40K Progress for #WargamesWednesday

Well, though not going as fast as I’d like, I’m making some real progress with my Imperial Fists.  My terminators are ready to take the field, as is my Predator.  The core troops are slowly getting updated, and will hopefully all be at least three colour minimum by Saturday in order to take the field.

BVZQ_c6CUAAtnzh.jpg-large

I’m painting up the fists primarily as the 3rd company (as evidenced by earlier posts), and by chance it looks like the Sentinels of Terra Codex Supplement for the Fists is going to be focussed on the 3rd!  Result there 🙂

On Saturday, we should be playing an 1850pts game to open, with Imperial Fists facing Thousand Sons (Altar of War Chaos Space Marines – The Artifact) followed by Eldar facing Thousand Sons and Chaos Daemons at 3000pts (Altar of War Eldar – Fatal Strike).  Should be fun!

I still keep eying up the Dropzone Commander box set, and the new Dark Elf models look fantastic too!

Campaign Fun for #WargamesWednesday

Just keeping up my regular posts to keep me thinking about wargaming and RPG fun, even when I don’t have a chance to play!  As you’ve probably spotted already, I’m setting up a mini-campaign with SaintAidan. I like a campaign feel to wargaming – every battle means a little bit more, and it stops being just a “1500pts battle” – you want to know how Captain Marcus of the Imperial Fists fares against his nemesis, Sorcerer Lord Tepemkau of the Thousand Sons, for example.  Although I haven’t actually done much, I’ve been really enjoying trying to put together an army for this campaign.  Currently, I’m looking at Imperial Fists with a Bastion, plus a small force of Silver Skulls with a prognosticar, tactical squad and Stormtalon, together with a small force of Eldar rangers, maybe with Ilic Nightspear as the eldar HQ.

On the Xbox, I finished the single player story mode of Injustice: Gods among us – really fun game!  Fighting games are easy to pick up and play, which is ideal for gaming with a munchkin taking up so much time.

On the PC, I managed to pick up the complete Total War line of games through Steam for very little – 75% off this deal with already fairly cheap games, so less than £20 for 7 games of wargaming strategic fun.  Huzzah!  Looking forward to Empire (building the British Empire) and Napoleon.  Very tempted to preorder the new Rome II as well!

RPG-wise I’ve been really enjoying reading about Numenera!

The Fall of Cawandir Prime – Mini campaign

+++ Coded transmission, Epsilon Clearance, Code Vermillion Recognition.  Ave Imperius! +++

Is anyone there?  We need assistance.  We need it now!  Corrupt Astartes battle barges have moved into orbit and are assaulting the Telemundi, the main librarius complex for this sub-sector.  Local forces are unable to hold, and the Imperial Fists contingent has ceased responding to communications.  We need ..

Wait … what was

+++ Transmission ends +++

This is a short, escalating two part campaign, featuring Chaos Space Marines, Imperial Marines, and Eldar.

A proud lord of a Thousand Sons cabal has been tracking cyphered texts containing a summoning ritual for a powerful daemon of Tzeentch, Lord Machtwechsel the Allseeing, Master of the Thousand Horrors. The daemon’s legions, and his bound allies from the other powers, notably Slaanesh, will engulf a planet and provide the summoning sorcerer with tremendous power – perhaps even enough to unbind some of the Rubricae from their chains of dust.

The books have been taken to Cawandir Prime, the Administratum headquarters for the Nebulos Subsector, and filed in the depths of the local librarius.  Gathering his cabal, and calling on the warp for allies, the sorcerer lord assaults the planets, hoping for a quick and successful raid.  Unfortunately, the fickle whims of fate, or the Emperor’s will has intervened.  A force of Imperial Fists are garrisoned on the planet, and though outnumbered, they will never yield, and will fight against the Excommunicate Traitoris until victory or defeat. Joining them are a small force of Eldar, who are checking the possible skeins of the future their farseer predicted.

Gathering the Ritual

This is a 1850 point scenario – details TBD

+++ Coded transmission, Epsilon Clearance, Code Vermillion Recognition.  Excommunicate Traitoris – Exterminatus Xenos+++

The Astartes … they are using witchcraft!  And xenos are coming from the mountains!  Please, if you don’t help soon, we’ll all ….

