Monday, 28 April 2014

The Battle Beyond Snotrot. Feb 28 2014

With the imminent threat of escalating numbers of Necrons overwhelming the Chaos Space Marine war band, they finished up collecting their precious cargo and made a hasty retreat from the supply depot. However, the Daemon rift remained, and with the withdrawal from the site the Daemons surged forward in search of fresh souls. But they only made it as far as the Ork’s outer defences before they ran into another Necron force.


Daemons v Necrons.

Points: 1500

Mission: Purge the Alien
Deployment: Dawn of War
Night fighting: Turn 1

Great Unclean One:
Psychic powers: Warp Speed
Psychic powers: Enfeeble
Psychic powers: Endurance
Greater reward: feel no pain 4+
Exalted reward: Eternal Blade
Herald of Tzeentch:
Psychic powers: Prescience
Exalted reward: Grimorie
Herald of Nurgle:
Exalted Reward: Portaglyph

Army List
Can be found in an appendix at the end.

Battle Discussion
Can be found in an appendix at the end.

Terrain was pre-set to save time.
Daemons won the roll to choose sides.
Daemons won the roll and chose to go first.

The Battlefield.


Deployment.

Daemons Deployment.

Daemons reserves:
10 Plaguebearers
10 Seekers

Screamers prepare for battle.
Necron Deployment.


Necron Reserves:
Deathmarks with Cryptek

Daemons Top Turn 1.


Orikan calls forth temporal snares to make all normal terrain difficult and all difficult uses lower d6 rather than higher. In addition C’Tan Shard uses Writhing Worldscape to make all difficult terrain dangerous and dangerous terrain wound on a 2+. Any Daemon movement is now dangerous!
1 Soul Grinder moves into forest and avoids immobilisation.
2 Screamers move behind forest preparing for a flanking run. No wounds from dangerous terrain.
GUO advances. No wounds from dangerous terrain.
Plaguebearers remain still.
1 Soul Grinder shoots warriors in boulder field but they all make their cover due to night fighting.


Necrons Bottom Turn 1.


Necrons advance on main Daemon force to get into rapid fire range, Wraiths move in towards GUO in preparation of using Transdimensional Beamer on it.
1 Barge shoots 20 Plaguebearers and kills 1.
Warriors fail to glance Soul Grinder.
2 Warriors fail to wound GUO but the Cryptek’s weapon makes the GUO move on difficult terrain.
Scarabs charge Soul Grinder, fail but get re-roll due to fleet and make it!
Soul Grinder hits 3 times, but only 1 wound on a 2+! Scarabs strip 3 armour off the Soul Grinder.


Daemons Top Turn 2.


1 Seekers arrive from reserve, move in from the Daemon deployment edge.
2 Grimorie fails! Screamers are left vulnerable and stay put.
3 Portaglyph is dropped, 5 Bloodletters emerge.
4 GUO only rolls a 4’’ move due to Cryptec shooting and can’t do much, so it repositions.
Warp Storm: Dark Prince Thursts: 5 4 wounds on Immortals, 2 down, 2 dead.
6 Soul Grinder kills Scarabs. [1DVP, Daemon First Blood]


Necrons Bottom Turn 2.


Deathmarks arrive from reserve, SCATTER OFF THE TABLE BY 1’’, ROLL 1 ON MISSHAP AND THE UNIT IS DESTROYED!!!! [1DVP]
Necrons advance on GUO.
Barge shoots at Bloodletters and kills 4
Immortals shoot and kill remaining Bloodletters. [1NVP]
1 Warriors and Cryptek shoot and kill 6 Plaguebearers.
2 Warriors shoot Soul Grinder 12 hits, no hull points off!
3 C’Tan fails 6’’ charge against the GUO


End Turn 2.
Daemons: 3
Necrons: 1

Daemons Top Turn 3.


Grimorie passes, Screamers are released!
GUO casts Warp Time on self and Endurance on Seekers.
Plaguebearers deep strike from reserve behind the Barge and Immortals to draw fire.
The Necrons are now out of position overextending themselves into assault range of the Daemons, the wrath of Nurgle is now able to strike!
Screamers advance towards warriors in boulders. Soul Grinder also advances on Warriors.
1 Plaguebearers advance on Wraiths.
2 Seekers advance on Wraiths.
3 Plaguebearers advance C’Tan.
4 GUO ignores the Wraiths and C’Tan, casually walking past them towards the big blob of Warriors.


Warp Storm: Rot, Glorious Rot. No damage.
Soul Grinder shoots at Warriors in boulders knocking 8 down!
Screamers turbo boost over Warriors in boulders, 13 hits but ONLY 2 WOUNDS on a 4+!!!
5 Warriors in the boulders reanimate, 4 remain dead.
1 Plaguebearers assault Wraiths soaking up overwatch, 2 Seekers also assault the Wraiths. 41 attacks, 32 hits, 9 wounds (5+ to wound), only 3 unsaved! Wraiths kill Plaguebearers. [1NVP]
3 Plaguebearers assault C’Tan, 2 Plaguebearers are killed, C’Tan is killed by their poison attacks! [1DVP]


GUO assaults Warrior blob and makes the charge range by 1’’! 6 warriors are down for no damage back and they fall back losing the ability to reanimate.


