The Ultramar Secession is the tale of Warmaster Guilliman and his attempts to hold true to the Emperor's vision. To do so he must stand against the might of the Dark Imperium and their God Emperor.
Saturday, May 9, 2015
Rules of the 1st Eradication Era part 2
Detachments
There seems to be a bit of confusion as to how we are handling Detachments so here is a run down of them.
Each Force Organisation Chart (such as the Battles in the Age of Darkness or Onslaught), Combined Arms Detachment or Formation (currently only found in 40k codices) is considered a Detachment. You may make an army up of any number of Detachments from any number of sources. However you must meet the "Compulsory" requirements for every Detachment. Units only ever gain benefits from the Detachment they are bought as a part of.
Some Force Organisation Charts (Battles in the Age of Darkness for example) include optional Fortifications, Lords of War and Allied detcahments. Each time you take one of these Detachments you get access to one full set of these optional Detachments.
As an example I could take a Raven Guard, Battles in the age of Darkness Detachment with a HQ (required), 2 Troops (required) and an optional Lord of War (which cannot be more than 25% the army points value). I could then take a second detachment in the form of a Skitarii Maniple adding 2 Troops (required). Lastly I add an Officio Assassinorum Detachment of 1 Assassin (required).
If you use an Unbound list, all restrictions are lifted with the exception of Unique models. So you may spend any number of points on Lords of War, you may have any number of 1 per army type units (so long as they aren't unique) and you may draw from any combination of allowed sources. However you cannot gain the benefits any Formations, Detachments or rites of War when using an Unbound list.
Rites of War
The normal restriction for taking only 1 Rite of War has been lifted. Now each Detachment chosen using the Battles in the Age of Darkness Force Organisation Chart may follow its own Rite of War so long as there is a model with Master of the Legion in the army. You may even have multiple different Legions in different detachments using their own Rites of War, be aware that many Rites of War do not allow allies or Legion allies before you try this.
Notes about Master of the Legion
You may only have 1 Master of the Legion per 1,000 points
Primarchs have Master of the Legion
Scoring Units
We are using a slightly modified form of the Age of Darkness scoring rules. In this rule set only Troops are scoring (this includes Troops in an Unbound list). Dedicated transports are never scoring, and units in transports don't count as scoring whilst embarked on the transports. The 7th Edition and the Secession post deals with Command Benefits.
Lords of War- Price of Failure
Just a reminder of this rule. All Lords of War are Secondary Objectives worth the following amount of points:
2VPs
Primarch
Engine of Destruction: a vehicle with 9+ HP
Great Beasts: a Gargantuan Creature with 9+W
1VP per Vehicle/Creature
War Machine Detachment: 1-2 Super heavy vehicles of the same type with 8 or less HP each
Monstrous Horde: 1-2 Gargantuan Creatures of the same type with 8 or less W each
Sub-orbital Strike wing: 1-3 Flyers of the same type with 3 or less HP each
Destroyer weapons
I would recommend using the Age of Darkness Destroyer Weapons rule. Especially given the increase in units that have them. Make sure all players agree on which set of rules to use.
Destroyer Weapons are S10, Instant Death, Sunder and Ignores Cover. In addition invulnerable saves must be rerolled. Destroyer weapons cause D3+1 wounds per hit. Each penetrating hit causes D3+1 HP and 1 roll on the Vehicle Damage Table.
If no AP is given treat a Destroyer weapon as AP2*
Stomps: If you are using the above Destroyer rule, then I suggest changing the '6' result to a Destroyer hit instead of a "remove from the table" hit.
Player Agreement
Players should feel free to use, ignore or make up any new rules they feel like. So long as all players involved in the game understand what rules are being used and follow the same rules.
Wednesday, May 6, 2015
Martian Schism, The second battle
The Coniugatorii would have been pleased, if irritated if he still had any notion of what it meant to be pleased or irritated. Six great armies converged on the Ancient Facility. Each had their own plans and each was part of a greater whole that had its own plans. He pondered the flow of the battle as he watched the forces of the two halves of the Mechanicum face off against each other each flanked by the Secessionists on one side and Imperialists on the other. Could each force work together to overcome their foes? Would each collapse in upon each other? Would the Coniugatorii's plans come to fruition and the Mecanicum be reunited or would they once more fall apart?
