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

Monday, August 25, 2014

Round 3 results

At the end of each round I'll be putting up the results from that round so people can see where we are at, who is doing the best, etc.

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

Legio V; White Scars; Chops (snowman):
CP: 45
Games: 4
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 (fluff)
Games: 2
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: 19
Games: 0
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: 47
Games: 2
Warzone: Battle for Mars

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

Legio XVIII; Salamanders; Keith (Tiges):
CP: 49
Games: 2
Warzone: Unassigned
Notes: Paladin

Legio XIX: Raven Guard; Georg (lastakodo):
CP: 35 (battle report)
Games: 1
Warzone: Deliverance Lost
Notes: Campaign Organiser; Unfavoured

Legio XX: Alpha Legion; Ratt (Ratt):
CP: 35
Games: 2
Warzone: Battle for Mars
Notes: Paladin

Top 3 CP scores:
Keith 49
Chris 47
Chops 45

Top 3 # of games played:
Chops 4
Chris 2
Keith 2
Cameron 2
Ratt 2

Thursday, August 14, 2014

The Depths of the Avis Caveum

Following the beating the Raven Guard got in the Battle for the Avis Caveum the White Scars boarding party has made it deeper into the bowels of the Avis Caveum.  Whilst seeking critical systems to destroy the White Scars are again brought to battle.  This time each force was trying to secure their position whilst pushing taking the enemies position.

Once again we used the Cities of Death rules and tried the Void War rules.  From the Void War rules we used the Exploding Cover (cover saves of '1' cause an extra D3 auto wounds) and Faster Run (may run 2d6" but if either dice is a '1' every model must take an armour save) optional rules.  As well as the default all terrain is dangerous, and every attack has rending (actual rending becomes 5+).

The armies were roughly:
Raven Guard:
Consul-Vigilator Vrael [power sword, artificer armour]
10 Tactical Marines [extra CC weapons, vexilia, combi-flamer]
Apothacary
6 Tactica Support [flamers, sarge w/lighting claw]
10 Assault Marines [2 power axes, sarge w/ artificer armour and twin raven's talons]
Contemptor Dreadnought [heavy flamer, twin heavy bolter]
Terantula Sentry gun [heavy bolter]
Stratagems
Infiltrators
Power Generator 


White Scars:
Consul-Librarian J'zargo [thunder hammer, artificer armour, biomancy]
15 Tactical Marines
15 Tactical Marines
15 Assault Marines [sarge w/power sword and combat shield]
5 Heavy Support [autocannons]
Stratagems 
Ammunition Store
Demolition


The mission required us to each select a building that we had to hold and that our enemy had to take from us.  Being the infiltrating jerks that they are, the Raven Guard picked a building off to the side to defend and then planned to sneak into it whilst the White Scars weren't looking.


Deployment


Raven Guard move up.


The Whites Scars hit hard and fast almost destroying the Raven Guard in turn 1!


The Raven Guard counter attack crippling the Scars' assault Squad but are almost finished of in the attempt.  There are only 8 Raven Guard models left on the table, with ~38 White Scars left.  Needless to say my morale was waning.


Although the Autocannon support squad stunned the dreadnought the tables were turning!  The Raven Guard flamer support sergeant and power axe wielding assault marine finished off the White Scars' assault marines and the assault marine sargeant laid J'zargo low.


Turn 3 was a turn of amazing devastation!  The Raven Guard kicked things off by sending the assault squad into the White Scars Building to take on the Tactical squad parked there.  Meanwhile Vrael, the apothacary, flamer squad sergeant and tactical squad sergeant all shot, exploded and set fire to most of the 15 strong tactical squad camped on the Raven Guard building and then charged the few survivors.  Killing the last of them in the Whites Scars turn 3.
Not to be outdone the White Scars then detonated the demolitions they had hidden in their building,  if only they weren't busy fighting the assault marine sergeant in the building at the time...  Rather surprisingly no one was hurt in the blast. 


Proving himself an utter badass the flamer sergeant charged the surviving tactical marines.  With the help of the assault sergeant, who was in turn taken down, killed them all bar the tactical squad sergeant.
 The end game was largely watching the tactical sergeant dueling the flamer support squad sergeant.  The few Raven Guard secured their building and took pot shots at the autocannon support squad, who in turn pasted the Contemptor.


After a surprising few rounds the duel ends, with a double kill!


The surviving White Scars: 4 Autocannon heavy support legionnaires.


The surviving Raven Guard: a wounded Vigilator Vrael and the apothacary, standing in the building they swore to defend.


Final Result: Victory for the Raven Guard.

Next time in the Avis Caveum: can the severley depleted White Scars boarding force reach a critical location and escape the crippled ship before they get wiped out?  

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.

