Tuesday, September 30, 2014

Escape from the Avis Caveum

 After the disastrous battle in the Medicae Facility the White Scars forces are forced to flee the Avis Caveum, their boarding action ultimately having been defeated.  As the remnants of the boarding parties fight their way to the Avis Caveum's launch bays Vigilator Vrael continues to stalk his foe J'zargo Khan, all the while the Strike Cruiser crumbles as it is being bombarded by the White Scars fleet.

To make this game a bit more interesting we made a custom scenario, used the space hulk tiles and used the Void War rules; specifically Exploding Terrain; Faster Run; Open to the Void and a slightly modified Passages of Death.  We also trialed a few new house rule for the Secession campaign that will be getting introduced shortly.

The Scenario:
The White Scars had to get from the entry points of the map and escape via one of the Drop Pods or the Storm Eagle.  Each Drop Pod could take up to 10 Marines whereas the Storm Eagle could hold up to 20 marines.  The White Scars also had a few objectives they could destroy to earn a few more points.
The game had no turn limit, we would continue to play until all the White Scars escaped or died.


Victory Conditions:
1VP per White Scar
2VP Legion Champion 
5VP J'zargo
2VP per objective destroyed (the red dots in the map above)

11+VP White Scars victory
6-10VP draw
5>VP Raven Guard Victory

Forces
Raven Guard [unbound]
Vigilator Vrael
10 Tactical marines
5 Terminators
10 Recon Marines
2x 5 Ship security detail (Astra Militarum veterans)
White Scars
Librarian J'zargo Khan
Legion Champion
10 Assault Marines
5 Veteran Tactical Marines

Deployment- The Raven Guard get word of the White Scars imminent arrival.

The White Scars launch their attack.  The badly injured J'zargo and his few remaining (now veteran) tactical marines in the left hand corridors.  The remnants of the White Scars reinforcements that had been sent to the Medicae Facility headed down the right side corridors.

The Recon marines and Terminators move out to deal with the interlopers, whilst the Tactical marines and Security detail try to get a clear line of fire through the twisting corridors of the ship. 

The Recon marines and the central Security Detail are quickly overwhelmed by the White Scars.  Although J'zargo's injuries seem to be affecting his psychic abilities, causing him to suffer a perils of the warp.

The Terminators once again shift their position, feeling woefully out maneuvered by their jump pack equipped enemy.   The combined fire of the Tactical squad, Terminators and Security Detail take a heavy toll on the Assault marines.

J'zargo collapses under the strain of his injuries and another perils of the Warp!  Meanwhile The Legion Champion breaks off from the Assault Squad and they both destroy the objectives in the rooms they occupy.

Vrael arrives behind the White Scars he has been stalking and begins pouring fire into the Veterans defending J'zargo.

The Tactical squad makes a risky leap between the two corridors to close on the Veterans, two of their number are lost to the void because of the maneuver.  Meanwhile the Terminators advance on the Assault Marines and the Security Detail leg it from the Legion Champion in the hope that they don't have to sell their lives dearly, or at all.

The White Scars Veterans leap across the corridors to get some distance from Vrael and the Tactical marines.  The Assault squad continues to run rings around the Terminators.  The Legion Champion heads to the Storm Eagle, blowing one of the 2 remaining Security Detail in half on the way past.

The Raven Guard forces combine their fire and annihilate the Veterans protecting the unconscious form of J'zargo.  Things are looking grim for the few remaining White Scars.  At this point the Raven Guard were expecting them to bail or possibly try destroy the last objective room.

In a display of true brotherhood the Assault marines leap in to drag J'zargo to safety!

Only to have the Terminators charge in and put them to the sword (and axe and chainfist)!

The Legion Champion stares down the Terminators before demonstrating why he earnt his title.

Leaping in, grabbing J'zargo and making a break for the Storm Eagle, can they make it?!?


Despite his Artificer Armour the Raven Guard's fire cuts the Legion Champion down.  Securing victory for the Raven Guard.  

The Raven Guard finally cleared the Avis Caveum of the White Scars boarding action, their victory was short lived as warning klaxons sounded.  The Raven Guard forces quickly evacuated the sinking Strike Cruiser.

