Last UK Game…. :(

Well this is a special and sad battle report as it is my last UK game of 40k before moving to Crete where I shall continue my Battle/War gaming together with my modelling and painting. Just as a small aside, I was musing after the game, as I cleared the battlefield, and realised that I had been figure gaming for nearly 50 years! and that I have never had as much fun as I have had playing under the FoD banner and have never had such a good Ally/Enemy as Rob – Chears Mate!!

On with the fighting, firstly the pics have been posted in the gallery ‘Last UK Game’.

Table quaters were chosen and the forces were laid out and the unholy allience of the Tau and Necrons set-up and moved first.

Each side had one objective in their own deployment zones with two other objectives unclaimed.

The Tau split into two basic forces, one to hold the deployment zone objective and one to ‘support’ the energetic advance by the Necrons.

First blood was scored by the Necrons taking out two Ratling snipers, the third held his ground 😀 . Meanwhile the Monolith started it’s ‘charge’ up the center.

At this point Chapter Master Leonidas called down the might of the Imperial Navy in the form of an Orbital Bombardment to smite the foul abomination of the Monolith………and missed 🙁

oh well it would have been nice to see it destroyed on turn one.

The single Drop Pod landed close to the unclaimed objective opposite the Tau.

The rest of the shooting accounted for a handfull of Necrons.

The Game flowed on split into two fronts, the first at the ‘north’ around the two objectives at the Imperial end of the table and the other in the ‘south’ around the newly landed Drop Pod.

Durring the early/middle game Kai’s ‘Who Dares Wins’ approach certainly paid off with the Monolith dominating the game in the north, it proved to be a powerful fire magnet that undoubtably saved the Necrons some troop casualties, while meeting out some powerful attacks ably supproted by the Tau.

The Imperial tactic was very much a combined arms attack lead by the Guard and supported by two tactical squads split into 5 man combat squads while the Guard artillery and armour delt out death and destruction from a distance.

In the south, the lone tac squad had split into combat squad designated heavy and assault and with the Drop Pod Deathwind missile launcher easily saw off an attempt by the Tau the dislodge their claim the the objective. Unfortunatly the supporting force of Terminaters ,who chose not to deep stike 🙁 , were bogged down and didn’t make any impact until late in the game.

Kai had to leave and missed the end part of the battle, so Rob took command of both the Tau and the Necrons  who, now held the other objective in the north, while the Tau, after Deep striking into the extreem north of the battlefield, beat off an attack by the Space Marines and moved to take the objective defended by a small unit of Guard who fought bravely but were forced back, fortunatly a unit of SM’s were already moving to support the Guard and saved the sacred place from being defiled by the xeno’s.

The end of the battle was fast approaching and the Imperial forces could feel that victory was so very close all that was needed was one last push!

In the North a hail of fire was unleashed upon the Necrons in an attempt to inflict so many losses that they would flee back from whence they came. Alas it was not to be and too few were taken down.

In the south although there was no hope of taking the objective held by the Tau, a final push was made for the glory of the Emperor!

In the only full volly of fire made by the Terminators, a unit of Tau barricaded in ruins was forced to flee by the hail of  storm bolters and autocannon.

The game ended after six turns in a draw, two objectives and two table quarters each.

In all, for me, it was a great day with some great people and great wine! 😀

In terms of how we played it, from the Imperial side concentrating our fire on the Necron Warriors rather than the Monolith would probably paid off.

For the Space Marines I took a basic unit of 5 Terminators and used my ‘spare’ points to add another, so six terminators spent most of the game walking down the battlefield. The extra points would have been better spent putting a beacon on the Drop Pod and deep striking 5 Termies right where they could get stuck right in 😀

My next post will be from Crete 😀

Chaos vs Space Marines 20/09/2009

This is just a ‘potted’ report on the above battle, pictures can be viewes in the Gallery ‘GD20090920’, enjoy.

Battle setup was for the ‘Annihilate’ scenario with 2000pts of  Chaos setting up and moving first, single line of battle with two (I think) units in reserve.

The SM force was a ‘standard’ rapid response force based on the leader Cato Sicarius, 4 drop Pods with tactical units, one scout, one Dreadnought, one Predator, 2 units of Terminators and one Squadron of 2 Land speeders.

SM deployed the Land Speeders, Dreadnought, Predator and Scouts to minimise first turn losses in a thin battle line, all the rest were held in reserve.

Chaos kicked off with some movement to maximise shooting and then shooting – minimal losses on the SM side, although the Predator had been immobilised 🙁

SM turn one started with the Drop Pod assault, 2 pods came down both missed their target spot (something that seemed to occur very frequently throughout the game) but were saved by their inertial guidence systems.