Saturday, August 9, 2014

Round 2 Results

At the end of each round I'll be putting up the results from that round so people can see where we are at, who is doing the best, etc.

Legio III; Emperor's Children; J4ck:
CP: 10
Games:1
Warzone: Isstvan III

Legio V; White Scars; Snowman:

CP:42
Games:4
Warzone: Deliverance Lost
Notes: Khorne

Legio VI; Space Wolves; Shadowolf:

CP: 3
Games:0
Warzone: Unassigned
Notes: Secondary Legion

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

Legio VIII; Night Lords; Scotsman:

CP: 20
Games:0
Warzone: Unassigned
Notes: Nurgle

Legio IX; Blood Angels; Reevesc345:

Cp: 10
Games:1
Warzone: Isstvan III
Notes: Unfavoured

Legio X; Iron Hands; Ironknight:
CP: 33
Games: 2
Warzone: Unassigned
Notes: Tzeentch

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

Legio XII; World Eaters; Teddles22:
CP: 19
Games:1
Warzone: Isstvan III
Notes: Slaanesh

Legio XIII; Scions of Guilliman; Steelesamurai:
CP: 22
Games: 1
Warzones: Battle for Mars, Isstvan III
Notes: Warmaster

Legio XV; Thousand Sons; Sanguis:

CP: 36
Games: 4
Warzone: Battle for Mars

Legio XVI; Luna Wolves; Daexcitedginganinja:
CP:0
Games: 0
Warzone: Isstvan III

Legio XVIII; Salamanders; Tiges:
CP: 41
Games: 3
Warzone: Unassigned
Notes: Paladin

Legio XIX: Raven Guard; Lastakodo:
CP: 29 (battle report)
Games: 2
Warzone: Deliverance Lost
Notes: Campaign Organiser; Unfavoured

Legio XX: Alpha Legion; Ratt:
CP: 29
Games: 2
Warzone: Battle for Mars
Notes: Paladin

Top CP:
1st: White Scars 42CP
2nd: Salamanders 41CP
3rd: Thousand Sons 36CP

Most Games:
1st: White Scars 4
2nd: Thousand Sons 4
3rd: Salamanders 3

Battle on the Avis Caveam

The first proper battle of the Deliverance Lost warzone saw the White Scars and Raven Guard fighting in the bowels of a Strike Cruiser in the early fleet battles that occurred before the planetary invasion proper.  To simulate the tighter confines of shipboard combat we used the Cities of Death Rules.

The armies were roughly:
Raven Guard
Consul-Vigilator Vrael [power sword, artificer armour]
10 Tactical Marines [extra CC weapons]
6 Tactica Support [flamers, sarge w/lighting claw]
10 Assault Marines [2 power axes, sarge w/ artificer armour and twin lightning claws]
5 Terminators [assorted weapons]
2 Terantula Sentry guns [lascannon, heavy bolter]

White Scars
Consul-Librarian J'zargo[thunder hammer, artificer armour, biomancy]
15 Tactical Marines
15 Tactical Marines
15 Assault Marines [sarge w/power sword and combat shield]
5 Heavy Support [autocannons]

The scenario meant we had to "plant our flags" in as many buildings as possible, player with the most flags planted wins.  A red token is a White Scars flag, blue tokens are Raven Guard flags.

Strategems:
Ammo Cache: in the building held by the Heavy Support Squad
Booby Traps: we both took these
Sewer Rats: 5x 25mm bases were used to mark the sewers the Raven Guard tactical squad and support squad could deploy from.

Deployment 

Raven Guard assault marines take fire whilst both armies move out.  Raven Guard Securing the right of the table and White Scars taking the left.

The Raven Guard Terminators and Vigilator Vrael are charged by the White Scars assault squad and Librarian J'zargo.

The Terminators are killed down to one survivor "The Bear" (unique heraldry coming soon) and Vrael and J'zargo are locked in a challenge.

Suddenly Raven Guard burst forth from the sewers!  Will this make up for the slaughter of the Terminators?

J'zargo casts Iron Arm and gets a Warp Surge! He is now S7 and T7 with Fleshbane, Armourbane, Smash and a 3+ invulnerable save.  Even with all this he only just kills Vrael.  "The Bear" survives the attacks of the entire assualt squad only to have his nerve break when Vrael falls.

Things are looking better for the Raven Guard at the top of the table, with the White Scars fire base in serious trouble.
J'zargo mops up the last of the assualt squad as the White Scars assault squad starts taking the buildings on the left.

The battlefield mid-game.

Having secured the right flank the Raven Guard start planting their flags when suddenly:

The last of the Raven Guard face the White Scars.  It does not end well for the sons of the Raven.


Victory for the White Scars!

Next time Round 2 results, then pics from the Red Angel Commeth.