The Scions deployment, along with a salvaged Salamanders Glaive. All guns aimed squarely at the Dark Mechanicum.
Iron Warriors bring forth their armoured might ready to crush their Imperialist and Dark Mechanicum foes.
Thousand Sons deployment, ready to move out their flanks covered by their allies the Dark Mechanicum and Alpha Legion/Imperial Army. Both of whom have proven to be questionable allies at best.
Imperial Army deployment, ready to advance.
The Alpha Legionnaires insert themselves into a forward position.
Sundered Mechanicum deploy their heavy hitters to the fore, ready to inflict some serious damage.
The Dark Mechanicum, trust in their pacts with the Imperialists to secure their rear whilst they point everything at the Scions of Guilliman.
The Dark and Sundered Mechanicum Ruststalkers infiltrate into the central objective, in an amazing display of stealth (given that they cannot infiltrate... oops)
The Dark Mechanicum and Scions of Guilliman waste no time and launch straight into one another. The Knight took a withering hail of fire, enough to make it think again about charging and throw off its aim.
The Thousand Sons hot foot it to get into a better position. Whilst the Iron Warriors, Alpha Legion and Sundered Mechanicum slightly shift their positions.
As the first two Sundered Knights smash into the Imperialists a third Sundered Knight and a Lightning arrive on the battlefield.
The Dark Mechanicum Eversor and Rust Stalkers hit the Iron Warriors hard, stealing the initiative and putting them on the back foot. They take a phenomenal amountof fire power before they are finally brought low.
The Alpha Legion and their Imperial Army allies spring a deadly trap! Having secretly made alliances with the Secessionists they turn on their erstwhile allies.
Having made considerable headway towards the Scions the Thousand Sons find themselves with enemies both in front of and behind them.
The Scions of Guilliman, Thousand Sons and Dark Mechanicum doing the bulk of the fighting are soon joined by the fresher Iron Warriors, Alpha Legion and Sundered Mechanicum.
Not to be left out the Iron Warriors and Sundered Mechanicum attack each others forces whilst advancing on the centre.
As The Imperial Army/Alpha Legion devastate the Thousand Sons. Who although attacked on all sides do some serious damage in return, not the least of which is bringing down a Sundered Knight! In a final opportunistic act of calculated spite the Alpha Legion blasts the Coniugatorii.
Realising the time was right the Imperial army Valkyrie drops of some Army Scions in the centre. The Sundered Mechanicum Skitarii take the central point. In a final act of calculated betrayal the Dark Castellax turn on and destroy the Thousand Sons Assault squad, before resuming their march to the centre ground.
The Scions forces are largely spent in the fight against the Dark Mechanicum make a final push doing what damage they can. With aircraft zooming all around the Dark Storm Eagle laden with fresh Skitarii Land amongst the rubble of the centre ground to take the last point.
With the Dark and Sundered Mechanicum controlling 2 of the 3 points and with the most forces in the centre ground the Martian Mechanicum tenuously declares its reunification and claims victory!
The Coniugatorii, his ruined form buried under the rubble of the ancient facility continued to read his data-feed as the Mechanicum battle data was fed to him. The Thousand Sons, staunch allies of the Dark Mechanicum's quest for knowledge regardless of the price had fallen prey to the schemes of the Alpha Legion and and the calculated treachery of the Dark Mechanicum. The Scions of Guilliman and Iron Warriors had bled themselves badly and been left out of position by the Dark and then the Sundered Mechanicum, unwittingly drawing the fractured halves closer together. As his vital fluids left him the Coniugatorii reflected that another being might be terrified at dying, or proud that their plans had come to fruition, not so a Priest of the Mecanicum, for long ago had he had such weaknesses surgically removed. As the datafeed slowly flickered and died he simply was, and then he was no more, the dust and debris forming what might be a rough smile over the ruined tubing, lenses and grills that had made up his ruined face.
The Scions deployment, along with a salvaged Salamanders Glaive. All guns aimed squarely at the Dark Mechanicum.
Iron Warriors bring forth their armoured might ready to crush their Imperialist and Dark Mechanicum foes.