Land Speeders and Dreadnought moved to gain shots and firing commenced, not as good as I had hoped but, not bad.

The rest of the game went roughly like this:

Dice rolls usually ‘even out’ by the end of the game and this game is no different except, the SM saving and morale rolls were generally unusually high, while other scores that needed to be high were low 🙁

Chaos had a similar experience, the upshot of all this was that two units of SM lost their combats, their morale roll and were caught in sweeping advances and destroyed 🙁

In spite of all that the game was won by Chaos by a margin of 7 units killed to 6, not bad 😀

The Sting in the Tail.

Each SM tac squad that suffered a lost combat, morale roll and annihilation was accompanied by cries of ‘Oh no! Space Marines don’t do that!’.

How right we were, they don’t, with the ‘And they shall know no fear’ rule, if they fail a morale roll and then are caught by a sweeping advance, they are not destroyd, they stop and continue to fight although they may take further casualties!

The moral of this tail is ‘ Make sure you read AND understand all of the small print in your codex.

Given the one unit difference in the final outcome – things MAY have been different if those units had not just melted away 😀

Games Day 5th July Pics

Forces: Filthy Xeno Tau with the Traitorous Heretic Guard vs The Pure at Heart Sisters of Battle

Result: Technical win by the Xeno’s and Heratics (Moral victory goes to the valiant Sisters 😉 )

Just some pics from the day many thanks to both Rob and James for a highly entertaining day (as usual).  Here’s some random pics from the day:-

Battle Report – Imperial Guard and Space Marines fight the Eldar xenos

This was a fascinating battle, and Daft Goblin’s first game in the Forces of Darkness! 1500 points of Imperial Guard dug in, with a 1500pts force of Ultramarines in drop pods (under the control of Leonidas) prepared to take the fight to the 3000pts Eldar of Kipparn craftworld.

Dicing for the scenario and turn resulted in a capture the objective, dawn of war situation. Placing only a few units of troops and HQ definitely didn’t favor the eldar, and losing the choice of side cost them cover and the first turn, depriving them of mobility.

Continue reading “Battle Report – Imperial Guard and Space Marines fight the Eldar xenos”

The Shrine of St. Aspira

The Shrine of St. Aspira

Background

Cannoness Ellainor leads a small force on pilgrimage to the Shrine of St.Aspira, an ancient sacred place built close to even more ancient sacred places deep in the desert.

On arrival at the shrine the Cannoness immediately leads the force in prayer, this is the moment that a raiding force of Dark Eldar, The Cult of the Red Moon, have been waiting for, swooping down in their Raiders they attack.

The Forces

New Witch Hunters Army

Standard scenario – 1250 points

Canoness Points: 95                    
                         
Name Qty WS BS S T W I A Ld Sv Notes Points
Canoness 1 4 5 3 3 3 4 3 10 2+ Bolter-flamer (Flamer), Cloak of St. Aspira, Jump Pack 95

 

Celestian Squad Points: 65                    
Name Qty WS BS S T W I A Ld Sv Notes Points
Celestian Squad                        
Sister Superior 1 4 4 3 3 1 4 1 9 3+ Bolter 13
Celestian 4 4 4 3 3 1 4 1 9 3+ Bolter 13

 

Battle Sisters Squad Points: 172                    
                         
Name Qty WS BS S T W I A Ld Sv Notes Points
Battle Sisters Squad                        
Sister Superior 1 3 4 3 3 1 3 1 8 3+ Bolter 11
Battle Sister 7 3 4 3 3 1 3 1 8 3+ Bolter 11
Battle Sister 2 3 4 3 3 1 3 1 8 3+ Flamer 17
Rhino 1 Storm Bolter 50

 

Battle Sisters Squad Points: 172                    
                         
Name Qty WS BS S T W I A Ld Sv Notes Points
Battle Sisters Squad                        
Sister Superior 1 3 4 3 3 1 3 1 8 3+ Bolter 11
Battle Sister 7 3 4 3 3 1 3 1 8 3+ Bolter 11
Battle Sister 2 3 4 3 3 1 3 1 8 3+ Flamer 17
Rhino 1 Storm Bolter 50

 

Retributor Squad Points: 200                    
                         
Name Qty WS BS S T W I A Ld Sv Notes Points
Retributor Squad                        
Sister Superior 1 3 4 3 3 1 3 1 8 3+ Bolter 11
Retributor 2 3 4 3 3 1 3 1 8 3+ Multi-melta 36
Retributor 2 3 4 3 3 1 3 1 8 3+ Heavy Bolter 26
Immolator 1 Twin-linked Heavy Flamer 65