Soul Grinder assaults Warriors in Boulders, 2 dead but they knock off 2HP from the Soul Grinder due to the Scarabs stripping off 3 armour earlier.

Necrons Bottom Turn 3.


Warriors regroup after falling back from GUO and snap shot at it, 4 hits, 1 wound, GUO makes save.
Orikan supercharges to epic power (so he thinks) and shoots his Transdimensional beamer at the GUO but fails to teleport it to before time.
Barge shoots Plaugebearers that arrive behind it killing 7, Immortals also shoot them and kill another 2. 1 remains!
1 Seekers continue to fight the Wraiths. 31A, 24 hits, 5 wounds, Wraiths make all saves. Wraiths kill 1 Seeker and another 2 die from instability.
Soul Grinder knocks down 3 warriors, they strip 1 HP, and 1 reanimates.


End Turn 3.
Daemons: 4
Necrons: 2

Daemons Top Turn 4.


Plaguebearers advance on Orikan.
Warp Storm: Rot, Glorious Rot. No damage.
GUO charges Warriors, with Warp Time and Eternal Blade he gets 11A! 8 hits, 8 down! Warriors return no damage and fall back. Now they are under 25% they are finished. [1DVP]

Screamers assault the Warriors in the Boulders. 32A, 17 hits, 9 wounds, 4 down, 3 reanimate.
Soul Grinder fails to hit. Warriors destroy the Soul Grinder. [1NVP]


2 Plaguebearer squads assault Orikan, Orikan kills 2 and they return 2 wounds. Combat is drawn.


Necrons Bottom Turn 4.


1 Immortals shoot and kill single remaining Plaguebearer [1NVP]
Barge shoots GUO, 8 hits, 4 wounds, GUO makes cover saves due to Barge shooting through units and shrouded.
2 Seekers kill of the remaining Wraith, FINALLY! [1DVP]
3 Orikan kills the remaining Plaguebearers from the smaller squad that assaulted him. [1NVP]


Screamers land 8w, knocking down 4 and take no damage back. Necrons Fall back and are under 25%. [1DVP]

Necron Lord draws lightning from his ancient staff in an attempt to hold back the Daemonic Horde.



Time is running out and Necrons Concede.

Daemons: 7
Necrons: 5



DAEMON VICTORY.


APPENDIX.


Daemon Army List.

Warlord: Great Unclean One, Level 3 psycher, Exalted reward (Eternal Blade), Greater Reward (FnP 4+)
HQ 2a: Herald of Tzeentch on a Disk with Grimorie (joined Screamers)
HQ 2b: Herald of Nurgle, Portaglyph and Icon of Fecundity (FnP for unit) (Joined 20 Plaguebearers)
Troop 1: 20 Plaguebearers
Troop 2: 10 Plaguebearers
Troop 3: 10 Plaguebearers
Troop 4: 10 Plaguebearers
Fast 1: 9 Screamers
Fast 2: 10 Seekers, Heartseeker with AP2 weapon
Heavy 1: Soul Grinder of Nurgle with Phlegm.

Necron Army List (from memory and photos)

Warlord: Orikan the Diviner (Joined immortals)
Troop 1: 5 Immortals (Tesla carbines)
Troop 2: 15 Warriors with Cryptek
Troop 3: 15 Warriors with Lord (MSS and Gauntlet of Fire)
Elite 1: C’Tan Shard (Writhing Worldscape and Time’s Arrow)
Elite 2: Deathmarks with Cryptek
Fast 1: 3 Wraiths (Transdimensional Beamer)
Fast 2: 3 Scarabs
Heavy 1: Annihilation Barge

Comments by James and Mike.


James.

Pre-battle thoughts.
The idea of this army is to use the fast attack and GUO to tie up the enemy shooting early and allow the hordes of Plaguebearers to capture and hold objectives using their shrouded to survive.

Post-battle thoughts.
Rolling Purge the Alien screwed up my plans majorly, with 3 units of only 10 Plaguebearers each I was in for a difficult battle. The basic plan still held though, to try to engage shooting units in cc to allow my slow Plaguebearers to advance unmolested. In the end Mike made the critical error of advancing his units to try and get into rapid fire range. He was also focused on getting his Transdimensional beamers and Time’s Arrow onto my GUO to remove it from play. The combination brought his units into assault range of my slow Daemons and when he realised what was happening it was too late. My Daemons pounced and ripped him apart.
I was also happy with my assault choices, using the GUO against his warriors and my hordes of troops and Seekers against his Wraiths and C’Tan. The Soul Grinder assault was a risk, but it would have gone down to shooting most likely, possibly a better choice would have been to hold it back in cover and tie up the worriers with the Screamers, but then it would have been sitting there doing nothing as all its targets would be in CC.

Mike.

Pre comments. 
I'm going to assume James will be bringing a lot of stuff that has to move. This will work with a little plan I have where I have a special character, Orikan the Diviner, who makes all open terrain difficult terrain on the first turn, coupled with C'tan that makes all difficult terrain dangerous. Therefore the entire board will be dangerous terrain for James in his first turn. Should prove amusing at least. Other than that I have a bit of wargear that can make things disappear based on attribute tests. The idea is to use these against massive daemons or things with rerolling invulnerable saves (Screamers!). Lets see how the Necrons stack up against the daemons.

