In the GW book: Shield of Baal - Leviathan
there are new rules for Fighter Aces which I have summarized for review.
Any objections to them being introduced ?
Any changes you wish to make ?
Saturday, 27 December 2014
Sunday, 21 December 2014
Trial Rules Change - Psychic Powers - Warp Charge Pool
This proposed change will reduce the number of psychic dice available.
Current Rule:
Psykers get their mastery level in both player turns
plus 1D6 per player turn
Proposed Rule:
Psykers get their mastery level per Game turn
plus 1D6 per Game turn.
to share between attack and defense
plus 1 free die to deny a power cast on one of your units.
Note.
If a player is facing a null psychic army the only difference to the current rules is that the null psychics get one extra dice to deny if targeted by a power.
Eg.
In a battle where Eldar have four mastery levels and Orks have two. In turn one a '4' is rolled for addition warp charge points. The Eldar try to reduce the armour save on an Orc unit. They use three dice and get the power, by harnessing one of these three warp charges. To deny, the Orcs get one dice (free) plus as many out of their game turn warp charge pool as they want to take. They roll five dice and get a '6', denying the power. Eldar do not try to activate any more powers. They have five warp charges left to deny in the Ork psychic phase (plus one per power they are targeted with). The Orks have three warp charges in their turn to try to activate powers.
Reason:
1) With reduce dice available it should speed up the psychic phase.
2) Make psykers more powerful as there will be less denying.
Current Rule:
Psykers get their mastery level in both player turns
plus 1D6 per player turn
Proposed Rule:
Psykers get their mastery level per Game turn
plus 1D6 per Game turn.
to share between attack and defense
plus 1 free die to deny a power cast on one of your units.
Note.
If a player is facing a null psychic army the only difference to the current rules is that the null psychics get one extra dice to deny if targeted by a power.
In a battle where Eldar have four mastery levels and Orks have two. In turn one a '4' is rolled for addition warp charge points. The Eldar try to reduce the armour save on an Orc unit. They use three dice and get the power, by harnessing one of these three warp charges. To deny, the Orcs get one dice (free) plus as many out of their game turn warp charge pool as they want to take. They roll five dice and get a '6', denying the power. Eldar do not try to activate any more powers. They have five warp charges left to deny in the Ork psychic phase (plus one per power they are targeted with). The Orks have three warp charges in their turn to try to activate powers.
Reason:
1) With reduce dice available it should speed up the psychic phase.
2) Make psykers more powerful as there will be less denying.
Sunday, 14 December 2014
Surrounded - the Delta Tao Counter
Points: 1500 Eldar (+175) vs Tyranids (+300)
Mission: Surrounded
Planet: Delta Tao
Deployment: Hammer and Anvil
Mission: Surrounded
Planet: Delta Tao
Deployment: Hammer and Anvil
Saturday, 13 December 2014
Delayed Mission Report: Dark Angels secure close fought victory over Eldar at the Moons of Ra'pson
Mission: Purge the Alien
Deployment: Vanguard Strike
First Move: Eldar
Deployment: Vanguard Strike
First Move: Eldar
Monday, 8 December 2014
Apocalypse December 2014
Eldar
vs
Tyranids and the Forces of the Imperium
Saturday, 29 November 2014
End of 2014 Tournament
Knock out tournament friendly
Points: 2,000
No Handicap
No Lords of War
No Forge World
Battlefield:
Dawn of War
Terrain:
One Ruin and one sight blocking wall in each table sixth
Mission:
Primary Objective
1VP for each Ruin held at the begining of your turn.
3VP for each Ruin held at the end of the game.
Secondary Objectives:
First Blood, Line Breaker and Slay the Warlord.
Mission Special Rules:
Night Fighting, Reserves
Points: 2,000
No Handicap
No Lords of War
No Forge World
Battlefield:
Dawn of War
Terrain:
One Ruin and one sight blocking wall in each table sixth
Mission:
Primary Objective
1VP for each Ruin held at the begining of your turn.
3VP for each Ruin held at the end of the game.
Secondary Objectives:
First Blood, Line Breaker and Slay the Warlord.
Mission Special Rules:
Night Fighting, Reserves
Delta Tao - Mission Impossible
Points: 750 Eldar (+75) vs Tyranids (+300)
Mission: The Dark Night, Highlander
Planet: Delta Tao
Mission: The Dark Night, Highlander
Planet: Delta Tao
Wednesday, 19 November 2014
Space Hulk Golgotha Mission 3
One - nil to the Angels
As the space hulk counted down to destruction, a desperate action was fought between a detachment of Ravenwing and a swarm of monstrous insects, hell bent on escape. Outnumbered and with no hope of relief, the Ravenwing troops stoicly held their ground. An initial assault by gargoyles was repulsed; but soon in the dark halls of the wrecked ship a brutal game of cat and mouse ensued, which saw the bikers gradually pressed back. In the end, their heroics proved sufficient to win the day, and by the slenderest of margins.
First Blood and 1-0 to the Imperium
As the space hulk counted down to destruction, a desperate action was fought between a detachment of Ravenwing and a swarm of monstrous insects, hell bent on escape. Outnumbered and with no hope of relief, the Ravenwing troops stoicly held their ground. An initial assault by gargoyles was repulsed; but soon in the dark halls of the wrecked ship a brutal game of cat and mouse ensued, which saw the bikers gradually pressed back. In the end, their heroics proved sufficient to win the day, and by the slenderest of margins.
First Blood and 1-0 to the Imperium
Saturday, 15 November 2014
No Quarter Chapter 3 – To Calm the Storm, The Plague Worlds
Points: 1,250 Eldar (+100, upgrades spent: 60) vs Orkz (+150)
Mission: To Calm the Storm
Special: Terrain: 2-4 natural terrain per section
Vehicles: No wheeled or tracked vehicles, no walkers.
Skimmers, jet bikes or aircraft only
Night fighting
Primary Objectives: Eldar - to capture the objective
Ork - to hold/contest the objective
No Slay the Warlord, First Blood or Line-Breaker
Choice of End/Placing of Objective: Ork
First Deployment: Orks deploy first, Eldar move first (no steal initiative)
Deployment: Hammer and Anvil
Special: Terrain: 2-4 natural terrain per section
Vehicles: No wheeled or tracked vehicles, no walkers.
Skimmers, jet bikes or aircraft only
Night fighting
Primary Objectives: Eldar - to capture the objective
Ork - to hold/contest the objective
No Slay the Warlord, First Blood or Line-Breaker
Choice of End/Placing of Objective: Ork
First Deployment: Orks deploy first, Eldar move first (no steal initiative)
Deployment: Hammer and Anvil
Sunday, 9 November 2014
Imperial knights and LOWS
Having thought carefully about the problems of GO creating rule anomalies that make little sense, I think that it is only fair to accept that all super heavies or gargantuan concede VPs upon losing HPs. Martin has suggested that the Knights should be allowed to be fielded as a detachment, thereby allowing them to be exempt from the 1 super heavy per detachment rule; this seems fair.
I would also echo Martin's warning about playing costly models; they can be devastating, but they are fire magnets and a few rounds of concentrated fire and/or assaults can negate their effectiveness. The Warhound lost 8th in one shooting phas, and was then tarpitted by one squad of assault troops.
Having thought carefully about the problems of GO creating rule anomalies that make little sense, I think that it is only fair to accept that all super heavies or gargantuan concede VPs upon losing HPs. Martin has suggested that the Knights should be allowed to be fielded as a detachment, thereby allowing them to be exempt from the 1 super heavy per detachment rule; this seems fair.
I would also echo Martin's warning about playing costly models; they can be devastating, but they are fire magnets and a few rounds of concentrated fire and/or assaults can negate their effectiveness. The Warhound lost 8th in one shooting phas, and was then tarpitted by one squad of assault troops.
Super Heavy Metal
The Dark Angels and the Eldar came together last night in a 2,500 point conflict that matched the Dark Angel's Super Heavy army against the fire-power of the Eldar.
The Dark Angels brought a new Super Heavy Walker (a Warhound?) and three of the Imperial Knights. While the Eldar fielded no Super Heavies, The Farseer War Council did release a full cohort of Warlock Council for the battle along with an army sporting a potential of 9 STR 10 shots and 18 STR 8 shots per turn.
With a combination of avoidance and assault the Eldar were able to keep the Super Heavies largely at bay and ran out winners.
