The Exigator attack upon Emerald Ridge is successful and the Chaos Space Marines capture the location. The Eldar attempt to take the Weapons Testing Area is repulsed by the Exigators.
In the tenth and last battle of the campaign, the Eldar win the initiative and attack Emerald Ridge. If the Chaos Space Marines do not fight off the Eldar they will lose the campaign.
Friday, March 28, 2008
Wednesday, March 26, 2008
CHAOS SPACE MARINES versus Eldar
Game: Warhammer 40,000 4th edition
Opponent: Gary
Campaign: Phoenix campaign game 9
Mission: Night Fight
1st turn: Eldar
Points: 1500
Location: Tyro Weapons Testing Area (location 5), Tyro Peninsula, Kutch, Salazar systems
Background: With the Chaos Space Marines busy defending Emerald Ridge, the Eldar launch a surprise attack on the Weapons Testing grounds in the centre of the peninsula. If the Eldar are successful they are almost certain to overstretch the Exigators and make the peninsula unviable for them.
Eldar
Terrain and deployment
Gary hadn't changed the terrain since our last game. I won the dice off for the choice of table quarters and put the Eldar in the most open quarter so that I could use the woods for cover.
The game
The Eldar moved forward into the night. Icareane's plan was to hold the centre with the Dire Avengers and Guardians while the Falcon and Wave Serpent carrying the Banshees pushed up the Chaos right, and the Warp Spiders and Farseer unit advanced up the Chaos left.
The Exigators had a stronger left flank, with the Predator leading the charge between the woods and the Rhino following behind. The raptors used the tanks for cover as they advanced. The Plague Marines and Daemon Prince moved up behind the wood on the right and Dreadnought Atrocitor was on the extreme right.
Shots lit up the night as the Eldar skimmers targeted the Dreadnought but the Chaos construct remained unharmed. In return Atrocitor unleashed a twin-linked lascannon shot at the Wave Serpent and blew it out of the sky. The Fire Dragons leapt from the Falcon and slagged the Dreadnought in return.
On the Chaos left the Warp Spiders made a daring jump into the woods to expose the vulnerable side armour of the Predator. Torius ground to a halt as it was engulfed in a blizzard of monafilament wire. The Spiders jumped back out behind the wood.
Squad Scrementor fired up their jump packs and landed next to the aspect warriors. They bathed them in flame and then charged in. They were joined by the Furies which had been summoned into the wood. The Warp Spiders broke and fled from the battlefield.
Back on the right, the Plague Marines of squad Kanker moved up to hammer the Fire Dragons. The Aspect Warriors withstood the fire, though, and only one fell. The survivors and the Falcon combined their fire to take down three of their attackers.
Squad Krall had tried to join the combat with the Warp Spiders by driving their Rhino through the wood but it had smashed into a tree and thrown a track. Then the Greater Daemon manifested in the midst of the squad. That meant that the Farseer unit and Autarch could beat up on the Raptors. The icon bearer was the lone survivor and he allowed the unit of Daemonettes to be summoned nearby. The Furies returned from chasing the Warp Spiders and the Greater Daemon crashed through the trees, so a titanic conflict erupted on the left flank.
The last Raptor fell to the Warlocks as did a handful of Furies and Daemonettes. The Eldar suffered far worse casualties as the Autarch was slaughtered by the Greater Daemon and the Farseer unit was ripped apart under a crush of Daemons. The Exigators had taken the left flank.
The Chaos Space Marines were rolling up the right flank too. Ignoring the nigh invulnerable Falcon, Squad Kanker moved into the woods toward the Eldar centre. They summoned the Plague Bearers who immediately attacked the Fire Dragons. The Aspect Warriors died under the onslaught. But now the daemons were exposed in front of both the Guardians and Dire Avengers.
The power of Father Nurgle waxed strong, though, as the Plague Bearers survived a hail of shuriken catapult shots and only took four casualties. The unit charged into the Guardians and broke their morale. The Eldar were trampled underfoot as the daemons pushed on to find more victims.
The Exigators had penetrated through the centre, too. Daemon Prince Bellicus was assaulted by the Howling Banshees. He held off the Aspect Warriors long enough for Squad Krall to steam in and drive off the Eldar.
The Dire Avengers pulled back as the Exigators advanced on all fronts. Supporting fire came from the Rangers who had deployed deep in a hidden corner of the battlefield. They had managed to get off an impressive couple of shots at extreme range in the pitch black and drop two Plague Bearers.
The Exigators pursued the Dire Avengers knowing they could not get anywhere near the Rangers. Meanwhile the Falcon circled, whittling away the Chaos units. If the Dire Avengers could hurt the Furies they might pull off an unlikely victory.
It was not to be.
The Avengers could only target Squad Krall and caused few casualties and were then riddled with fire in return.
Bellicus gave a roar as his Exigators took the field.
Result: Win
Commendations
Dreadnought Atrocitor taking down the Wave Serpent with a single shot. Sweet.
Learning points
Eldar
Opponent: Gary
Campaign: Phoenix campaign game 9
Mission: Night Fight
1st turn: Eldar
Points: 1500
Location: Tyro Weapons Testing Area (location 5), Tyro Peninsula, Kutch, Salazar systems
Background: With the Chaos Space Marines busy defending Emerald Ridge, the Eldar launch a surprise attack on the Weapons Testing grounds in the centre of the peninsula. If the Eldar are successful they are almost certain to overstretch the Exigators and make the peninsula unviable for them.
Chaos Space Marines
- Bellicus - Daemon Prince
- Ppbhuln'naks - Greater Daemon
- Squad Krall – 10 Chaos space marines, plasma gun, lascannon, aspiring champion with powerfist, icon of chaos glory, Rhino with Extra Armour
- Atrocitor - Dreadnought, twin linked lascannon, Extra Armour
- Squad Kanker - 7 Plague marines, plasma gun, flamer, aspiring champion with power weapon, personal icon
- Iideommae - 6 Lesser daemons (Daemonettes)
- Arableuerakiar - 8 Lesser daemons (Furies)
- Uuandearzao - 9 Lesser daemons (Plague Bearers)
- Squad Scrementor – 8 Raptors, 2 flamers, aspiring champion with power weapon, Icon of Chaos Glory
- Torius - Predator, twin linked lascannon, heavy bolter sponsons
Eldar
- Icareane - Autarch, Swooping Hawk wings, power weapon, fusion gun
- Lauthelias - Farseer runes of warding runes of witnessing, spirit stones, doom, fortune
- 5 warlocks, enhance, embolden
- Laconfir - 8 Dire Avengers, Exarch with diresword, shuriken pistol, bladestorm
- Nazrain - 10 Guardians, starcannon
- Saduras Clearsight - 5 Rangers
- Amost - 1 Falcon, scatterlaser, holofield
- Isenrain - 9 Warpspiders, Exarch with deathspinners, powerblades, withdraw
- Sheira - 7 Howling Banshees, Exarch with executioner + wavesepent with starcannon
- Lothost - 5 Firedragons, exarch with fire pike
Terrain and deployment
Gary hadn't changed the terrain since our last game. I won the dice off for the choice of table quarters and put the Eldar in the most open quarter so that I could use the woods for cover.
The game
The Eldar moved forward into the night. Icareane's plan was to hold the centre with the Dire Avengers and Guardians while the Falcon and Wave Serpent carrying the Banshees pushed up the Chaos right, and the Warp Spiders and Farseer unit advanced up the Chaos left.
The Exigators had a stronger left flank, with the Predator leading the charge between the woods and the Rhino following behind. The raptors used the tanks for cover as they advanced. The Plague Marines and Daemon Prince moved up behind the wood on the right and Dreadnought Atrocitor was on the extreme right.
