Showing posts with label Campaign - 40k - Phoenix. Show all posts
Showing posts with label Campaign - 40k - Phoenix. Show all posts

Tuesday, May 6, 2008

CAMPAIGN: Phoenix campaign aftermath

Following the tenth and final battle in the Phoenix campaign we totted up the locations that each faction held and found the Eldar controlled five to the Chaos Space Marines four, with one uncontested. That meant the Eldar scored a narrow victory in the overall campaign.

The Exigators were forced off Tyro Peninsula and abandoned their plans to spearhead the Chaos invasion of the Sector. Tchoi Guerez threw himself at the mercy of Abaddon the Despoiler and has not been heard from since.

For the Eldar, Farseer Lauthelias regained his standing within the Seer Council of Alaitoic and Autarch Icareane was lauded for his victorious campaign. The Exodites of Habour had been spared a bloody death at the hands of the Chaos attackers.

And yet, Lauthelias still foresaw a great black wave crashing upon the Skolarii Sector...

Once the campaign had ended, Gary and I asked ourselves four questions:
  1. Which parts of the campaign rules did you like?
  2. Which parts of the campaign rules did you not like?
  3. If you were going to play another 40k campaign, what would you change?
  4. What did you think of the experience system?
I'll look at each of those questions in turn.

Likes
Gary liked the variety of missions which were dependent on the location he attacked. We played a few funky games like Bunker Assault and Sabotage, which made for exciting dramatic battles. I liked that element too, as it gave a nice bit of narrative to the games. It also allowed us to stretch our tactical muscles as we were challenged in new ways. Choosing army lists after the mission was known was cool too, as again it forced us to re-examine our tried and trusted tactics. We both knew what army we would be facing off against (Chaos Space Marines and Eldar) and that meant that the pecking order of 'best' units was completely changed. Instead of building the best 1500 point all comers list we could actually tool up to take on the enemy and complete the mission. Good stuff.

Dislikes
We both didn't like the way the locations worked during the campaign. For two players of similar ability it was inevitable that most of the fighting would occur around the centre of the map. The dice rolls required to move along 'difficult' routes and the fact that you could only capture a location if you had attacked it (each player could attack and defend once during each campaign turn) meant that there was no incentive to try an attack other locations. If you did and failed the die roll (as Gary did once) then you lost your chance to capture a location for that campaign turn. We fought four battles at Emerald Ridge and three in the Weapons Testing Area and none in five of the locations!

It also had the effect of making it seem as if we were getting nowhere. There was no sense that we were building upon our previous games. Instead, Chaos would win one game, then defend an attack from the Eldar, then fail a further attack and finally get kicked back off the objective. After four games you would be right back where you started. We had a very similar problem in an earlier flowchart campaign where we went in circles for game after game and eventually lost interest in the campaign.

Changes
Fortunately I had already spotted a major flaw in the victory conditions as they were written in the 40k rulebook and changed them. Originally, you had to capture every single location to win the campaign. Imagine how many games two balanced gamers would have to play to complete the campaign? You might never finish it at all!

My solution was to cap the total number of battles at ten and the winner would have the highest number of locations. In the end ten was still too many games and we would both have shortened the number to five or six. This would be just long enough to get some sense of a narrative story but short enough to hold interest.

Experience
I love the idea of units building up experience points over the course of a campaign. Some units would stay green as their ranks were filled with newly qualified rookies while others would become grizzled veterans with an array of battlefield skills. Unfortunately, the experience rules do not really let you achieve this.

The first thing is that the points themselves are a pain to track. It's true that we would have been better off if we had been better organised, with master rosters, but it's still a hassle to tot up all the bits and pieces of action that took place during the game.

The second thing is that the table is incredibly harsh for certain units. Assault units can die in five out of six games so they will just never accrue enough points to gain a skill. Other more shooty units will only pick up about 150 points per game (if they survive) so if you're lucky you'll get a skill after the seventh game. After ten games in our campaign only three units had gained a skill, out of about twenty units in total! Then you have to roll on the skill table and take whatever you get.

If I was playing another campaign I would either drop experience points altogether or come up with a totally different system.

Conclusion
We both enjoyed this campaign but the next one will be even better. Watch this space!

Tuesday, April 15, 2008

CHAOS SPACE MARINES versus Eldar

Game: Warhammer 40,000 4th edition
Opponent:
Gary
Campaign:
Phoenix campaign game 10
Mission:
Bunker Assault
1st turn:
Eldar
Points:
1500
Location:
Emerald Ridge (location 6), Tyro Peninsula, Kutch, Salazar systems
Background:
The Eldar attack upon the Weapons Testing Area was a just a feint; the real attack was, inevitably, upon Emerald Ridge. Tchoi Guerez's command bunker was the primary target. If the Eldar could drive the Chaos Space Marines off the ridge once and for all, the peninsula would finally be theirs.