While this shows that the Super Heavies are beatable, I would consider the amount of fire-power the Eldar were able to bring pivotal in their victory, along with the fact that the DA did not have enough support units as a result of fielding such expensive models.
It may be unlikely that the DA will trundle out all four Super Heavies again in the same army, but if they do, and you will be forewarned, you will need to have a similar amount of weaponry to take them on, and just hope that they don't roll a 6 with their D-weapons! I got one, ouch!
Be bold, be brave and choose your fights carefully!
Farseer Abraxas
For the Harvest!
The Dark Angels brought a new Super Heavy Walker (a Warhound?) and three of the Imperial Knights. While the Eldar fielded no Super Heavies, The Farseer War Council did release a full cohort of Warlock Council for the battle along with an army sporting a potential of 9 STR 10 shots and 18 STR 8 shots per turn.
With a combination of avoidance and assault the Eldar were able to keep the Super Heavies largely at bay and ran out winners.
While this shows that the Super Heavies are beatable, I would consider the amount of fire-power the Eldar were able to bring pivotal in their victory, along with the fact that the DA did not have enough support units as a result of fielding such expensive models.
It may be unlikely that the DA will trundle out all four Super Heavies again in the same army, but if they do, and you will be forewarned, you will need to have a similar amount of weaponry to take them on, and just hope that they don't roll a 6 with their D-weapons! I got one, ouch!
Be bold, be brave and choose your fights carefully!
Farseer Abraxas
For the Harvest!
Sunday, 2 November 2014
Hive Infiltration - The Dark Tunnels
Following the initial testing using the Hive Infiltration rules a new set of rules has been created.
There is a new page - "Mission Rules" for any missions we create.
This can be found at the bottom of the Pages list.
There is a new page - "Mission Rules" for any missions we create.
This can be found at the bottom of the Pages list.
Sunday, 26 October 2014
Golgotha: Space Hulk Mission Two. Destroy the engine room
Golgotha: Space Hulk Mission Two. Destroy the engine room
A Hard Days' Knight...
A Hard Days' Knight...
Imperial Knights/Dark Angels versus Orks
Big Guns Never Tire, Hammer and Anvil, 2500 Points
Imperial Knights/Dark Angels versus Orks
Big Guns Never Tire, Hammer and Anvil, 2500 Points
Saturday, 25 October 2014
Hive Infiltration
Having finally secured Tethrock Quay for themselves, the Eldar plundered the defeated Tyranid nest and were able to extract cerebral fluids and adrenaline glands from the central mind. These have allowed the Eldar to create a pheromone that when applied to the exterior of the Eldar, trick the Tyranid sensors into believing them to be Tyranid.
Battle for Tethrock Quay (part 3)
Points: 1,000 Eldar (+75) vs Tyranids (+250)
Mission: Take and Hold (eight objectives)
Special: Upgrades can only be bought from handicap points.
Deployment: 4'x4' Vanguard Strike
Mission: Take and Hold (eight objectives)
Special: Upgrades can only be bought from handicap points.
Deployment: 4'x4' Vanguard Strike
Saturday, 18 October 2014
Dogged Defence
The Dark Angels and their mercurial Eldar allies stood resolute against the Ork horde, firing first they seized the intitative and cut down the Ork ancillary units but the DA armour was strangely ineffective crouching behind their void shields leaving the bulk of the slaughter to the ethereal ones. Nothing, however, could halt the Ork behemoth's advance cutting down all those before it; the Eldar warlord, walkers and the great Imperial Knight. It was this last triumph which marked the turning point, for in slicing the Imperial Knight in half the Stompa was caught in its exploding power source leaving it greviously wounded. It survived long enough to take down a few more walkers but fell to the DA bikes. Despite the best efforts of the Gorkanaut and the few remaining Mega Knobz the attack could not be pressed home and the DA/Eldar army prevailed.
Orkz 3000, Eldar 1500, DA 1500 point friendly
DA/Eldar:14 (Slay the Warlord, First Blood, Linebreaker + unit kill points)
Orkz: 8 (Slay the Warlord, Linebreaker + unit kill points)
Orkz 3000, Eldar 1500, DA 1500 point friendly
DA/Eldar:14 (Slay the Warlord, First Blood, Linebreaker + unit kill points)
Orkz: 8 (Slay the Warlord, Linebreaker + unit kill points)
Sunday, 12 October 2014
Golgotha: Space Hulk I
Points: 1,500 Dark Angels (+100) vs Tyranids (+250)
Mission: Space Hulk Exterior
Deployment: Hammer and Anvil, Night Fight
Planet: Golgotha
Mission: Space Hulk Exterior
Deployment: Hammer and Anvil, Night Fight
Planet: Golgotha
Orktober: Orky Tyranids vs Niddy Orks
Points: 1,000 Orcs (+100) vs Tyranids (+175)
Mission: The Spoils of War
Deployment: Dawn of War, Night Fight
Planet: Friendly Mirror Match
Mission: The Spoils of War
Deployment: Dawn of War, Night Fight
Planet: Friendly Mirror Match
Tuesday, 7 October 2014
Dark Intentions Battle 3
Defense of City Three:
Maelstron of War, Deadlock
Dark Angels vs Tyranids
Maelstron of War, Deadlock
Dark Angels vs Tyranids
Points:
Tyranids 1,770 Points
Imperial 1720 Points
Saturday, 4 October 2014
Orask - Lovely War III
Points: 2,500 Orcs (+50) vs Tyranids (+175)
Mission: The Spoils of War
Deployment: Dawn of War, The Long Night, Ork Special*
Planet: Orask
Mission: The Spoils of War
Deployment: Dawn of War, The Long Night, Ork Special*
Planet: Orask
Saturday, 27 September 2014
3x2 Player Carnage
Great to get together and have a six player Carnage battle last night.
Well done Greater Eldar for a decisive victory.
I think the Psy deny rules work well enough to be part of our rules now.
Speak out in the comments below if you disagree.
I was thinking that a team should not be able to deploy in the slot next to their partner.
However; It didn't seam to effect the balance last night.
While I did enjoy the game, I didn't feel like I had any chance of 'doing well'.
As a purely selfish suggestion, to give me a better chance of scoring
I would like to suggest that we add the handicap points:
Well done Greater Eldar for a decisive victory.
I think the Psy deny rules work well enough to be part of our rules now.
Speak out in the comments below if you disagree.
I was thinking that a team should not be able to deploy in the slot next to their partner.
However; It didn't seam to effect the balance last night.
While I did enjoy the game, I didn't feel like I had any chance of 'doing well'.
As a purely selfish suggestion, to give me a better chance of scoring
I would like to suggest that we add the handicap points:
Sunday, 21 September 2014
House Rule: Lords of War and Powerful Units
There are some units that are so powerful that they may seam as if they are Lords of War.
Eg. Imperial Knights and The Eldar Council
For the sake of game balance all Super Heavy units
and units that cost 400 or more points are to be treated as if they are Lords of War.
This means there can only be one such unit in a Combined Arms detachment.
They also give up a VP per three wounds
+1 to Steal the Initiative
and open a new Warlord Trait table.
Comments please...
Eg. Imperial Knights and The Eldar Council
For the sake of game balance all Super Heavy units
and units that cost 400 or more points are to be treated as if they are Lords of War.
This means there can only be one such unit in a Combined Arms detachment.
They also give up a VP per three wounds
+1 to Steal the Initiative
and open a new Warlord Trait table.
Comments please...
Battle for Tethrock Quay Part Two
Points: 1,500 Eldar (+25) vs Tyranids (+250)
Mission: Deadlock
Special: Upgrades can only be bought from handicap points.
Deployment: Vanguard Strike
Night Fighting
Mission: Deadlock
Special: Upgrades can only be bought from handicap points.