 

Wych Cult of the Red Moon 942points

Force Organisation 1

Archite Points: 130                    
Name Qty WS BS S T W I A Ld Sv Notes Points
Archite 1 6 6 3 3 3 8 3 9 6+(2+) 130 130
Poisoned Blades, Wych Weapons, Combat Drugs, Hell Mask, Shadow Field

 

Raider Squad Points: 130                    
Name Qty WS BS S T W I A Ld Sv Notes Points
Raider Squad                        
Warrior 1 4 4 3 3 1 5 1 8 5+ Splinter Cannon 18
Warrior 1 4 4 3 3 1 5 1 8 5+ Shredder 18
Warrior 3 4 4 3 3 1 5 1 8 5+ Splinter Rifle 8
Raider 1 Dark Lance, Screaming Jets 70

 

Raider Squad Points: 130                    
Name Qty WS BS S T W I A Ld Sv Notes Points
Raider Squad                        
Warrior 1 4 4 3 3 1 5 1 8 5+ Splinter Cannon 18
Warrior 1 4 4 3 3 1 5 1 8 5+ Shredder 18
Warrior 3 4 4 3 3 1 5 1 8 5+ Splinter Rifle 8
Raider 1 Dark Lance, Screaming Jets 70

 

Wyches Points: 216                    
Name Qty WS BS S T W I A Ld Sv Notes Points
Wyches                        
Wych Succubus 1 4 4 3 3 1 6 2 8 6+ Close Combat Weapon, Splinter Pistol 20
Wych 1 4 4 3 3 1 6 1 8 6+ Blaster 17
Wych 6 4 4 3 3 1 6 1 8 6+ Splinter Pistol & Close Combat Weapon 12
Wych 1 4 4 3 3 1 6 1 8 6+ Shredder 22
Raider 1 85                    
Disintegrator (Maximal Shot) (Sustained Shot), Scaling Nets, Horrorfex, Screaming Jets

 

Wyches

Points: 216                    

Name

Qty WS BS S T W I A Ld Sv Notes Points

Wyches

                       

Wych Succubus

1 4 4 3 3 1 6 2 8 6+ Close Combat Weapon, Splinter Pistol 20

Wych

1 4 4 3 3 1 6 1 8 6+ Shredder 22

Wych

6 4 4 3 3 1 6 1 8 6+ Splinter Pistol & Close Combat Weapon 12

Wych

1 4 4 3 3 1 6 1 8 6+ Blaster 17

Raider

1 85                    

Disintegrator (Maximal Shot) (Sustained Shot), Scaling Nets, Horrorfex, Screaming Jets

 

Ravager Points: 120                    
Name Qty WS BS S T W I A Ld Sv Notes Points
Ravager 1 Dark Lance, Dark Lance, Dark Lance, Horrorfex, Screaming Jets 120

 

Set-up

All of the Sisters are set up in a tight ‘parade ground’ formation in front of the shrine with the Cannoness leading prayers. No Sisters units may move until a DE unit enters play

All of the Dark Eldar start play in reserve and enter play via the reserve rules from turn ONE, this is in exception to the rules and DE units will enter on a roll of 5 or 6.

Any DE RAIDER that exits the table may replace any lost figures and becomes available to re-enter play as reserves during the next DE turn.

All DE units enter play via deep strike with the center of the board their ‘target’.

All DE units will fire at the nearest Sisters target an will attempt to capture as many Sisters as possible.

The Battle.

Turn 1

Dark Eldar.

Movement.

One Raider burst onto the table and landed 11” of the table center towards one of the long edges, as the raider was equiped with scaling nets the Wyches onboard immidiatly disembarked.

Shooting.

The Raider opened up with its Disintegrator scoring one hit but failing to wound due to the toughnes of the Sisters power armour.

The Wyches then opened fire downing three of the Sisters.

 

Sisters.

Movement.

Having suffered only minor losses the Sisters deployed to bring maximum fire to bare in the xenos.

Shooting.

The two Multi-melters opened up at the Raider scoring one hit and stunning the crew.

The rest of the Sisters opened fire on the Wyches killing all but two, who routed off the table.

Turn 2.

Dark Eldar.

Movement.

With a change of fortune all of the remaining DE forces become eligable to enter play!

Shooting.

The Ravager shot at the closest Rhino and scored a glancing hit that destroyed the Rhino! Things are looking up for the DE.

The first Raider fires upon the Celestians and two of the Brave sisters fall.