Shots lit up the night as the Eldar skimmers targeted the Dreadnought but the Chaos construct remained unharmed. In return Atrocitor unleashed a twin-linked lascannon shot at the Wave Serpent and blew it out of the sky. The Fire Dragons leapt from the Falcon and slagged the Dreadnought in return.
On the Chaos left the Warp Spiders made a daring jump into the woods to expose the vulnerable side armour of the Predator. Torius ground to a halt as it was engulfed in a blizzard of monafilament wire. The Spiders jumped back out behind the wood.
Squad Scrementor fired up their jump packs and landed next to the aspect warriors. They bathed them in flame and then charged in. They were joined by the Furies which had been summoned into the wood. The Warp Spiders broke and fled from the battlefield.
Back on the right, the Plague Marines of squad Kanker moved up to hammer the Fire Dragons. The Aspect Warriors withstood the fire, though, and only one fell. The survivors and the Falcon combined their fire to take down three of their attackers.
Squad Krall had tried to join the combat with the Warp Spiders by driving their Rhino through the wood but it had smashed into a tree and thrown a track. Then the Greater Daemon manifested in the midst of the squad. That meant that the Farseer unit and Autarch could beat up on the Raptors. The icon bearer was the lone survivor and he allowed the unit of Daemonettes to be summoned nearby. The Furies returned from chasing the Warp Spiders and the Greater Daemon crashed through the trees, so a titanic conflict erupted on the left flank.
The last Raptor fell to the Warlocks as did a handful of Furies and Daemonettes. The Eldar suffered far worse casualties as the Autarch was slaughtered by the Greater Daemon and the Farseer unit was ripped apart under a crush of Daemons. The Exigators had taken the left flank.
The Chaos Space Marines were rolling up the right flank too. Ignoring the nigh invulnerable Falcon, Squad Kanker moved into the woods toward the Eldar centre. They summoned the Plague Bearers who immediately attacked the Fire Dragons. The Aspect Warriors died under the onslaught. But now the daemons were exposed in front of both the Guardians and Dire Avengers.
The power of Father Nurgle waxed strong, though, as the Plague Bearers survived a hail of shuriken catapult shots and only took four casualties. The unit charged into the Guardians and broke their morale. The Eldar were trampled underfoot as the daemons pushed on to find more victims.
The Exigators had penetrated through the centre, too. Daemon Prince Bellicus was assaulted by the Howling Banshees. He held off the Aspect Warriors long enough for Squad Krall to steam in and drive off the Eldar.
The Dire Avengers pulled back as the Exigators advanced on all fronts. Supporting fire came from the Rangers who had deployed deep in a hidden corner of the battlefield. They had managed to get off an impressive couple of shots at extreme range in the pitch black and drop two Plague Bearers.
The Exigators pursued the Dire Avengers knowing they could not get anywhere near the Rangers. Meanwhile the Falcon circled, whittling away the Chaos units. If the Dire Avengers could hurt the Furies they might pull off an unlikely victory.
It was not to be.
The Avengers could only target Squad Krall and caused few casualties and were then riddled with fire in return.
Bellicus gave a roar as his Exigators took the field.
Result: Win
Commendations
- Chaos Space Marines - Great Daemon
- Eldar - Rangers
Dreadnought Atrocitor taking down the Wave Serpent with a single shot. Sweet.
Learning points
- Gary and I disagreed about the merits of the Warp Spiders daring attack on the Predator. Gary thought it was worth it as he had fortuned them and doomed the Raptors. With the Autarch and Farseer unit following up behind he felt he was in a strong position. I was happy to give up the Predator so that I knew I would get my hands on the Warp Spiders. I thought the Raptors and Furies should be able to handle the Aspect Warriors and then the resulting combat with the Eldar HQ units should last long enough for the Greater Daemon and other Daemons to arrive.
- That sets the campaign up very nicely for a crucial last battle. If the Eldar win, they will win a marginal victory in the whole campaign and drive the Exigators off the peninsula. If the Exigators win, they will force a draw and we will need to play one further game to decide the fate of Tyro Peninsula and the vanguard of the Chaos attack into the Skolarii Sector.
Chaos Space Marines
- +150 Bellicus - Daemon Prince
- +1410 Ppbhuln'naks - Greater Daemon
- +350 Squad Krall – 10 Chaos space marines, plasma gun, lascannon, aspiring champion with powerfist, icon of chaos glory, Rhino with Extra Armour
- -200 Atrocitor - Dreadnought, twin linked lascannon, Extra Armour
- +560 Squad Kanker - 7 Plague marines, plasma gun, flamer, aspiring champion with power weapon, personal icon
- +750 Iideommae - 6 Lesser daemons (Daemonettes)
- -50 Arableuerakiar - 8 Lesser daemons (Furies)
- +800 Uuandearzao - 9 Lesser daemons (Plague Bearers)
- +270 Squad Scrementor – 8 Raptors, 2 flamers, aspiring champion with power weapon, Icon of Chaos Glory
- -350 Torius - Predator, twin linked lascannon, heavy bolter sponsons
Eldar
- -10 Icareane - Autarch, Swooping Hawk wings, power weapon, fusion gun
- +1080 Lauthelias - Farseer runes of warding runes of witnessing, spirit stones, doom, fortune
- 5 warlocks, enhance, embolden
- -800 Laconfir - 8 Dire Avengers, Exarch with diresword, shuriken pistol, bladestorm
- -300 Nazrain - 10 Guardians, starcannon
- +800 Saduras Clearsight - 5 Rangers
- +1400 Amost - 1 Falcon, scatterlaser, holofield
- +830 Isenrain - 9 Warpspiders, Exarch with deathspinners, powerblades, withdraw
- +500 Sheira - 7 Howling Banshees, Exarch with executioner + wavesepent with starcannon
- -750 Lothost - 5 Firedragons, exarch with fire pike
Labels:
40k,
Campaign - 40k - Phoenix,
Chaos Space Marines,
Eldar
Sunday, March 23, 2008
CHAOS SPACE MARINES versus Eldar
Game: Warhammer 40,000 4th edition
Opponent: Gary
Campaign: Phoenix campaign game 8
Mission: Sabotage
1st turn: Eldar
Points: 1500
Location: Emerald Ridge (location 6), Tyro Peninsula, Kutch, Salazar systems
Background: Chaos reinforcements sweep into Newalla town and then push on back up onto Emerald Ridge. The Eldar focus their defence around Promethium storage tanks which the Exigators are desperate to recapture.
Gary had set the board up before we chose the mission. He had placed a stream up into the centre of the table with a lake bang in the middle. Unfortunately we rolled up a sabotage mission, so we had to improvise and remove the lake. We replaced it with some fuel storage tanks and put some rocks over the stream to represent a rocky spring. The rest of the battlefield consisted of rocks, woods and hills.
The game
The Exigators come in from the north-west. Their plan is to butcher the nearest sentry in close combat and then sneak the rest of their forces closer to the objective. Chosen squad Myre were given the task by Lord Jaxx but the Eldar Guardian cried out before he died and the alarm was raised.
Farseer Lauthelias drives his forces north so they can bring their firepower to bear on squad Myre. Several Chosen fall before they can scramble behind the cover of a copse.
Furious at the the early discovery of the Chaos attack, Lord Jaxx joins the field. Squad Krall rumble forward in their Rhino, Raptor squad Scrementor fly in and Greater Daemon Ppbhuln'naks is summoned. The Plague Bearers and Bloodletters also tear their way into reality and the Exigators begin to look like they will overwhelm the field.