Deployment: Vanguard Strike
Night Fighting
Mandragora - Web-Way Portal - Part Three: Arena
Dark Eldar vs Tyranids
Mission: The Relic+
Points: Tyranids 850 vs Dark Eldar 800
Deployment: Dawn of War
No Night Fighting
The Web-Way Portal Campaign
Part Three: ArenaMission: The Relic+
Points: Tyranids 850 vs Dark Eldar 800
Deployment: Dawn of War
No Night Fighting
Mandragora - Web-Way Portal - Part Two: Capture
Dark Eldar vs Tyranids
Part Two: Capture
Mission: Special
Points: 800
Deployment: Hammer and Anvil
Fog of War
Part Two: Capture
Mission: Special
Points: 800
Deployment: Hammer and Anvil
Fog of War
Sunday, 14 September 2014
The Battle for Delta Tao
Eldar vs Chaos/DA? Mon Keigh definitely
Mission: The Scouring
Points: 1,999
Deployment: Dawn of War
Planet: Delta Tao
Mission: The Scouring
Points: 1,999
Deployment: Dawn of War
Planet: Delta Tao
Saturday, 13 September 2014
Campaign: Oh What a Lovely War - Mission 2 'Unexpected Guests'
Mission 2: ‘Unexpected Guests’ – Maelstrom of War: Cloak and Shadows
Points: 1250 + handicaps
Deployment: Special
Planet: Orask
Sunday, 7 September 2014
Web-Way Portal - Part One
Dark Eldar vs Tyranids
Part One: Serendipity
Mission: Deadlock
Points: 750
Deployment: Vanguard Strike
Part One: Serendipity
Mission: Deadlock
Points: 750
Deployment: Vanguard Strike
Saturday, 6 September 2014
Ork - Eldar Mission: No Quarter Chapter 3 – To Calm the Storm
Following the disaster at Nocturne the
Eldar War Seer Assembly are committed to learning the secrets of this
sudden development in Ork technology and send a task force to The Plague Worlds
to prevent a similar catastrophe and to fathom the extent of the threat.
Ork - Eldar Mission: No Quarter Chapter 2 - Nocturne
Eldar (+50) vs Orkz (+150)
Mission: No Quarter Chapter 2 - Der Floa'y Fing
Points: 1,250
Deployment: Hammer and Anvil
Planet: Nocturne
Mission: No Quarter Chapter 2 - Der Floa'y Fing
Points: 1,250
Deployment: Hammer and Anvil
Planet: Nocturne
Dark Eldar vs Tyranids - The Web-Way Portal Campaign
Dark Eldar VS Tyranids
The Web-Way Portal Campaign
*Mission One : Serendipity
The Dark Eldar have presented opportunities to their
Eldar brothers,
to assist with the desperate times.
Deals with the Dark Eldar have a high price, one that is
usually hidden.
However; this mission was one that was not part of that
particular plan
But it will have far reaching consequences...
Points: 750
Mission: Random
The Winner automatically gains first turn in Mission Two,
should they wish.
The Looser gains sufficient experience for an addition 50
points in Mission Two.
Wednesday, 20 August 2014
Dark Intentions Battle 2
Defense of City Two:
To The Death
(Modified Kill Points, Dawn of War)
Dark Angels vs Tyranids
To The Death
(Modified Kill Points, Dawn of War)
Dark Angels vs Tyranids
Points:
Tyranids 3,535 - 1,765 (+100) = 1,770 Points remaining
Imperial ???
Friday, 8 August 2014
Eldar sector nears critical mass
So successful have the Eldar been in their defending the maiden worlds that the Eldar who have walked the Warrior Path are almost stretched too thin to defend everywhere.
Tuesday, 5 August 2014
The Necron Slumber
It appears the Necrons have dipped their toe into the pool that is the new 40k era, and finding it too chilly for their liking have returned once more to their slumber.
Monday, 4 August 2014
Intercepted Eldar Communiqué: The Warlock Council
With fighting on all fronts, the drain on dwindling Eldar resources continues. In future, the High Eldar War Seer Assembly cannot now guarantee Warlock Councils to populate every battlefield and therefore the Order will be kept in reserve to tackle those lesser race armies which contain Lords of War.
High Farseer Parmenter
High Farseer Parmenter
Sunday, 3 August 2014
Battle for Tethrock Quay
Eldar (Unbound, +25) vs Tyranid (Battle Forged, +200)
Mission: Big Guns Never Tire
Points: 1,250
Deployment: Dawn of War
Planet: Tethrock Quay
Mission: Big Guns Never Tire
Points: 1,250
Deployment: Dawn of War
Planet: Tethrock Quay
Sunday, 27 July 2014
Raas Bisor - Campaign: Dark Intentions - City One
Mission: The Emperor's Will
Deployment: Hammer and Anvil
Points: Special (To be taken from the three mission combined total of 5,000)
Deployment: Hammer and Anvil
Points: Special (To be taken from the three mission combined total of 5,000)
Legion of the Dammed (Imperial) 5,000 - 1,670 (+0) = 3,330 points remaining
Tyranids 5,000 - 1,465 (+0) = 3,535 points remaining
Handicap: Legion of the Dammed +0, Tyranids +0
Mission Briefing:Saturday, 26 July 2014
Ork - Eldar Mission: No Quarter Chapter 2 - Der Floa'y Fing
After the defeat of the Orks on The Planet of the Dead, the victorious Eldar made a grim discovery. In the final stages of development, the Eldar unearthed typically crude but surprisingly effective technology. Quaintly referred to as Der Floa'y Fing by its Ork creators, it is a system that releases the spores of the Ork dead beyond the atmosphere, latching themselves to the various magnetic, electrical, gravitational and warp fields that entwine the cosmos. As planet-bound Ork spores are carried by winds, so too are the spores from Der Floa'y Fing. So strong is this technology that spores dispersed in such a way can infest a neighbouring planet. This technology is only available on Volistad and The Plague Worlds and can only drift westward through the Eldar worlds (at present!)
Friday, 25 July 2014
Battle for Planet of the Dead
Eldar (Unbound, +50) vs Orkz (Battle Forged, +100)
Mission: No Quarter (we forged a narrative and made one up)
2,000 Points
Deployment: Hammer and Anvil
Planet: Planet of the Dead
Tuesday, 22 July 2014
Campaign: Oh What a Lovely War - Mission 2 'Unexpected Guests'
Mission 2: ‘Unexpected Guests’ – Maelstrom of War: Cloak and
Shadows
Background:Groft’s ingenious tinkering with the ancient technology lead to the successful development of a teleporter (after an acceptable number of gretchin ‘volunteers’ sacrificed themselves in test runs). The next step was a full scale test, so he subtly pointed out to Gutrakka what fun could be had on the Tyranids’ nearby hive ship…
Sunday, 20 July 2014
Battle of Crimsonfall
Orkz (+50) vs Tyranids (+75)
Campaign: Oh what a lovely war
1,500 Points
Mission: Maelstrom of War 4 : The Spoils of War
Deployment: Dawn of War
Planet: Crimsonfall
Campaign: Oh what a lovely war
1,500 Points
Mission: Maelstrom of War 4 : The Spoils of War
Deployment: Dawn of War
Planet: Crimsonfall
Sunday, 13 July 2014
Battle for the Anphelion System
Eldar (Unbound, +25) vs Tyranids (Battle Forged, +125)
Mission: Contact Lost
1,000 Points
Deployment: Dawn of War
Planet: The Anphelion System
Mission: Contact Lost
1,000 Points
Deployment: Dawn of War
Planet: The Anphelion System
Sunday, 6 July 2014
Chamos
Dark Angels (Unbound) vs Tyranids (Battle Forged)
Mission: Modified Slay the Alien
1,500 Points
Deployment: Vanguard Strike
Planet: Chamos
Mission: Modified Slay the Alien
1,500 Points
Deployment: Vanguard Strike
Planet: Chamos
Campaign Ideas
Here are some ideas for campaign stories.
Monday, 30 June 2014
The Battle for Charadon
Mission: The Crusade (7th Ed Rules)
1,500 point armies, Eldar vs Dark Angels
Deployment: Hammer and Anvil
Hex: Charadon
1,500 point armies, Eldar vs Dark Angels
Deployment: Hammer and Anvil
Hex: Charadon
Saturday, 14 June 2014
Spsion Octarus
A hard fought battle between loyalist Dark Angels and elements of the Fallen, working to prevent the Astartes from driving the Tyranids from the system, effectively ended when Sammael and his entourage slew the renegade leader and established a vice-like grip over the battlefield.
New combat and psyker rules made for a most interesting struggle!
New combat and psyker rules made for a most interesting struggle!
Wednesday, 11 June 2014
New Edition Summer
I have played my first New Edition game of Warhammer 40k.
and would like to propose the following (Amended) schedule for the summer:
and would like to propose the following (Amended) schedule for the summer:
Tuesday, 10 June 2014
Tirathan
Orks vs Dark Angels
Mission: Big Guns
Deployment: Dawn of Wat
Bikes/librarians that won the day, after an initial Ork onslaught.
