Saturday, January 3, 2015

Dissent in the ranks. Heresy era Imperial Fists civil war

This is the first of a sequence of battles involving the in-battles of the Imperial Fists Legion. It puts the forces of Sigismund against the forces of Alexis Polux. Essentially for this alternative campaign, my forces have been stubbornly Imperialist, whereas Polux wants to join the Secessionists. Sigismund being the exemplar of rational thought, will suffer no contest or schism in the ranks and plans to hunt down Alexis Polux and the Imperial Fists that have joined his cause.

A rather interesting take, and a sort of civil war to essentially purge the ranks and reinstate the mission and philosophies of the legion. Should be interesting!

So here is game 1 of the mini campaign. I take Sigismund's forces and my friend will take Polux's forces for the duration of this campaign.

Here are the forces I took for this game.

Imperialist Astartes of VII Legion - Sigismund's Command (1000pts)



Sigismund                                        //230pts

Legion Tactical Squad (I)                //165pts                             Powerfist                                                                            

--> Rhino                                          //45pts                                   
--> Extra Armour                                                            
                                                                                                                                              

Legion Tactical Squad (II)                //160pts                           
Powersword                                                                      
--> Rhino                                            //45pts                                 
--> Extra Armour                                                            
                                                                                                                                              
 Legion Heavy Support Squad            //155pts                        
4 Missile Launchers                                                        

Land Raider Proteus                            //200pts              
                                                            
Secessionist Imperial Fist forces (1000pts)
Legion Praetor
Digilasers
Solarite Power Gauntlet

Contemptor Dreadnought 
Multimelta, Dreadnought Close combat weapon

Contemptor Dreadnought
2 Chainfists, 2 meltaguns, Chassis Havoc Launcher

Legion Veteran Squad (I)
(sniper special rule)

Legion Veteran Squad (II)
Heavy Bolter, Meltagun

Game
Sigismund, enraged at the thought of a schism in the ranks, sought out the ring leaders of Alexis Polux. Having tracked one such leader down he vowed to provide the Emperor's Justice to him personally.

This game was a Purge the Xenos in the 7th Edition 40k rulebook. Sigismund was also gunning for blood and as per his special rules, would gain additional Victory points if he personally removed the enemy Warlord in a challenge.


 
Deployment of the Secessionist Imperial Fist's. Contemptors anchoring the line, while the Veteran Tacticals rank up to engage the foe.
The Rhino's hold the Tactical Squads, Sigismund is in the Land Raider Proteus "Dauntless" and the Devastators are in the ruins to the left.
 The battle is set!


 Secessionist Turn 1

The Scions of Polux moved forward ready to teach Sigismund and the Imperialists their folly. Shooting at this stage was ineffective.

 Imperialist Turn 1

The Land Raider Proteus "Dauntless" lines up the left contemptor in its sights and lets rip removing 2 hull points and Immobilising it. The Devastators, with the still target in their sights glanced the injured contemptor and it falls down in a heap of burning wreckage. The Rhino's with the Tactical squads drive to the left of the field with their cargo intact.


Secessionist Turn 2

The scions of Polux move up, unfazed by the destruction wrought on them. They take some pot shots at the Devastators but are still out of range for the most part.


 Imperialist Turn 2
The Land Raider "Dauntless" lines up the other contemptor with intentions of doing the same, but the ruins obstruct its view and does no damage to the contemptor. The Devastators seeing this, decide to rain Krak missiles on the Veteran Squad II and manage to slay 3 marines. The Rhino's continue their out flanking manoeuvrings down the left flank.

Secessionist Turn 3

Having moved up in range, the Veteran Marines open up on the Devastators and cause 3 casualties. The rest of the forces continue to move closer, with the contemptor continuing its flanking down the right of the field.

Imperialist Turn 3

The Rhino's move closer to the veteran marines completing their circuit. The Land Raider "Dauntless" and Devastators continue to fire on Veteran Tactical Squad II, leaving only 4 marines left to protect their Warlord.

Secessionist Turn 4
Having seeing a tasty target in the form of a Rhino with a Tactical squad inside, veteran squad II with the Praetor in tow shamble towards it and promptly fail the charge distance. Veteran squad I follow behind to lend some cover fire. 

