Friday, December 14, 2018

Warhammer 40,000 Rogue Trader (1e)

I obtained the Warhammer 40,000 Rogue Trader (aka the first edition) rulebook because I fondly remembered its everything-and-the-kitchen-sink artwork.  Rereading I was reminded how thoroughly confused I was when I read it the first time: is it a RPG or a tabletop miniature wargame? Most of the rules by themselves, along with the photos, seem to indicate miniature wargame, but the writing style and a lot of the thematic bent felt more like a roleplaying game.

But rereading it, I felt like understood the book for the first time with great clarity: this was a wargaming skirmish ruleset, with a heavy emphasis on hosted scenarios.  Furthermore, the way units interacted with each other and the combat system are really really similar in feel to most 19th century imperial and colonial wargame rules and scenarios - this is the various military elements of a far flung empire combating uprisings, piracy, petty warlords, and imperial rivals.  Scenario objectives are crucial to avoid the game devolving into a pointless last-figure-standing slugfest.

So, after painting up four squads of ten space marines each for the loyalist Ultramarines and rebel Thousand Sons, as well as taking the time to draw up some handy reference sheets, we set up the "Hold on Tight" scenario from the Lion Rampant book.  The target objective for both sides was a small building in the center, and a given side would score a victory point if it was in possession of the building at the beginning of its turn.  The first side to accrue three points was the victor.  Both sides diced and the rebellious red Thousand Sons went first.


(Above: initial deployments, after one turn of movement)


(Above: Ultramarines, ultra-ing)


(Above: Thousand Sons)

All these figures are second-hand, some in pretty rough shape.  For the most part I made zero effort to remove old paint - just went in with new paint right on top, and stuck to my standard army painting block paint & wash & varnish routine.


(Above: Thousand Sons are first into the target building - why is it of strategic importance? Beats the eff outta me!)

Warhammer 40,000 Rogue Trader has a "Reserves" phase, which allows any figure that has not fired in its turn, and is more than 4" from an enemy, to move again.  This allowed the Thousands Sons to easily get to the building first and occupy it, while the squad on their right took up positions behind a long, low ridge...



With the Thousand Sons in possession of the target, the game's combat system came into play.  Missiles flew back and forth from both sides (mostly to little effect) while bolter fire took out a marine here or there.


Then the squad on the Thousand Sons' right made their move! Eight marines crested the low ridge and poured small arms fire into the Ultramarine squad lying in the nearby brush. At close range this was very effective. The Ultramarine center took it even worse, however, since they were in the open trying to assault the building. As the Thousand Sons picked up their second VP we almost called teh game, but decided to see what would happen on the Ultramarine turn.


What happened was the Ultramarines dropped a dead-on-target strength 8, -4 save Melta Missile into the building, killing all the remaining Thousand Sons defenders.  The Ultras then proceeded to occupy the building, and hold it for a turn, picking up a point!


Unfortunately, the squads from the Thousand Sons' flanks were able to converge on the center and retake the building.  The Ultramarines launched one last desperate melee attack to recapture the target.


And were thoroughly repulsed at great cost...


(Above: a pricey butcher's bill!)


And that was endgame as the Thousand Sons picked up their third VP.




This game is lethal! Out of 30 starting Ultramarines, seven were still standing at game's end. Out of 30 Thousand Sons, ten remained.  We were happy with the terrain in terms of providing cover and breaking up line of sight.  The borrowed Lion Rampant scenario idea was also very enjoyable.  If this was a line-'em-up-and-have-at-it game it would have been rather boring...  Playtime was about an hour and 45 minutes. We look forward to our next try-out game.

(Yeah I know non-historical)

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