Monday, 25 December 2017
Yuletide Felicitations
Good jesusations to all you Mon-keigh as you memorise the birth of your nailed god.
Tuesday, 12 December 2017
Saturday, 9 December 2017
Chapter Approved - New Rules 2017
Chapter Approved 2017 has introduced the following rule changes:
Sunday, 26 November 2017
MAIM, BURN, KILL!
Mission: Open War
Points: 1,500
Objective: Supply Cache
Twist: Scrap Metal (3 dice on 6's D3 mortal wounds on chosen unit per turn)
Tuesday, 21 November 2017
Ynnari v Howling Griffons 1850 points
A combined Eldar, dark eldar and harlequin army took to the field under the Ynnari flag to take on the latest mon-keigh fad. The distant Farseers ensured the tactical objectives fell favourably to ensure a win that looked far away mid-battle.
Monday, 20 November 2017
Tyranids vs Walkers
Mission: Open War
Points: 500
Objective: Field of Glory
Deployment: Close Dawn of War
Twist: Dead of Night
Points: 500
Objective: Field of Glory
Deployment: Close Dawn of War
Twist: Dead of Night
Thursday, 9 November 2017
House Rule: Intervening Models - Dropped
The rule we created to give an addition point of cover because of intervening models is being dropped. This is due to slowing the game down with differences between players perspectives.
Sunday, 29 October 2017
Grey Knights vs Tyranids
Points: 100 Power
Mission: Big Guns Never Tyre
Battlefield: Hammer and Anvil
First Turn: Grey Knights
Mission: Big Guns Never Tyre
Battlefield: Hammer and Anvil
First Turn: Grey Knights
Sunday, 22 October 2017
Adeptus Mechanicus and Harlequins vs Double Tyranids
Points: 50+50 vs 50+50
Mission: Cleanse and Capture (Maelstrom of War 1)
Battlefield: Hammer and Anvil
First Turn: Mechanicus and Harlequins
Mission: Cleanse and Capture (Maelstrom of War 1)
Battlefield: Hammer and Anvil
First Turn: Mechanicus and Harlequins
Sunday, 15 October 2017
Thousand Sons vs Tyranids
Points: 100 Power
Mission: Big Guns Never Tire
Battlefield: Hammer and Anvil
First Turn: Thousand Sons
Friday, 8 September 2017
Deathwatch (100 Power) vs Death Guard (50) and Genestealer Cult (50)
Mission: Tactical Escalation
Battlefield: Vanguard Strike
First Turn: Deathwatch
Battlefield: Vanguard Strike
First Turn: Deathwatch
Friday, 1 September 2017
Wednesday, 30 August 2017
Tuesday, 29 August 2017
Suggested 'House Rules' for Cover
Here are some ideas for cover save changes:
Please comment
Points or Power?
There are players who would like points and players who like power.
I am happy for both to be used 1 Power = 20 Points.
Eg 75 Power = 1,500 Points.
PROVIDED you always create your armies in the same method and not switch between the two depending on what happens to work out best that week.
Comments below...
I am happy for both to be used 1 Power = 20 Points.
Eg 75 Power = 1,500 Points.
PROVIDED you always create your armies in the same method and not switch between the two depending on what happens to work out best that week.
Comments below...
Sunday, 27 August 2017
75 Power - 2v2 Harlequins and Grey Knights vs Death Guard and Tyranids
Power: 75/player
Mission: Cleanse and Capture
Battlefield: Dawn of War
Armies: Harlequins and Grey Knights vs Death Guard and Tyranids
Mission: Cleanse and Capture
Battlefield: Dawn of War
Armies: Harlequins and Grey Knights vs Death Guard and Tyranids
Monday, 21 August 2017
Friday, 18 August 2017
75 Power Cities of Death - Irons Hands vs Genestealer Cult
Mission: Cities of Death
Power: 75
Armies: Iron Hands vs Genestealer Cult
Power: 75
Armies: Iron Hands vs Genestealer Cult
Sunday, 6 August 2017
Death Guard vs Grey Knights - No Mercy (modified) - 40 Power
Death Guard vs Grey Knights
Mission: No Mercy (Modified)
Power: 40
Mission: No Mercy (Modified)
Power: 40
Saturday, 22 July 2017
Sunday, 4 June 2017
Deathwatch vs Orks - Deep Jungle
1850 Points plus Handicaps
Monday, 29 May 2017
Attack: Genestealer Cult vs Cult Mechanicus
Points 1,850
The Deep Jungle
Deployment: Dawn of War
Night Fight
The Deep Jungle
Deployment: Dawn of War
Night Fight
Friday, 26 May 2017
Imperium vs Tyranid Deep Jungle
1850 plus handicap
Short and sweet summary
Short and sweet summary
Saturday, 20 May 2017
Scout Mission - Cult Mechanicus (Martin) vs Genestealer Cult (Darren)
Cult Mechanicus (Martin) vs Genestealer Cult (Darren)
Kill Team
Night Fight
Kill Team
Night Fight
Sunday, 14 May 2017
Attack: Tyranids Vs Genestealer cult
The Genestealer cult (Darren) had just freed themselves from the corrupting grasp of the imperium only to find out that they had been tricked into destroying the planetary defenses by the tyranids (Joe).
