Well I'm back! A pretty exhausting train journey amid storms and delays but I made it. This is how I got on:
Not a great day to be flying, but a good day to be inside! It was a pretty packed gaming hall shared with the Titanicus event. We had about 20 Imperial and 20 ork squadrons, and the format was a 6 game Imperial vs Ork event playing through the missions from the Rynn's world book, the attacker/defender being decided by the last game.
It was interesting to see how other players approached painting their models, and the various paraphernalia developed to assist with playing the game. Everyone seemed to have their own slightly different thing, from 3d printed bases and laser cut card holders to my own paperclips to hold the cards together (which I'm humbled someone thought was genius (!)). Hopefully it gave the AI team some ideas for future improvements.
Mission one was 150pts 'The Dogfight' against a very lovely ork player who also won best painted Ork Sqwadron. Everyone had a really high standard of painted squadrons and was really friendly.
You can see that I quickly underestimated ork speed, and probably should have flown a gunline at minimum speed for the first turn. Most of the results of the games seem to have escaped me as soon as I handed in the card. Next time I'll try and at least take a photo, though it was a very packed day. I remember losing most of them
Mission two was troop landing at I think 125 points, Imperials attacking. We spent quite a while clarifying some of the details of the mission and setting up, and therefore timed out before anything really happened unfortunately. I think 1 hour for each game was a little optimistic!
You can see below my attempt to paradrop troops sort of stalled as the bombers were going minimum speed to allow the airdrop to happen and therefore were only moving 2 hexes a turn! We were also using a optional rule that you had to start at altitude 5 and test each time you wanted to descend. I just couldn't get there in time! Airdrops are pretty tricky, even at altitude 1 and speed 2 you need to roll a 4+ not to scatter or kill your troops, landing is probably easier.
The squadrons on display for lunchtime judging.
Mission Three was Search and Rescue with the Orks having to rescue the downed flyboss. The ork player was a charming member of the Warhammer community team. We had a great discussion about whether grot bombs could scout for the missing pilots (I thought it would be cool, but he was worried about it being OP) which we eventually had clarified by the rules team who were wandering about. (Grot bombs aren't aircraft so they can't). For this and the next mission I tried the suggestion of using dice to show altitude as it is really hard to read those dials or ask the other player what it is over the noise of the event (ENGINE KILL!'s from the Titanicus players).
Again we were pressed for time and we decided to do one last turn insanely quickly so it could come down to the orks either lifting off with the pilot or being blown up. They just made it!
Mission four was Bombing Run with the Imperials attacking:
I lined up for a prefect low level high speed bombing run after losing my escort fighter...
And then did less than spectacular damage and lost the Marauder! I came about for a last strafing run but it was in vain. The lesson is bring extra wing bombs so you can roll more than 8 or 4 bomb dice!
Mission six was 'The Straggler' with the orks trying to get their Grot bomber to safety. It was clarified that the straggler needs to leave the opposite board edge, not just any edge as implied by the rules. Night fighting was in effect, and I really regretted not taking the infra red upgrade. It meant I had no long range firepower, and half firepower at medium range, so basically no firepower!
I managed to bring down the bomber on the last turn of shooting but lost on overall points. A moral victory in my book! I found that the objectives don't give a lot of points, so don't neglect destroying the enemy just to complete the mission. A cheeky trick I heard of was lining up all your aircraft in front of the bomber so the bomber can leapfrog it's way across the table at more than 2 hexes per turn. It sounds cheesy, but if you can pull it off you deserve it I think.
Mission six was garrison relief with the Imperials relieving the garrison. I was pretty spaced out by this point and found it hard to talk to my opponent as my voice was going, but I finally got my airdrop in! I went too fast and had to roll 5+, which I needed an ace re-roll to succeed. Somehow I still lost on points! I think I need one of those upcoming Valkyries to really do transports properly, as 1 point of transport capacity only gives 5 victory points.
I had a great day overall, though I didn't win any individual prizes I was on the winning side so got a certificate! I think 6 games was two many, so hopefully they'll learn from that and other improvements for next time. It's quite a trip up to Nottingham so I may stick to local games/ events for now, but it was definitely worth going.
I would like to build my remaining aircraft, though I will have a break for a few weeks I think! We'll see what the future holds...
Edited by Beaky Brigade, 16 February 2020 - 06:38 PM.