Chaos Space Marines

  • Tchoi Guerez - Chaos Lord, Terminator armour, Lightning Claw, Combi-plasma
  • 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
  • Squad Brakar – 10 Chaos space marines, plasma gun, lascannon, aspiring champion with powerfist, icon of chaos glory
  • Squad Kanker - 7 Plague marines, plasma gun, flamer, aspiring champion with power weapon, personal icon
  • Arableuerakiar - 8 Lesser daemons (Furies)
  • Squad Scrementor – 8 Raptors, 2 flamers, aspiring champion with power weapon, Icon of Chaos Glory
  • Squad Hotep – 9 Thousand sons, Sorcerer with Gift of Chaos
Eldar
  • 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
  • Moradon - Wraithlord
  • Lothcirith - 3 Dark Reapers
Terrain and deployment
We used our biggest piece of terrain, a large ruined temple, as the centrepiece for this, our last game. It counted as two adjacent bunkers with a 4+ save. A ruined shrine lay on the Chaos left flank while a three storey ruined hab block was located on the right flank.

The Eldar refused the Chaos left flank entirely. Their centre consisted of their long rang firepower in the shape of Dark Reapers, Rangers, the Guardians with their Starcannon. The Farseer deployed behind the Wraithlord which could also contribute Starcannon shots as it advanced. The Howling Banshees, Warp Spiders and Falcon made for a strong force on the Chaos right. The Fire Dragons began in the Falcon.

The Exigators ignored the far flanks and deployed in and around the bunkers. Squads Brakar and Krall held the bunkers with Terminator Lord Guerez. The Plague Marines and Thousand Sons held the fortifications outside the bunkers. The rest of the Chaos units would be called in from reserve.

The game
The Eldar began to advance upon the bunkers. A withering hail of fire fizzled in and Squad Hotep took heavy casualties. Lascannon and plasma gun fire lanced back at Moradon the Wraithlord which was rocked on its heels. The survivors of the Thousand Sons moved behind the ruined building on their right.

Squad Brakar was punished as the Eldar came on. On the right, the Warp Spiders appeared behind the ruined hab block.

Squad Hotep moved into the ruins and killed several Aspect Warriors with their Inferno Bolts. A lascannon shot crumpled the Wraithlord. Aspiring champion Krall succumbed to the whispering in his head and the Greater Daemon manifested in the bunker. Lord Guerez discharged his combi-plasma into the Falcon and stunned the driver. He was simultaneously screaming into his communicator for the Raptors to join the battle, but they were nowhere to be seen. Similarly, the Furies were conspicuous by their absence. Surely no Eldar would dare to try and contest the bunker against a Greater Daemon and a Chaos Lord?

Still the Eldar came on. The Howling Banshees lithley leapt through the hab block and slaughtered the Thousand Sons. The Warp Spiders appeared on the far side of the ruin and combined their fire with the Dire Avengers, Rangers and Dark Reapers to destroy Squad Brakar. Farseer Lauthelias revealed his impetuous nature once again as he led his retinue into close combat against the Greater Daemon. The Falcon also gambled and made a bold, low-flying swoop forward and pushed the Plague Marines out of their fortifications. The Fire Dragons emerged from the Falcon and obliterated Lord Guerez.

Squad Krall moved over to the right of the bunker and rapid fired the Howling Banshees into oblivion. Squad Kanker made it back to the foremost bunker. The epic combat between the Greater Daemon and Farseer continued.

The Warp Spiders poured more fire into Squad Krall but caused few kills. The Dire Avengers, Guardians, Rangers and Dark Reapers poured shots into the Plague Marines but they shrugged most of it off. Still the fight raged on between the Farseer and Greater Daemon.

The Exigators made a last desperate attempt to repulse the Eldar. Leaving the Greater Daemon to determine its own fate, they attacked on all fronts. Finally the Raptors made the field. They swooped down on the Warp Spiders and doused them in promethium flames. The few survivors were hacked down in close combat. Squad Kanker charged down the steps of the bunker and into the Dire Avengers. A brutal fight developed. Squad Krall ran up and over the bunker to face off against the Fire Dragons. Their firepower proved largely ineffectual, though, as the Aspect Warriors survived the barrage.