The Eldar summon their own reinforcements as the Wave Serpent flies in the Howling Banshees and the Falcon zooms in. Concentrated firepower decimates both lesser daemon units. In a surprisingly rash move Farseer Lauthelias charges forward with his retinue. They slam into squad Scrementor and kill three Raptors. Their plan is to disrupt and delay the main Exigator attack through the copse.
Squad Kanker and the Greater Daemon pitch in to help out the Raptors and they succeed in butchering the hapless Farseer and his warlocks. The Exigators then push every unit forward in a brutal frontal assault. Lord Jaxx himself crashes through a wood and slams into the Dire Avengers. Exarch Laconfir intercepts his old foe and rolls his Diresword around his wrist. With blinding speed he decapitates Sebastian Jaxx! Both army leaders are lost at the same time.
A hail of bolter fire drives off the Dire Avengers and the Guardians. A single surviving Plaguebearer takes his chance to rush forward and try to claim the objective.
The Eldar use their reinforcements to try and form a skimmer wall around the promethium tanks. The Falcons easily glides into place but the Wave Serpent clips a jagged rock and cartwheels into the ground. The surviving Banshees scramble from the wreckage. The Guardians step uo and blast the Plaguebearer back into the warp with their shuriken catapults.
The Exigators plough forward relentlessly toward the objective. The Greater Daemon charges into the spring and drives off the Rangers. Squad Scrementor use their jump packs to swoop on the promethium tanks.
The Eldar use the Warp Spiders to take down the Raptors, freeing up the storage tanks once again. The Falcon pushes back squad Krall.
Squad Krall riddle the Warp Spiders with bolter fire and then Squad Myre tie them up in close combat. The Greater Daemon crashes into the War Walkers and tears them apart. That leaves squad Kanker to race in and secure the promethium tanks. Although they suffer some casualties they tenaciously hang on to the objective.
Result: Win
Commendations
The Wave Serpent crashing in the rocks.
Learning points
Opponent: Gary
Campaign: Phoenix campaign game 8
Mission: Sabotage
1st turn: Eldar
Points: 1500
Location: Emerald Ridge (location 6), Tyro Peninsula, Kutch, Salazar systems
Background: Chaos reinforcements sweep into Newalla town and then push on back up onto Emerald Ridge. The Eldar focus their defence around Promethium storage tanks which the Exigators are desperate to recapture.
Chaos Space Marines
- Chaos Lord Sebastian Jaxx - Bike, Lightning Claw, Personal Icon
- Squad Krall – 10 Chaos space marines, plasma gun, lascannon, aspiring champion with powerfist, icon of chaos glory, Rhino with Extra Armour
- Squad Myre - 8 Chosen, 2 plasma guns, aspiring champion with powerfist
- Ppbhuln'naks - Greater Daemon (Great Unclean One - I forgot the model so had to use my Daemon Prince model instead)
- Squad Kanker - 7 Plague marines, plasma gun, flamer, aspiring champion with power weapon, personal icon
- Hhakuuoohlaoks - 9 Lesser daemons (Blood Letters)
- Arableuerakiar - 8 Lesser daemons (Furies)
- Uuandearzao - 9 Lesser daemons (Plague Bearers)
- Squad Scrementor – 8 Raptors, 2 flamers, aspiring champion with power weapon, Icon of Chaos Glory
- Lauthelias - Farseer runes of warding runes of witnessing, spirit stones, doom, fortune
- 5 warlocks, enhance, embolden
- Laconfir - 8 Dire Avengers, Exarch with diresword, shuriken pistol, bladestorm
- Nazrain - 10 Guardians, starcannon
- Saduras Clearsight - 5 Rangers
- Amost - 1 Falcon, scatterlaser, holofield
- Isenrain - 9 Warpspiders, Exarch with deathspinners, powerblades, withdraw
- Sheira - 7 Howling Banshees, Exarch with executioner + wavesepent with starcannon
- 2 War Walkers - starcannon, brightlance
Gary had set the board up before we chose the mission. He had placed a stream up into the centre of the table with a lake bang in the middle. Unfortunately we rolled up a sabotage mission, so we had to improvise and remove the lake. We replaced it with some fuel storage tanks and put some rocks over the stream to represent a rocky spring. The rest of the battlefield consisted of rocks, woods and hills.
The game
The Exigators come in from the north-west. Their plan is to butcher the nearest sentry in close combat and then sneak the rest of their forces closer to the objective. Chosen squad Myre were given the task by Lord Jaxx but the Eldar Guardian cried out before he died and the alarm was raised.
Farseer Lauthelias drives his forces north so they can bring their firepower to bear on squad Myre. Several Chosen fall before they can scramble behind the cover of a copse.
Furious at the the early discovery of the Chaos attack, Lord Jaxx joins the field. Squad Krall rumble forward in their Rhino, Raptor squad Scrementor fly in and Greater Daemon Ppbhuln'naks is summoned. The Plague Bearers and Bloodletters also tear their way into reality and the Exigators begin to look like they will overwhelm the field.
The Eldar summon their own reinforcements as the Wave Serpent flies in the Howling Banshees and the Falcon zooms in. Concentrated firepower decimates both lesser daemon units. In a surprisingly rash move Farseer Lauthelias charges forward with his retinue. They slam into squad Scrementor and kill three Raptors. Their plan is to disrupt and delay the main Exigator attack through the copse.
Squad Kanker and the Greater Daemon pitch in to help out the Raptors and they succeed in butchering the hapless Farseer and his warlocks. The Exigators then push every unit forward in a brutal frontal assault. Lord Jaxx himself crashes through a wood and slams into the Dire Avengers. Exarch Laconfir intercepts his old foe and rolls his Diresword around his wrist. With blinding speed he decapitates Sebastian Jaxx! Both army leaders are lost at the same time.
A hail of bolter fire drives off the Dire Avengers and the Guardians. A single surviving Plaguebearer takes his chance to rush forward and try to claim the objective.
The Eldar use their reinforcements to try and form a skimmer wall around the promethium tanks. The Falcons easily glides into place but the Wave Serpent clips a jagged rock and cartwheels into the ground. The surviving Banshees scramble from the wreckage. The Guardians step uo and blast the Plaguebearer back into the warp with their shuriken catapults.
The Exigators plough forward relentlessly toward the objective. The Greater Daemon charges into the spring and drives off the Rangers. Squad Scrementor use their jump packs to swoop on the promethium tanks.
The Eldar use the Warp Spiders to take down the Raptors, freeing up the storage tanks once again. The Falcon pushes back squad Krall.
Squad Krall riddle the Warp Spiders with bolter fire and then Squad Myre tie them up in close combat. The Greater Daemon crashes into the War Walkers and tears them apart. That leaves squad Kanker to race in and secure the promethium tanks. Although they suffer some casualties they tenaciously hang on to the objective.
Result: Win
Commendations
- Chaos - Greater Daemon
- Eldar - Warp Spiders
The Wave Serpent crashing in the rocks.
Learning points
- Things looked bad for my Chaos Space Marines early on. I hoped to win the 4+ sentry roll but didn't which meant I was only six inches onto the board with most of my forces. That in turn meant I was hoping that most of my daemons wouldn't summon in early otherwise they would have a long slog to the objective. Of course, I got all but one of the daemon units. The only plus side was that I could push all the models forward as one and exhaust the Eldar's ammunition supplies!
- Gary discovered the skimmer wall tactic in this battle and could have used it to deny me the objective. A failed dangerous terrain test let me back in but it threw up an interesting rules query. What happens to a unit when it's transport is destroyed in its own turn? By the rules as written it seems like you are free to move as normal for the rest of the turn and then you are pinned for the following turn. Ridiculous! In the end we sort of fudged it and the Banshees stayed where they were while my units ignored them.