Imperialist Turn 4

Sigismund orders boots to the ground and all the Tactical marines from squads I and II disembark and unleash hell on the closest enemy squad with the Warlord in it. At the end of that withering of fire, still the Vet Sgt and Warlord survive. Sigismund finally decides that now he is needed to sway the odds, and leaves the mighty protection of the Land Raider "Dauntless" and falls into Tactical squad I. The Land Raider "Dauntless" takes some shot at the blue veteran tactical squad but to no effect.


The results at the end of that salvo. Could have been better, and certainly could have been worse.

 Secessionist Turn 5

This is where the blood gets shed. Veteran tactical squad II with the Warlord decide to advance and properly engage my tactical squad II in front of them. The second squad move up to unleash a lot of sniping rapid fire bolters into my Tactical squad I. The resulting fire results in 70% casualties. Fortunately however, they do not break and Sigismund is filled with faith and vengeance. 

In the resulting assault phase, the Warlord, perhaps due to his conscience, only succeeds in filling 2
Imperialist marines out of his 7 attacks with the Solarite Power Glove. The sgts face off against each other, however the Tactical Sgt with the power sword delivers the telling blow before the enemy Vet Sgt can strike. No clear winner meant that the combat was sure to continue next turn.

 
Imperialist Turn 5

The tactical marines pile in around the Warlord with combat knives at the ready, which unfortunately blocked Sigismund's view of his target. Knowing he must have blood he ordered his tactical squad up to assault the veteran sniper squad. The Rhino's move into the enemies deployment area ready to break their lines.

This is the result of the overwatch fire into Sigismund's assault. Due to Warlord traits he gets to reroll 1's, and after rolling six 1's for overwatch, rerolls them again to get the exact same number of 1's. Yeah, it was that impressive.

Sigismund crashes into the unit, issuing a challenge to any that would be brave enough to accept. The vet sgt got shoved forward and then hacked apart along with 4 others by the Black Sword. The veterans kill the remaining tactical marines but decide to leg it in the face of Sigismund. Sigismund cuts them down where they stand and consolidates towards his target.
The second assault doesn't go too well for the Imperialists, they manage to do another wound to the Warlord, bringing him down to 1 wound, but he does significant damage back to the unit and they leg it away and manage to outpace the Warlord.
 
Secessionist Turn 6
Being face to face with Sigismund on 1 wound is not the bets of places to be. Trying to put as much distance and obstacles between him and a vengeful Sigismund, the enemy Warlord crashes through the building assaulting through the other side and striking the Imperialist Rhino on the other side. He immobilizes it but it survives. The contemptor fires at the fleeing Tactical Squad II and kills 2, leaving only the Vet Sgt left.

  Imperialist Turn 6
Sigismund stalks his pray and launches after him.
 

Tactical Sgt fails to rally and falls back to Imperialist lines. Sigismund gets ready to assault his target, and everything lines up to help take out the enemy Warlord. Ultimately Sigismund is cheated from his prize by the combi-bolter on Rhino I, who delivers the telling blow to the Warlord. 



Although Sigismund wasn't able to kill the enemy Warlord in honourable close combat, the end result was;



Imperialist: 9 vp's

Secessionist: 3 vp's



A very fun game to be had, and nice to crack out my Imperial Fists for a game set in this era. Our next game is going to up the ante with 1500pts a side. Will Sigismund get his challenge?

Thanks for looking!

Cheers!









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

Wednesday, October 1, 2014

Badass Bolters


Badass Bolters
Anyone who has played in our larger games will probably have noticed that we tend to bring alot of bolter armed Legionnaires to the table.  We also tend to have alot of survivors, generally armed with bolters.  This seems rather unfitting from the fluff point of view that the bolter is one of the most potent standard weapons in the setting and that they seem so damned effective in the stories, but not on the tabletop.  So the Badass Bolters house rule is in effect.
Game Effect
Any "Bolter" type weapon; including but not limited to: bolters, bolt pistols, comb-bolters (only the bolter portion), heavy bolters, maxim bolters, mauler bolt cannons, vulkan mega bolters, and anyother "bolt" type weapon* gain the following rule:
Mass Reactive Shells
This weapon may change its AP to AP-.  If it does so the enemy model recieves a -1 to its Sv.

eg. a marine squad fires its bolters at a recon squad in recon armour (Sv4+).  They may either use their AP5 or change to AP- to give the Recon Marines a -1Sv bringing them to Sv5+.  Since the bolter is now Ap- the recon Marines roll their Sv vs 5+.

*Any bolt weapon using alternate ammunition rules do not gain the Mass Reactive Shells rule

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.