Despite horrendous casualties the Dire Avengers first pulled down a Plague Marine and then Laconfir personally disemboweled Plague Champion Kanker with his Diresword. Laconfir was the only survivor from his squad, but he waved the Guardians on toward the bunkers.

The most important conflict of all was decided at the same moment. Farseer Lauthelias uttered ancient words of power as he executed another attack. The Greater Daemon crushed three Warlocks with his fists but the Farseer ran him through with his Witchblade. It's body crumbled to dust and blew away on an unnatural breeze.

The Fire Dragons slagged several of Squad Krall. The rest of the Chaos Space Marines charged in to avenge their dead. Despite the ferocity of the Exigators attack, Lothost inspired his Aspect Warriors to fell the enemy. He emerged victorious from the struggle with the enemy dead at his feet.

The Raptors felt the full force of the Farseer's rage. Squad Scrementor fled before the onslaught and were cut down.


The Furies were summoned to the battlefield by the last Marine from Squad Krall. The Daemons fluttered into the bunker to deny the Eldar at the last.

The Exigators had prevented the Eldar from taking the bunkers but only at the cost of their entire army.

Result: Draw

Commendations
  • Chaos Space Marines - Squad Kanker
  • Eldar - Farseer and retinue
Turning Point
Poor reserve rolls for the Exigators.

Learning points
  • What a bloodthirsty game to end the campaign with! The Eldar caused so much carnage that they made up for the 750 point victory point deficit as the Furies captured a bunker, and the game ended in a draw. That means that both the Eldar and Exigators withdraw from Emerald Ridge and by my reckoning the Eldar win the entire campaign by the narrowest of margins; holding five locations to the Exigators four, with one uncontested.
  • There were a few factors that conspired to help me lose this game. The first was that I had built my list and tactics in advance around the mission in the book but we changed the rules just before the game. I had planned on putting down two small bunkers in a corner of the table, surrounding them with fortifications a certain distance apart and refusing the rest of the battlefield. I had thought that this would reduce the Eldar mobility advantage and allow my units to support each other. Just before the battle Gary suggested we use the ruined temple as the centrepiece, counting as two bunkers. The clear terrain on the top meant we only gave it a 4+ save and it meant that enemy units could charge straight into it. The temple is so large I could only put it in the centre of my deployment zone and I had to clump my units on and around it. It's size also meant that it divided my forces; units on one side of the temple could not support those on the other side. I couldn't even place the fortifications in decent locations. While the changes we made undeniably helped the storyline and aesthetics of the game it posed me some tactical headaches.
  • It wasn't all about the mission and terrain, though. Gary surprised me by changing the dynamic of his army by including more 'shooty' elements, like the Dark Reapers. He had a significant advantage in the 25"-48" range bracket and used it well to pummel my troops. Being able to move and shoot with the Wraithlord, Guardians and Falcon, as well as the Warp Spiders, meant I had suffered heavy casualties before the assault hit home.
  • My reserve rolls were shocking. I got the Greater Daemon early, when I didn't need him, and then got the Raptors on turn five and the Furies on turn six! I especially needed the Raptors a couple of turns before to threaten the Fire Dragons on one side of the bunkers or the Banshees and Warp Spiders on the other. In the event the Eldar could concentrate on taking out one or two of my units at a time while I had little to throw back at them.
  • I might still have scraped a win if some of my combats had worked out better. I had a decent chance of the Greater Daemon instantly killing the Farseer but I fluffed his attacks and/or the Farseer saved them all. My two Plague Marines were wiped out by the Dire Avengers and then the Fire Dragons killed three charging Chaos Space Marines! If even one of those combats had worked out in my favour I would have squeaked ahead.
  • I was also feeling strangely listless before the game. I don't know whether I was bored of the campaign, sick of playing with Chaos Space Marines/against Eldar, uninspired by the table or just plain tired, but I really wasn't as psyched up as I could have been.
Experience points Including previous games