Post comments.
Well, that was the 40k equivalent of poking a sleeping dog with a sharp stick. I was sitting pretty but had to move into range to try and use some of my toys. (This is why I like orks the best, if you can't win by headbutting stuff your tactics are wrong). The thought of banishing James' great unclean one with the wraith was too tempting and cost me greatly. But the immortals proved a great choice against light infantry such as the plague bearers. The difficult terrain trick was nothing like the game winner it has been described as where "1/6th of your enemies army dies guaranteed" That will teach me to read blogs written by idiots. It was a nice try though.
Once I made that fatal advance James entire army seemed to pounce and overwhelm me quickly and unexpectedly. Ooops. Oh well, die and learn.

Tuesday, 22 April 2014

Snotrot Supply Raid: An Unexpected Discovery. Jan 17 2014

A Chaos Space Marine raiding fleet arrived at Snotrot Supply Depot to collect valuable supplies, called there through the warp by the Daemon entities that had been fighting for control against the Orks. Believing the landing site secure the CSM detachment arrived to collect their booty when they were surprized by a contingent of Necrons! A small party of Daemons left to liaise with the CSM quickly joined with their battle brothers and the combined force met the Necrons to gain control of the valuable supplies. The cultists sent to carry the supplies to the landing craft would now have to prove their worth in combat…

[This was a test run for Screamers, as such they are cardboard proxies. I purchased 9 after this battle]

 

Chaos Space Marines with Daemon allies v Necrons

Points: 1500pts

Mission: Big Guns Never Tire
Deployment: Dawn Of War 4 objectives
Nightfighting: Completely forgot, it was hot!

Chaos won the roll to choose sides.
Chaos won the roll to place terrain first and the roll to place objectives first.
Necrons won the roll and chose to go first.

Psychic powers:
Herald of Tzeentch: Prescience

Army Lists:
Can be found in an appendix at the end.

Battle discussion:
Can be found in an appendix at the end.

The Battlefield:


Deployment.

Necron Deployment


Necron Reserves:
Monolith

Chaos Deployment


Chaos Reserves:
2 squads of 10 cultists and Helldrake

Necrons Chaos Top Turn 1.


CHAOS SEIZE THE INITIATIVE!

1 Tzeentch is looking down on Chaos today, my plan is taking effect better than I could imagine. Herald casts
Grimorie and FAILS! Unbelievable, the whole point of seizing the initiative was to get the Grimorie on first!
Screamers are now neutered and stay put. Tzeentch WTF!
2 Spawn and Chaos Lord advance.
3 Havocs shoot Nightbringer C’Tan (N C’Tan) with autocannons, do 5 wounds, C’Tan SAVES THEM ALL ON 4++
4 Obliterators use assault cannons and knock down 3 Warriors, 2 reanimate.
…Well that wasn’t quite the exciting first turn I was expecting…

This pic is after Necron movement but you get the idea.

 

Necrons Bottom Turn 1.


C’Tan advance.
1 Immortals behind the trees shoot Obliterators and do 1 wound.
2 Warriors fail to wound Obliterators.
3 2 Warriors squads shoot at Spawn, 1 wound.


End Turn 1.
Chaos: 3
Necrons: 6


Chaos Top Turn 2.


1 Squad of Cultists come in from reserves. Heldrake and other cultists do not.
Herald casts Grimorie successfully on Screamers and Prescience on Obliterators.
Obliterators shift position, Screamers, Lord and Spawn advance. Lord splits from Spawn.
Obliterators Lascannon on Rock C’Tan (R C’Tan) and score 2 wounds.
Havocs auto cannon R C’Tan and score another wound.
1 Screamers turbo boost over warriors and hit 16 times with slashing attacks, only 6 wounds (4+) with only 4 down!
2 Lord flames warriors with Burning Brand (I forgot it’s torrent!), kills 3.
2 Lord attempts to charge warriors and FAILED CHARGE OF 8’’! 3 Spawn charge N C’Tan. 1 Spawn dead for 1 wound on N C’Tan.


Necrons Bottom Turn 2


Monolith arrives from reserve via deep strike.
C’Tans advance. Necron Lord splits from immortals and joins Warriors.
1 Warriors shoot Screamers, 3W and 3 saves.
Necrons seize the opportunity to try to get both Slay the Warlord and First blood.
2 2 squads of Warriors and the Flame C’Tan (F C’Tan) rapid fire Chaos Lord for a total of 42 S4 shots and fail to make a single wound stick! Unbelievable! (Lord is T6 with 3+)
Monolith fires pie plate at Havocs (S8 AP3) hitting 7 and they make all their 4+ cover saves!
3 F C’Tan attempts to charge Chaos Lord and FAILS!
4 R C’Tan attempts to charge Obliterators and FAILS!
5 Spawn mutate to get 4+ poison strikes and roll 5 attacks each. Hit 16 times, only 4 wounds (on a 4+), 2 wounds saved. N C’Tan survives!