Thousand Sons deployment, ready to move out their flanks covered by their allies the Dark Mechanicum and Alpha Legion/Imperial Army. Both of whom have proven to be questionable allies at best.
Imperial Army deployment, ready to advance.
The Alpha Legionnaires insert themselves into a forward position.
Sundered Mechanicum deploy their heavy hitters to the fore, ready to inflict some serious damage.
The Dark Mechanicum, trust in their pacts with the Imperialists to secure their rear whilst they point everything at the Scions of Guilliman.
The Dark and Sundered Mechanicum Ruststalkers infiltrate into the central objective, in an amazing display of stealth (given that they cannot infiltrate... oops)
The Dark Mechanicum and Scions of Guilliman waste no time and launch straight into one another. The Knight took a withering hail of fire, enough to make it think again about charging and throw off its aim.
The Thousand Sons hot foot it to get into a better position. Whilst the Iron Warriors, Alpha Legion and Sundered Mechanicum slightly shift their positions.
As the first two Sundered Knights smash into the Imperialists a third Sundered Knight and a Lightning arrive on the battlefield.
The Dark Mechanicum Eversor and Rust Stalkers hit the Iron Warriors hard, stealing the initiative and putting them on the back foot. They take a phenomenal amountof fire power before they are finally brought low.
The Alpha Legion and their Imperial Army allies spring a deadly trap! Having secretly made alliances with the Secessionists they turn on their erstwhile allies.
Having made considerable headway towards the Scions the Thousand Sons find themselves with enemies both in front of and behind them.
The Scions of Guilliman, Thousand Sons and Dark Mechanicum doing the bulk of the fighting are soon joined by the fresher Iron Warriors, Alpha Legion and Sundered Mechanicum.
Not to be left out the Iron Warriors and Sundered Mechanicum attack each others forces whilst advancing on the centre.
As The Imperial Army/Alpha Legion devastate the Thousand Sons. Who although attacked on all sides do some serious damage in return, not the least of which is bringing down a Sundered Knight! In a final opportunistic act of calculated spite the Alpha Legion blasts the Coniugatorii.
Realising the time was right the Imperial army Valkyrie drops of some Army Scions in the centre. The Sundered Mechanicum Skitarii take the central point. In a final act of calculated betrayal the Dark Castellax turn on and destroy the Thousand Sons Assault squad, before resuming their march to the centre ground.
The Scions forces are largely spent in the fight against the Dark Mechanicum make a final push doing what damage they can. With aircraft zooming all around the Dark Storm Eagle laden with fresh Skitarii Land amongst the rubble of the centre ground to take the last point.
With the Dark and Sundered Mechanicum controlling 2 of the 3 points and with the most forces in the centre ground the Martian Mechanicum tenuously declares its reunification and claims victory!
The Coniugatorii, his ruined form buried under the rubble of the ancient facility continued to read his data-feed as the Mechanicum battle data was fed to him. The Thousand Sons, staunch allies of the Dark Mechanicum's quest for knowledge regardless of the price had fallen prey to the schemes of the Alpha Legion and and the calculated treachery of the Dark Mechanicum. The Scions of Guilliman and Iron Warriors had bled themselves badly and been left out of position by the Dark and then the Sundered Mechanicum, unwittingly drawing the fractured halves closer together. As his vital fluids left him the Coniugatorii reflected that another being might be terrified at dying, or proud that their plans had come to fruition, not so a Priest of the Mecanicum, for long ago had he had such weaknesses surgically removed. As the datafeed slowly flickered and died he simply was, and then he was no more, the dust and debris forming what might be a rough smile over the ruined tubing, lenses and grills that had made up his ruined face.
Monday, May 4, 2015
Martian Schism, game 2 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.
Each player will have 3000pts.
Deployment:
The game will be played on a 6'x8' table. The centre 2'x4' will be the objective. 6 markers will be placed, each one an equal distance from the two either side of it and from the central objective. Players then deploy within 12" of their marker.
Scout, Infiltrate and Outflank will work as normal.