Chaos Space Marines
- -400 Chaos Lord Sebastian Jaxx - Bike, Lightning Claw, Personal Icon
- +50 Squad Krall – 10 Chaos space marines, plasma gun, lascannon, aspiring champion with powerfist, icon of chaos glory, Rhino with Extra Armour
- -100 Squad Myre - 8 Chosen, 2 plasma guns, aspiring champion with powerfist
- +960 Ppbhuln'naks - Greater Daemon (Great Unclean One - I forgot the model so had to use my Daemon Prince model instead)
- +560 Squad Kanker - 7 Plague marines, plasma gun, flamer, aspiring champion with power weapon, personal icon
- -100 Hhakuuoohlaoks - 9 Lesser daemons (Blood Letters)
- -350 Arableuerakiar - 8 Lesser daemons (Furies)
- +500 Uuandearzao - 9 Lesser daemons (Plague Bearers)
- +370 Squad Scrementor – 8 Raptors, 2 flamers, aspiring champion with power weapon, Icon of Chaos Glory
- +1180 Lauthelias - Farseer runes of warding runes of witnessing, spirit stones, doom, fortune
- 5 warlocks, enhance, embolden
- -750 Laconfir - 8 Dire Avengers, Exarch with diresword, shuriken pistol, bladestorm
- -200 Nazrain - 10 Guardians, starcannon
- +610 Saduras Clearsight - 5 Rangers
- +1250 Amost - 1 Falcon, scatterlaser, holofield
- +930 Isenrain - 9 Warpspiders, Exarch with deathspinners, powerblades, withdraw
- +600 Sheira - 7 Howling Banshees, Exarch with executioner + wavesepent with starcannon
- -300 2 War Walkers - starcannon, brightlance
Labels:
40k,
Campaign - 40k - Phoenix,
Chaos Space Marines,
Eldar
Saturday, March 22, 2008
CHAOS SPACE MARINES versus Dark Eldar
Game: Warhammer 40,000 3rd edition
Opponent: ?
Mission: Night Fight
1st turn: ?
Points: 1000
Chaos Space Marines
I suckered the Incubi into attacking a forward squad with my HQ sitting behind to counter charge. The Plague banner killed five Incubi, the other men the rest, but the archon killed every man in the unit in return.
A lucky bolter shot took down a Raider killing six of the occupants and all the bikes fell in combat but I was wiped out to a man.
Result: Loss
Learning points
Opponent: ?
Mission: Night Fight
1st turn: ?
Points: 1000
Chaos Space Marines
- Forax Tork – Chaos Lieutenant, Mark of Nurgle, Plague sword, Spiky bits, Daemonic mutation, Nurgles Rot
- Evomere Incursus – Chaos Sorceror, Mark of Nurgle, Bolt pistol and close combat weapon, Warp Talisman, Wind of Chaos, Bionics
- Squad Putid- 6 Chosen, Mark of Nurgle, Aspiring Champion with Plague Banner, 2x Aspiring Champion with Meltagun, Aspiring Champion with Power Weapon, Rhino with Plague Carrier and Extra Armour
- Squad Pestis – 7 Chaos Space Marines, Mark of Nurgle, Flamer, Aspiring Champion with Bolt pistol and Close Combat Weapon
- Squad Odoratus – 7 Chaos Space Marines, Mark of Nurgle, Plasma gun, Aspiring Champion with Combi Bolter
- Squad Contagio – 7 Chaos Space Marines, Mark of Nurgle, Plasma pistol, Aspiring Champion with Power fist
- Archon and Incubi in Raider
- 2 Warrior squads in Raiders
- Ravager
- 2 five man jet bike squads
I suckered the Incubi into attacking a forward squad with my HQ sitting behind to counter charge. The Plague banner killed five Incubi, the other men the rest, but the archon killed every man in the unit in return.
A lucky bolter shot took down a Raider killing six of the occupants and all the bikes fell in combat but I was wiped out to a man.
Result: Loss
Learning points
- Well outnumbered by a faster foe I kept my army compact with a good counter charge unit. This worked well.
- The game was closer than the first game because the enemy closed the range and went on the attack.
- Dark lances, etc decimated swathes of men at a distance, for which I had no reply.
- Archon just wouldn't fail his 2+ Shadowfield save.
Friday, March 14, 2008
CAMPAIGN: Phoenix campaign turn 7
The Eldar and Chaos Space Marines fight inconclusively. Both forces withdraw from Newalla Town but Chaos reinforcements swiftly recapture the deserted location.
The Chaos Space Marines mount an attack to recapture Emerald Ridge while the Eldar try to retake the weapons testing area.
The Chaos Space Marines mount an attack to recapture Emerald Ridge while the Eldar try to retake the weapons testing area.
Labels:
40k,
Campaign - 40k - Phoenix,
Chaos Space Marines,
Eldar
Sunday, March 9, 2008
CHAOS SPACE MARINES versus Eldar
Game: Warhammer 40,000 4th edition
Opponent: Gary
Campaign: Phoenix campaign game 7
Mission: Patrol
1st turn: Eldar
Points: 1500
Location: Newalla Town (location 7), Tyro Peninsula, Kutch, Salazar systems
Background: Having taken Emerald Ridge the Eldar press their advantage and sweep on down into Newalla Town. Eldar and Chaos Space Marine patrols clash in the deserted streets and both call in reinforcements.
Unfortunately we didn't have time to change the table set-up from our last game so it didn't reflect the location that well. I guess the fight could be taking place as the Eldar break out from Emerald Ridge?
Anyway, the Exigators won the initiative and deployed Squad Brakar near the centre while the Eldar started the battle with their Rangers hidden in a ruined building. Every other unit began in reserve.
The game
The Exigators kicked things off by pushing Squad Brakar forward, using the shelter of the bunker to shield themselves from fire from the Eldar Rangers. The Rangers themselves stayed hidden in cover, patiently looking for targets.
Suddenly the silence was broken by the arrival of Chaos reinforcements. The Predator Torious gunned it's engines and faced off against the Rangers. The Dreadnought Atrocitor moved up alongside it. Together, their fire killed two Rangers. To their right Squad Scrementor flew in on their jump packs to support Squad Brakar. Lord Jaxx turbo-boosted his bike off to the left flank near a wood.
The Eldar Farseer Lauthelias and his retinue came in on this flank alongside the Warpspiders. The wood hid Jaxx from their firepower. Meanwhile the Dire Avengers and Fire Dragons came in near the Rangers, behind the stream.
The casualties had been remarkably light as the two armies jockeyed for position. Lord Jaxx summoned a unit of Bloodletters onto the left flank but then withdrew himself back to the centre. The only other Exigator reserves to arrive was Squad Krall in their Rhino. They zoomed up behind Squad Brakar who had continued to push up behind the bunker. The Raptors joined them.
The Exigators had now amassed a formidable force in the centre of the battlefield. Firepower from the Dreadnough and Predator killed two more Rangers and forced the survivors to fall back, never to return.
Autarch Icareane decided to join the fight and flew in behind the river. He commanded the Banshees in their Wave Serpent and the Guardians to face off against the strong Chaos centre. On the left, the Warp Spiders slaughtered numerous Bloodletters and then the Farseer finished them off with a devastating charge.
The Exigators showed their hand by summoning the rest of their Daemons into the centre of the field. The Raptors, Lord and Squad Krall pushed forward too and the Eldar were under severe pressure here. Things got worse for them when Squad Brakar managed to down the Wave Serpent with their plasma gun. Three of the Banshees died in the crash and the survivors were pinned.
The Eldar were in danger of being overrun so Icareane ordered his entire force forward. The Farseer and Warp Spiders had to be brave in particular as they had to come out into the open to oppose the Predator and Dreadnought.