+++ Transmission ends +++

In the aftermath of the battle, the Imperial Fists are a spent force, win or lose.  They cannot hope to face the gathering Thousand Sons, as more battle barges arrive in orbit. However, with the Eldar scouting force confirming the worst fears of their farseer, a long sealed webway gate is opened, and the forces of the Eldar arrive to face the gilded azure legionnaires.  Knowing the ritual will summon not only Tzeentchian hell, but also slaaneshi daemons, dooming the souls of countless nearby exodites, their craftworld commits a tremendous force. An ancient power and corrupt super humans will battle for the sake of their army’s souls.

Facing the Fury

This is a 3000 point scenario – details TBD

 

Eldar Aspect Warriors vs Thousand Sons – 2000pts

Deployment

Well, the deployment was possibly the worst one for the eldar.  The game, big guns never tire, worked for both forces, with heavy support setting up in the rear, but the deployment – ouch!

SHort range elite fragile infantry found out that .. they were playing short edge to short edge – they had to run in front of the thousand sons gun line!!!  Not a good tactical start.

Turn 1

The eldar charge down the table in a desperate attempt to hurtle forward before the Thousand Sons gunline finishes them off.  The avatar, a unit of dire avengers and howling banshees hurtles down the left, while two other units of dire avengers advance on the right.  Karandras, his Scorpions and fire dragons and more dire avengers advance down the middle.

The chaos stay still on the left, advance cultists and possessed down the centre, and a rhino with the sorcerer lord and chaos marines and 4 bikes including a choas lord on the right.  General fire was exchanged, but not much effect either way.

Sneaky Rhino shenanigans!  Aidan advanced his rhino next to his bikes for the charge – the dirgecaster eliminating overwatch for the nearby dire avengers.  Saint Aidan is officially the king of Rhino tactics!  The Chaos lord wipes out the first unit of dire avengers!

Turn 2

The 2nd unit of dire avengers, with bladestorm, cut down the bikers in a hail of shuriken fire, and proceed to finish the wounded chaos lord in close combat, the dire avenger exarch cowardly refusing a challenge!

The rhino was wrecked, and some of the marines killed, though that worked against the eldar – it left the scorpions and Karandras out of charge range.  The chaos marines, cultists and possessed all piled forward, and a challenge between the cultist champion and karandras went fairly predictably!

The shining spears open fire on the cultists, assault them, then hit and run over to the predator.  The rear guard autogun cultists take down one of the spears.

Saint Aidan’s luck turned against him at this point, with some of the worst rolls ever!  Better tactics, but with rolls like that, he was falling behind anyway.

Turn 3

Swooping hawks arrive, killing the chaos sorceror behind the unit of Thousand Sons on the left.  The thousand sons marines reply by wiping out the swooping hawks – AP3 bolter fire is awesome!!!

Eldar Fire Dragons retreat behind the Eldar gunline to try and set up to counterstrike the heldrake which has to arrive the following turn.  Mad melee with challenges galore continues in the centre!  The shining spears take down the predator.

Aidan’s rolls continued to be dire!!

Turn 4

The dire avengers fired at the thousand sons on the left, then the avatar charged into close combat.  The defiler counter charged, only for the avatar to smash it to the ground, wrecking it.

The Heldrake arrived, vector struck the Shining Spears, and toasted the dire avengers on the left.  The only Eldar weapon that can reach it is a missile launcher, which needs a 6 to hit.  Unsurprisingly, its fine!  Further challenges and odd melees continue in the middle, with karandras mobbed by possessed in the middle and finally falling to a challenge by the sorcerer lord.

Turn 5

The Heldrake moved up, and toasted the 5 reapers on the objective on the Eldar left, taking out the missile launcher.  The avatar killed another thousand son or two, and the melee in the middle ended in chaos’s favor.

Summary

Flyers – wow!  nuke at a fist fight time.  If one side takes a flyer, you may as well call it unless you have AA or a flyer yourself, I think – or a shed load of stuff capable of taking on AV12 armour, and go by numbers.  Guard might be able to cope with large numbers of heavy weapon or plasma shots – snap firing guard are just as likely to hit as anyone else.  Wowsers!

Not a good game by Kipper!  I was very tired, and not very tactical, which never helps, and the deployment was against me, but too many silly mistakes were made – I kept splitting up my troops.  3 seperate advances instead of one concentrated one? silly!

