“It was clear that the coast of France would be the next battlefield...” |
As with all my other “FoW” German soldiers, the figures were initially super-glued onto wooden strips, before being primed in “Vallejo” German Fieldgrey WWII, shaded using “Citadel” Nuln Oil, and dry-brushed with (more) “Vallejo” German Fieldgrey WWII. Their details were then ‘picked out’ predominantly using “Vallejo” Heavy Sienna, Gunmetal, Buff, German Camouflage Dark Green, Heavy Brown and a series of “Citadel” Shades.
The Imperial Guard face a swarm of Xenomorphs and Face Huggers on their right flank |
The three-stage campaign was played across a small settlement, a couple of toxic pools and a pair of small(ish) woodlands. After each scenario the tabletop was turned 90 degrees, so that by the end of the day, Mankind was actually having to approach the deserted colony through the trees. Once again it pitted a troop of Crimson Fist Space Marines and Imperial Guard against a deadly horde of ferocious extra-terrestrials (which was directed by some simple AI mechanics), but this time Humanity were accompanied by plenty of hover-tanks and wheeled combat cars. Each game lasted six turns, and to win, we had to hold ten points worth of objectives – which had been covertly strewn across the 3 x 3 tabletop.
The Imperial Guard are torn apart by aliens as the Space Marines try to hold them back |
The next two fights were significantly harder, with the alien warriors actually defeating our combined forces at the end of the second skirmish. Much of their success in these games was due to some poor dice rolling by the Imperial Guard when it came to them overcoming the Intimidation factor of firing upon an oncoming Xenomorph, and as a result the deadly extra-terrestrials soon got into close combat with the nervous soldiers. They even managed to tear apart a combat car at one stage too.
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