Spawn to hit roll.
Spawn to wound roll (4+ poison)

End Turn 2.
Chaos: 3
Necrons: 6


Chaos Top Turn 3.


Helldrake and remaining 1 Cultists come in from reserve.
Herald casts Grimorie successfully and Prescience on Screamers.
2 Obliterators fire assault cannons on R C’Tan and fail to wound.
3 Helldrake flames warriors, 5 down, 1 reanimates.
4 Havocs shoot warriors, 4 down, 3 reanimate.
5 Lord charges warriors. 1 down by Hammer of Wrath and 1 more from cc. 1 reanimates. Linebreaker.
6 Screamers assault warriors with Necron Lord, 5 Hammer of wrath victims down, 11 wounds on remaining 2 models. Necron Lord survives with 1 wound! Fails moral check and gets swept. Chaos get First Blood and Slay the Warlord!
2 Obliterators assault R C’Tan, 4’’ charge, rolls 3’’ and fails!

Chaos Lord charges Necron Warriors and Spawn fight N C’Tan, all while the Heldrake rains fire down on its foes.

Necrons Bottom Turn 3


F C’Tan and warriors reposition into forest moving away from the objective on the Necron right flank.
1 Immortals dematerialise from the forest and exit from the gate in the Monolith and move off the objective behind the forest. They then shoot the Obliterators but fail to wound.
Monolith shoots its pie plate and kills 1 Screamer.
2 R C’Tan assaults Obliterators and wipes them.
3 Spawn fight N C’Tan and manage to kill it. It explodes and kills another Spawn.
4 Chaos Lord only manages to knock down 1 warrior and it reanimates.

End turn 3
Chaos: 6
Necrons: 0

Chaos Top Turn 4


Herald casts Grimorie and Prescience on Screamers.
Screamers move to within 4’’ of the Monolith in preparation to assault and use their Melta Lampray bite.
Helldrake vector strikes warriors in forest.
Helldrake flames immortals, 3 down, 2 reanimate.
Spawn assault warriors fighting Chaos Lord. Between them they knock down 5 of the 6 warriors, 3 reanimate! 1 Chaos lord and 3 spawn can’t kill 6 Necron warriors.
1 Cultists in a desperate and heroic attempt to attract the favour of the Chaos gods move out of cover and assault the Immortals. They lose combat by 1 and FALL BACK! But they avoid sweeping advance.
2 Screamers roll to charge, need 4’’ SNAKEEYES!!!!!! WTF Tzeentch are you kidding!!!!


Necrons Bottom Turn 4


1 Immortals move to block LoS from Havocs and get Linebreaker.
2 Warriors capture objective in forest. 1 Immortals shoot Cultists in the back as they run away and kills 3.
Monolith attempts to suck 3 Screamers into its portal gate but they all pass their strength test.
Monolith shoots its pie plate at Screamers and kills 3.
3 Chaos Lord and Spawn FAIL TO WOUND A WARRIOR!


End turn 4
Chaos: 6
Necrons: 4


Chaos Top Turn 5


1 CULTISTS REGROUP!!!! With 3 left they are just above 25% and roll a 3 on their Ld test.
2 Helldrake move over next to the Monolith and flames the immortals and kills all 5. Necrons lose Linbreaker.
3 Screamers move then turbo boost over warriors in forest and knock down 2 and 4 the advancing black cultists shoot and kill the final warrior in the forest 5 removing them from the objective.
6 Chaos Lord and Spawn FAIL TO KILL A WARRIOR, AGAIN!!!!


Necrons Bottom Turn 5


Monolith shoots remaining cultists with Gauss Arch and kills 1. In a maddened rage the Monolith fires its pie plate at the 2 remaining Cultists insulted by their arrogance. The cultists go to ground. But go splat.
F C’Tan assaults Lord on Bike and fails a 6’’ charge, but for some reason we thought it could charge the spawn which was incorrect. So it did. It was hot! But the F C’Tan could only fight the Spawn as the Lord was too far away.
Lord on Bike FAILS TO DO ANYTHING AGAIN!!!! Spawn knock down 1 warrior.

In a maddened rage the Monolith fires its pie plate at the 2 remaining Cultists, insulted by their arrogance.
End Turn 5.
Chaos: 6
Necrons: 0


Chaos Top Turn 6.


Cultists advance on objective on Necron Right Flank.
Screamers charge warriors fighting Lord and Spawn.
Chaos Lord challenges F C’Tan and remains alive.
Spawn finally finish off the Warriors.






Necrons Bottom Turn 6


1 Monolith moves to capture the objective and gets Linebreaker.
2 F C’Tan fights Lord while the spawn and Screamers cheer on. Lord fails to do anything to the F C’Tan.
F C’Tan strikes, hits 2 times, wounds 2 times. Lord rolls his 4++ saves, 1 save 1 fail. He only has 1 wound left. But wait, there are more than 5 friendly models in cc cheering him on, empowered by their support he gets to make a re-roll and SAVES! Chaos Lord survives!!!!


GAME ENDS.

Chaos: 6 (1 objective, first blood, slay the warlord and linebreaker)
Necrons: 4 (1 objective and linebreaker)

APPENDIX


Chaos Army List.