Mission Special Rules:
The game is a 6 player free for all but will have rough alliances and will affect the allies matrix. Here is the starting "alliances"
Imperialists: Alpha Legion, Thousand Sons, Dark Mechanicum
Secessionists: Scions of Guilliman, Iron Warriors, Sundered Mechanicum
Martian Mechanicum: Sundered and Dark Mechanicum
These alliances do not stop you from attacking anyone but it would be wise not to make a friend into an enemy.
New alliances can also be forged during the game (which may positively affect the allies matrix).
Victory conditions:
The centre 2'x4' will be the objective area. Within this area will be 3 equally spaced markers.All units are scoring, except Zooming Flyers and Swooping Flying Monstrous Creatures. There are no secondary objectives.
-1VP unit is in the objective area
-2VP if a unit is in the objective area and within 3" of a marker.
Battle for Mars:
This mission will decide the appearance of the map for the Battle for Mars.
Monday, April 27, 2015
Warzones of the Eradication Era
The Battle for Mars
The war for Mars rages on, the Mechanicum fighting for the sovereignty of Mars whilst the Legions fight for a vital staging point for further conquest and to secure munitions and materiel. Ever more Legions are drawn to the struggle as the fate of the red planet, the Imperium and Imperium Secundus hang in the balance.
We also have the following mini-campaigns in effect:
The mini-campaign games do not effect the Battle for Mars map.
Dissent in the Ranks
The Imperial Fists civil war on their home world of Inwit
Deliverance Lost
The White Scars assault on the Raven Guard in an attempt to purge the legion, fought on Deliverance.
Fall of the Iron Hands
Following the Iron Hands on their descent into worship of Tzeentch.
Lion and the Drake.
The trials of two Legions with the strongest bond, the formation and collapse of the Paladin order
Between a Forge and a Hard Place.
Substantial forces of Iron Warriors and Iron Hands meet in one of the bloodiest conflicts of the Secession.
Enter the Darkness
Guilliman has tasked the Alpha Legion with the destruction of the Night Lords, a thousand skirmishes on a thousand worlds as each Legions seeks to tear the other apart.
Friday, April 17, 2015
Martian Schism. The first battle.
The Coniugatorii would have been pleased, if he could still feel the sensation of pleasure, as both the Dark and Sundered Mechanicum had sent representitives to discuss the re-unification of Mars, or at least a cessation of hostilities. The talks had progressed for several hours, that no one had shot anyone else yet demonstrated the providence of the Mechanicum's choice in soldiery, and were coming to a head when a sentry spotted movement at the outskirts of the ruins.
The Sundered Mechanicum (left) meet with the Dark Mechanicum (right) whilst the Coniugatorii (centre) leads the negotiations.
The Imperialists soon arrive in the form of the Thousand Sons, Alpha Legion and Imperial Army.
Shortly after the Iron Warriors arrive en masse from the oposite end of the ruins. In true Iron Warriors fashion they was no time on formalities and offer both factions of the Mechanicum a non-aggression pact.
The Imperialists quickly offer their own non-aggression pact to the Mechanicum. The Imperialists and Secessionists open fire on one another, as the Mechanicum forces rush to better cover and firing positions.
Dark Mechanicum Thanatars arrive and obliterate the Iron Havocs lascannon squad. Thus ruining any non-aggression pacts with the Iron Warriors.
The Iron Warriors move up into better positions and open fire, with less than sterling results.
The Sundered Mechanicum reinforcements arrive, like the Dark Mechanicum they happily ignore the offers of a non-aggression pact and set out to prove the supremacy of Mars.
The Thousand Sons Praetor engages the Iron Warriors Warsmith in a duel that continues for half the battle. Whilst the Venator sits there immobalised and out of position.
The Tanks of the Imperial army provide covering fire whilst the Alpha Legionnaires advance into the central building.
The Iron Warriors Land Raider surges forwards critically injuring a Thanatar, before it is attacked by a squad of Castellax.
The Dark Mechanicum Knight arrives at the rear of the Iron Warrior lines.
With the Dark Mechanicum attacking on all fronts the Iron Warriors reposition and open fire, killing the Dark Mechanicum warlord in the process!
The Sundered Mechanicum blast away at the Imperialists with the Krios Venator felling two Leman Russ battle tanks!
Sundered Mechanicum and Imperial Army Lightnings dogfight above the battle.
