc the alien can deal with its incendiary devices, Rifrost runs the Eldar Fire Dragon through. Mercy is the farthest thing in his mind as he turns to face the sole remaining Eldar warrior to the North.
The Dire Avenger uses the free Move to once again ascend the promethium tank.
For all the injuries it had suffered, the Dire Avenger once again makes its way to the top of the promethium tank, seemingly flowing up the ladder in a manner that could never be emulated by a man.
(T5.I2-SM/Shoot) Between Rifrost and the Space Marine, the Marine is the more effective shot, especially when engaging Lightly armoured targets. Regardless, the Space Marine's Shoot Skill Check results in a failure for all that and delivers a free Action to the Eldar.
With the Eldar now back within line of sight, the Space Marine fires again but to no avail. The dishonourable xeno's shielding technology confused the Marine's targeting auspex throwing his aim wide.
This provided the chance the Dire Avenger was seeking and it unloads a full clip into the Fan. The device finally succumbs to the Eldar's repeated attacks, and it violently explodes, vaporizing the nearby Marine in the process.
The Eldar used the Free Action to deliver a successful final shot to the Exhaust Fan, delivering the 4th point of damage, destroying the objective.
| After taking a moment to survey the destruction wrought by the battle, the Dire Avenger then makes it's way out of the Facility. |
"My job here is done," he thought. "I can only hope that we bought those topside the time they needed".
Post game reflections
That was a lot of fun and very quick. It probably took me 6-times as long to write up the battle Report than play the game!I was particularly happy with the first Turn's outcome from a setting perspective: howling Banshees are meant to be shock troops that issue psychic screams as they hurtle into battle. I might tweak their load-out some to include the Lance weapon trait, that gives them a +2 on Charge Actions and losing the Parry trait.
The Deployment Action worked well. I was considering doing something a little more keeping with the Rogue Planet Skill Check mechanism. For example, Deployment requires a Skill Check, modified by +1 for each allied Heroic Unit and -1 for each of your opponent's Heroic Unit deployed. Success means the Unit is deployed and Failure means the deployment is unsuccessful. Both Successes and Failures would be augmented by Fates, free Move or Actions and Critical Failure Non-counterable Actions.
As far as the Forces themselves went, I think the Scenario could work a little better with the Imperial's maybe substituting the Group of Imperial Guard with maybe two individual Guards. Maybe allowing Reserves to be 1 Energy Point Guards, 2 Energy Point Chainsword Assault Troopers or 3 Energy Point Space Marines - it would add some more variety to the mix. The Eldar could have done with another Unit choice (Warp Spider? Likely not a Striking Hawk) and an ability to take doubles of Units and/or a Leader (Exarch?) could have added a bit more tension.
I felt that the 4 Damage Point Objective worked well, but if I was to run the game with some competitive players or tweak the Forces, I'd likely restrict the Eldar somehow e.g., not allow the same Eldar Unit damage the Fan twice in a Turn, give the Fan a DEF rating that made it a tad more resilient to lower powered attacks etc. The manner in which I had placed the Terrain ensured that there were few extended lines of fire available, nor was the Fan readily accessed without significant risk.
Nothing about the tiny board actually felt constrained, rather the game had a level of intensity and focus that isn't always evident in a larger setup. I'll put that down as a win for Micro Skirmishing.


Very interesting!
ReplyDeleteNot only am I a fan of Rogue Planet, I also like the idea of Micro Skirmishing. When playing with my boys (8 and 7) I noticed how their concentration begins to worden after an hour of so. This might well do the trick.
Great battle report!
Being able to lift up the game board and put it away for a day is very attractive - having 4 kids myself, space is always at a premium as well.
DeleteI really like Rogue Planet with the kids, especially as the action-counteraction gameplay means they are continually and actively involved, unlike some other games. The unlimited movement takes some getting used to, but I find that kids adapt easily - it's old blokes that find that part of the game difficult to grasp at first.
PS note that I use a slightly different Skill Check result system to the official rules - poke around the Blog some and you'll find them + I'm slowly preparing a R40k Quick Reference Sheet for release someday in the future.
That would be useful, thanks!
ReplyDeleteI'm preparing to delve into the world of Rangers of Shadow Deep with my two eldest sons (my youngest is only 3). The games I played with them felt a bit like me playing with someone else moving the pieces. So I hope a game with a cooperative mode will remedy this.
Once they've got the basics I think we move on to Song of Blades and Heroes, anything is possible after that.
A couple of my mates have just received Rangers of Shadow Deep, and I am looking forward to hear how it plays. Do tell. Yes, co-op games with young kids is definitely the way to go.
DeleteIf you like, you can find my first steps into the game over here:
Deletehttps://smallprojectteam.blogspot.com.au/
Cheers Wouter - nice painting style you've got there, I'm envious!
Delete:) Thanks
Delete