Brilliant if unlucky game by Saint Aidan – his dice rolls were appaling, but great tactical play.

FInal score is a little uncertain, as I’m not sure of his warlord!

We both held an objective, he had one denied by the avatar, while I lost one to a baleflamer attack by the heldrake.  He got first blood, so I think chaos won, depending on his choice of warlord – if it was the chaos lord, then it was a technical draw (though clear moral victory to the forces of chaos, as they were thoroughly overrunning the Eldar lines.

Shrine World of the Dining Sons – Sisters vs Chaos Space Marines

Eons ago, a strange saint arose in the outer reaches of galaxy.  Apparently professing undying loyalty to the Great Father and the Emperor, he wrought great turmoil through the subsector in the name of the Imperium.  After he perished at the hands of the Eldar, his closest followers buried him in two separate locations.  The pious believe that this was to symbolise the divide between the Ecclesiarchy and the local chapter of Astartes, the Tyrian Eagles … while Inquisition records show a much darker truth.  The Dining Saint was possessed by a Greater Daemon of Tzeentch, which led to his destruction at the hands of a Autarch. 

This dark truth has fallen into the hands of a disciple of the dark lord Khenti, who has led a group of the Thousand Sons to reunite the bones, free the trapped Daemon, and gain dark power from a pact from the grateful warpfiend.  However, the local order of Adeptus Sororitas, aghast at the prospect of a beloved Saint’s tomb being despoiled, has moved to defend the tombs.  The Order of the Verdant Garden has taken the field of Battle once more!

Setup

The game set up was capture and control, with a straightforward pitched battle deployment.  Making the game more of a tactical challenge was the fact that we were gaming on a 5′ by 3′ table, rather than the more standard 6′ x4′.  Terrain was set up as follows:

0a - terrain

The Thousand Sons chose to deploy and go first, and the Sisters failed to steal initiative.  The initial deployment was as follows:

0b - deployment

Turn 1 – Thousand Sons (CSM 0 Objectives, SoB 1 Objective)

The Thousand Sons surged forward like an unstoppable blue tide, moving forward and smashing bolts of change, havoc heavy weapons, lascannons on predators and plasma cannons on the dreadnaught into the waiting Sisters of Battle’s tanks.One Exorcist was stunned, an immolator was annihilated, while the other was shaken, and a Rhino immobilised.  The only unfortunate opening move was on the right, where the predator failed to damage the waiting Exorcist.

1a - Thousand Sons

Turn 1 – Sisters of Battle (CSM 0 Objectives, SoB 1 Objective)

Canoness Lilith, in her Immolator, hurtled forward on the left, as the fleet Sisters repentia sped past towards the Chaos Dreadnaught.  The Seraphim flew down the centre, led by Saint Evangeline, while on the right a squad of battle sisters in a rhino advanced next to the menacing shape of the Exorcist.  The Exorcist managed to blow a heavy bolter off the Possessed Predator, but the twin linked lascannons just swung menacingly to point at the holy tank!  Saint Evangeline used her Ardent Blade to kill two of the Thousand Sons in the centre, while the accompanying sisters bolt pistols killed a couiple more, followed by a charge into close combat.  The Aspiring Sorcerer wounded Saint Evangeline twice, while two more Thousand Sons fell, leaving the combat drawn.

1b - Sisters

Turn 2 – Thousand Sons (CSM 0 Objectives, SoB 1 Objective)

The Sorcerer Lord leading the Thousand Sons realised that the Havocs couldn’t hold their own objective – a strategic error.  He decided to lead his own personal squad back to the objective, with the intention of destroying the Sisters around their own shrine, and collecting the bones after the battle.  The defiler advanced to charge the Seraphim, while the dreadnaught only stunned the immolator on the left with a plasma cannon, before immobilising it in close combat.  In the centre, the havocs destroyed the Rhino, forcing the Sisters to pour out of the hatches around it.  On the right, the Exorcist was immobilised, but still in the fight.

2a - Thousand Sons

Turn 2 – Sisters (CSM 0 Objectives, SoB 1 Objective)

The Sisters continued their counter attack, with the Daughters of Repentence assaulting the Dreadnaught on the left, while on the right the immobiled Exorcist blew another heavy bolter off the Predator.  The Retributor squad managed to destroyed the rhino, and flaming wreckage killed two thousand sons and a havoc.  The Defiler continued to rip seraphim apart, while Evangeline continued to slay Thousand Sons.  The rhino to the right decided discretion was the better part of valor, and started to move back to reinforce the sisters objective.