Primary CSM detachment:
Warlord: Nurgle Lord on Bike with Burning Brand, power sword, melta bombs and Sigil of Corruption
Troop 1 and 2: 10 Cultists, 1 squad had a flamer
Fast 1: 5 Nurgle Chaos Spawn
Fast 2: Helldrake
Heavy 1: 3 Nurgle Obliterators
Heavy 2: 8 Havocs with 4 Auto Cannons
Allies:
A-HQ: Herald of Tzeentch on a disk with Grimoire and Prescience
A-Troop: 16 Plaguebearers
A- Fast: 9 Screamers of Tzeentch

Necron Army List.

Warlord: Lord with warscythe
Troop 1: 5 Immortals with Tesla Carbines
Troop 2: 10 Warriors
Troop 3: 10 Warriors
Elite 1: N C’Tan shard with Gaze of Death and Entropic Touch (Nighbringer model)
Elite 2: F C’Tan shard with Pyreshards and Swarm of Spirit Dust (Flame elemental model)
Elite 3: R C’Tan with Time’s Arrow and Writhing Worldscape (Rock model - Chunky muscle dude)
Heavy 1: Monolith


Comments by James and Mike.



JAMES

Pre-battle thoughts:
This list is all about trying out Screamers and employing a fairly mobile army. With screamers, spawn and Heldrake the idea will be to use the mobility to out move the enemy (although Necrons can teleport all over the place). The fast elements will be supported by Obliterators and Hovocs with auto cannons. This fire platform will provide some considerable shooting support which can threaten most things in the Necron army. Troops are fairly weak though, but if Big Guns Never Tire or The Scouring missions are rolled I will have some decent scoring options. Purge the Alien and capture the relic will also be okay but The Emperor’s Will could be harder.

Tactics:
Overwhelm the enemy in cc with fast units and use shooting platform to keep them off an objective. Hold a back objective with plaguebearers and possibly use them to keep enemies from hitting the Havocs from behind. The cultists will try to stay out of LoS and rush forward late to capture an objective. Hopefully they will pose such a small threat they will be overlooked. However, Mike shouldn’t fall for that and will likely target them as they are a scoring unit that is very easy to eliminate.

Post Battle thoughts:
This was a truly weird game, all throughout rolls defied logic and what either Mike or I tried to do was denied by them.
My army performed basically how I wanted it to, and despite the fact that so many charges failed my army managed to inflict a huge amount of punishment. My fast units got into CC quickly and put pressure on Mike. The idea was to keep him off my weak troops so I could hold objectives which I did in part. Mike was able to push into my right flank while I pushed into his. My Screamers charged into his flank then swept across his deployment zone wiping out 2 of his troop units and aiding my Lord at the end. Meanwhile the Helldrake was able to support my fast ground units and mop up after them.
I was surprised at how much pressure I could put on Mike’s army to compensate for my weak troops. I may try a similar list again but I think my HQ could change.

MIKE:

Pre:
In setting up my list I decided to throw caution to the wind and take not just one but three C'tan Shards, filling my elites slots with star God remnants. There were two elements to this. One, I was pretty sure James was going to take a strong bike army to try and swamp me and deny lots of shooting and two I just wanted to see his face when he saw three C'tan plonked down in deployment.

Post: 
This was one of the strangest games of 40K I have ever played. So many things just failed to do any real damage despite both potential and opportunity! The fact that I had to pie plate two chaos cultists with the monolith shows how desperate I was getting.
Despite it's gimmicky nature, my Poke'Cron list actually worked pretty well and against an army with weaker troops could have wrought some serious havoc. This may have been due to James bringing a slightly gimmicky fast attack army himself but I may yet field this again. Whilst two of the three C'tan, Death and Rock, were eventually brought down it took alot more than I thought it would. Most monstrous creatures are not eternal warriors, but these guys are!

Sunday, 20 April 2014

Defence of Site 371X8: The Unusual Alliance. Jan 11 2014

After so much fighting between the Daemons and Orks, the Eldar took notice. Somehow they were able to forge an alliance with not just the Dark Angels, but also the Skaven Chaos Marines – possibly connected to the Patrol Clash incident and a schism with Namtar. With their arrival Fateweaver was able to gain support from the Orks of Snotrot and the two armies meet the enemy just outside the depot.



Daemons and Orks (D.O.) v Chaos Space Marines, Eldar and Dark Angels (Unusual Alliance UA)

Points: 3000

Mission: Purge The Alien [D.O. are screwed!]
Deployment: Hammer and Anvil [D.O. are even more screwed!]
Night fighting: 1st turn [D.O. are a little less screwed]

UA won the roll to choose sides and place terrain first
DO won the roll and chose to go second

The Battlefield: 
1. UA placed their ADL with Icarus Lascannon.


Deployment.

UA deployed first.

UA Reserves:
CSM Daemon Prince
Helldrake

D.O. Deploy
1. KhorneDogs Scout

DO Reserves:
Zagstruck with Stormboyz

UA, Top Turn 1


1. Everything in range shoots at the KhorneDogs that scouted forward killing 10 dogs.
2. Terminators fail charge at Dogs.
3 Plasma cannons shoot at Orks, all get direct hit but all the Orks save or make their Feel No Pain!


