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Honda's Blog: Surly Tax Evaders Stage Protest

5/18/2015

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+++ VOX INTERCEPT: 0DJ:AA-L051
+++ VOX NODE: 284.655.71.982
+++ VOX PROTOCOL: JADE
Despite warnings to cease and desist, multiple chapters of the radical tithe evasion cult H.U.R.O.N. gathered together with teams of Non-Administratum authorized news affiliates along with minor delegations from the Simulations Acting Guild (SAG) representing juvenat impaired "B" list actors flown in from the HollyVox sector to stage a protest and demand restitution for alleged, "Crimes against the Imperium".

Notable individuals from SAG included Afflex the Grim, Leonidus de Kharnio, and the artist formerly known as "L".

The subversive elements portrayed by actors, claiming tribal affiliations with the tithe adverse H.U.R.O.N-ites, have declared the previously loyal Badab sector as a tithe free zone, no longer under obligation to the Administratum and have encouraged the inhabitants to "take their hard earned Imperial credits and their treasured first born  and spend them as they see fit so they can live the lives they truly deserve."

Administratum officials who were not authorized to comment directly on events occurring in the Badab sector surprisingly, refused to comment.

Unnamed Inquisitional sources were quoted as saying, "This isn't some ridiculous vox screen parody for unemployed poseurs. The Inquisition does not negotiate. Our beginning position is fire and complete desolation."

+++ VOX INTERCEPT: 0DJ:AA-L051
+++ VOX NODE: 284.655.71.982
+++ VOX PROTOCOL: JADE


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So, Team "Come and Take It" met for our Badab Ice Breaker yesterday and had a very intense and entertaining Apoc game over the course of around 8-ish hours.

A big shout out to Fat Ogre's for allowing us to host our games at their shop. They are a great bunch of guys who are very supportive of all our silly efforts and it's a great place to play a game.

We had eight people show up representing the Fire Hawks, Carcharadon Astra, Inquisitional Forces, and the Red Scorpions for the Loyalists. The Tithe Evaders showed up with Lamenters, Red Corsairs (Hey, what does HollyVox care about historical accuracy), Guard elements of the Tyrant's Legion, and of course Huron's own, the Astral Claws.

While driving back home, Gar and I were talking about what made this game so interesting. All throughout the game, we constantly found ourselves with less than ideal match ups and yet still needing to "git 'er done". The momentum was constantly switching back and forth and just about the time you felt like, "Ok, we got this" the other side would do something and we'd be back to "Ok, how are we going to deal with this?"

At a high level, on our left, the Tithe Evaders placed the Red Corsairs, featuring a Fellblade, two Land Raiders (with berserkers) and a Defiler, next to Blood Angels masquerading as Lamenters, with the Tyrant Guard managing the rightmost half of the board. The Astral Claws, supplemented where necessary and saved their hard hitters for counter-punches deep into the Loyalists lines.

The Loyalists placed the bike heavy Sharks on our left, anchored by the Red Scorpions (with black crosses) ["No Fear! No Pity! NO REMORSE!"-G] in the middle, who were flanked by various elements of the Inquisition. The Loyalists leveraged the highly mobile Fire Hawks on the right in an attempt to turn that flank, while supporting a late game push up the middle.

Each side had one Super Heavy, though I do have to admit that the Fellblade just brutalized the loyalists. We really didn't have an answer for its firepower and flanked by the two Red Corsair Land Raiders, we ended up adopting a passive/aggressive response to the crushing flanking maneuver it executed on our left side.

By the end of the second turn, it was getting pretty obvious that we were not going to be able to stop it and so had to focus most of our efforts on holding onto the objectives we had secured. The Inquisitorial Stormsword took a heavy toll on the Lamenters as they attempted to push up the field. Unfortunately, they had enough characters and Death Company survive the journey to deal mortal wounds to the Red Scorpion lines. The Death Company dreadnought in particular needs special mention as it walked through a squad of grav centurions like they were soft butter. Not pretty.

Counter strokes were continuous. As the Red Corsairs came crashing down on our flank, the Sharks and Fire Hawks assaulted the Tyrant's Guard, causing massive casualties and driving a wedge between the Corsairs and strong elements of the Astral Claws.

The question left unanswered was whether or not the Loyalists would have been able to hold on over the next two turns.

However, in the end, the Loyalists pulled out a very hard fought victory, 13-7.

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Great game guys!

***

Now that we have introduced everyone, we will begin to move into the first phase of the campaign, focusing on smaller battles taking advantage of the "Blood in the Void" scenarios. The idea of engaging in some fairly vicious ship boarding battles seems pretty exciting for all of us.

More on that later.

Until next time,

Cheers,

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