2b - Sisters

Turn 3 – Thousand Sons (CSM 0 Objectives, SoB 1 Objective)

Things were already looking bleak for the Thousand Sons hopes.  The dreadnaught fell to the Sisters Repentia, blowing up … but failing to hurt any of them in death.  The defiler killed another Seraphim as the aspiring sorcerer fell to Evangelines Ardent Blade, and the Predator finally wrecked the Exorcist on the right flank.  The Havocs destroyed the gun on immobilised exorcist in the centre, while the Sorcerer Lord and Thousand Sons continued to move to guard their own objective.

3a - Thousand Sons

 Turn 3 – Sisters of Battle (CSM 0 Objectives, SoB 1 Objective)

 The Sisters of Battle continued their strong advance, with the Daughters of Repentia fleeting and assaulting a total of 18″ to cut the defiler into pieces … exploding!  The worst to wound rolls seen meant that the 15 sisters caught in the blast all escaped unharmed.  The Rhino on the right flank continued its retreat, while the Retribution squad killed another Havoc.  At this point, the Sisters position looked pretty firm!

3b - Sisters

 Turn 4 – Thousand Sons (CSM 0 Objectives, SoB 1 Objective)

The Thousand Sons settled in around their own objective, and the havocs and predator killed Saint Evangeline, and all but one of the Seraphim.  The Thousand sons hit the Repentia with Bolts of change, only to see a shield of faith roll preserve them.

4a - Thousand Sons

 Turn 4 – Sisters of Battle (CSM 1 Objectives, SoB 1 Objective)

The remaining Seraphim (with hand flamers) jumped for cover, as the Canoness advanced and killed a couple of havocs with shooting.  The Daughters of Repentence seemed to feel their work was done, stumbling forward only a few inches over the difficult terrain.  The Retribution Squad pulled off an act of faith, and managed to immobilise the predator against its front armour with rending heavy bolters.

4b - Sisters

 Turn 5 – Thousand Sons (CSM 1 Objectives, SoB 1 Objective)

At this point, a mistake was revealed – the Raptors had been forgotten about, and no reserves rolls had been made!  They dropped down and opened up on the Battle Sisters defending the objective.  The Choas Havocs supported them, and they killed all but four of them.  Unfortunately for the Chaos troops, they made their morale roll.   The thousand sons squad killed two more of the repentia squad, but the fearless women continued their very slow advance over difficult terrain.  The predator opened up on the canonesses command squad, killing one of the Evangelists!

5a - Thousand Sons

 Turn 5 – Sisters of Battle (CSM 1 Objectives, SoB 1 Objective)

Saint Evangeline slumbered this turn.  The Seraphim sister saw an opportunity, jumped forward, twin hand flamered the thousand sons, and charged into close combat, drawing the thousand sons off the objective … but she was quickly cut down, and they regrouped back onto the bones of the corrupt saint.  The Evangelists moved forward, and opened up on the raptors, with the remaining Battle Sisters, wiping them out.  The rhino on the right reversed again, disgorging reforcing sisters!

5b - Sisters

 Turn 6 – Thousand Sons (CSM 1 Objectives, SoB 1 Objective)

Running out of options, the havocs open up on the canoness and her bodyguard, but lucky invulnerable saves and poor shooting let them escape …except for the canoness, who rolled a 1 against an autocannon save and suffered instant death .. having escaped agaisnt a lascannon strike from the predator earlier!  The thousand sons whittled the Sisters Repentia down to just two troops as they continued their advance.

6a - Thousand Sons

 Turn 6 – Sisters of Battle (CSM 1 Objectives, SoB 1 Objective)

Saint Evangeline rose from the grave and flew forward (with a full three wounds on the D3 roll), while the sisters ambled forward with appalling difficult terrain rolls.  The remaining Evangelists opened fire on the havocs, before charging into close combat.  To the south the sisters from the rhino moved to bolster their colleagues to hold their objective, slightly slowed by the craterous remains of the immolator.  The retributors failed their Act of faith test, and their shots bounced off the predator.