Sunday, 8 June 2014
The fight for Pranagar
Mission: Purge the Alien (amended 'horde' scoring system used)
2000 point armies, Eldar (+50) vs Tyranids (+200)
Deployment: Hammer and Anvil
Night Fight
Hex: Pranagar
2000 point armies, Eldar (+50) vs Tyranids (+200)
Deployment: Hammer and Anvil
Night Fight
Hex: Pranagar
Saturday, 7 June 2014
Mission : Purge The Alien (Modified)
The Purge the Alien mission could be more balanced.
Sunday, 1 June 2014
Spsion Octarus
Mission: Tunnels
1,950 Orks (+50) vs Tyranids (+150)
Deployment: Vanguard Strike
Day Fight
Hex: Spsion Octarus
1,950 Orks (+50) vs Tyranids (+150)
Deployment: Vanguard Strike
Day Fight
Hex: Spsion Octarus
Saturday, 24 May 2014
The Battle for Ichar IV
Eldar (+100) vs Orkz (+150) 1950 armies
Mission: Influence of Khorne
Deployment: Hammer and Anvil
Hex: Ichar IV
Mission: Influence of Khorne
Deployment: Hammer and Anvil
Hex: Ichar IV
Friday, 16 May 2014
Three Player Games - Split Deployment
Here is a split setup for a three player game.
Two players have two zones each, in the four corners.
These players zones will always be diagonally opposite.
None of their corners can contain more than double the units of their opposite corner.
The third player takes the center board.
Two players have two zones each, in the four corners.
These players zones will always be diagonally opposite.
None of their corners can contain more than double the units of their opposite corner.
The third player takes the center board.
HOUSE RULE : Expanded Night Fighting
Here is an expansion of the Night Fighting special rule.
1) Night Fighting
2) The Long Night
3) Midnight Fight
1) Night Fighting
2) The Long Night
3) Midnight Fight
Sunday, 11 May 2014
Crimsonfall
Mission: Influence of Khorne
1,950 Orks vs Tyranids (+150)
Deployment: Hammer and Anvil
Day Fight
Hex: Crimsonfall
1,950 Orks vs Tyranids (+150)
Deployment: Hammer and Anvil
Day Fight
Hex: Crimsonfall
Saturday, 10 May 2014
Battle for the Moons of Ra'pson
Eldar vs Dark Angels1950 armies
Mission: The Emperor's Will
Deployment: Hammer and Anvil
Hex: Moons of Ra'pson
Mission: The Emperor's Will
Deployment: Hammer and Anvil
Hex: Moons of Ra'pson
Monday, 5 May 2014
Influence of Khorne: Battle for Chamos
Mission: Influence of Khorne
1,950 Dark Angels vs Tyranids (No Handicap)
Deployment: Hammer and Anvil
Hex: Chamos
1,950 Dark Angels vs Tyranids (No Handicap)
Deployment: Hammer and Anvil
Hex: Chamos
Sunday, 4 May 2014
Influence of Khorne: Volistad
Eldar vs Orkz (+150) 1950 armies
Mission: Influence of Khorne
Deployment: Hammer and Anvil
Mission: Influence of Khorne
Deployment: Hammer and Anvil
Saturday, 19 April 2014
MISSION : Influence of Khorne
Here is a suggestion for an alternative mission for May :
Battle for Banelund XI
Dark Angels vs Orkz (+150) 1850 armies
Mission: Crusade
Deployment: Hammer and Anvil
Hex: Banelund XI
Mission: Crusade
Deployment: Hammer and Anvil
Hex: Banelund XI
Saturday, 12 April 2014
Underground Tunnel Network: Pranagar
Eldar v Tyranids (+300) 1850 armies
Mission: Underground Tunnel Network
Deployment: Hammer and Anvil
Hex: Pranagar
Mission: Underground Tunnel Network
Deployment: Hammer and Anvil
Hex: Pranagar
Thursday, 10 April 2014
Chart
This is a chart of the map movements since the Necrons joined and the Grey Knights merged.
For the most part, it looks like the Handicap system is working.
There does appear to be one exception.
For the most part, it looks like the Handicap system is working.
There does appear to be one exception.
Tuesday, 8 April 2014
Monday, 7 April 2014
Rules for April Apocalypse
The Apocalypse battle on 13th April will be a 3 way battle between Eldar, Dark Angels and Tyranids.
The points limit for each army is 4000.
Players should arrive at Martin's for 10.00 am, with a view to startung the battle at 11.00am.
The battlefield will be a square arena, with two armies deploying in the corners of one edge and the other army having the option of deploying at any point along the opposite edge.
Armies may only select one unit or formation with D weapon capability. Other D weapon capabilities can be selected from Strategic Assest cards.
The game shall be divided into 3 phases, each to run for approximately 2 hours. Players may agree to adjust phase times, as the completion of full turns (i.e. turns for all players) dictate. A provisional target of 6 turns OR 6 hours play time is envisaged.
The points limit for each army is 4000.
Players should arrive at Martin's for 10.00 am, with a view to startung the battle at 11.00am.
The battlefield will be a square arena, with two armies deploying in the corners of one edge and the other army having the option of deploying at any point along the opposite edge.
Armies may only select one unit or formation with D weapon capability. Other D weapon capabilities can be selected from Strategic Assest cards.
The game shall be divided into 3 phases, each to run for approximately 2 hours. Players may agree to adjust phase times, as the completion of full turns (i.e. turns for all players) dictate. A provisional target of 6 turns OR 6 hours play time is envisaged.
Hex degredation
Can I just make a comment about the unfortunate Hex Board and its gradual discolouring and blurring over time (brought about noticeably with the reawakening of the Necrons!)

Exhibit A M'lud. And if it pleases M'lud, Exhibit B...

What happened to the majestic royalty of the Eldar purple? The clear lettering of the Hex colours? The clean and fresh whiteness of the background? I'm sure there will be much reference made to the possible link between the apparent new Eldar colouring and their fondness for finding cover and sticking behind it, but such is the importance of the little things that make the Eldar so renowned throughout the universe.
For the Harvest!
I was working on a way to get a new (more stable) map today.
It's not finished yet but it will look more like :
I am running low on room so was thinking of chopping of the left side of the map as it is not very important.
Nom. Nom. Nom.

Exhibit A M'lud. And if it pleases M'lud, Exhibit B...

What happened to the majestic royalty of the Eldar purple? The clear lettering of the Hex colours? The clean and fresh whiteness of the background? I'm sure there will be much reference made to the possible link between the apparent new Eldar colouring and their fondness for finding cover and sticking behind it, but such is the importance of the little things that make the Eldar so renowned throughout the universe.
For the Harvest!
I was working on a way to get a new (more stable) map today.
It's not finished yet but it will look more like :
I am running low on room so was thinking of chopping of the left side of the map as it is not very important.
Nom. Nom. Nom.
Underground Tunnel Network I13
Eldar (+50) v Necrons (+50) 1900 armies
Mission: Underground Tunnel Network
Deployment: Hammer and Anvil
Hex: I13
Farseer Abraxas traversed the infinite threads of fate to secure the most favourable outcome for this encounter with the defeated. However, such victories come not without sacrifice and two of the first three Warlocks to call upon the Warp, succumbed to its perils. Yet such was the path chosen by Abraxas that not a single more Eldar fell as their psykers manipulated fate and the Vypers exploited the few avenues of remaining lines of sight.
The vanquished had no answer to the Eldar armour or the armour piercing of their weapons and quit the field at the end of turn four.
Final Score: Eldar 11 (Secondary Objectives 9 {4+4+1} First Blood, Line Breaker)
Necrons 1 (Line Breaker)
For the Harvest!
Mission: Underground Tunnel Network
Deployment: Hammer and Anvil
Hex: I13
Farseer Abraxas traversed the infinite threads of fate to secure the most favourable outcome for this encounter with the defeated. However, such victories come not without sacrifice and two of the first three Warlocks to call upon the Warp, succumbed to its perils. Yet such was the path chosen by Abraxas that not a single more Eldar fell as their psykers manipulated fate and the Vypers exploited the few avenues of remaining lines of sight.
The vanquished had no answer to the Eldar armour or the armour piercing of their weapons and quit the field at the end of turn four.
Final Score: Eldar 11 (Secondary Objectives 9 {4+4+1} First Blood, Line Breaker)
Necrons 1 (Line Breaker)
For the Harvest!
Thursday, 3 April 2014
HOUSE RULE : Surviving Warlord Trait Bonus
The following house rule is to increase the benefit of Warlord Traits for surviving Warlords.
