Showing posts with label Isstvan III. Show all posts
Showing posts with label Isstvan III. Show all posts

Thursday, January 8, 2015

The Death of Gods and Angels

Raven Guard Veterans face off against Thousand Sons and Iron Hands

The blog returns!
Many pardons for the silence over the past few months.  The Secession has once again clawed its way towards the top of my to do list and as such will be seeing more regular updates! 

Since the game was a while ago I will just be popping up some pics and giving a general overview of the changes to the scenario we used and a very simple overview of the battles.

World Eaters Cataphractii launch an attack against the Salamanders


This game used a different set up to our usual multiplayer games.  We had 3 2v2 games (technically 2 2v2 and 1 3v2 games) all playing simultaneously.  When one game ended a player could bring a 500pt army to any game still in progress and continue to smash face on that table.

The Scenario required that both sides kill as much as possible whilst the Imperialists tried their damnedest to survive.

White Scars and Scions of Guilliman preparing to strike against The Iron Hands and Iron Warriors

The 3 tables we had saw Raven Guard and Alpha Legion (with their Imperial Army allies) facing down the Thousand Sons and Iron Hands; Iron Warriors and Iron Hands attacking White Scars and Scions of Guilliman; and World Eaters, Emperor's Children and Imperial Fists taking on Salamanders and Night Lords. 

Night Lords square off against Imperial Fists and Emperor's Children.

The Rest of the pics are just from the Raven Guard, Alpha Legion and the Halean First (Imperial Army) facing off against the Iron Warriors and Thousand Sons.

Early moves

The Imperialists took an absolute beating on all the tables except the Salamanders and Night Lords who butchered the Secessionists that came to wipe them out.

A target rich environment!

All 3 games ended in very quick succession with the Raven Guard, Alpha Legion vs Thousand Sons and Iron Hands lasting longest (because the Imperialists had 1 model left on the table!).

Secessionist air support causes havoc

The Imperialists quickly sent all the reserves that they could to the single on going front.  The Secessionists on the other hand wearied from their distasteful work and sent only limited reinforcements.  
Although the Raven Guard, Alpha Legion and Helaen First reaped a bloody toll, smashing aside almost all the forces and reserves that they faced, the Imperialists willingness to stay in the fight bringing them ultimate victory!

That brings the Betrayal era to a close.  In the coming weeks expect a wrap up of the Betrayal era, the set up for the Massacre era, and the rules changes that we will be using for the Masscre era.

Thursday, October 16, 2014

Armies used in the Death of Gods and Angels (part 1)

Life has had a nasty habit of getting in the way the last few days so I haven't had a chance to put up pics from our final Legendary Battle for the era.  Worry not because they will be up soon!

In the mean time here are some pics of the various armies involved on the day. I will give a rough listing of what is in each army to the best of my knowledge (I will update this if anyone chooses to point out just how wrong I am :) )

First up my Raven Guard
Vigilator Vrael
Moritat Salvador
Centurion
15 man Tactical Squad
5 man Meltagun Support Squad
6 man Flamer Support Squad
15 man Assault Squad
10 man Recon Squad
10 man Veteran Squad
Apothacary
5 man Tartaros Squad
Contemptor Dreadnought
Dreadnought Drop Pod
Deathstorm Drop Pod
Darkwing Storm Raven

Tiges' Salamanders
Cataphractii Praetor
3 man Cataphractii Command Squad
Cataphractii Primus Medicae
Praetor
2x 10 man Tactical Squad
8 man Volkite Charger Support Squad with Rhino
10 man Recon Squad with Rhino
Legion Dreadnought Talon with 3 Dreadnoughts
Rapier Laser Destroyer
Land Raider Proteus
Legion Glaive
Astropath*
*there will be more info about this later

Lord Pants' Imperial Fists
Praetor Lordenae
Librarian Borrs
2x 10 man Veteran Squads
5 man Plasma Cannon Heavy Support Squad
Legion Dreadnought

Snowman's White Scars

Librarian J'Zargo
Chaplain
20 Outriders (I'm not sure what the break up was)
2x 15 man Tactical Squads
15 man Assault Squad
5 man Autocannon Heavy Support squad
Deadpool (Vindicare Assassin)
2 Attack Bikes (not shown here as they have been handed over to Khorne's Soul Forges)

Iron Knight's Iron Hands
Praetor
Casterman Orth
Librarian
3x10 Veteran Squads
3 Apothacaries
2x Sicarian Battle Tanks
Legion Fellblade

Steelesamurai's Scions of Guilliman


Praetor
3 man Command Squad
Librarian
Master of Signal
10 man Tactical Squad with Rhion
5 man Meltagun Support Squad
10 man Veteran Squad with Rhino
5 man Cataphractii Squad
Legion Dreadnought
Rapier Laser Destroyer
3 man Sky Hunter Squad.
Predator Battle Tank
Sicarian Battle Tank

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 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   

Sunday, August 10, 2014

Cometh the Red Angel pics and results

The first Isstvan III Legendary battle has come and gone in a glorious day of bloodshed and violence.   Thanks to Qrabat Photography and Design we have a ton of pictures, I'll be putting a bunch up now but I will probably add a new post later on with more of the pics.

The Imperialists set up their defences, hoping to take a mighty toll with their last stand
The Secessionists arrive in style, wiith Rusty the Reaver Titan towering over everything.
It is a bad day to be a Blood Angels dreadnought, with 3 dying in the Secessions first turn.
Fulgrim's photo op.  He must have been there to do some sight seeing as he never succeeded a single charge, despite never needing more than a 6.
 The Raven Guard contemptor dreadnought leads a Leman Russ squadron against Rusty.
Surrounded and badly outclassed by the sheer number of super heavies the Secessionists brought, things look grim for the Imperialists.
Scions of Guilliman get stuck into the Salamanders.
Raven Guard lurk in the ruins hoping to bloody the nose of the Emperor's Children and the Dark Mechanicum's forces.
 Blood Angels move on looking to take the Aquilia Stongpoint
The Knight gets ready to make a mess
The White Scars and Salamanders find themselves between the World Eaters and Scions of Guilliman.
The Salamanders Glaive proves once again why it is to be feared.
The Raven Guard assault Rusty in a desperate attempt to kill it.  After several rounds of combat Rusty is severly damaged.
The warlords commanding their forces.
Stalled by the entrenched troops the Blood Angels never the less take the Strongpoint.
Just to watch the Salamanders destroy the main gun before it can be turned on the Imperialists
Just as a cheer goes up from the Imperialists the Glaive is put down by the Dark Mechanicum's Lightning.
The centre and right side have fallen!
In one of the most entertaining parts of the battle Cassian Dracos faced down two Scions of Guilliman dreadnoughts.  After being immobilised quickly Cassian then immobilised a charging scion dreadnought.  The three spent the entire battle in a almost stationary firefight.


All in all it was a crushing victory for the Secessionists.  Better than that it was one heck of a fun game!  Hopefully we can get just as good a bash for the next Legendary Battle.