   As the Raven Guard descended planet side Vrael gazed beyond the viewports of the Storm Eagle taking in the scale of the space battle between the two Legions.  He turned his gaze to his fellow warriors seated in the Storm Eagle, as they tended to their injuries and the machine spirits of their Astartes Battleplate and assorted weapons.  Vrael shifted his view until he took in the prone form of J'zargo arnchored to a bulk head.  The White Scars bonds of brotherhood were well known to run deep, but J'zargo's forces showed an almost fanatical devotion to their Librarian.  Perhaps there was more to this Librarian than there seemed?  What secrets might J'zargo yield?

Saturday, September 20, 2014

Round 5 Results

With round 5 done we will move onto the penultimate round of this years Secession Campaign.  This round saw some decent action with 2 big games played at WASMEx, quite a few smaller games and a continuation of the fight on the Avis Caveum!

Legio III; Emperor's Children; Jack (J4ck):
CP: 20
Games: 1
Warzone: Isstvan III

Legio V; White Scars; Chops (snowman):

CP: 57
Games: 3
Warzone: Deliverance Lost
Notes: Khorne

Legio VI; Space Wolves; Paul (Shadowolf):
CP: 3
Games: 0
Warzone: Unassigned
Notes: Secondary Legion

Legio VII; Imperial Fists; Liam Brothet Syth;
CP: 0
Games: 0
Warzone: Unassigned

Legio VIII; Night Lords; Stuart (Scotsman):
CP: 20
Games: 0
Warzone: Unassigned
Notes: Nurgle

Legio IX; Blood Angels; Callum (reevesc345):

Cp: 10
Games: 0
Warzone: Isstvan III
Notes: Unfavoured

Legio X; Iron Hands; Cameron (Ironknight):
CP: 57
Games:3
Warzone: Unassigned
Notes: Tzeentch

Legio X; Iron Hands; Duro (Frosthammer):
CP: 8
Games: N/A
Warzone: Unassigned
Notes: Tzeentch; withdrawn until further notice

Legio XII; World Eaters; Ted (Teddles22):
CP: 27
Games:1
Warzone: Isstvan III
Notes: Slaanesh

Legio XIII; Scions of Guilliman; Warren (Steelesamurai):
CP: 14
Games: 2
Warzones: Battle for Mars, Isstvan III
Notes: Warmaster

Legio XV; Thousand Sons; Chris (Sanguis):
CP: 85
Games:4
Warzone: Battle for Mars

Legio XVI; Luna Wolves; Cameron (daexcitedginganinja):
CP: 0
Games: 0
Warzone: Isstvan III

Legio XVIII; Salamanders; Keith (Tiges):
CP: 65
Games:2
Warzone: Unassigned
Notes: Paladin

Legio XIX: Raven Guard; Georg (lastakodo):
CP: 55 (battle report)
Games: 3
Warzone: Deliverance Lost
Notes: Campaign Organiser; Unfavoured

Legio XX: Alpha Legion; Ratt (Ratt):
CP: 52
Games: 3
Warzone: Battle for Mars
Notes: Paladin

Top 3 CP scores:
Chris 85
Keith 65
Chops 57
Cameron 57

Top # of games played:
Chris (4)
Chops (3)
Georg (3)
Ratt (3)
Cameron (3)

Thursday, September 18, 2014

Counter Thrust results (WASMEx)

On Sunday the 14th of September we played our second Legendary game for the Secession.  We played Legendary Battle III "Counter Thrust" found in Horus Heresy Book I "Betrayal" on page 161, with the alterations found here.


The Imperialist forces gathered in the centre of the battlefield ready to break out through the Secessionist lines under the cover of night and dust storms.



The Secessionists hem in and get ready to annihilate the Imperialists.



The White Scars outriders melt the Leman Russes to molten sludge.


The Raven Guard and Deadpool (Vindicare) sneak behind the enemy lines to cause some mayhem

The Thousand Sons are ambushed by assassins whilst the Imperialists surge forwards.

Castrman Orth Backs up before his Fellblade is destroyed, smashing to the bastion to pieces and killing most of the Raven Guard Support Squad in the process.

The Secessionists lay down a phenomenal amount of firepower to try and hold back the Imperialists.