D.O., Bottom Turn 1.


Everything advances.
Portaglyph fails to spawn anything.
Warp Storm: Dark Prince Thirsts but doesn’t do much
Soul Grinder hits a war walker but rolls 1 on armour pen.
KhorneDogs charge terminators and kill 1.


UA, Top Turn 2.


Helldrake arrives from reserve.
UA shift around in their deployment zone, dire avengers and dreadnaught advance.
Lots of shooting destroys Killa Kans giving UA First Blood VP and 1 Kill VP (KVP), some lootas and boyz also die.
1. KhorneDogs kill another terminator in close combat.


 D.O. Bottom Turn 2


Zagstruck arrives and lands in front of the dreadnaught.
Daemons and Orks advance. Fateweaver makes his move flying forward with the DP.
Portagylph spawns 8 Bloodletters.
Warp Storm: Rot, Glorious Rot! Papa Nurgle rains poison destruction on the battlefield. 1. All Wraithguard are killed (1 KVP) and 2. an entire squad of CSM (1 KVP). Fateweaver takes a wound fuelling his hatred for Nurgle! 
3. Fateweaver casts Flickering Fire onto the Dire Avengers and kills the whole unit (1 KVP).
4. Daemonettes assault terminators and kill them all (1 KVP).
5. Zagstruck assaults the Dreadnaught and blows it up (1 KVP).


UA, Top Turn 3.


CSM DP arrives from reserve and lands in front of Daemon advance.
UA shift a little in their deployment zone.
Helldrake moves, then flames and kills 6 Daemonettes and 1 dog.






Icarus Lasscannon hits and destroys the Ork Trukk making it zoom forward before exploding (1KVP).
Marines kill Ork HQ with force field (1KVP) and Orks that jump out of the Trukk (1KVP).
Marines shoot and kill Zagstruck and his squad (1KVP).


D.O. Bottom Turn 3.


1. Burna Bomma arrives from reserve and takes 2HP immediately due to Icarus Lasscannon intercept. Must snap fire and only fly 18’’ forward.
D.O. army advances. Portaglyph fails to spawn anything.
2. Fateweaver flies deep into enemy territory and wipes the Dark Reaper squad on the Icarus Lascannon using Flickering Fire (1KVP).
Warp Storm: All Daemon units gain +1 invol save
Lootas shoot and take 1HP off Defiler.
3. Soul Grinder hits Marines and kills 4, the rest make their cover saves.
4. Daemon DP fails 7’’ charge v Forge Fiend rolling… SNAKE EYES!
5. KhorneDogs and Daemonettes charge CSM DP, DP challenges Khorne Herald, and I completely forgot I could refuse! Herald is killed (1KVP) and black mace harms Dogs and Daemonettes! Had I refused the Khorne would have turned my Herald into a spawn…
6. Big Ork Blob tries to assault marines due to Mad Dock Grotsnick’s battle lust, but get the snot shot out of them from overwatch and fail to make the range due to casualties.


UA Top Turn 4.


Only movement is CSM towards Icarus Lascannon.
War Walkers shoot down Burna Bomma. (1KVP)
Everything begins shooting at Fateweaver, he is grounded then killed (Slay the warlord 1VP + 1KVP)
However, Fateweaver soaks up much of the shooting and all that remained were the Devastator plasma cannons and heavy bolter that fail to wound the Daemon DP.
CSM DP fights KhorneDogs and Daemonettes. Black mace and daemonic instability kill off all dogs except for 1 with 1 remaining wound and all Daemonettes (1KVP). Daemons manage 2 wounds off the CSM DP

D.O. Bottom of Turn 4.


Army advances.
Soul Grinder kills 3 marines and 1HP off a War Walker (1 on damage chart)
Portaglyph fails to spawn anything.
Warp Storm: all quiet
Daemon DP assaults CSM DP, manages to do 1 wounds while taking none. CSM DP down to 1 wound.





D.O. Concede.

Unusual Alliance with an easy win.


UA: 11
D.O.: 6

Saturday, 19 April 2014

6th ed History of my Chaos forces: Feb 9 2013 - April 11 2014



The 6th Edition War.

The 6th Edition War has raged for over one year. The bitterness and spite of the Chaos forces has fuelled their hatred and powered their bloodlust! Though the forces of the galaxy resist Chaos’ advance, what was once a Chaos Space Marine raiding force has grown to include Daemon incursions and strange alliances. Legends are born and the Galaxy quakes in fear.

[This is a list of my battles and includes the result with a narrative synopsis]

2013



Feb 9: Raxxil’s Landing

Khorne Lord Raxxil defeats an Eldar force with Dark Eldar allies.


The first battle for 6th Edition takes place as Raxxil Blood Drinker, Lord of Khorne, led a small raiding war band against an Eldar enclave on planet Illic’Kor. The Eldar with the help of a small contingent of Dark Eldar allies raised the Avatar of Khaine in an attempt to stop the rampaging Raxxil on his Juggernaut. But it was to no avail. After plundering the archives Raxxil disappears into deep space.