If a Warlord survives a battle :
In the next battle they may choose to keep their Warlord Trait
OR They may roll for a new Warlord Trait, with one re-roll if they roll the existing Trait again.
If a Warlord is slain : Warlord Traits are rolled as normal in the next battle.
These Warlords should be given a name to increase their character.
Thursday, 27 March 2014
Evacuation I11 - Chaos Space Marines vs Necrons (1950 pts)
The Chaos Space Marines (CSM) and Necrons drew battle lines on the primitive world of I11.
Even before the battle had begun it was clear that neither side was in a mood to back down. No evacuation would occur today.
The CSM held the initiative due to their slightly stronger position and opened with devastating volleys from their Obliterators and Decimator Daemon Engines. Many Necrons fell, some reanimated (including their Warlord) but 'First Blood' (Necron Sentry Pylon) was seized.
The Necrons responded with their own remaining heavy weapons to lesser affect. The Necron ground troops advanced.
The second volley from the CSM reeked further havoc in the Necron lines and though they returned heavy fire and continued to advance, a victory was beginning to look implausible.
But the Necron advance had now gained momentum and Nightsroud Bomber and Elite deep strike reserves had joined the frey. The CSM turned to concentrated their focused firepower on the advance and in particular, fearing their close proximity, the Canoptek Scarabs.
In an instant the battle turned as the scarabs destroyed the CSM Landraider. Necron Crypek annihilated the Second Sons and their apparently powerful Warlord. Necron elite troops cutdown the Obliterators, and the Nightshroud Bomber blew the shit out of the Space Marines.
The CSM drove home a late rally to mop up a few disorderly Necron units as the Necron Overlord temporarily lost sight of his mission (causing 3 objective points to be thrown away). But the battle had in reality been over since the close of turn four.
The impressive CSM Decimator Daemon Engines had endured but little else remained. Beware the scarabs!
CSM 4 (3 obj. - with one lucky space marine remaining, first blood)
Necrons 5 (3 obj., slay the warlord, linebreaker)
These are the campaign notes of Imotekh the Stormlord
We are Legion, We are Death!
Even before the battle had begun it was clear that neither side was in a mood to back down. No evacuation would occur today.
The CSM held the initiative due to their slightly stronger position and opened with devastating volleys from their Obliterators and Decimator Daemon Engines. Many Necrons fell, some reanimated (including their Warlord) but 'First Blood' (Necron Sentry Pylon) was seized.
The Necrons responded with their own remaining heavy weapons to lesser affect. The Necron ground troops advanced.
The second volley from the CSM reeked further havoc in the Necron lines and though they returned heavy fire and continued to advance, a victory was beginning to look implausible.
But the Necron advance had now gained momentum and Nightsroud Bomber and Elite deep strike reserves had joined the frey. The CSM turned to concentrated their focused firepower on the advance and in particular, fearing their close proximity, the Canoptek Scarabs.
In an instant the battle turned as the scarabs destroyed the CSM Landraider. Necron Crypek annihilated the Second Sons and their apparently powerful Warlord. Necron elite troops cutdown the Obliterators, and the Nightshroud Bomber blew the shit out of the Space Marines.
The CSM drove home a late rally to mop up a few disorderly Necron units as the Necron Overlord temporarily lost sight of his mission (causing 3 objective points to be thrown away). But the battle had in reality been over since the close of turn four.
The impressive CSM Decimator Daemon Engines had endured but little else remained. Beware the scarabs!
CSM 4 (3 obj. - with one lucky space marine remaining, first blood)
Necrons 5 (3 obj., slay the warlord, linebreaker)
These are the campaign notes of Imotekh the Stormlord
We are Legion, We are Death!
Sunday, 23 March 2014
Mission : Underground Tunnel Network
Here is a suggestion for an alternative mission for April :
Underground Tunnel Network
Underground Tunnel Network
Saturday, 22 March 2014
1850 Armies
Eldar v Tyranids (+200) 1850 armies
Mission: Purge the Alien
Deployment: Dawn of War
Hex: B5
Mission: Purge the Alien
Deployment: Dawn of War
Hex: B5
Saturday, 15 March 2014
Carnage! Four Way Friendly
Orkz, Dark Angels, Tyrannids, Eldar four way
friendly 1250 armies
Mission: Carnage
Deployment: Special
Mission: Carnage
Deployment: Special
Monday, 10 March 2014
Evacuation March - C6
Orkz v Tyranid (+100) 1750 armies
Mission: Evacuation
Deployment: Evacuation
Hex: C6
Mission: Evacuation
Deployment: Evacuation
Hex: C6
Sunday, 9 March 2014
1950 Armies D8
Eldar v Chaos Marines 1950 armies
Mission: Big Guns Never Tire
Deployment: Dawn of War
Hex: D8
More Mon Keigh types arrived on one of our Maiden Worlds intent on taking it for themselves.
The Farseers had already played out the battle and gave up initiative to twist fate as the fight proceeded. Terminator squads were left exposed as the Farseers steered the paths of chance to their own ends with astonishing regularity.
Faced with such odds, the Mon Keigh fled the field, returning the planet to the nurturing hands of the Eldar.
Final score: Eldar 10 (First Blood, 2xHeavy Support, 2xPrimary Objectives, Line Breaker)
Chaos Marines 5 (Line Breaker, 1xPrimary Objective, 1xHeavy Support)
For the Harvest!
Mission: Big Guns Never Tire
Deployment: Dawn of War
Hex: D8
More Mon Keigh types arrived on one of our Maiden Worlds intent on taking it for themselves.
The Farseers had already played out the battle and gave up initiative to twist fate as the fight proceeded. Terminator squads were left exposed as the Farseers steered the paths of chance to their own ends with astonishing regularity.
Faced with such odds, the Mon Keigh fled the field, returning the planet to the nurturing hands of the Eldar.
Final score: Eldar 10 (First Blood, 2xHeavy Support, 2xPrimary Objectives, Line Breaker)
Chaos Marines 5 (Line Breaker, 1xPrimary Objective, 1xHeavy Support)
For the Harvest!
Sunday, 2 March 2014
Evacuation D7
Chaos Space Marine v Orcs (+100) 1750 armies
Mission: Evacuation
Deployment: Evacuation
Hex: D7
The Thousand Sons prepared for their final fight on D7. Their mission all but over, the promise of a return to the Planet of the Sorcerers beckoned - only for a last minute threat to emerge with the arrival of a sizeable Ork horde. With all routes to the evacuation site blocked by green-skinned savages, the situation looked bleak for the servants of Tzeentch. At least, to all but Ahriman, the Master of Deception...
Ahriman laid his trap carefully. A squad of Thousand Sons, together with a Decimator and Contemptor, deployed to lure the green-skins away from the evacuation zone. Sure enough, the Orks charged forward, inflicting heavy losses on the Chaos Marines. Ahriman regretted the loss of so many battle brothers, but even as they fell, he saw his strategy start to pay off. The heavy guns of the Chaos Walkers began to inflict carnage amongst the Orks guarding the landing site, and a well-placed conversion beam slew the Ork Leader before he could react to what was unfolding.
With the Ork horde now in something close to disarray, Ahriman delivered his master-stroke. His Chaos Eagle command vessel had been kept hidden in reserve; now, with the Orks scattered across the field - either in pursuit of the bait that Ahriman had supplied or in flight from the murderous Chaos artillery - the main part of the Thousand Son force was able to deploy at the evacuation zone in readiness for their uplift.
Realising that their prey was about to escape, an elite Ork Mega-Nob unit sought to rush the departing Sons - only to be annihilated by a combination of conversion beams and lascannon fire. This proved the final straw for the remaining green-skins, who could only watch on in impotent fury as Ahriman and his force departed. A late-arriving Heldrake merely served to send the sullen Waagh back into the holes from which they came, again bested by the superior strategy of the Master of Deception and his immaculate battle planning.
Final score: Chaos Space Marines 6 (1xHQs, 1xTroop, 1xSlay the Warlord) Orks 5 (Defence Bonus)
All is Dust, All is Dust!
Mission: Evacuation
Deployment: Evacuation
Hex: D7
The Thousand Sons prepared for their final fight on D7. Their mission all but over, the promise of a return to the Planet of the Sorcerers beckoned - only for a last minute threat to emerge with the arrival of a sizeable Ork horde. With all routes to the evacuation site blocked by green-skinned savages, the situation looked bleak for the servants of Tzeentch. At least, to all but Ahriman, the Master of Deception...