Chaos Space Marines

  • +350 Tchoi Guerez - Chaos Lord, Terminator armour, Lightning Claw, Combi-plasma
  • +1310 (Tank Killer) Ppbhuln'naks - Greater Daemon
  • +250 Squad Krall – 10 Chaos space marines, plasma gun, lascannon, aspiring champion with powerfist, icon of chaos glory, Rhino with Extra Armour
  • -250 Squad Brakar – 10 Chaos space marines, plasma gun, lascannon, aspiring champion with powerfist, icon of chaos glory
  • +460 Squad Kanker - 7 Plague marines, plasma gun, flamer, aspiring champion with power weapon, personal icon
  • +230 Arableuerakiar - 8 Lesser daemons (Furies)
  • +170 Squad Scrementor – 8 Raptors, 2 flamers, aspiring champion with power weapon, Icon of Chaos Glory
  • -250 Squad Hotep – 9 Thousand sons, Sorcerer with Gift of Chaos
Eldar
  • +1180 (Tank Killers) Lauthelias - Farseer runes of warding runes of witnessing, spirit stones, doom, fortune
    • 5 warlocks, enhance, embolden
  • -850 Laconfir - 8 Dire Avengers, Exarch with diresword, shuriken pistol, bladestorm
  • -150 Nazrain - 10 Guardians, starcannon
  • +950 Saduras Clearsight - 5 Rangers
  • +1550 (Reinforced Armour) Amost - 1 Falcon, scatterlaser, holofield
  • +730 Isenrain - 9 Warpspiders, Exarch with deathspinners, powerblades, withdraw
  • +400 Sheira - 7 Howling Banshees, Exarch with executioner + wavesepent with starcannon
  • -600 Lothost - 5 Firedragons, exarch with fire pike
  • -200 Moradon - Wraithlord
  • -50 Lothcirith - 3 Dark Reapers

Friday, March 28, 2008

CAMPAIGN: Phoenix campaign turn 8

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.

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.

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
The photos aren't great in this report because I forgot my camera yet again and had to use my mobile phone.

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
Turning Point
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

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.

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
Eldar
  • 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
Terrain and deployment
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
Turning Point
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
Eldar
  • +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

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.

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.

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
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
  • Lothost - 5 Firedragons, exarch with fire pike
  • Sheira - 7 Howling Banshees, Exarch with executioner + wavesepent with starcannon
Terrain and deployment
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
Turning Point
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.
Experience points Including previous games

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
Eldar
  • +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

Tuesday, February 5, 2008

CAMPAIGN: Phoenix campaign turn 6

Both attacks succeed; the Chaos Space Marines take the weapons testing area and the Eldar capture Emerald Ridge.

The Eldar attack Newalla Town as do the Chaos Space Marines.

Sunday, February 3, 2008

CHAOS SPACE MARINES versus Eldar

Game: Warhammer 40,000 4th edition
Opponent: Gary
Campaign: Phoenix campaign game 6
Mission: Sabotage
1st turn: Eldar
Points: 1500
Location: Emerald Ridge (location 6), Tyro Peninsula, Kutch, Salazar systems
Background: Autarch Icareane is reeling from the Exigators attacks, so mounts a daring counter attack on Emerald Ridge. If it is successful it will hamper communications between the Chaos Space Marine forces and give the Eldar an important strategic location.

Chaos Space Marines

  • Bellicus - Daemon Prince
  • Ppbhuln'naks - Greater Daemon (Great Unclean One)
  • 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
  • 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 Hotep – 9 Thousand sons, Sorceror
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
  • Lothost - 5 Firedragons, exarch with fire pike
  • Sheira - 7 Howling Banshees, Exarch with executioner + wavesepent with starcannon
Terrain and deployment
We set the board up to represent Emerald Ridge. The hills showed the ridge itself and we put all the rocks beyond that to represent a steep rocky face. On the other side we placed two woods and a narrow mountain stream. The communications array was inside a small bunker smack in the middle of the table. Low walls surrounded the array.

The Eldar could choose which short table edge to attack from. The nimble Eldar chose to attack up the steep rocky slope, using the ridge for cover. The Exigators had three sentries on each side of the array.

With the Autarch carefully co-ordinating the attack, the sentries were only alerted when the Falcon and Wave Serpent flew in. By that time the Eldar infantry had advanced deep into Chaos territory.

The game
The Eldar advanced cautiously all across the battlefield. They were protected from incoming fire by the heavy terrain.

The Furies were summoned front and centre from squad Brakar. The Greater Daemon emerged from squad Krall. Squad Hotep tried to edge around the ridge but were slowed by the howling gales. Bellicus ordered the Rhino from squad Krall to get in amongst the enemy and report back their positions.

The Eldar continued to push up but still didn't launch their attack. The Rhino driver saw a chance to eliminate boith enemy HQ's in one fell swoop. He gunned his engines at the Farseer and Autarch, but Icareane calmly drew his fusion gun and fried the driver. The Rhino ground to a halt inches from the Autarch's feet.

Autarch Icareane's blood was up and he ordered the rest of his troops over the top. The Warp Spiders, Fire Dragons, Falcon and Dire Avengers inflicted heavy casualties on squad Brakar and the Furies. The Farseer and Icareane himself assaulted squad Hotep.