6b - Sisters

 Turn 7 – Thousand Sons (CSM 0 Objectives, SoB 1 Objective)

In possibly the sneakiest move I have ever seen on a 40k battlefield, the Thousand sons threw the dice to try to level the score.  The predator took aim at the immobilsed and weaponless exorcist in the centre of the table …   Why?  To hope for a vehicle explodes, and do enough to the battle sisters to force them to flee!  This was duly done … and if not for successful morale rolls, the Thousand sons would have, at the least, forced a draw.  Several more thousand sons died against Evangeline, and it looked hopeless for the sons of Magnus.

7a - Thousand Sons

 Turn 7 – Sisters of Battle (CSM 0 Objectives, SoB 1 Objective)

The repentia squad rushed into close combat, and out of spite for their actions on the defiler and dreadnaught, the Thousand Sons cut them down, ignoring the living Saint.  The Celestians finished off the havocs, while the Retributors failed to finish off the predator.  It still left the SoB in control of an objective, while the living Saint had pulled the Thousand Sons off their own!

7b - Sisters

Outcome – Sisters of Battle Victory! (CSM Objectives 0, SoB Objectives 1)

Conclusion

The Sisters played well, and the Chaos had some truly unfortunate rolls.  Still, the main mistakes were forgetting about the raptors, and accidentally assuming the havocs could hold the Chaos objective, forcign a rearrangement that tied up a powerful unit.  The game could easily have swung the other way with a slightly different initial deployment.  Great fun for both sides, and more exploding tanks than I’ve seen before!   It was like a fireworks display!  Other thoughts are melta bombs are rubbish, as when you need them against dreadnaughts or defilers, they really don’t help with that roll of 6 needed to hit with the single attack!

Amazing the difference the smaller table makes too – weaponry becomes much more lethal, as range becomes less of a factor.

Return to Felix Minor

In the dark grimoires recovered from a looted imperial palace, Sorcerer Lord Khenti of the Thousand Sons discovered a most wonderful gem of information.  Millenia ago, the Eldar had failed to fully seal a daemonic incursion on a planet orbiting the distant sun of Felix Minor.  Many had tried to settle there – the Imperium had tried 3 centuries ago, and the ruins still littered the planet.

Most recently the foolish upstarts known as the Tau had chosen to bring the planet to life, unaware of the dark threat in their midst.  Determined to gather sorcererous power from daemonic pacts by breaking wide the portal in the midst of the Imperial ruins, he led the Thousand Sons to war once more.

This scenario was designed for Chaos Marines and Tau, though most armies could play it through.  The Temple of skulls was placed in the centre of the board.  The defending army set up first, choosing their table edge, then setting up anywhere up to 18″ away from the Tau board edge.

The Tau set up second, up to 6″ from their table edge.

In order to win, the forces of chaos need to have a sorcerer on the temple of skulls for 4 turns – he can be in combat or wounded, but he must be on the temple.  This can be any character with sorcerous powers – the thousand sons have aspiring sorcerors in their units.

The terrain is mostly imperial ruins, with some trees to indicate overgrowth and the temple in the very centre.

Battle Report

The Sorceror Lord and a unit of Thousand Sons set up in the very middle on the Temple of Skulls.  A full unit of havocs squatted atop an imperial ruin with a commanding view of the battlefield, while a defiler lurked on a hilltop, ready to rain fire down on any challengers, while a dreadnought stood in front of him to hold the left flank.  On the right, a predator guarded a rhino full of another unit of Thousand Sons, ready to advance into the enemy.

The Tau set up with most of their Fire Warriors in the center, guarded by drones.  To the right was the broadside battlesuit, hoping to take out the predator, and to the right were the pathfinders, ready to add accuracy and rail rifle fire to the assault.

Turn 1

The Tau started strongly on the attack, charging forward across the board.  They hammered the Thousand Sons in the center, killing 5, despite their invulnerable save.  Unfortunately (as with every time he has taken the field), the broadside battlesuit missed with his rail guns, and the missile pods bounced off the heavily armoured predator.

The Thousand Sons lashed back.  The Predator annihilated the broadside with a lascannon strike, and the defiler wiped out almost a full unit of fire warriors, and half their screening drones.  In the centre,Lord Khenti smashed the pathfinders Devilfish with a bolt of change, destroying it and leaving nothing but a crater.  The dreadnaught advanced, hurling insane curses as its plasma fire further decimated the Tau left.