The Dark Mechanicum Knight Errant and Castellax go after the Land Raider whilst the Thanatar bombard Terminators to no avail.
In an effort to get away from the Knight the Typhon thunderblitzes the Dark Mechanicum forces, crushing a Castellax and a Magos, and severly damaging several other constructs!
The Iron Warriors advance as the Imperialist Lightning flies by.
The Secessionist Knight Paladin and Lightning move on to destroy the last Leman Russ
The Warsmith is killed by the Thousand Sons Praetor as the Venator is destroyed by the Lightning.
The Dark Mechanicum constructs rage after the loss of their last cortex controller. The Castellax tear apart the Typhon whilst the Thanatar target their Imperialist allies' Lightning! Mean while Iron Warriors advance into the central building alongside their Sundered Mechanicum allies.
Enraged at the sudden betrayal of their supposed allies the Imperialist Lightning blasts the Dark Mechanicum Knight Errant but only do minor damage, but managing to drive it from the field of battle.
Meanwhile the Sundered Mechanicum Knight Paladin crushes the last Leman Russ, which has proven to be a major annoyance during the battle.
As the battle ends most of the remaining Mechanicum forces hold their central building whilst the remains of the Legion forces retreat from the feild. The Sundered Mechanicum have secured victory!
The Coniugatorii gazed over the battlefeild, the Legions' interference could hardly have worked more into his favour. All of the Dark Mechanicum's command elements had been slain in the battle, and that would make further negotiations difficult, but their forces had fired upon their Imperialist allies, severely weakening their position. If all continued this well the Martian Mechanicum would soon be whole once more...
Monday, March 30, 2015
Dissent in the ranks - Confrontation in the ruins of Plexis
Game 4 of our little side campaign about the heresy in the ranks of
the Imperial Fists Legion. For a little background, have a look at this
older battle reports.
Secessionist Forces
For
this game, we decided to do the mission cards thing again. It was good
fun last time, and its great to have a fluid and dynamic set of
objectives to obtain during the game. Plus I was looking forward to
actually having some decent cards for this match.
Essentially Sigismund is forcing the Secessionists back, well into their territory. This game had big stakes, as the winner essentially had the sole ear of Rogal Dorn, and could take him in the next game. Sigismund was ready to dish out some justice and silence and heresy that would threaten his Primarch. Glory was just a bonus.
With the forces set and me having failed to steal the initative. The seccessionist move forward.
Secessionist Turn 1
The Secessionist move forward, ready to take the fight to the Loyalists. They move up towards the objectives in middle field.
Some shots are fired, but they only succeed in causing some light damage to Tactical Squad I's Rhino. The fearless Veteran tactical squad runs to secure the objective on the right flank.
Loyalist Turn 1
The loyalists take stock of the situation and attempt to knock out some of the incoming threats. The Land Raider 'Indomitable', unloads the devastator squad onto the objective, where they take a very quick aim at the incoming contemptor's. The rest of the Land Raiders and the Spartan, lock sights on the contemptors, inflicting 2 hull points at the end. No other shooting takes place.
Secessionist Turn 2
The Sececcionist still surge forward, claiming more objectives and scoring well on their objectives. More shooting takes place, and the Devastator squad is wiped out. First blood to the Secessionists! The contemptor's attempt to charge the Spartan, but they all fail to make the distance.
Loyalist Turn 2
Seeing the approaching threat, and hungry for blood, Sigismund and his squad disembark and assault into 2 of the enemy contemptors. The Spartan and the Land Raiders line up and take out the 3rd Contemptor.
Seeing the approaching Veteran marines, the Huscarls decide to go out and protect the objective.
The squad fly into combat and manage to batter one contemptor down, and would the other. They don't destroy it, so thy are locked into combat.
Secessionist Turn 3
Most of the Secessionists move closer to Imperial lines, scrambling for some objectives. In a surprise assault, the Veteran marines assault and destroy tactical Squad's II Rhino. They disembark, ready for revenge. Sigismund as his squad manage to destroy the last contemptor.
Loyalist Turn 3
Sigismund and his squad line up to take out the Sniper Veteran Squad (blue). The land Raiders and Spartan line up to take out the Veteran Squad with the Warlord in it. tactical Squad I also moves into position to take some shots at the enemy warlord's squad. Shooting wise, the Spartan managed to kill enough marines to get some shots on the enemy Warlord and slay him. The Land Raiders both open up on the approaching Terminators and manage to kill 2.