Ahriman laid his trap carefully. A squad of Thousand Sons, together with a Decimator and Contemptor, deployed to lure the green-skins away from the evacuation zone. Sure enough, the Orks charged forward, inflicting heavy losses on the Chaos Marines. Ahriman regretted the loss of so many battle brothers, but even as they fell, he saw his strategy start to pay off. The heavy guns of the Chaos Walkers began to inflict carnage amongst the Orks guarding the landing site, and a well-placed conversion beam slew the Ork Leader before he could react to what was unfolding.
With the Ork horde now in something close to disarray, Ahriman delivered his master-stroke. His Chaos Eagle command vessel had been kept hidden in reserve; now, with the Orks scattered across the field - either in pursuit of the bait that Ahriman had supplied or in flight from the murderous Chaos artillery - the main part of the Thousand Son force was able to deploy at the evacuation zone in readiness for their uplift.
Realising that their prey was about to escape, an elite Ork Mega-Nob unit sought to rush the departing Sons - only to be annihilated by a combination of conversion beams and lascannon fire. This proved the final straw for the remaining green-skins, who could only watch on in impotent fury as Ahriman and his force departed. A late-arriving Heldrake merely served to send the sullen Waagh back into the holes from which they came, again bested by the superior strategy of the Master of Deception and his immaculate battle planning.
Final score: Chaos Space Marines 6 (1xHQs, 1xTroop, 1xSlay the Warlord) Orks 5 (Defence Bonus)
All is Dust, All is Dust!
Evacuation March - D9
Eldar v Tyranid (+200) 1750 armies
Mission: Evacuation
Deployment: Evacuation
Hex: D9
Mission: Evacuation
Deployment: Evacuation
Hex: D9
Fixed February
Eldar v Dark Angels 1500+200 armies
Mission: The Relic
Deployment: Hammer and Anvil
Hex: -
As is their wont, the Eldar and Marines fought one another to a standstill, with scoring units lacking in either the mobility or the strength to secure The Relic. Once again, no Primary Objective points were scored from these hard hitting armies with the Eldar grateful to their Warlock Council for keeping parity between the armies.
Final score:
Eldar 2 (Slay the warlord, Line Breaker) Dark Angels 2 (First Blood, Line Breaker)
Mission: The Relic
Deployment: Hammer and Anvil
Hex: -
As is their wont, the Eldar and Marines fought one another to a standstill, with scoring units lacking in either the mobility or the strength to secure The Relic. Once again, no Primary Objective points were scored from these hard hitting armies with the Eldar grateful to their Warlock Council for keeping parity between the armies.
Final score:
Eldar 2 (Slay the warlord, Line Breaker) Dark Angels 2 (First Blood, Line Breaker)
Fixed February Friendly
Eldar v Grey Knights 1500+200 armies
Mission: Big Guns Never Tire
Deployment: Dawn of War
Hex: -
News of the Eldar Warlock Council has seeped inexorably to all corners of the galaxy, provoking a myriad challengers with new formations and powers. And so the Grey Knights arrived with their Orbital Strike, developed to target the Psyking minds of the Eldar Warlocks.
Initially, the Council hid from their impending doom, but the Knights' weapon proved inaccurate and soon the Warlocks rode forth and cut into the ranks of the Grey Knight infantry taking the objectives and the spoils.
For the Harvest
Mission: Big Guns Never Tire
Deployment: Dawn of War
Hex: -
News of the Eldar Warlock Council has seeped inexorably to all corners of the galaxy, provoking a myriad challengers with new formations and powers. And so the Grey Knights arrived with their Orbital Strike, developed to target the Psyking minds of the Eldar Warlocks.
Initially, the Council hid from their impending doom, but the Knights' weapon proved inaccurate and soon the Warlocks rode forth and cut into the ranks of the Grey Knight infantry taking the objectives and the spoils.
For the Harvest
Formations
Formations have started to be released for 40k.
I have bought a couple of Dataslates for Tyranids which contain Formations
and may play one of the formation from these
so here is an overview
What is a Formation
These are similar to the Apocalypse Formations,
in that you gain some free special rules for taking a set group of models.
They are not the same as the formations that appear in the apocalypse book
as the rules have been slightly watered down.
EG. The Tyranid Endless Swarm 40k Formation doesn't have the 'Bodies Over Bullets' rule.
How they fit into an army
Units in a formation do not take up part of the Force Organization Chart,
they are on top of it in a similar way to an Allied Contingent.
Nb. Formations do not take up the Allied Contingent slot.
Units in a formation keep their codex standing
Eg Troops are still troops so can score.
Nb. No new units are introduced in a formation, they are all in the Codex.
I have bought a couple of Dataslates for Tyranids which contain Formations
and may play one of the formation from these
so here is an overview
What is a Formation
These are similar to the Apocalypse Formations,
in that you gain some free special rules for taking a set group of models.
They are not the same as the formations that appear in the apocalypse book
as the rules have been slightly watered down.
EG. The Tyranid Endless Swarm 40k Formation doesn't have the 'Bodies Over Bullets' rule.
How they fit into an army
Units in a formation do not take up part of the Force Organization Chart,
they are on top of it in a similar way to an Allied Contingent.
Nb. Formations do not take up the Allied Contingent slot.
Units in a formation keep their codex standing
Eg Troops are still troops so can score.
Nb. No new units are introduced in a formation, they are all in the Codex.
Example of a formation
The Lictor Forest Brood
Formation : Five Lictors (five units of one lictor each)
Normal codex rules allow for each Lictor unit to be made up of one to three Lictors
and as they are Elites, normally only three units of one could be taken.
Using the formation, the five Lictors can be used and the three Elite slots remain free.
The cost for these five Lictors still has to come out of the Army List Points.
The Formation is not one unit, so the five Lictors can roam the battlefield independent of each other.
Any questions ?
Saturday, 22 February 2014
Fixed February - F8
Mission: The Emperor's Will (Fixed Army)
1,700 Dark Angels vs Tyranids (+50)
Hex: F8
Tuesday, 18 February 2014
Mission : Evacuation March
Here is a proposal for 1,750 point games in March :
*Overview
The mission for one army is to be evacuated, the other army’s mission is to stop them.
Table : Hammer and Anvil
Points : 1750 + Handicap
*Mission Objective
The army trying to evacuate must get their units to the table end designated as the evacuation edge.
An escaping unit starting their movement phase with one model within 6" of the evacuation edge can attempt an evacuation.
No evacuation can be attempted on turn one or two.
Although because evacuation happens at the beginning of a turn a unit will need to be in place at the end of turn two to escape at the beginning of turn three.
On turn three and four evacuations occurs on a 3+
Any bonuses for reserves apply to evacuation rolls (Eg. Coms relay)
From the beginning of turn five onward evacuations are automatic.
No unit locked in assault or inside a transport can evacuate.
*Scoring
Evacuating units score as follows :
3 per HQ, 2 per Troop, 1 per Fast and Heavy
A unit scores its full value even if there is only one model left alive.
Flyers must be in hover mode to evacuate.
Vehicles, Elites, Lords of War and units that do not take a FOC do not score
They are seen as acceptable losses, who’s roll it is to enable the evacuation.
Nb. They may evacuate if they wish to, they just don't score if they do.
The Army trying to prevent the escape have a score of Five
Eg. The escaping army has one HQ and one Troop escape. The game is drawn 5 – 5.
No First Blood or Line Breaker
Slay the Warlord still scores 1 VP.
Other army specific points still apply Eg. Lord of War still scores 1 per 3 wounds.
*Special Deployment
The army trying to evacuate starts on the table half away from the evacuation edge.
They may not start within 6” of a table edge.
They do not need to start 12” away from the table center, as is normally the case.
Ie. they start at least 4' away from their evacuation point
Their table edge for reserves is the edge opposite the evacuation edge.
The army trying to stop the evacuation have the same table edge as the escaping army.
However; they only use this for reserves.
They must place all their starting units (including fortifications) within 6” of any table edge,
except for the evacuation edge.
These special deployment zones are only for the first turn.
For the rest of the game both army's use the same table edge.
*Falling Back
Any escaping unit Falling Back from a failed morale test will run toward the evacuation point.
If they run off the board, they do not score and are not considered as evacuated.
The army trying to stop the evacuation fall back as normal, toward their board edge, away from the evacuation point.
*Setup
Place terrain as normal (D3 per table sixth)
Except no terrain may be placed within 6” of either table end.