The Plague Bearers were called to the battlefield and charged into the Farseer and Autarch. So too did squad Krall and the Greater Daemon. This was too much for Icareane and he fell back. Farseer Lauthelias was made of sterner stuff and fought on.

Meanwhile, squad Kanker drove off the Warp Spiders with a hail of bolter shells. Nearby, the remaining furies assaulted the Dire Avengers but were cast back into the warp.

The epic fight involving the Farseer and Greater Daemon continued. All of the Farseer's retinue were killed but Lauthelias fought on regardless. He knew reinforcements were only seconds away.


The Autarch rallied and then ordered the Dire Avengers, Falcon and Fire Dragons to engage the Plague Marines. The Rangers and Howling Banshees positioned themselves to save the Farseer.

Battle was joined! Squad Krall were gutted and a single survivor fell back. The Plague Bearers were similarly mauled but fearlessly fought on.

On the other flank, the Dire Avengers became embroiled in a close assault with Kanker himself. He held out long enough for Daemon Prince Bellicus to steam in. The Avengers took casualties but bravely stayed in the fight. Meanwhile, the Fire Dragons were taking a beating from the Daemonettes in a viscious fistfight. This allowed Icareane and the Warp Spiders to move into the centre, though.

Their target was now in sight.

Autarch Icareane used his Swooping Hawk wings to fly onto the bunker. He began to attach the charges and hoped his troops would be able to occupy the Chaos forces for long enough.

Their were two decisive combats.

In the first, the Guardians charged in against the Nurgle daemons. The last Thousand Sons fell, but the Exigators were still victorious as the Greater Daemon decimated the Rangers. The Daemonettes charged in and sliced up the Farseer. The Howling Banshees quit the field, appalled at the loss of their spiritual leader to their archenemy. The Guardians shamed the Howling Banshees by sacrificing their lives to delay the daemons.

It was now down to Bellicus. Again the Avengers took a beating, but Laconfir held them firm against the onslaught.

The Eldar had done enough. A dull crump signalled the destruction of the array.

With a defiant roar, Bellicus led his surviving troops back off Emerald Ridge.

Result: Loss

Commendations
  • Chaos - Greater Daemon
  • Eldar - Autarch
Turning Point
The Eldar passing two morale checks near the end of the game which kept the Autarch safe while he planted the charges.

Learning points
  • Gary and I disagreed about this mission. I thought the Eldar were one of the armies who would do well at it because of their speed (fast vehicles, fleet of foot) and durability (holo-fielded Falcon, Warp Spiders, Fortune), while Gary thought it was impossible for the Eldar to win because they had to advance into the teeth of the Chaos army. In the end it was tight, but the Eldar won out.
  • There were numerous complicated combats in this game featuring multiple units. I really need to read the assault rules again to get the finer points fixed in my head. Then again, is it worth it with 5th edition just around the corner?
Experience points Including previous games

Chaos Space Marines

  • +50 Bellicus - Daemon Prince
  • +400 Ppbhuln'naks - Greater Daemon (Great Unclean One)
  • -50 Squad Krall – 10 Chaos space marines, plasma gun, lascannon, aspiring champion with powerfist, icon of chaos glory, Rhino with Extra Armour
  • -300 Squad Brakar – 10 Chaos space marines, plasma gun, lascannon, aspiring champion with powerfist, icon of chaos glory
  • +460 Squad Kanker - 7 Plague marines, plasma gun, flamer, aspiring champion with power weapon, personal icon
  • +450 Iideommae - 6 Lesser daemons (Daemonettes)
  • -400 Arableuerakiar - 8 Lesser daemons (Furies)
  • +350 Uuandearzao - 9 Lesser daemons (Plague Bearers)
  • -150 Squad Hotep – 9 Thousand sons, Sorceror
Eldar
  • +190 Icareane - Autarch, Swooping Hawk wings, power weapon, fusion gun
  • +800 Lauthelias - Farseer runes of warding runes of witnessing, spirit stones, doom, fortune
    • 5 warlocks, enhance, embolden
  • -550 Laconfir - 8 Dire Avengers, Exarch with diresword, shuriken pistol, bladestorm
  • 0 Nazrain - 10 Guardians, starcannon
  • +810 Saduras Clearsight - 5 Rangers
  • +950 Amost - 1 Falcon, scatterlaser, holofield
  • +960 Isenrain - 9 Warpspiders, Exarch with deathspinners, powerblades, withdraw
  • -600 Lothost - 5 Firedragons, exarch with fire pike
  • +550 Sheira - 7 Howling Banshees, Exarch with executioner + wavesepent with starcannon