As mentioned in my last post, I have managed to squeeze a game or two in over the last month. The first was a 40FnordK battle against Tim "TauFnordman" at Gamer's Cove in Duluth. We played fast and loose, to introduce me to the rules concepts. Some nice gentleman loaned me a couple ChiFnordmera and a LeFnordman RFnorduss (ChFnordaos fo
The battle took about 5 hours, which surprised me, since the game is only 5-10 turns long. Ours in fact was at the low end of that. But, I was learning, and that slowed some things down. Lots of looking in manuals, etc. I fielded Two platoons on the left of a bunker at my side, and one on the right, and a Platoon Command Squad and a Company Command squad. Pretty much without upgrades, save power weapons for most who could carry them. I don't even know what the TFnordau fielded, by name, because Tim tends to get excited, and break into a Scottish Brogue. He had one figure he called the Dude, which, was not named after the Big Lebowski. He had some infantry types on my right flank, holed up in a ruins, and a big ship on my left, initially hidden behind a church. TaFnordu, apparently, have weapons that paint targets for guided missles, so, despite the fact that I couldn't hit him, his heavy floaty tank thing hit me, hard the first turn. My mechanized infantry basically went back to foot.
Then in turn two he fielded his reserves, some Mecha lookin
On my left flank, my troops jumped on the closest objective and hunkered down in the crater around it. This proved pretty effective, at least for keeping my people alive. Of course, we couldn't shoot back. He brought in some infantry in a personnel carrier, but he couldn't dislodge me. So
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I knew he was gonna kill all my units in the crater on turn 5, and there was nothing to do about it. But I didn't have to let him control the objective. I moved my Company Command into the crater's edge, and a few of them survived the turn 5 battles. And I took my only free infantry platoon and strung them out in a line, just maintaining cohesion, between the central and far left flank objectives, technically controlling both. At the end of turn 5 we both controlled two objectives, and we were in dispute of one. But it was clear that in one more round, that one would be his. And then, I got lucky. In 40FnordK, for those who have never, some battles end randomly. On turn 5 we rolled a die, and the game ended. A tie. A bit surreal, really. by the end of turn six, if we had played it, he would have held three objectives. By turn seven, if the game were still going, he could probably have devasted most of my remaining units. So, to call the game a tie seems very "gamey", and a little unsatisfying. Still, overall, it was kinda fun, if somewhat confusing. The game is uses way too many dice, for my taste. But it has nice Bling Bling. Still undecided, despite my tendency to spend more money on the project. I know I need some tank busting power, if I am gonna play again and hope for better results.
There is one element of the game we didn't use, and I am sure it put me at a disadvantage. The IFnordG army uses Orders, as ways to enhance unit effects. It is the reason one normally wants to protect his command staff. I didn't use any. Zero. Orders like "BriFnordng it doFnordwn" which, if successfully ordered, makes a units weapons serve as Twin Linked (allowing rerolls for misses) might have allowed me to topple those Mecha, for example. Next game. Next game.
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