Turn 2

The Tau’s second turn saw the ferocity continue undimished from both sides, though the advanced Tau weaponry didn’t seem as effective as normal – perhaps some chaos wizardry at work?  Commander Farside dropped behind the dreadnought, opening fire with his plasma rifle, but failing to breach the sturdy armour.  Another crisis team dropped on the right flank, annihilating the rhino carrying the thousand sons, who survived the ferocious explosion unscathed and settled into the crater left behind.  The remaining fire warrior lashed at the thousand sons, for little effect.

In the centre, it was a different story.  Here the fire was accurate, and all of the remaining thousand sons in the temple were annihilated … and Lord Khenti himself wounded.  Deciding that discretion was the better part of valour, he quickly vactated the temple at the start of the chaos turn.

The dreadnaught charged Commander Farside after missing with his plasma cannon, only to find that Farside wasn’t the easy meat that most tau are in close combat.  He smashed into the dreadnaught for two penetrating hits and a glancing hit, beating the dreadnaughts initiative. Unfortunately for the Tau, that only managed to shake the Dreadnaught and destroy the plasma cannon, leading quickly to Farside’s destruction.  The defiler annihilated more troops, while the havocs took some shots at the distant pathfinders, causing a few casulties, diminishing the taus overall accuracy thanks to the markerlights.

The predator annihilated all but one of a unit of firewarriors, who remarkably refused to break!  The thousand sons in the crater fired firey bolter rounds into the crisis team who destroyed their transport, wiping out all three.

Turn 3

After the tremendous pace of the game so far, you think things would start to slow down, but instead, they sped up!  The Tau stealth team dropped in behind the temple, near the fleeing sorcerous lord, and blew him away.  The fire warriors continued to press the thousand sons trapped in the crater, while a unit of drones and firewarriors pressed fire into the side of the predator, destroying it!  Another unit of fire warriors destroyed the dreadnaught from behind, as it had turned to face Farside.

Suddenly realising thepower of tau weapons, but their weakness up close, the havocs made a brilliant choice – forgetting their heavy weapons, the 9 man squad poured forward firing bolt pistols, then smashing the stealth suits to pieces.

The defiler advanced down the hill, opening fire again with the siege cannon, but the scatter meant it caused only a couple of wounds, while the thousand sons advanced out of their crater and broke a unit of firewarriors with bolter fire before they could charge.

Turn 4

The last Tau reinforcements arrived as a unit of crisis suits dropped into battle.  With a whole range of any tank weaponry, they confidently unleashed a firestorm of epic proportions…. to absolutely no effect.  The pathfinders joined in, but to no avail.  A few remaining firewarriors and a single drone advanced towards the crisis suits, hoping to engage the rear or side armour if the crisis team fell.  To the right, the drones opened fire on teh havocs, hoping to pin them from charging, but with no success.

The havocs, in their turn, fell upon the drones like starving wolves, while the thousand sons picked off the few stragglers of the fire warrior units from that flank.  The defiler charged into the crisis suits, killing a couple, but not breaking them, forcing them to stay in close combat, saving the defiler from weapons fire.

Turn 5

The fire warriors and drone on the left flanks moved to both sides of the defiler, guaranteeing one a shot once the crisis suits fell, which they did in their own assault phase!  The pathfinders couldn’t see anything to shoot at, and the firewarriors on the right opened up on the havocs who had just destroyed their drone screen, hoping to break them, but causing no casulties!

The havocs charged forward again, almost raptor like in their approach to combat this day!  They quickly annihilated the fire warriors, tearing them limb from limb, while the three remaining thousand sons finished off a lone survivor of another unit.

No Tau were left on the right flank at all!  On the left the defiler turned and shot the firewarriors creeping up on it, but that exposed its rear armour to a single drone….

Turn 6

The defiler was surprised when the drone got a glancing hit, and blew its heavy flamer off!  The pathfinders tried to find a weak spot in its front armour, but to no avail.

In the chaos final turn, the defiler tried to use its siege cannon on the remaining pathfinders, but the shock of being shot by a drone must have thrown it off, and it scattered the blast zone well away from any Tau troops. The  havocs moved around the temple, but were too far away to intervene.