April 6: Namtar Arrives

Namtar Plague Rider leads a small force to victory against a Dark Angels outpost.


The Galaxy gets its first look at Namtar as he sweeps in on his bike and defeats a small Dark Angels force. The Dark Angels, led by a rookie commander in his first engagement as commander, puts up a good fight but it does no good. Little did the Imperium know but this was not to be the last time they were to encounter Namtar.


 May 5: Darkness falls on Pyrin 4

Namtar Plague Rider joins forces with Tyranids and they are defeated by Dark Angels and Space Wolves.


Namtar manages to join forces with a small Tyranid host. The Imperium, shocked by the potential danger this poses, sends all available units to planet Pyrin 4 to put a stop to it as soon as possible. The Imperial opposition arrives in the form of both Dark Angels and Space Wolves who are able to put their differences aside and defeat the enemy. It was only the second battle led by the Space Wolf commander who won great praise for his efforts. It is still unknown how Namtar managed this unholy union. The Imperium dispatches several inquisitors to hunt Namtar down.


June 7: The Undeath Encounter

Namtar Plague Rider joins forces with Necrons and defeats the Blood Angel and Space Wolf army.


Namtar reappears on Pyrin 4 with a host of Necrons. This time, however, the Imperium is prepared and Namtar and his ally are met by a joint Space Wolves and a Blood Angel army (sent to replace the Dark Angels to keep the peace). What the Imperium doesn't expect is the addition of a Helldrake and Defiler to Namtar’s warband, and the combined strength of the Chaos and Necron force proves too much. The Space Marines are forced to retreat.


June 24: Battle for Pyrin 4

Namtar Plague Rider allied with Skaven Chaos Marines and Orks are defeated by a combined Space Marine army.


The Imperium send a large Space Marine host to join the Blood Angels and Space Wolves to end Namtar’s threat but find that he has reinforced his position with another Chaos Space Marine warband and some local Orks. This new Chaos warband is dubbed the ‘Skaven Chaos Marines’ as chaos has mutated all their members to have rat heads. After the surprise arrival of the mysterious Legion of the Dammed the Imperial forces win the battle and Namtar is forced to fall back. However, Mephiston is badly wounded and carried from the battlefield after receiving a plasma pistol shot when he attempted to assault one of Namtar’s Havoc champions.


August 23: Battle for Pyrin 4 continues

Abaddon joins the battle with the Skaven Chaos Marines and they defeat the combined Space Marines


Abaddon arrives on Pyrin 4 to support Namtar and the Skaven Chaos Marines and they defeat the combined Space Marine army. After the battle all the Chaos forces leave the decimated plant.


September 27: The Battle For Snotrot Supply Depot Begins

A Daemon incursion destroys the Ork defenders of Snotrot Supply Depot.


An Ork weird boy, accused of being ‘less Ork’ than his battle brothers, attempts to prove his power by transforming himself into a giant Ork. He instead turns into Ku’Gurogh the Odious, a Great Unclean One, and opens a warp rift for the Daemon incursion to begin. The infamous Snotrot Burna Boyz make their appearance but the agile Daemons simply keep out of range of their flames. As the second Soul Grinder warps in the Orks are overwhelmed and are crushed. The Warboss and most of the Orks are dead but the cunning Snickrot escapes.


October 5: Snotrot Supply Depot 2nd Incursion

Daemons are defeated by an Ork counterattack.


The Orks quickly gather their forces and counter attack. With diminished Ork numbers they rely heavily on Gretchen which proves to be very successful, despite the fact that the Snotrot Burna Boyz fail to get into range once again. The Daemons are smashed and forced to retreat. Ku’Gurogh was not present and the rift remains open.


November 2: Typhus Ambush

Typhus CSM with Daemon Allies defeats Dark Angels.


Typhus lays a trap by leaking to the Imperium that Namtar is back on Pyrin 4, believing the ruse will draw a smaller force than if they know it’s actually him. The Imperium respond immediately and send Belial with a Deathwing detachment. Believing they have Namtar they are surprised by not only Typhus and his Destroyer Plague Zombies, but also the dreaded greater daemon Skarbrand! Realising their error, Belial desperately tries to recover an ancient relic while holding off the zombie hordes. But the hordes prove unstoppable and Skarbrand, strangely fighting alongside a band of Daemonettes, cuts the Deathwing down. In a crushing defeat Belial is badly wounded and the Imperial troops that remain are forced to retreat. When the Dark Angels return in strength Typhus is no longer there.


November 21: Patrol Clash

Two small patrols of Slaanesh Space Marines clash, Namtar’s patrol is victorious.


An Imperial inquisitor finds evidence of an encounter between 2 small patrols of Slaanesh Marines on a remote planet in the outer rim, one belonging to Namtar’s warband and the other Skaven Chaos Marines. It appears that Namtar’s patrol was victorious but it remains unknown why they battled or where they went. The inquisitor is hopeful that a schism has opened between the two warbands.

Daemons and Orks are in a deadlock over Snotrot.