The Terminator Huscarls and Tactical Squad II assault the Veteran squad on the right flank. I roll terrible, and lose the combat. The Terminators stays in the fight, though the Tactical Squad falls back (safely). What I thought was a sure thing, turned out to be very close to a total disaster. Its now up to the terminators to hang in there.
Sigismund and his squad assault into the Veteran marines and wipe them out to a man. He falls back in the face of Sigismund, and Sigismund consolidates to hold the objective.
Secessionist Turn 4
The Terminator's surge forward towards the stricken Rhino. The Veteran Marines (yellow) on the left flank moves towards the objective right near the Spartan. The Terminators assault the Rhino and unsurprisingly remove its last hull point. It explodes killing a few more of my tactical marines.
Combat between the Terminator Huscarls and the veterans in the right flank finally go my way, with the Terminator's wiping them out. They then consolidate towards the enemy Terminators.
Loyalist Turn 4
Time was called for this turn, so this was my last turn to get some points. I was at this stage 2 points down, so needed to earn 3 for a win. The Huscarls move towards the objective in the middle of the field, just making it into range to capture it. The Land Raiders and Spartan and Tactical Squad I manage to wipe out the last 2 Veteran Marines, netting another point.
Dissent in the ranks - A Heresy Era Battle Part 1
Dissent in the ranks - A Heresy Era Battle Part 2
Dissent in the ranks - Supply grab Heresy Battle part 1
Dissent in the ranks - Supply grab Heresy Battle part 2
Dissent in the ranks - Wrath of Sigismund Part 1
Dissent in the ranks - Wrath of Sigismund Part 2
So now that you are up to speed, this is game 4 of our dissent and of course the future of the allegiance of the Imperial Fists Legion. This game was 2500pts, so was a very large game. As a consequence of that, this game did only go for 4 turns, due to time considerations. Still we managed to get all our full turns.
The Forces
Sigismund's Assault Force
Sigismund
Chaplain Akrida
Crossius Arcanum (Power Maul)
Artificer Armour
Refractor Field
Melta-Bombs
Primaris Medicae Omni
Terminator Armour
Storm Shield
Solarite Power Glove
Legion Terminator Squad
Thunder hammers
Storm Shields
Legion Terminator Squad
Storm Shields
3 Thunder Hammers
Spartan Assault Tank
-Armoured Ceramite
Flare Shield
Legion Tactical Squad (I)
Powerfist
--> Rhino
--> Extra Armour
Legion Tactical Squad (II)
Powersword
--> Rhino
--> Extra Armour
Legion Heavy Support Squad
6 Missile Launchers
Scanner
+ 2 Marines
Land Raider Proteus
-Armoured Ceramite
Land Raider Proteus
-Armoured Ceramite
Legion Praetor
Digilasers
Solarite Power Gauntlet
Consul Master of the Fleet
Consul Librarian in Terminator Armour
Contemptor Dreadnought
Multimelta, Dreadnought Close combat weapon
Contemptor Dreadnought
Multimelta, Dreadnought Close combat weapon
Contemptor Dreadnought
2 Chainfists, 2 melta guns, Chassis Havoc Launcher
Legion Dreanought
Twin-linked Lascannon, Dreadnought Close combat weapon
Terminator Squad (10 man)
3 Thunder Hammers, Storm Shields
2 Chainfists
Powersword
Assault Cannon
The rest with upgraded Power Fists
Legion Veteran Squad (I)
(sniper special rule)
Legion Veteran Squad (II)
Heavy Bolter, Meltagun (Fearless)
Legion Veteran squad (III)
Unknown
Heavy Support Squad
5 Plasma Cannons
The Mission
Essentially Sigismund is forcing the Secessionists back, well into their territory. This game had big stakes, as the winner essentially had the sole ear of Rogal Dorn, and could take him in the next game. Sigismund was ready to dish out some justice and silence and heresy that would threaten his Primarch. Glory was just a bonus.
With the forces set and me having failed to steal the initative. The seccessionist move forward.