Result

Both sides claim victory – 4 turns with a sorceror on the temple was the victory condition for chaos, and they hadn’t managed that or a wipeout.  On the flip side, the Tau were losing badly by the end of the game, and a sorcerer was left to perform the ritual in the thousand sons on the right flank.  A tactical draw was agreed (though both claim bragging rights!)

The Warp Portal of Felix Minor

In the 35th millenium, upon the Eldar maiden world of Connaught Luthia, orbiting the star known to the Imperium as Felix Minor, the very gates of reality burst open.

Daemons sprang into being through the tortured air, but they were not alone. Eldar from the bright craftworld of Rulanthia had arrived. Every major breakout was contained by the wraithlords and aspect warriors, but one last rip appeared to test the stretched eldar warriors. Responding to the need of his kin, the Avatar of Khaine led the remaining guardians from the craftworld to face the dark threat.

This is a 1000pt scenario.   The recommended combatants are Eldar and Daemons, but any two forces can work.

The Daemons are the defenders, trying to prevent the Eldar from reaching the centre point of the table.  In addition to deep striking, they can also move in from the warp gate or altar that marks the crack in the reality as if entering from a standard table edge.

The attacking Eldar set up and move first, but the Daemons can steal the first turn.  Although this is often not advisable for Daemons, in this instance it potentially blocks the Eldar path to the centre of the table and can turn the game.

The setup is a 4×4 table area – a full 6×4 gameboard as a valley treating the hills as impassable works well.

Terrain should be natural items only except for the centre, reflecting the unspoilt maiden world.

For the Eldar to win, a unit needs to spend a full turn touching the rift without being engaged.

Battle Report!

The Eldar fielded the Avatar of Khaine with a unit of swooping hawks and 4 whole units of guardians for 1000pts.  The Daemons fielded a Daemon Prince, a Lord of Change, some flamers, some daemonettes, and some plaguebearers, as well as a unit of pink horrors.

From the start, the game went to the Daemons.  Having lined up for an early charge, the Daemons stole first turn, materialising in from of the eldar force, and blocking the various units lines of site.

The first half of the army was mostly troop based, consisting of the Masque of Slaneesh and her daemonettes, the plague bearers and the pink horrors.

Of course, on arrival, the Daemons couldn’t charge, and most had no ranged weapons, so except for a few cursory bolts from the pink horrors, the Eldar went relatively unscathed.

The Eldar’s turn began, and their numbers were hamstrung slightly by their lines of fire.  Huge numbers of shuriken opened up at the plaguebearers in the centre, but their toughness and invulnerable saves shrugged off most of the attacks, leaving several to withstand the Avatar’s charge … who failed to kill any of them!

As turn two began, lucky reserves rolls saw the majority of the Daemons arrive, except for the lord of change, who was maintaining a crafty distance from the battlefield.  The flamers dropped in near a unit of guardians and totally annihilated them, while the daemon prince arrived and advanced.  The daemonettes were fleet and reached close combat, and while they might not have succeeded against marines, lightly armed guardians were a different matter!  Foolishly, the eldar general took a wound on his warlock, counting on the 4+ invulnerable save to pull him through … but a roll of a 1 left the squad leaderless, reeling, and massacred by the faster daemonettes as they tried to flee.

On the eldars return, the swooping hawks arrived!  Dropping a grenage on teh pink horrors, killing several, they promptly scattered into an enemy unit, suffering total destruction on the deepstrike table.  The Avatar continued to be locked in combat with the plaguebearers, with terrible rolls to hit and wound, while thje remaining guardians advanced, wounding the Daemon Prince.

By Turn 3 it was clearly all over with the arrival of the Lord of Change.  As the Avatar remained trapped in place and the other daemons massacred guardians up close, the daemon’s closed in on the trapped shard of khaine!

With no hope of reaching the altar (and little of surviving), the remaining Eldar fled for the webway!

Abandoned Imperial City Garathon VI – Remembrances Lost

    Eldar militia face the might of the Thousand Sons

At the borders of Imperial Space, the Eldar Farseer Jaleneth bent his mind to the future, and saw disaster for the sector. the evil lord Khenti had located a long lost trove of grimoires, recorded by remembrancerers as long ago as the Great Crusade, even before Horus fell to darkness.

With no option but to use the craftworld militia, bolstered by a few wraithguard and dark reapers, the farseer moved to war.