Not long after the Orks defeat the Daemons the warp fiends are back. This time a pair of Daemon Princes of Tzeentch lead a shambling host of Plaguebearers. However, there is still no sign of Ku’Gurogh and the origin of the rift. The battle rages long and hard, with fortunes shifting from one side to the other. Eventually both sides decided to consolidate their position to continue the battle another time. It is the first deadlock of The 6th Edition War. Once again, the infamous Snotrot Burna Boyz failed to kill anything; running away after Tzeentch sorcery is used on them.


Daemons defeat Orks in a close battle to take control of the supply depot.


This time Kairos Fateweaver, the dreaded Greater Daemon of Tzeentch, appears at the besieged supply depot along with a large contingent of Flesh Houds of Khorne. Despite the Ork’s uncanny ability to resist Fateweaver’s spells the Daemons manage to overpower them in a close contest to win Snotrot. This time, the Snotrot Burna Boyz demonstrated their infamy flaming a dozen Daemonettes.


2014



January 11: The Unusual Alliance

Daemon and Ork force is defeated by Eldar, Dark Angels and Skaven Chaos Marines (Unusual Alliance).


After so much fighting between the Daemons and Orks, the Eldar took notice. Somehow, they were able to forge an alliance with not just the Dark Angels, but also the Skaven Chaos Marines – possibly connected to the Patrol Clash incident and a falling out with Namtar. With their arrival, Fateweaver is able to gain support from the Orks of Snotrot and the two armies meet the enemy just outside the depot. The Daemons and Orks attempt to force the enemy off the planet but the unusual Alliance digs in and easily repels the attack. Fateweaver’s corporeal form is destroyed in the fighting and he is sent back to the warp. However, the Daemons and Orks are able to keep the Unusual Alliance from advancing on Snotrot.


January 17: An unexpected discovery at Snotrot

Namtar Plaguerider arrives at Snotrot and with Daemon allies and defeats a Necron force.


Namtar’s raiding fleet arrives at Snotrot Supply Depot to collect valuable supplies after forging an alliance with Ku’Kurogh The Odious. Believing the landing site secure the CSM detachment arrives to collect their booty when they are surprised by a contingent of Necrons! A small party of Daemons left to liaise with the CSM quickly joins with their battle brothers and the combined force drives the Necrons back. It is the first sighting of Screamers of Tzeentch in the sector; a worrying sign of Daemonic escalation.


February 28: The battle beyond Snotrot

Ku’Gurogh The Odious returns and defeats a Necron Force on the outskirts of Snotrot.


With the imminent threat of escalating numbers of Necrons, and with the Eldar and Space Maines attempting to take the depot, Namtar finishes up collecting the precious cargo and makes a hasty retreat. However, the Daemon rift remains and new Daemons surge forward to support the fight against the enemy. They only make it as far as the Ork’s outer defenses before they run into another Necron force. With the earlier defeat of Fateweaver, Ku’Gurogh leads the army to a brutal victory against the Necrons.


April 5: The Battle For Computer Terminal DX101 


2 Daemons forces combine with the Orks to drive back the Eldar, Dark Angels and Space Wolves. 


After the ‘Unusual Alliance’ drove the Daemon and Ork Alliance back, the Skaven Chaos Marines and Dark Angels quickly turned on each other. With support from the Eldar and a reinforcing Space Wolf contingent (much to the displeasure of the Dark Angels) the Skaven Chaos Marines put up a small fight and leave. No one is quite sure why they don’t fight harder, perhaps they found something they were looking for… The Eldar insist that the Daemon incursion is being triggered by Ku'Gurogh the Odious and the whole sector requires cleansing, rather than just the planet. The first step is to recover computer data on the sector providing up-to-date strategic information, something the Imperium and Eldar are lacking on this forgotten part of space. The only problem is when they arrived they find it is under the control of the Daemons and Orks; who are waiting for them. Despite their best efforts the Eldar and Space Marines are unable to reach the computer terminal and after suffering heavy losses are forced to retreat.


April 11: The Green Tide 


Daemons with CSM allies clash with the Ork, with neither side gaining ground 


With the fall of Snotrot and presence of so many enemies, the power vacuum and opportunity for a good fight is too strong for the Orks to resist. Vast numbers of Nobz flood into the area with their armies; all fighting for control over the territory and for the right to lead the green skins against the interlopers. While many formidable Nobz battled for supremacy, a lone Ork arrives on the scene shrouded in a cloud of black smoke from his rumbling steed; the mighty Warboss Snagratz Beast Ripper has arrived. With a thunderous raw of his engines Snagratz crashes into the dominant Nob and pops his head like a boil with his massive power klaw. Once in control he quickly realises that with the masses of angry Nobz and a sea of Orks all itching to smash face, he will have to point them towards an enemy and give them a good fight or his army will quickly implode. As much fun as that sounded, Snagratz figured that these strange creatures of half reality would be even more fun to kill. Meanwhile Namtar has dispatched a small fire support squad to return to Snotrot to liaise with Ku’Gurogh who had resurfaced after Fateweaver was defeated. Lord Szorin was sent with his honour guard of Sonic Marines and a Havoc squad to help bolster defenses against the Imperium and Eldar, and coordinate movements between Namtar and Ku’Gurogh. However, they would have to deal with their new Ork allies first.
The two sides clash in a brutal deadlocked battle that sees many casualties on both sides.