The Exigators pressed their attack in the centre. The Plague Bearers assaulted the Guardians who broke before the Daemons onslaught. The Raptors chopped Icareane into tiny pieces and Squad Brakar killed three Fire Dragons despite their plasma gunner dying to an overheat.
The Eldar responded by reducing Squad Scrementor to just two Marines. The Howling Banshees cleared the wreckage of their transport and charged into squad Brakar. Only two Exigators died and the survivors crowded in to exact revenge.
Squad Krall turned back to take on the Warp Spiders. Adding their firepower to that of the Predator and Dreadnought they felt sure they could gut the squad. When the smoke cleared only four Warpspiders had died and the plasma gunner from Squad Krall had blown himself up.
The Eldar had a chance to respond. Farseer Lauthelias Charged into Squad Krall and slaughtered six. The three survivors broke and were cut down in contempt. Exarch Isenrain pushed his Warpspiders on and managed to get a few side shots into the Predator. One found it's mark and blew the tank to smithereens. The Eldar were turning the tide.
In the centre, the Banshees continued to cause heavy casualties on Squad Brakar. They managed to kill a total of four models before they were dragged down under a wave of Furies. Lord Jaxx was unable to join the fight due to the press of bodies so he accelerated away to threaten the Dire Avengers. He killed two with his combi-bolter and the Raptors killed two with their flamer. As both units prepared for the asssault they were disappointed to see the Dire Avengers fall back.
That meant that the Lord was an easy target for the Fire Dragons who blasted him into oblivion. The Falcon, which had been floating around on the fringe of the battle, killed the flamer Raptor and Scrementor himself, the only survivor of his squad, retreated from the field.
Dreadnought Atrocitor punished the Warp Spiders for their boldness by engaging them in close combat. He killed three in his fury and the survivors scattered to the four winds.
Farseer Lauthelias was dismayed by the demise of the Apsect Warriors so faced up to the Chaos construct. His witchblade skewered the sarcophagus of the Dreadnought and halted it.
The shattered remnants from both armies withdrew from the field.
Result: Draw
Commendations
The plasma shot that took down the Wave Serpent.
Learning points
Opponent: Gary
Campaign: Phoenix campaign game 7
Mission: Patrol
1st turn: Eldar
Points: 1500
Location: Newalla Town (location 7), Tyro Peninsula, Kutch, Salazar systems
Background: Having taken Emerald Ridge the Eldar press their advantage and sweep on down into Newalla Town. Eldar and Chaos Space Marine patrols clash in the deserted streets and both call in reinforcements.
Chaos Space Marines
- Chaos Lord Sebastian Jaxx - Bike, Lightning Claw, Personal Icon
- Squad Krall – 10 Chaos space marines, plasma gun, lascannon, aspiring champion with powerfist, icon of chaos glory, Rhino with Extra Armour
- Squad Brakar – 10 Chaos space marines, plasma gun, lascannon, aspiring champion with powerfist, icon of chaos glory
- Hhakuuoohlaoks - 9 Lesser daemons (Blood Letters)
- Arableuerakiar - 8 Lesser daemons (Furies)
- Uuandearzao - 9 Lesser daemons (Plague Bearers)
- Squad Scrementor – 8 Raptors, 2 flamers, aspiring champion with power weapon, Icon of Chaos Glory
- Torius - Predator with Twin-linked lascannon with heavy bolter sponsons, extra armour
- Atrocitor - Dreadnought, twin linked lascannon, Extra Armour
- Icareane - Autarch, Swooping Hawk wings, power weapon, fusion gun
- Lauthelias - Farseer runes of warding runes of witnessing, spirit stones, doom, fortune
- 5 warlocks, enhance, embolden
- Laconfir - 8 Dire Avengers, Exarch with diresword, shuriken pistol, bladestorm
- Nazrain - 10 Guardians, starcannon
- Saduras Clearsight - 5 Rangers
- Amost - 1 Falcon, scatterlaser, holofield
- Isenrain - 9 Warpspiders, Exarch with deathspinners, powerblades, withdraw
- Lothost - 5 Firedragons, exarch with fire pike
- Sheira - 7 Howling Banshees, Exarch with executioner + wavesepent with starcannon
Unfortunately we didn't have time to change the table set-up from our last game so it didn't reflect the location that well. I guess the fight could be taking place as the Eldar break out from Emerald Ridge?
Anyway, the Exigators won the initiative and deployed Squad Brakar near the centre while the Eldar started the battle with their Rangers hidden in a ruined building. Every other unit began in reserve.
The game
The Exigators kicked things off by pushing Squad Brakar forward, using the shelter of the bunker to shield themselves from fire from the Eldar Rangers. The Rangers themselves stayed hidden in cover, patiently looking for targets.
Suddenly the silence was broken by the arrival of Chaos reinforcements. The Predator Torious gunned it's engines and faced off against the Rangers. The Dreadnought Atrocitor moved up alongside it. Together, their fire killed two Rangers. To their right Squad Scrementor flew in on their jump packs to support Squad Brakar. Lord Jaxx turbo-boosted his bike off to the left flank near a wood.
The Eldar Farseer Lauthelias and his retinue came in on this flank alongside the Warpspiders. The wood hid Jaxx from their firepower. Meanwhile the Dire Avengers and Fire Dragons came in near the Rangers, behind the stream.
The casualties had been remarkably light as the two armies jockeyed for position. Lord Jaxx summoned a unit of Bloodletters onto the left flank but then withdrew himself back to the centre. The only other Exigator reserves to arrive was Squad Krall in their Rhino. They zoomed up behind Squad Brakar who had continued to push up behind the bunker. The Raptors joined them.
The Exigators had now amassed a formidable force in the centre of the battlefield. Firepower from the Dreadnough and Predator killed two more Rangers and forced the survivors to fall back, never to return.
Autarch Icareane decided to join the fight and flew in behind the river. He commanded the Banshees in their Wave Serpent and the Guardians to face off against the strong Chaos centre. On the left, the Warp Spiders slaughtered numerous Bloodletters and then the Farseer finished them off with a devastating charge.
The Exigators showed their hand by summoning the rest of their Daemons into the centre of the field. The Raptors, Lord and Squad Krall pushed forward too and the Eldar were under severe pressure here. Things got worse for them when Squad Brakar managed to down the Wave Serpent with their plasma gun. Three of the Banshees died in the crash and the survivors were pinned.
The Eldar were in danger of being overrun so Icareane ordered his entire force forward. The Farseer and Warp Spiders had to be brave in particular as they had to come out into the open to oppose the Predator and Dreadnought.
The Exigators pressed their attack in the centre. The Plague Bearers assaulted the Guardians who broke before the Daemons onslaught. The Raptors chopped Icareane into tiny pieces and Squad Brakar killed three Fire Dragons despite their plasma gunner dying to an overheat.
The Eldar responded by reducing Squad Scrementor to just two Marines. The Howling Banshees cleared the wreckage of their transport and charged into squad Brakar. Only two Exigators died and the survivors crowded in to exact revenge.
Squad Krall turned back to take on the Warp Spiders. Adding their firepower to that of the Predator and Dreadnought they felt sure they could gut the squad. When the smoke cleared only four Warpspiders had died and the plasma gunner from Squad Krall had blown himself up.
The Eldar had a chance to respond. Farseer Lauthelias Charged into Squad Krall and slaughtered six. The three survivors broke and were cut down in contempt. Exarch Isenrain pushed his Warpspiders on and managed to get a few side shots into the Predator. One found it's mark and blew the tank to smithereens. The Eldar were turning the tide.
