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!
Thursday, 27 March 2014
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 ?
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