Forests and Lakes are 50% normal (Just difficult), 50% are Mysterious
All Mysterious Forest are the same, All Mysterious Lakes are the same
Roll to see which army is trying to escape.
Roll for Warlord traits and Psychic powers.
Roll to see which end is the evacuation point.
Place fortifications.
Roll for Night Fight .
Roll for first deployment and first turn.
After deployment, roll to steal the initiative as normal.
*Points
This will be the first month where an army can get to 2,000 points (Including handicap)
At 2,000+ a double force organisation chart comes into effect
Ie Minimum of 2 HQ and 4 Troops, Max 4 HQ, 12 Troops, 6 Elite / Fast / Heavy
For Armies who want a bigger point list we can organise a separate Apocalypse battle.
Please leave comments below...
*Overview
The mission for one army is to be evacuated, the other army’s mission is to stop them.
Table : Hammer and Anvil
Points : 1750 + Handicap
*Mission Objective
The army trying to evacuate must get their units to the table end designated as the evacuation edge.
An escaping unit starting their movement phase with one model within 6" of the evacuation edge can attempt an evacuation.
No evacuation can be attempted on turn one or two.
Although because evacuation happens at the beginning of a turn a unit will need to be in place at the end of turn two to escape at the beginning of turn three.
On turn three and four evacuations occurs on a 3+
Any bonuses for reserves apply to evacuation rolls (Eg. Coms relay)
From the beginning of turn five onward evacuations are automatic.
No unit locked in assault or inside a transport can evacuate.
*Scoring
Evacuating units score as follows :
3 per HQ, 2 per Troop, 1 per Fast and Heavy
A unit scores its full value even if there is only one model left alive.
Flyers must be in hover mode to evacuate.
Vehicles, Elites, Lords of War and units that do not take a FOC do not score
They are seen as acceptable losses, who’s roll it is to enable the evacuation.
Nb. They may evacuate if they wish to, they just don't score if they do.
The Army trying to prevent the escape have a score of Five
Eg. The escaping army has one HQ and one Troop escape. The game is drawn 5 – 5.
No First Blood or Line Breaker
Slay the Warlord still scores 1 VP.
Other army specific points still apply Eg. Lord of War still scores 1 per 3 wounds.
*Special Deployment
The army trying to evacuate starts on the table half away from the evacuation edge.
They may not start within 6” of a table edge.
They do not need to start 12” away from the table center, as is normally the case.
Ie. they start at least 4' away from their evacuation point
Their table edge for reserves is the edge opposite the evacuation edge.
The army trying to stop the evacuation have the same table edge as the escaping army.
However; they only use this for reserves.
They must place all their starting units (including fortifications) within 6” of any table edge,
except for the evacuation edge.
These special deployment zones are only for the first turn.
For the rest of the game both army's use the same table edge.
*Falling Back
Any escaping unit Falling Back from a failed morale test will run toward the evacuation point.
If they run off the board, they do not score and are not considered as evacuated.
The army trying to stop the evacuation fall back as normal, toward their board edge, away from the evacuation point.
*Setup
Place terrain as normal (D3 per table sixth)
Except no terrain may be placed within 6” of either table end.
Forests and Lakes are 50% normal (Just difficult), 50% are Mysterious
All Mysterious Forest are the same, All Mysterious Lakes are the same
Roll to see which army is trying to escape.
Roll for Warlord traits and Psychic powers.
Roll to see which end is the evacuation point.
Place fortifications.
Roll for Night Fight .
Roll for first deployment and first turn.
After deployment, roll to steal the initiative as normal.
*Points
This will be the first month where an army can get to 2,000 points (Including handicap)
At 2,000+ a double force organisation chart comes into effect
Ie Minimum of 2 HQ and 4 Troops, Max 4 HQ, 12 Troops, 6 Elite / Fast / Heavy
For Armies who want a bigger point list we can organise a separate Apocalypse battle.
Please leave comments below...
Sunday, 9 February 2014
Fixed February - F8
The Hive Tyrant could feel the hive mind,
It was strong
with memories of the recent Dark Angels battle on F8.
This time it would be different, this time the Tyranids would be victorious.
Fixed February H13
Eldar (+50) v Necron 1500+200 armies
Mission: The Emperor's Will
Deployment: Hammer and Anvil
Hex: H13
Being wary the Defeated rise, Farseer Abraxas took his Warlock Council to reconnoitre this awakening foe and descended on H13 with a defensive disposition.
The Eldar came upon the Defeated who proved to be eager to engage their ancient nemesis and employed many of the machines, weapons and tactics from their chequered history. However, the Defeated were unable to bring enough of their strength upon the Eldar line and ultimately Abaraxas used his wiles and manipulations of fate to force his Council own the Defeated right.
With the Eldar jetbikes taking the Primary Objectives, there was little left for the Defeated who withdrew from the planet to regroup and gather more of their numbers as they break their slumber. The Defeated still rub the sleep from their eyes and do not yet understand their great powers. Underestimate at your peril!
Final Score: Eldar 8 (2xPrimary Objectives, First Blood, Line Breaker) Necron 0
For the Harvest!
Mission: The Emperor's Will
Deployment: Hammer and Anvil
Hex: H13
Being wary the Defeated rise, Farseer Abraxas took his Warlock Council to reconnoitre this awakening foe and descended on H13 with a defensive disposition.
The Eldar came upon the Defeated who proved to be eager to engage their ancient nemesis and employed many of the machines, weapons and tactics from their chequered history. However, the Defeated were unable to bring enough of their strength upon the Eldar line and ultimately Abaraxas used his wiles and manipulations of fate to force his Council own the Defeated right.
With the Eldar jetbikes taking the Primary Objectives, there was little left for the Defeated who withdrew from the planet to regroup and gather more of their numbers as they break their slumber. The Defeated still rub the sleep from their eyes and do not yet understand their great powers. Underestimate at your peril!
Final Score: Eldar 8 (2xPrimary Objectives, First Blood, Line Breaker) Necron 0
For the Harvest!
Sunday, 2 February 2014
Big Guns Never Tire - F8
2nd February
Big Guns Never Tire - F8
Dark Angels vs. Tyranids
Big Guns Never Tire - F8
Dark Angels vs. Tyranids
Friday, 31 January 2014
OPTIONAL RULE : Dark Angels - The Fallen
When playing against the Dark Angels
If both players agree
The Dark Angels are hunting for one of the 'Fallen'
To represent this,
their opponent can control one extra model
It dosn't take up any space in the Force Organization Chart and costs zero points.
It is treated as if it was part of the Dark Angel's opponents army.
WS 4 BS 4 S 4 T 4 W 1 I 4 Ld 9 Sv 3+
Except
He has no weapons
and gains has the Independent Character special rule.
He has no weapons
and gains has the Independent Character special rule.
If this character survives the battle
The Dark Angels Loose One Victory Point (to a minimum of zero)
The Dark Angels Loose One Victory Point (to a minimum of zero)
If this character is killed within 12" of a member of the Inner Circle
The Dark Angels gain 1D3 Victory Points.
If they die more than 12" away from a member of the Inner Circle
Victory Points are not effected.
Victory Points are not effected.
Sunday, 26 January 2014
January Scouring - C4
Orkz vs Tyrannids
Mission: Scouring
Deployment: Vanguard Strike
Night/Day Fight
Mission: Scouring
Deployment: Vanguard Strike
Night/Day Fight
Saturday, 25 January 2014
January Scouring G10
Eldar v Dark Angels 1600 armies
Mission: Scouring
Deployment: Hammer and Anvil
Hex: G10
The Eldar arrived to find Chaos Marines dug-into their Maiden World in similar fashion to the Dark Angels on H11.
The Chaos Marines had stolen their planet and now set about stealing initiative, ripping into the Walkers behind their ineffective Aegis Defence Line. However, the remaining Walkers saved First Blood allowing Farseer Abraxas to once more lead his Warlock Council into the fray.
Their Singing Spears proved to be on-song and tore through the Marine's armoured defences, finally taking First Blood and Slay the Warlord. But still the Chaos Marine's took out Eldar Units and achieved their own Slay the Warlord.
As against the Dark Angels, this battle descended into a war of attrition with Primary Objectives an unnecessary luxury as scoring units were systematically wiped from the field.
Eventually, the Chaos Marines ran out of options and retired from the surface leaving the Eldar to collect their comrades' Spirit Stones in reverential peace.