Monday, 8 May 2017
Wednesday, 3 May 2017
Legio Custodes vs Tyranids
1900 Points Friendly, with Kill Team scoring objective rules
Tuesday, 11 April 2017
The Green Tide
The green tide washed through the city and all that remained was shattered carapaces and the odd pool of acid. Da boyz wiv out armour or heavy weaponry crashed forward, their number legion, and swept into the bug forces. Despite a desperate deep striking assault on their rear escalons the boyz kept throwing wave after wave of screaming green death into vicious hand to hand fighting; claws, choppaz, pincers flashed. The warboss fell but the horde was relentless and victory was theirs!
Tuesday, 4 April 2017
Summer 2017
Hi all,
The mission of the month for April is Modified Slay the Alien with added codex objectives.
Then there will be a campaign for the Summer.
This will run until the end of August 2017.
Here is an outline of the campaign rules:
The mission of the month for April is Modified Slay the Alien with added codex objectives.
Then there will be a campaign for the Summer.
This will run until the end of August 2017.
Here is an outline of the campaign rules:
Sunday, 19 March 2017
Tyranids vs Walkers (Reversed)
Tyranids (Joe) vs Walkers (Darren)
Points: 750
Mission: Loot
Points: 750
Mission: Loot
Deployment: Hammer and Anvil
Day Fight
Thursday, 23 February 2017
Evacuation: Mars
Evacuation: Mars
The atmosphere is a dense acrid fug that crackles with electric blue haywire and billows huge luminous green clouds of corrosive acid rain. Only the Skitarii can remain unharmed in the toxic landscape for any period of time and only the cracked and leaking hulks of the remaining buildings offer any kind of protection to the warring armies of 40k. Vehicles and machinery of all kinds have long since lost their power and can be seen as decaying shells littered around the planet, though the Skitarii are able to make their biomachinery function.
The Skitarii are on their way to remove the last few warring factions from their city and the remaining units battle over the last operative teleportation pod that has a single charge left. Whoever controls this pod at the end of the battle will be able to evacuate the city to the waiting crafts in orbit around the Red Planet and escape the indigenous warriors whose arrival is all too imminent.
Thursday, 16 February 2017
Evacuation: Mars
Many thanks for indulging my battle
rules. I was keen to get on and play and not debate beforehand otherwise
nothing would have changed. Many of your suggestions would make other great
alternatives and I urge you to write them into a system that we can play
sometime. Using what we encountered last time, I have developed my system. It
is supposed to be a side-step from 40k and for those of you wanting fluff to
explain rule changes, I have tried to address that as well. Once again, we will address issues that arise (there will be some) after the game.
Evacuation: Mars
The atmosphere is a dense acrid fug that
crackles with electric blue haywire and billows huge luminous green clouds of
corrosive acid rain. Only the Skitarii can remain unharmed in the toxic
landscape for any period of time and only the cracked and leaking hulks of the
remaining buildings offer any kind of protection to the warring armies of 40k. Vehicles
and machinery of all kinds have long since lost their power and can be seen as
decaying shells littered around the planet, though the Skitarii are able to make
their biomachinery function.
The Skitarii are on their way to remove
the last few warring factions from their city and the remaining units battle
over the last operative teleportation pod that has a single charge left.
Whoever controls this pod at the end of the battle will be able to evacuate the
city to the waiting crafts in orbit around the Red Planet and escape the indigenous
warriors whose arrival is all too imminent.
Monday, 6 February 2017
Thursday, 2 February 2017
Close-Quarter Conurbation Conflict
Points: 300 per army (no handicap, new handicap to be started for this battle system +25 points per loss)
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