In the centre, the Banshees continued to cause heavy casualties on Squad Brakar. They managed to kill a total of four models before they were dragged down under a wave of Furies. Lord Jaxx was unable to join the fight due to the press of bodies so he accelerated away to threaten the Dire Avengers. He killed two with his combi-bolter and the Raptors killed two with their flamer. As both units prepared for the asssault they were disappointed to see the Dire Avengers fall back.
That meant that the Lord was an easy target for the Fire Dragons who blasted him into oblivion. The Falcon, which had been floating around on the fringe of the battle, killed the flamer Raptor and Scrementor himself, the only survivor of his squad, retreated from the field.
Dreadnought Atrocitor punished the Warp Spiders for their boldness by engaging them in close combat. He killed three in his fury and the survivors scattered to the four winds.
Farseer Lauthelias was dismayed by the demise of the Apsect Warriors so faced up to the Chaos construct. His witchblade skewered the sarcophagus of the Dreadnought and halted it.
The shattered remnants from both armies withdrew from the field.
Result: Draw
Commendations
- Chaos - Squad Brakar
- Eldar - Farseer and retinue
The plasma shot that took down the Wave Serpent.
Learning points
- Another enjoyable game. My strategy was to look like I was going up the centre and taking the left flank only to pull back into a strong centre away from the left and strand the Eldar deployed there. It kind of worked but the Warp Spiders got 10 inches on their warp jump and I failed to deliver the killer blow against them (by my reckoning I should have gotten 6-7 kills). Then both the remaining Spiders and Farseer unit overperformed to decimate my units (the Farseer unit may as well have power weapons for the number of saves I make against them!).
- I dominated the centre, largely due to the lucky Wave Serpent shot, but made a few tactical errors which allowed the Eldar back into the game. Although the Howling Banshees were well screened by the wreck, the Guardians and Falcon I should have made more effort to wipe them out. That would have left the Fire Dragons and Dire Avengers on the fringe of the main scrap and I could have moved on to them next. As it was I was unsure about the rules for the wreck and decided I had enough models to take the initial charge. Again the Banshees overperformed and took some valuable victory points from my Exigators before they succumbed.
Chaos Space Marines
- -300 Sebastian Jaxx - Chaos Lord, bike, lightning claw
- -150 Squad Krall – 10 Chaos space marines, plasma gun, lascannon, aspiring champion with powerfist, icon of chaos glory, Rhino with Extra Armour
- -150 Squad Brakar – 10 Chaos space marines, plasma gun, lascannon, aspiring champion with powerfist, icon of chaos glory
- -250 Arableuerakiar - 8 Lesser daemons (Furies)
- +600 Uuandearzao - 9 Lesser daemons (Plague Bearers)
- -100 Hhakuuoohlaoks - 9 Lesser daemons (Blood Letters)
- +470 Squad Scrementor – 8 Raptors, 2 flamers, aspiring champion with power weapon, Icon of Chaos Glory
- -250 Torius - Predator, twin linked lascannon, heavy bolter sponsons
- -100 Atrocitor - Dreadnought, twin linked lascannon, Extra Armour
- +90 Icareane - Autarch, Swooping Hawk wings, power weapon, fusion gun
- +1280 Lauthelias - Farseer runes of warding runes of witnessing, spirit stones, doom, fortune
- 5 warlocks, enhance, embolden
- -650 Laconfir - 8 Dire Avengers, Exarch with diresword, shuriken pistol, bladestorm
- -100 Nazrain - 10 Guardians, starcannon
- +710 Saduras Clearsight - 5 Rangers
- +110- Amost - 1 Falcon, scatterlaser, holofield
- +860 Isenrain - 9 Warpspiders, Exarch with deathspinners, powerblades, withdraw
- -650 Lothost - 5 Firedragons, exarch with fire pike
- +450 Sheira - 7 Howling Banshees, Exarch with executioner + wavesepent with starcannon
Labels:
40k,
Campaign - 40k - Phoenix,
Chaos Space Marines,
Eldar
Friday, March 7, 2008
CHAOS SPACE MARINES (NURGLE) versus Eldar (Ulthwe)
Game: Warhammer 40,000 3rd edition
Opponent: ?
Mission: Recon
1st turn: ?
Points: 1000
Chaos Space Marines
I raced forward into bolter range but took many casualties to star cannon fire.
Nevertheless my rhino delivered the HQ into a guardian squad, duffed them over in the assault and ran them down. Unfortunately they were then shuriken catapulted to death.
Other units arrived in the fifth turn but in tiny units and were overwhelmed in the last turn.
Result: Loss
Learning points
Opponent: ?
Mission: Recon
1st turn: ?
Points: 1000
Chaos Space Marines
- Forax Tork – Chaos Lieutenant, Mark of Nurgle, Plague sword, Spiky bits, Daemonic mutation, Nurgles Rot
- Evomere Incursus – Chaos Sorceror, Mark of Nurgle, Bolt pistol and close combat weapon, Warp Talisman, Wind of Chaos, Bionics
- Squad Putid- 6 Chosen, Mark of Nurgle, Aspiring Champion with Plague Banner, 2x Aspiring Champion with Meltagun, Aspiring Champion with Power Weapon, Rhino with Plague Carrier and Extra Armour
- Squad Pestis – 7 Chaos Space Marines, Mark of Nurgle, Flamer, Aspiring Champion with Bolt pistol and Close Combat Weapon
- Squad Odoratus – 7 Chaos Space Marines, Mark of Nurgle, Plasma gun, Aspiring Champion with Combi Bolter
- Squad Contagio – 7 Chaos Space Marines, Mark of Nurgle, Plasma pistol, Aspiring Champion with Power fist
- Seer Council
- 2 large units Black guardians
- 1 large unit guardians
- D cannon
I raced forward into bolter range but took many casualties to star cannon fire.
Nevertheless my rhino delivered the HQ into a guardian squad, duffed them over in the assault and ran them down. Unfortunately they were then shuriken catapulted to death.
Other units arrived in the fifth turn but in tiny units and were overwhelmed in the last turn.
Result: Loss
Learning points
- Too slow to execute the assault I needed.
- Could do with a 2+ for the Lieutenant to save him being cut down by massed small arms fire.
- Lack of bite in the assault with no power weapons or characters with numerous attacks.
Monday, March 3, 2008
TAU versus Chaos Space Marines
Game: Warhammer 40,000 4th edition
Opponent: Gary
Mission: Seek and Destroy
Mission level: Alpha
1st turn: Chaos Space Marines
Points: 1000
Location: Rabux
Background: The Tau inadvertently stumble across a secret Chaos stockpile of weapons and supplies as they continue their conquest of Rabux. Khornate Berzerkers rush out to spill the blood of the interlopers.
Imperial Control: Unchanged
Tau
This was our very first game of 40k 4th edition using the new rulebook. I actually picked it up from the Post Office on the way to the store so we were really unsure on the rules, frequently working them out on the fly as queries arose. This meant we made many mistakes during the game, but hey ho, what better way to learn?
We chose to play an alpha level mission so that we wouldn't have to use a whole raft of scenario rules on top of the new game rules. Gary rolled the die and it came up Seek and Destroy. After a bit of flipping through the book we deduced that the Tau had 7 scoring units and that the Chaos army had 5.
Terrain and Deployment
We played on a 6x4 table with moderate terrain; mostly woods with a couple of low ruined buildings. I set my Broadsides up on the centre right, covering the edge of a building behind which the Defiler was hiding. I had a Fire Warrior squad on a low hill in the centre with the Ethereal attached to make them fearless. They had a Berzerker squad in their sights. The Hammerhead went behind a wood on my left in which the Kroot were deployed. My Stealth teams secured each flank.