All the shooting from the other two Raiders only accounted for another 1 Sister – Oh dear!

 

Sisters.

Movement.

The Celestians took cover behind the blazing wreck of the Rhino while the Cannoness and one troop of Sisters deployed back towards the shrine. The other squad of Sisters deployed to face the DE Raiders while the Sisters heavy weapons squad braced themselves to fire upon the stunned Raider in front of them.

Shooting

The multi-melters scored two penetrating hits and the Raider exploded in a ball of flame!

The Immolator opened up on one of the Raiders stunning the crew and killing three of the DE warriors.

The Second squad of Sisters successfully removed all of the troops from the raider they attacked but failed to damage the Raider.

 

Turn 3.

DE.

Movement.

Two Raiders escaped off the table one leaving behind it’s cargo of Wyches, they promptly advanced towards the most forward unit of Sisters.

Shooting.

The Wyches only managed to down one Sister in spite of some fearsome close-up firepower.

The Ravager had better luck scoring a penetrating hit to destroy the Immolator!

Assault.

The Wyches had hoped to be in close combat before this, but now was their chance as the unit of Wyches charged into the forward unit of Sisters and downed two of the Sisters for no loss. The Sisters tried to back towards the Shrine but failed to break away and were captured!

The Wyches consolidated 3” back.

Sisters.

Movement.

The sisters Remaining Rhino rushed forward to protect the flank of the heavy weapons squad and the Celestians moved forward between it and the burning Rhino to target the Wyches.

 

Shooting.

The Multi-melters opened fire on the Raider and scored one frontal hit and one side hit, the side hit penetrating destroying it killing one of the two remaining passengers.

The Celestians opened fire on the Wyches killing two of them.

The remaining Sisters squad opened fire on the Wyches hitting two but only killing one.

The Wyches failed their moral check and started to fall back!

 

 

Turn 4

DE

Movement

The Lone DE warrior failed his moral check and fell back 7” while the Wyches rallied.

The ravager moved to target the remaining Rhino.

Shooting

The Ravager scored a penetrating hit on the Rhino which exploded catching all 3 Celestians in the blast, fortunately their armour saved them from injury.

Sisters

Movement

The Celestians, Cannoness and Sisters squad all moved forward to target the wyches.

Shooting.

The two Multi-Melters targeted the Ravager and scored a glancing hit that immobilised it unfortunately it had moved 7” in the last turn and crashed to the ground destroyed.

The Cannoness opened up with her combi-bolter (flamer-YES!) and downed 4 of the Wyches.

The Celestians accounted for another two leaving only the Archite standing…

Unfortunately the Sisters squad was out of range having moved.

 

 

Turn 5

DE

Movement

The lone warrior continued his withdrawal, the Archite charged the Cannoness and two more Raiders appeared in the center of the field miraculously missing the burning wreakage.

shooting

The Wych Raider opened fire on the Battle Sisters downing two of them in a hail of fire.

The Warrion Raider opened fire on the Celestions but failed to remove any of them.

Assault.

The Archite struck first with 3 attacks, hitting with all 3 but then being deflected by the 2+ save of the Cannoness. Fighting back the Cannoness scored 2 hits and 1 wound that was deflected by the Arcites 2+ save. The Combat is a draw.

Sisters

Movement.

None.

Shooting.

The Multi-Melters opened up on the warrior Raider scoring 1 glancing hit that immobilised the Raider causing it to crash and be destroyed but the Warriors on board escaped without loss.

The Heavy bolters opened up on the survivors killing 3.

The Battle Sisters opened up on the Wyches Raider with flamers and bolters at short range killing all of the Wyches on board.

Assault.

Again the Arcite and the Cannoness failed to wound each other leaving them locked in combat again.

 

Turn 6

DE

Movement

None

Shooting.

The Raider opened up on the battle sisters but again the toughness of their armour saved them from any losses.

The two remaining warriors fired on the Celestians but failed to wound any.

Assault.

The Arcite managed to inflict one unsaved wound on the Cannoness, but the Cannoness failed to wound the Archite and looses the combat, but makes (just), her moral throw. Deciding that discretion is the better part she breaks off the combat and moves back to join the Battle Sisters.

Sisters

movement.

The Celestians moved to cover the 2 remaining Warriors while the Cannoness and the Battle Sisters moved to cover the Arcite.

Shooting.

The Canoness and Battle Sisters opened up on the Arcite but only managed to inflict one wound.

The Celestions opened fire on the 2 warriors cutting both of them down.

Neither the Multi-Meters or the Heavy bolters could damage the Raider.

All in all great fun, the Sisters take the day.