Final Score: Eldar 3 (First Blood, Slay the Warlord, Line Breaker), Chaos Marines 2 (Slay the Warlord, Line Breaker)
For the Harvest!
Mission: Scouring
Deployment: Hammer and Anvil
Hex: G10
The Eldar arrived to find Chaos Marines dug-into their Maiden World in similar fashion to the Dark Angels on H11.
The Chaos Marines had stolen their planet and now set about stealing initiative, ripping into the Walkers behind their ineffective Aegis Defence Line. However, the remaining Walkers saved First Blood allowing Farseer Abraxas to once more lead his Warlock Council into the fray.
Their Singing Spears proved to be on-song and tore through the Marine's armoured defences, finally taking First Blood and Slay the Warlord. But still the Chaos Marine's took out Eldar Units and achieved their own Slay the Warlord.
As against the Dark Angels, this battle descended into a war of attrition with Primary Objectives an unnecessary luxury as scoring units were systematically wiped from the field.
Eventually, the Chaos Marines ran out of options and retired from the surface leaving the Eldar to collect their comrades' Spirit Stones in reverential peace.
Final Score: Eldar 3 (First Blood, Slay the Warlord, Line Breaker), Chaos Marines 2 (Slay the Warlord, Line Breaker)
For the Harvest!
Thursday, 23 January 2014
Hex Campaign - February
February 1,700 points, plus handicaps
The 1,700 points are split into two parts
- one fixed (1,500), one flexible (200+handicap).
Ie. Each Army is to have a fixed core of 1,500 points
the remaining 200 points (plus any handicap) can be chosen based on opponent
These additional points can be used to buy new units
and upgrades for the existing core 1,500 list
but nothing may be removed from the core 1500 list,
including upgrades already purchased.
Please email me a copy of your 1,500 core army by Saturday 1st Feb
and I will email you back the other army core lists.
All Missions to be rolled random from the Rule Book
Tyranids are to have one core list.
Chaos Marines and Dark Angels can have one list each.
Their opponent can choose which army they are fighting.
The 1,700 points are split into two parts
- one fixed (1,500), one flexible (200+handicap).
Ie. Each Army is to have a fixed core of 1,500 points
the remaining 200 points (plus any handicap) can be chosen based on opponent
These additional points can be used to buy new units
and upgrades for the existing core 1,500 list
but nothing may be removed from the core 1500 list,
including upgrades already purchased.
Please email me a copy of your 1,500 core army by Saturday 1st Feb
and I will email you back the other army core lists.
All Missions to be rolled random from the Rule Book
Tyranids are to have one core list.
Chaos Marines and Dark Angels can have one list each.
Their opponent can choose which army they are fighting.
Monday, 20 January 2014
January Scouring H11
Eldar v Dark Angels 1600 armies
Mission: Scouring
Deployment: Dawn of War
Hex: H11
The Dark Angels had strongly fortified their stolen Maiden World and were determined to deny the Eldar further reclamation.
Heavy weaponry and Terminators tore into the Eldar Walkers and took First Blood but the Warlock Council led by Farseer Abraxas made inroads deep into Dark Angel territory. As units on both sides fell, scoring objectives became a forgotten sub-plot as bitter hand-to-hand struggles for very survival took precedence.
Twice the Dark Angels thought they had done enough to take the day, but the Farseers on faraway Myth-Iliath and foreseen it all and twice the Eldar twisted fate to prolong the conflict. Finally, the bloodbath ended and from the thick mists of dawn the steady drone of Eldar Jetbike emerged victorious by the narrowest of margins.
Eldar 2 (Slay the Warlord, Line-breaker) Dark Angels 1 (First Blood)
For the Harvest!
Mission: Scouring
Deployment: Dawn of War
Hex: H11
The Dark Angels had strongly fortified their stolen Maiden World and were determined to deny the Eldar further reclamation.
Heavy weaponry and Terminators tore into the Eldar Walkers and took First Blood but the Warlock Council led by Farseer Abraxas made inroads deep into Dark Angel territory. As units on both sides fell, scoring objectives became a forgotten sub-plot as bitter hand-to-hand struggles for very survival took precedence.
Twice the Dark Angels thought they had done enough to take the day, but the Farseers on faraway Myth-Iliath and foreseen it all and twice the Eldar twisted fate to prolong the conflict. Finally, the bloodbath ended and from the thick mists of dawn the steady drone of Eldar Jetbike emerged victorious by the narrowest of margins.
Eldar 2 (Slay the Warlord, Line-breaker) Dark Angels 1 (First Blood)
For the Harvest!
January Scouring - F4
Orkz vs Necrons
Mission: Scouring
Deployment: Hammer and Anvil
Night/Day Fight
WAAAAGH!
Mission: Scouring
Deployment: Hammer and Anvil
Night/Day Fight
A new force rose in the east....
Den Skanza stepped on 'em wiv his big metal boot! Warlord Skanza Hammerfist unleashed his Iron Claws on the newly discovered Necrons. Da boyz, always glad of someone new to hurt, got stuck in to a right killi little battle. Da Necrons woz still a bit sleepy and obviously couldn't remember how all of their toyz worked and dey got snipped as da meganobz took exception to der new battlewagon gettin' bashed up. Da Necrons retaliated wiping out da bikez and da armour and the whole thing decended into a melee of hand to hand fightin' which da boyz just came out on top of.
WAAAAGH!
Final Score:
Friday, 17 January 2014
Sunday, 12 January 2014
January Scouring - F6
Tyranid (New Codex first outing) vs Dark Angels
Mission: Scouring
Deployment: Vanguard Strike
Day Fight
Mission: Scouring
Deployment: Vanguard Strike
Day Fight
Saturday, 11 January 2014
The Necrons Return! - I12
The Necrons continued to flex their muscles and confirmed their arrival with victory over the Eldar.
An experimental Eldar force gained early advantages against the Necrons but were pushed back by a well balanced army that contained strength and versatility. Ultimately, the Eldar brittleness was exposed once more as the balance of the Universe continues to shift away from Eldar dominance.
An experimental Eldar force gained early advantages against the Necrons but were pushed back by a well balanced army that contained strength and versatility. Ultimately, the Eldar brittleness was exposed once more as the balance of the Universe continues to shift away from Eldar dominance.
Thursday, 9 January 2014
Escalation
Tyranids have been playing an Apocalypse unit.
The Escalation rule book covers this.
We do not own the rules but they basically come down to :
Only one unit can be played in your army.
Killing the 'Lord of War' (Apocalypse unit) gives an additional Victory Point.
If the Lord of War is a Super Heavy Vehicle, it gives a Victory Point per three Hull Points.
An army fighting against a Lord of War gains +1 to Seize the Initiative (Eg 5&6 to Seize)
An army fighting against a Lord of War can choose to roll on an alternative Warlord Traits table.
I suggest that we play : The Warlord and his Unit can re-roll to hit when attacking the Lord of War.
The Escalation rule book covers this.
We do not own the rules but they basically come down to :
Killing the 'Lord of War' (Apocalypse unit) gives an additional Victory Point.
If the Lord of War is a Super Heavy Vehicle, it gives a Victory Point per three Hull Points.
An army fighting against a Lord of War gains +1 to Seize the Initiative (Eg 5&6 to Seize)
An army fighting against a Lord of War can choose to roll on an alternative Warlord Traits table.
I suggest that we play : The Warlord and his Unit can re-roll to hit when attacking the Lord of War.
Wednesday, 8 January 2014
January Scouring - I11
Chaos Space Marines vs Orks
Mission: Scouring
Deployment: Hammer and Anvil
Hex: I 11
Mission: Scouring
Deployment: Hammer and Anvil
Hex: I 11
Ork bravery can rarely be questioned; Ork intellect is another matter entirely.
Faced with an entrenched Chaos force well stocked with heavy weaponry, the Orks went deep into their strategic playbook - and rushed en masse towards the foe.
The result was predictable. A few short rounds of combat saw the few remaining Orks fleeing for the hills, their leader slain and forces annihilated. Chaos losses were negligible - the marines, and a Decimator Daemon Engine that fell to the final ravings of the Orc War-Boss.
Iron Within, Iron Without!
Final Score:
Final Score:
Friday, 3 January 2014
January Scouring - B4
Eldar v Tyranids 1600 armies (Tyranids +150)
Mission: Scouring
Deployment: Dawn of War
Hex: B4
Mission: Scouring
Deployment: Dawn of War
Hex: B4
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