The Game
Gary won first turn and raced forward, both Berzeker units failing (or is that passing?) their rage tests, putting them within assault range on the second turn, and giving the Daemons a good summoning position. His Defiler rounded the building and hit a Fire Warrior squad with it's ordnance shell. I had anticipated this (in fact that squad were bait) so the squad was well spaced and I only lost 3 Tau.
My Hammerhead and Broadsides had the Defiler in their sights. I rolled for the 'head first and destroyed the Chaos vehicle with my first dice roll of the game. Get in!
This meant my Broadsides could target the Berzerkers who were dangerously close to them, and they killed several. The Fire Warriors with Ethereal thinned them out some more, then finally the Stealth team peppered the Khorne troops with burst cannon fire. I wiped out the squad, meaning the Daemons could only arrived on my left flank.
Gary diverted his Glaive Lieutenant from my left to the centre, and the Fire Warriors and Ethereal on the hill, but he was just out of assault range. The Bloodletters arrived and rolled excellent difficult terrain tests to contact the Kroot in the woods. In almost an exact copy of our last game the Bloodletters killed the Kroot but took many casualties, they then caught up with the Stealth team and wiped them out too, although they were reduced to just one model.
Meanwhile, towards the middle, my reduced Fire Warrior squad moved up to unload rapid fire shots into the Berzerker squad and killed a couple. In return they were assaulted and failed their morale check, subsequently being run down due to their low initiative. The Berzerkers then summoned the Fleshounds who turned the game back into Gary's favour.
The Glaive Lieutenant was taken out with another railgun shot from the Hammerhead, leaving my Ethereal and company safe on the hill for another turn, but then the Fleshounds came steaming in. The Tau were all wiped out and the morale checks forced by the death of my Ethereal meant that my surviving Stealth team routed off the board. The 'hounds then swept on toward the Broadsides and eventually tore them down.
In the last turn Gary had two scoring units; the Berzerker squad and the Fleshounds (although both units were heavily mauled), and I had one; the Hammerhead. I hit the 'hounds with a submunition shot and a hail of smart missile shots and obliterated them, tying the game.
Result: Draw
Learning points
Opponent: Gary
Mission: Seek and Destroy
Mission level: Alpha
1st turn: Chaos Space Marines
Points: 1000
Location: Rabux
Background: The Tau inadvertently stumble across a secret Chaos stockpile of weapons and supplies as they continue their conquest of Rabux. Khornate Berzerkers rush out to spill the blood of the interlopers.
Imperial Control: Unchanged
Tau
- Aun’El’Tau’M’yenEthereal
- Shas’Ui’Tau’Kais’Coar'Mal - 5 stealthsuits
- Shas’Ui’Tau’Kais’Mal’Coar- 5 stealthsuits
- Shas’La’Tau’Han’Dan - 8 Fire warriors, pulse rifles, Shas’ui
- Shas’La’Tau’Mont’Yr - 8 Fire warriors, pulse rifles, Shas’ui
- Murabla - 15 Kroot
- Shas’Ui’Tau’Yu’Rang - 2 Broadsides with twin linked railguns, smart missile system and Multi-trackers, 1 hard wired drone controller and 2 gundrones
- Shas’La’Tau’Or’Es’Mont’Ka - Hammerhead with Ion Cannon, smart missile system, multitracker, decoy launchers, seeker missile
- Glaive Lieutenant
- 8 Bloodletters
- 8 Fleshounds
- 8 Khorne Berzerkers, Aspiring champion with powerfist
- 8 Khorne Berzerkers, Aspiring champion with Daemonic Talons
- Defiler with mutated Hull
This was our very first game of 40k 4th edition using the new rulebook. I actually picked it up from the Post Office on the way to the store so we were really unsure on the rules, frequently working them out on the fly as queries arose. This meant we made many mistakes during the game, but hey ho, what better way to learn?
We chose to play an alpha level mission so that we wouldn't have to use a whole raft of scenario rules on top of the new game rules. Gary rolled the die and it came up Seek and Destroy. After a bit of flipping through the book we deduced that the Tau had 7 scoring units and that the Chaos army had 5.
Terrain and Deployment
We played on a 6x4 table with moderate terrain; mostly woods with a couple of low ruined buildings. I set my Broadsides up on the centre right, covering the edge of a building behind which the Defiler was hiding. I had a Fire Warrior squad on a low hill in the centre with the Ethereal attached to make them fearless. They had a Berzerker squad in their sights. The Hammerhead went behind a wood on my left in which the Kroot were deployed. My Stealth teams secured each flank.
The Game
Gary won first turn and raced forward, both Berzeker units failing (or is that passing?) their rage tests, putting them within assault range on the second turn, and giving the Daemons a good summoning position. His Defiler rounded the building and hit a Fire Warrior squad with it's ordnance shell. I had anticipated this (in fact that squad were bait) so the squad was well spaced and I only lost 3 Tau.
My Hammerhead and Broadsides had the Defiler in their sights. I rolled for the 'head first and destroyed the Chaos vehicle with my first dice roll of the game. Get in!
This meant my Broadsides could target the Berzerkers who were dangerously close to them, and they killed several. The Fire Warriors with Ethereal thinned them out some more, then finally the Stealth team peppered the Khorne troops with burst cannon fire. I wiped out the squad, meaning the Daemons could only arrived on my left flank.
Gary diverted his Glaive Lieutenant from my left to the centre, and the Fire Warriors and Ethereal on the hill, but he was just out of assault range. The Bloodletters arrived and rolled excellent difficult terrain tests to contact the Kroot in the woods. In almost an exact copy of our last game the Bloodletters killed the Kroot but took many casualties, they then caught up with the Stealth team and wiped them out too, although they were reduced to just one model.
Meanwhile, towards the middle, my reduced Fire Warrior squad moved up to unload rapid fire shots into the Berzerker squad and killed a couple. In return they were assaulted and failed their morale check, subsequently being run down due to their low initiative. The Berzerkers then summoned the Fleshounds who turned the game back into Gary's favour.
The Glaive Lieutenant was taken out with another railgun shot from the Hammerhead, leaving my Ethereal and company safe on the hill for another turn, but then the Fleshounds came steaming in. The Tau were all wiped out and the morale checks forced by the death of my Ethereal meant that my surviving Stealth team routed off the board. The 'hounds then swept on toward the Broadsides and eventually tore them down.
In the last turn Gary had two scoring units; the Berzerker squad and the Fleshounds (although both units were heavily mauled), and I had one; the Hammerhead. I hit the 'hounds with a submunition shot and a hail of smart missile shots and obliterated them, tying the game.
Result: Draw
Learning points
- A lively and exciting game with the new rules. I was pretty pleased with the way in which we kept the game flowing without having to stop and consult the rules too much. Of course we made mistakes (the Bloodletters shouldn't have made combat because difficult terrain checks are subtly different now, we constantly forgot about fire superiority) but it will take a bit of time to get things 100% right.
- The return of wipeouts after combat is nasty, especially with my low initiative Tau. My Kroot, Fire Warriors and Broadsides were all killed due to this rule. We later discovered that models have to be in base contact to utilise this rule so that may reduce it's impact somewhat, but it's certainly a rule to look out for.
- My Hammerhead was awesome in this game! Two shots, two kills, worth well over 200 points, and then it got me a draw by killing those pesky Fleshounds. Nice.