Fulgrim begins his slaughter of the Imperialist Scions by cutting down Apothicarion Laeradis.

 The Raven Guard Seekers take control of the mighty Quake cannon and bombard the Secessionist lines.


The Imperial Army Lightning comes in to lay waste to the Hawkshroud Knight, but failing to take down the mighty warengine.
 
Although the Thousand Sons, Iron Hands and Imperial Army have taken a savage beating at the hands of the Imperialists.  They are reinforced by a squad of Thousand Sons terminators.

The Secessionists on the other side of the river having a better time of it advance on the Imperialists.


The Imperialists failed in their push to break through the Secessionist lines, their assault stalled from the deadly hail of firepower laid down by their foes.




Victory to the Secessionists! 
With a victory point tally of a mighty 48/35 the counter thrust was crushed as would eventually be all the Imperialists on Isstvan III.



Imperialists
Raven Guard
Centurion (warlord)
Viglator Vrael
5 Terminators
15 assault marines
15 tactical marines
6 tactical support (flamers)
5 heavy support (missile launchers)
6 seekers
10 recon marines
apothacary
contemptor
3 tarantulas (2 twin lascannon, 1 twin heavy bolter)
White Scars
Legion Champion
Libarian
2x 15 Tactical Marines
15 Assault Marines
6 Outriders
2 Attack bikes (Multi-Meltas)
5 Heavy Support Marines (Autocannons)
Vindicare Assassin
Eversor Assasin
Calldius Assasin
MechanicumArchmagos Myrmidax Nikolias Tesla
Archmagos Ordinartus Raspin Torge
4 Thallax (heavy chainblades)
4 Thallax
7 Thallax (Multi-melta)
5x Castellax (Paragons of metal)
Krios Battle tank
Krios Venator
Knight Paladin
Scions of Guilliman
Librarian - Brother Braellen
Master of Signals - Lt Pasanius Lysane
5 Legion Terminator Squad - Squad Invictus
Apothecarion Detachment - Brother Laeradis / Brother Anteros
Legion Dreadnought - Brother Gabril
Rapier Laser Destroyer
10 Legion Tactical Squad - Squad Sinon
10 Legion Assault Squad - Sqoad Trajan
5 Legion Tactical Support Squad (meltaguns)
3 Legion Jet Bikes - Squad Scorpio
Predator Squadron "Calth's Wrath" - Vengence of Calth and Rage of Antonius
Legion Sicaran Tank - Glory of Tassadar
House Hawkshroud Knight - Piloted by Lord Varthion

Secessionists
Emperor's Children
Fulgrim
Praetor
Moritat
Legion Champion
3x5 terminators
10 veterans
Thousand Sons
Praetor
Primus Medicae
3x Contemptor Mortis
2x Apothecaries
10x Terminators
2x 20x Tactical Marines
2x 20x Assault Marines
1x Tarantula (Heavy Bolter)
Iron Hands
Iron Lord Heifestos Cratus (praetor)
Seeker Grishol (librarian)
3x 10 Veterans
3x apothecaries
2x Sicarians (the Bloodied Fist, Shield of Contempt)
fellblade (Wrath of the Gorgon) driven by Spearhead centurion Castrmen Orth
Alpha Legion
Librarian
5 Lernaean Terminators
10 Tactical Marines
Imperial Army
Tank Commander in Leman Russ Punisher
Leman Russ Vanquisher, Leman Russ Executioner
Primaris Psyker
5 Scions, Taurox Prime
10 Veterans
Platoon Command Squad
3 x Infantry Squads
2 x Heavy Weapon Squads
Lightning
Storm Lord

Sunday, September 14, 2014

Avis Caveum: Battle in the Medicae Facility

After the last battle in the Depths of the Avis Caveum J'zargo Khan lead the bloodied remnants of his White Scars in an attempt to rendezvous with other forces of the White Scars boarding party.  Managing to find a medbay J'zargo is caught unawares by various Raven Guard elements drawn together by Vigilator Vrael.  Will the White Scars be able to hold out against the Raven Guard attack in time for their reinforcements to arrive?  Find out in this exciting episode!

We used the Cities of Death rules and the Void War rules.  From the Void War rules we used the Exploding Cover (cover saves of '1' cause an extra D3 auto wounds),  Faster Run (may run 2d6" but if either dice is a '1' every model must take an armour save) and Airless Void (-1Sv to anymodel not wearing a helmet) optional rules.