I wanted to try a different approach with the eldar, and fielded 6 troop units, 4 of which were guardian squads, with some Dire aAengers and some Rangers, upgraded to Pathfinders.  Backing them up (to reach the 2000pt limit) were the Farseer, 2 Vypers, and a unit of Wraithguard, a Wraithlord, Dark Reapers and Guardian jet bikes.

Without much time to pick the list, i used the default tricked out units from my total 5000pt list, which wasn’t really a good option for the horde – fewer special additions and more numbers would have better!

Aidan went with a defiler, two rhinos, a large unit of havocs, three units of thousand sons, a greater daemon, lesser daemons, a chaos lord, a chaos sorcerer and a unit of terminators.

We were playing on a 4′ by 4′ battleboard, which didn’t leave much room for maneuver!

The scenario was capture & control, and the deployment was Dawn of War. Both of us cursed as our cunning deployment plans were scuppered by only deploying a hq unit and two units of troops.

Aidan won the rolloff for first turn, and deployed agressively up to the centre line with one unit of thousand sons, while his other unit and sorcerer hunkered down to guard his objective.

The Eldar were forced to the rear of the table, though the pathfinders used infiltrate and scout to move up to guard the eldar objective.

    Turn 1

The forces of chaos stormed onto the table as fast as possible, with all but the daemons and terminators entering at once. Moving as fast as possible, the rhinos headed for the front while havocs ran along the eastern hill line to take up firing positions. With little to fire at, they ran forward towards the bewildered eldar. The advanced thousand sons tried to hit the snipers, byt heir cloaks hid them from all five shots on target.

Unlike the chaos forces, all of the Eldar entered play in the first turn. Dark Reapers moved to take up positions opposite the havocs, while the Wraithguard and Wraithlord moved to support the Farseer and the Dire Avengers in the centre. The jetbikes hurtled down the eastern flank, vypers on the west, while two units of guardians entered on both the east and west. Shooting had very little effect – a single havoc fell.

    Turn 2

The second turn started to rapidly swing the tide towards the forces of chaos! The lesser daemons arrived, summoned right by the front lines, ready to assault the eldar pathfinders. The rhinos continued to advance, while the defiler set up to fire its ordanance cannons … and annihilated a full unit of guardians and most of the dire avengers, while the thousand sons in the center butchered the jetbikes. Without many long range weapons and the chaos forces advanced towards the center, the defiler had the Eldar at its mercy. The daemons annihilated the pathfinders in close combat, taking the eldar command point.

In return, the eldar wraithlord countercharged the daemons after flaming them heavily, and destroyed the whole unit! The guardians with bright lances on the west destroyed on of the rhinos, but the vypers were ineffecive against the defiler. The Dark Reapers and guardians on the right exchamged fire against the havocs, causing one or two battlebrothers to fall, but for no real effect.

    Turn 3

The arrival of both the greater daemon continued the unstoppable advance of the Thousand Sons. Ripping apart an aspiring champion who had run out of the burning remains of a rhino, the guardians on the west were facing a grim future. The defiler annihilated one of the guardian squads on the west and stunned one vyper, exploding the other, while the marines opened up with bolters and wiped out most of the other.

The wraithlord moved to engage the greater daemon, for very little effect, while the dark reapers attempted to annihilate the thousand sons in the center, but their invulnerable sorcerous saves blocked all casulties. the wraithguard continued to advance down the center, with the surviving exarch of the dire avengers.

    Turn 4

The arrival of the terminators effectively finished the game. The Grater Daemon and wraithlord exchanged blows to little effect, while the terminators and wraithguard faced off. The defiler missed for the first time, scattering the ordinance off the board, but the marines advanced down the left, finishing the remaining guardians and taking the eldar command point. The Thousand Sons finished off the remaining vyper, while the havocs fired ineffectively yet again.

The eldar failed to do anything with the wraithguard, the dire avenger exarch charged a marine unit to hopefully assainate on or twombefore falling, and instead fell instantly himself, and the wraithlord fell to the greater daemon! With just three battered units left, and no weapons to harm the daemon or defiler, and the objectives in the hands of chaos, the Eldar Farseer fled the battle to summon more elite troops….

A clear win for the Thousand Sons! Interesting attempt to see what Eldar can be like with lots of troops instead of elite types, but not particularly successful!