Sunday, March 2, 2008
TAU versus Chaos Space Marines
Game: Warhammer 40,000 3rd edition (with 4th edition trial rules)
Opponent: Gary
Mission: Meatgrinder
Location: Rabux
Background: The Tau continue their expansion into the sub-sector, landing on Rabux. Unfortunately for them, the planet is not as uninhabited as they thought, and they are attacked by frenzied Khornate Space Marines
Imperial Control: Unchanged
1st turn: Tau
Points: 1500
Tau
We played this game using the old 3rd edition rules with the addition of the 4th edition notes, allowing, amongst other things, my Tau jet packs to move 12", my Firewarriors to rapid fire Pulse rifles on the move, and units to be pinned if their Rhinos are destroyed.
Terrain and Deployment
We fought this game on a six foot table packed with terrain. Gary had two woods, a hill and several buildings in his deployment zone, while I had a large hill and a wood on my left, a big building on my right and small scattered pieces in between.
I was more than happy to take this side as I knew the Chaos units would have to come out of the cover into the open to try and engage me in an assault - especially when we rolled the Meatgrinder mission with the Chaos as attackers. Gary had a stiff test ahead of him.
From left to right I had my Pathfinders on the hill, facing Gary's newly painted Defiler, my Kroot in the wood with the Broadsides and a Stealth team behind, the three Fire Warrior squads, the Ethereal, a Stealth team, and the Demlock Crisis suits across the middle, facing the Chaos Rhino rush, and the Hammerhead and Shas'O behind the building on my right, opposite Gary's Havocs.
The Game
I won first turn and took it. I pushed my Crisis suits and Stealth team forward, skirting the edges of the forests which the Chaos Rhinos were lurking behind, and they destroyed both transports, pinning the units as they tried to escape the wreckage. The suits then withdrew safely away. On the left my Pathfinders shot their Markerlights at the Defiler and put three Seeker missiles on it, exploding the beast. An excellent first turn.
Gary was really on the back foot and both Marine Squads in the centre never advanced past the wood, as they rolled poor difficult terrain checks and tried to hide from the main Tau firepower.
His attack on the left was more successful as the Berzerkers used the large building to advance upon the Shas'o and they summoned the Fleshounds. Although the Berzerkers were eventually wiped out, along with the 'hounds, they did kill the Shas'o and a Fire Warrior squad.
The Bloodletters arrived on the left with a kind scatter, putting them within assault range of the Kroot. Under the old rules the Bloodletters would have slaughtered the Kroot but the fight was now more even, as the 16 Kroot, including the back rank, got all of their attacks. Nevertheless, the 'letters prevailed, but the longer combat had allowed the Broadsides to retreat out of consolidation range. The Stealth team should have killed off the remaining couple of Daemons but they fluffed their rolls and were charged and wiped out.
At that point the game ended and I had won, having survived with the Hammerhead, two Fire Warrior squads, a Crisis Team and a Stealth team.
Result: Win
Learning points
Opponent: Gary
Mission: Meatgrinder
Location: Rabux
Background: The Tau continue their expansion into the sub-sector, landing on Rabux. Unfortunately for them, the planet is not as uninhabited as they thought, and they are attacked by frenzied Khornate Space Marines
Imperial Control: Unchanged
1st turn: Tau
Points: 1500
Tau
- Aun’El’Tau’M’yenEthereal
- Shas’O’Tau’Ko’Vash’Ch’ien’Shi Shas’O - plasma rifle, fusion blaster, shield generator, Crisisbattle suit with twin-linked plasma rifles and missile pod
- Shas’Ui’Tau’Ho’Lu’Demlock - 2 Crisis battlesuits with plasma rifle, missile pod and multitracker
- Shas’Ui’Tau’Kais’Coar'Mal - 5 stealthsuits
- Shas’Ui’Tau’Kais’Mal’Coar - 5 stealthsuits
- Shas’La’Tau’Han’Dan - 9 Fire warriors, all with pulse rifles, Shas’ui
- Shas’La’Tau’Mont’Yr - 9 Fire warriors, all with pulse rifles, Shas’ui
- Shas’La’Tau’Mull’Kin’Tyr - 6 Fire warriors, all with pulse rifles, Shas’ui, Devilfish with Multi-tracker
- Murabla - 16 Kroot
- Shas’La’Tau’Tam’La’Mo’Town - 6 Pathfinders, Devilfish with decoy launchers, multi-tracker and two seeker missiles
- Shas’Ui’Tau’Yu’Rang - 2 Broadsides with twin linked railguns, smart missile system and Multi-trackers
- Shas’La’Tau’Or’Es’Mont’Ka - Hammerhead with Ion Cannon, smart missile system, multitracker, blacksun filter, decoy launchers, seeker missile
- Glaive Lieutenant
- 8 Marines with Bolt pistols and Close Combat Weapons, aspiring champion with Daemonic Talons, rhino
- 8 Marines with Bolt pistols and Close Combat Weapons, aspiring champion with Daemonic Talons, rhino
- 5 Havocs with 4 missile launchers
- 8 Bloodletters
- 8 Fleshounds
- 8 Khorne Berzerkers, Aspiring champion with powerfist, Defiler with mutated Hull
We played this game using the old 3rd edition rules with the addition of the 4th edition notes, allowing, amongst other things, my Tau jet packs to move 12", my Firewarriors to rapid fire Pulse rifles on the move, and units to be pinned if their Rhinos are destroyed.
Terrain and Deployment
We fought this game on a six foot table packed with terrain. Gary had two woods, a hill and several buildings in his deployment zone, while I had a large hill and a wood on my left, a big building on my right and small scattered pieces in between.
I was more than happy to take this side as I knew the Chaos units would have to come out of the cover into the open to try and engage me in an assault - especially when we rolled the Meatgrinder mission with the Chaos as attackers. Gary had a stiff test ahead of him.
From left to right I had my Pathfinders on the hill, facing Gary's newly painted Defiler, my Kroot in the wood with the Broadsides and a Stealth team behind, the three Fire Warrior squads, the Ethereal, a Stealth team, and the Demlock Crisis suits across the middle, facing the Chaos Rhino rush, and the Hammerhead and Shas'O behind the building on my right, opposite Gary's Havocs.
The Game
I won first turn and took it. I pushed my Crisis suits and Stealth team forward, skirting the edges of the forests which the Chaos Rhinos were lurking behind, and they destroyed both transports, pinning the units as they tried to escape the wreckage. The suits then withdrew safely away. On the left my Pathfinders shot their Markerlights at the Defiler and put three Seeker missiles on it, exploding the beast. An excellent first turn.
Gary was really on the back foot and both Marine Squads in the centre never advanced past the wood, as they rolled poor difficult terrain checks and tried to hide from the main Tau firepower.
His attack on the left was more successful as the Berzerkers used the large building to advance upon the Shas'o and they summoned the Fleshounds. Although the Berzerkers were eventually wiped out, along with the 'hounds, they did kill the Shas'o and a Fire Warrior squad.
The Bloodletters arrived on the left with a kind scatter, putting them within assault range of the Kroot. Under the old rules the Bloodletters would have slaughtered the Kroot but the fight was now more even, as the 16 Kroot, including the back rank, got all of their attacks. Nevertheless, the 'letters prevailed, but the longer combat had allowed the Broadsides to retreat out of consolidation range. The Stealth team should have killed off the remaining couple of Daemons but they fluffed their rolls and were charged and wiped out.
At that point the game ended and I had won, having survived with the Hammerhead, two Fire Warrior squads, a Crisis Team and a Stealth team.
Result: Win
Learning points
- The new rules made the Tau very powerful in this game, particularly the Jetpacks, allowing me to pop the rhinos on turn one, and then keep all of my suits away from the Chaos forces.
- Gary made a lot of uncharacteristic mistakes in this game, partly I think due to the mission, which is very hard for the attacker to win. He had all but given up before we began, then I popped the rhinos and he gave up altogether.
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