 The armies were roughly:
Raven Guard (unbound):
Centurion [powerfist, plasma pistol, artificer armour]
Consul-Vigilator Vrael [power sword, artificer armour]
Apothacary
6 Tactical Support [flamers, sarge w/lighting claw]
5 Terminators [assorted weapons]
6 Seekers
5 Heavy Support [missile launchers]
Contemptor Dreadnought [heavy flamer, twin heavy bolter]
3 Techpriests [2 heavy bolter servitors each, 2 with rad grenades]
3 Terantula Sentry guns [heavy bolter, 2x lascannon]
Stratagems
Infiltrators
AmunitionStore

White Scars:
Consul-Librarian J'zargo [thunder hammer, artificer armour, biomancy]
Legion Champion [jump pack, power sword, artificer armour]
15 Tactical Marines
15 Tactical Marines
15 Assault Marines [sarge w/power sword and combat shield]
5 Outriders [sarge w/ power axe]
Attack bike [multi melta]
Callidus Assassin
Stratagems 
Medicae Facility
 Booby Traps
(there was 1 more but I forget what it was)

The mission required the White Scars to hold the western wing of the central buillding, if at the end of any White Scars turn there were no White Scars in the building and it was occupied by Raven Guard then the Raven Guard would win, otherwise victory for the Scars.

Deployment

The Raven Guard Close in on J'zargo and the Tactical squad holed up in the Medicae Facility.

The Callidus makes a run for the Centurion, and is slain for her troubles!

J'zargo's counter attack smashes into Vrael taking him out of the fight!


The Raven Guard Clear the last of the White Scars out of the Medicae Facility.


Whilst the White Scars reinforcements close in.

But it proves to be too little too late!

On the very brink of reaching the Medicae Facility the order is given for the White Scars to fall back.

Victory to the Raven Guard!

Next time on the Avis Caveum:  Although initially successful the White Scars boarding assault has been thrown into disarray.  The few survivors now must make their way back off the ship, using the Raven Guard's own vehicles!

Next time on The Ultramar Secession:  The results of the Counter Thrust Legendary Battle which we fought at Wasmex last weekend.

Sunday, September 7, 2014

Counter Thrust 14th September (WASMEx)



Sunday the 14th of September is the second Legendary game for the Secession!  We will be playing "Counter Thrust" found in Horus Heresy Book I "Betrayal" on page 161, with some alterations.

Please note that only the following Legions (all of which are Secessionists) are actually present on Isstvan III: Scions of Guilliman, Blood Angels, World Eaters, Emperor's Children, Luna Wolves.  Given that we want everyone involved and a truly massive game we are obviously going to have all the Legions we can present.  As such players must decide if they represent a Imperialist or Secessionist part of one of the Legions present.  This choice has nothing to do with which side your Legion is actually on, unless you are fielding a Primarch in which case you must be on the Secessionist side.

On to the Scenario


Armies
 Players may choose to use an Unbound army or use any of the Age of Darkness Force Organisation Charts.  If a player wishes to use a Rite of War they must use the Age of Darkness Force Org. Chart.

  All players have 2,500 points to spend on their armies.  All normal buying criteria apply with the following exceptions:
-No fortifications may be taken
-Any player that cannot spend 2,500 points may give their left over points to any other player on the same side.

  Imperialist players have the following exceptions:
-No Primarchs may be taken
-No Titans larger than a Knight Titan may be taken. -Any player that cannot spend 2,500 points may give their left over points to any other player on the same side.

Battlefeild
The game will be played on a 12'x4' table (or a 6'x4' if we have too few players).

Deployment
  Warlords: Before deployment each player picks a single warlord from any eligible model in their army or armies and rolls their warlord traits.
   Secessionist players deploy first.  Deploying their armies entirely in either or both of the Secessionist Deployment Zones.  Infiltrators and Scouts may be used as normal.  Outflank has no effect in this scenario.
  Imperialist players deploy in the Imperialist Deployment Zone.  Scouts and Infiltrators may not be deployed into the Breakthrough Zones.  Outflank has no effect in this scenario.
  Reserves from either side may come on from any board edge touching their deployment zone.  

