Roll Call 1: Ambush at Lessell
With the Vernox Rising campaign, one of the main aims was to build up our armies together. As these are both new forces for us, we decided that playing through a campaign would not only be fun, but allow us to escalate the conflicts as we collected and painted more units.
As previously mentioned in our article here, new units would be determined by the roll of a dice, which would allow us the following:
After the Ambush at Lessell mission, we were allowed 2 new units for the next game, which we both rolled for. We've decided to split these rolls into a separate post from the battle reports, so that we can offer a bit of insight into what we've picked, and why we've gone for them. So let's get to it!
Brapscallion
So I got a 3 and a 6, which meant an Elites unit and something I could choose, which I'm absolutely over the moon about! I kept my picks, and did not decide to pay the 2 command points to change one. I was more than happy with what I'd got, and was actually pretty close to the perfect result for me.
After that absolute bloodbath that was the first mission, I need more threats. I need more options to get into combat and cause problems for the Custodes, So Aberrants are going to be my Elite choice. They can cause a lot of carnage if they get into combat, and the damage reducing abilities and Feel No Pain-style shrugs will hopefully give them that little bit of longevity that might just clutch a key moment in upcoming battles.
As for my own choice, the last game proved just how crucial Command Points are to the Cult, and so I need to start putting the groundwork down for another battalion. So I've gone for another HQ. And there's only one HQ choice the Endless Deep will look towards when the Aberrants emerge from their lair...
Squid Torgar
As I'm currently labouring under the constraints of a patrol detachment, my hope was to get the roll to allow me for a HQ and Troops choice, so I could unlock that Baddalion! The dice gods said no, instead serving up a Heavy Support and Fast Attack selection. Because of this, I opted to use my 'Get out of Jail Free card' and took the hit of -4 CP for my next game.
The thinking behind this was clear. I would still have more CP than the 3 afforded to me by the Patrol detachment, and at least I'd have a solid foundation and 8 CP going forward after our next game. So it's another unit of 3 guards (I'm going to experiment with 2 shields in this unit) and a Shield-Captain. Custodes rely on their stratagems and the odd CP reroll to keep themselves alive, so I think its the right life choice!
As previously mentioned in our article here, new units would be determined by the roll of a dice, which would allow us the following:
D6 Result:
1: HQ
2: Troops
3: Elites
4: Fast Attack
5 or 6: Player’s choice of unit.
After the Ambush at Lessell mission, we were allowed 2 new units for the next game, which we both rolled for. We've decided to split these rolls into a separate post from the battle reports, so that we can offer a bit of insight into what we've picked, and why we've gone for them. So let's get to it!
Brapscallion
So I got a 3 and a 6, which meant an Elites unit and something I could choose, which I'm absolutely over the moon about! I kept my picks, and did not decide to pay the 2 command points to change one. I was more than happy with what I'd got, and was actually pretty close to the perfect result for me.
After that absolute bloodbath that was the first mission, I need more threats. I need more options to get into combat and cause problems for the Custodes, So Aberrants are going to be my Elite choice. They can cause a lot of carnage if they get into combat, and the damage reducing abilities and Feel No Pain-style shrugs will hopefully give them that little bit of longevity that might just clutch a key moment in upcoming battles.
As for my own choice, the last game proved just how crucial Command Points are to the Cult, and so I need to start putting the groundwork down for another battalion. So I've gone for another HQ. And there's only one HQ choice the Endless Deep will look towards when the Aberrants emerge from their lair...
Squid Torgar
As I'm currently labouring under the constraints of a patrol detachment, my hope was to get the roll to allow me for a HQ and Troops choice, so I could unlock that Baddalion! The dice gods said no, instead serving up a Heavy Support and Fast Attack selection. Because of this, I opted to use my 'Get out of Jail Free card' and took the hit of -4 CP for my next game.
The thinking behind this was clear. I would still have more CP than the 3 afforded to me by the Patrol detachment, and at least I'd have a solid foundation and 8 CP going forward after our next game. So it's another unit of 3 guards (I'm going to experiment with 2 shields in this unit) and a Shield-Captain. Custodes rely on their stratagems and the odd CP reroll to keep themselves alive, so I think its the right life choice!


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