Secessionist Turn 1
The Secessionist move forward, ready to take the fight to the Loyalists. They move up towards the objectives in middle field.
Some shots are fired, but they only succeed in causing some light damage to Tactical Squad I's Rhino. The fearless Veteran tactical squad runs to secure the objective on the right flank.
Loyalist Turn 1
The loyalists take stock of the situation and attempt to knock out some of the incoming threats. The Land Raider 'Indomitable', unloads the devastator squad onto the objective, where they take a very quick aim at the incoming contemptor's. The rest of the Land Raiders and the Spartan, lock sights on the contemptors, inflicting 2 hull points at the end. No other shooting takes place.
Secessionist Turn 2
The Sececcionist still surge forward, claiming more objectives and scoring well on their objectives. More shooting takes place, and the Devastator squad is wiped out. First blood to the Secessionists! The contemptor's attempt to charge the Spartan, but they all fail to make the distance.
Loyalist Turn 2
Seeing the approaching threat, and hungry for blood, Sigismund and his squad disembark and assault into 2 of the enemy contemptors. The Spartan and the Land Raiders line up and take out the 3rd Contemptor.
Seeing the approaching Veteran marines, the Huscarls decide to go out and protect the objective.
The squad fly into combat and manage to batter one contemptor down, and would the other. They don't destroy it, so thy are locked into combat.
Secessionist Turn 3
Most of the Secessionists move closer to Imperial lines, scrambling for some objectives. In a surprise assault, the Veteran marines assault and destroy tactical Squad's II Rhino. They disembark, ready for revenge. Sigismund as his squad manage to destroy the last contemptor.
Loyalist Turn 3
Sigismund and his squad line up to take out the Sniper Veteran Squad (blue). The land Raiders and Spartan line up to take out the Veteran Squad with the Warlord in it. tactical Squad I also moves into position to take some shots at the enemy warlord's squad. Shooting wise, the Spartan managed to kill enough marines to get some shots on the enemy Warlord and slay him. The Land Raiders both open up on the approaching Terminators and manage to kill 2.
The Terminator Huscarls and Tactical Squad II assault the Veteran squad on the right flank. I roll terrible, and lose the combat. The Terminators stays in the fight, though the Tactical Squad falls back (safely). What I thought was a sure thing, turned out to be very close to a total disaster. Its now up to the terminators to hang in there.
Sigismund and his squad assault into the Veteran marines and wipe them out to a man. He falls back in the face of Sigismund, and Sigismund consolidates to hold the objective.
Secessionist Turn 4
The Terminator's surge forward towards the stricken Rhino. The Veteran Marines (yellow) on the left flank moves towards the objective right near the Spartan. The Terminators assault the Rhino and unsurprisingly remove its last hull point. It explodes killing a few more of my tactical marines.
Combat between the Terminator Huscarls and the veterans in the right flank finally go my way, with the Terminator's wiping them out. They then consolidate towards the enemy Terminators.
Loyalist Turn 4
Time was called for this turn, so this was my last turn to get some points. I was at this stage 2 points down, so needed to earn 3 for a win. The Huscarls move towards the objective in the middle of the field, just making it into range to capture it. The Land Raiders and Spartan and Tactical Squad I manage to wipe out the last 2 Veteran Marines, netting another point.
Sigismund and his squad assault the lone veteran marine (blue) and mange to kill him which also was the final point needed.
So the final scores are:
Loyalists: 7
Secessionists: 6
A very close win for the Loyalists! I felt I had some sub par luck this game, but still, a little luck swung my way in the end to get those final points. The the whole game I was trailing in victory points, so I thought it was going to be difficult to equalize without some decent mission objectives to get bumped up.
So with the conclusion of this game, Sigismund ensures victory for the Imperial Fists. Dorn will now come into the next game on the side of the Imperialists, ready to dispense some of his own justice. The next game should be interesting, as it will be 1000pts, with me getting a 'free' Dorn, and my friend getting a 'free' squad of Traitor Ultramarines, that need to escape from a complex. We will be using the Space Hulk tiles to recreate the complex, and as such there will be no vehicles. So it should be interesting for me, as I do like my tanks!
Anyways, thanks for looking!
Cheers!
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