First Turn and Game Length
Imperialists get first turn unless the Secessionists can seize the Initiative.  The game lasts for 7 turns, or once time is called.

Victory Conditions
  Primary
Each enemy unit that is completely destroyed, falling back at the end of the game or off the table is worth 1VP, Super Heavies are worth 1VP per 3 Hull Points lost.
Imperialists  earn 1VP for each unit of at least one model in a Break Through Zone at the end of the game.  Superheavies are worth 1VP per 3 Hull Points remaining.  Immobilised vehicles gain no VP.
Secessionists earn 1VP for each Imperialist unit that has at least 1 model in No-man's land or the Imperialist Deployment Zone at the end of the game.
  Secondary
  Slay The Warlord:  each warlord gives up 1VP.
  First Blood:  When a unit is destroyed the destroying player will gain First Blood and the player who's unit was destroyed can no longer gain first blood.  This will mean tere is a number of VP for first blood equal to 1/2 the number of players.
Mission Special rules
Ash and Darkness: Before Deployment roll a d6:
1-2: the game is played normally
3-5: Night Fighting rules apply for the whole game
6: Night Fighting is in effect for the whole game, and any target that is more than 24" away may only be attacked with snap shots.

Reserves: either side may come on from any board edge touching their deployment zone. 


Campaign Special Rules
CP will be tracked differently for this scenario.

Playing the game: 6CP
Being on the winning side: 3CP
Killing a Primarch: 1CP
Killing a Super Heavy: 1CP
Memorable Moments: bonus CP   

Round 4 Results

Bit of a slow round this time round, so only a few games got played.  On the upside we will be having the next Legendary battle at Wasmex on the 14th so that should liven up the blog a bit, and hopefully Snowman and I will get back into the Avis Caveum to see what becomes of that.

Legio III; Emperor's Children; Jack (J4ck):
CP:10
Games: 0
Warzone: Isstvan III

Legio V; White Scars; Chops (snowman):

CP: 45
Games: 0
Warzone: Deliverance Lost
Notes: Khorne

Legio VI; Space Wolves; Paul (Shadowolf):
CP: 3
Games: 0
Warzone: Unassigned
Notes: Secondary Legion

Legio VII; Imperial Fists; Liam Brothet Syth;
CP: 0
Games: 0
Warzone: Unassigned

Legio VIII; Night Lords; Stuart (Scotsman):
CP: 20
Games: 0
Warzone: Unassigned
Notes: Nurgle

Legio IX; Blood Angels; Callum (reevesc345):

Cp: 10
Games: 0
Warzone: Isstvan III
Notes: Unfavoured

Legio X; Iron Hands; Cameron (Ironknight):
CP: 40
Games: 0
Warzone: Unassigned
Notes: Tzeentch

Legio X; Iron Hands; Duro (Frosthammer):
CP: 8
Games: N/A
Warzone: Unassigned
Notes: Tzeentch; withdrawn until further notice

Legio XII; World Eaters; Ted (Teddles22):
CP: 23
Games: 1
Warzone: Isstvan III
Notes: Slaanesh

Legio XIII; Scions of Guilliman; Warren (Steelesamurai):
CP: 22
Games: 0
Warzones: Battle for Mars, Isstvan III
Notes: Warmaster

Legio XV; Thousand Sons; Chris (Sanguis):
CP: 61
Games: 6
Warzone: Battle for Mars

Legio XVI; Luna Wolves; Cameron (daexcitedginganinja):
CP:0
Games: 0
Warzone: Isstvan III

Legio XVIII; Salamanders; Keith (Tiges):
CP: 61
Games: 4
Warzone: Unassigned
Notes: Paladin

Legio XIX: Raven Guard; Georg (lastakodo):
CP: 39
Games: 1
Warzone: Deliverance Lost
Notes: Campaign Organiser; Unfavoured

Legio XX: Alpha Legion; Ratt (Ratt):
CP: 35
Games: 0
Warzone: Battle for Mars
Notes: Paladin

Top 3 CP scores:
Chris 61
Keith 61
Chops 45

Top 3 # of games played:
Chris 6
Keith 4
Ted 1
Georg 1