Let us know which you prefer!
Showing posts with label Nurgle. Show all posts
Showing posts with label Nurgle. Show all posts
Monday, 22 July 2013
Blood Angels Vs Chaos/Daemons 1500pts Video Battle Reports
We played two games, one with the usual format and one where we try to capture as much of the action as possible!
Let us know which you prefer!
Let us know which you prefer!
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Sunday, 7 July 2013
Sunday, 12 May 2013
40k Battle Report -1000pts Blood Angels VS Chaos Space Marines (Video)
Deployment: Hammer and Anvil
Mission: Big Guns Never Tire
Night Fighting: On
Ok so this was my first Blood Angels game - some rules were confused because I bought the models the day before this match. The original list of models to buy did not include terminators and did include two sanguinary priests.
Mission: Big Guns Never Tire
Night Fighting: On
Ok so this was my first Blood Angels game - some rules were confused because I bought the models the day before this match. The original list of models to buy did not include terminators and did include two sanguinary priests.
Saturday, 13 April 2013
Binky the Forgefiend
He made his painted debut in the recent battle report against Eldar, but here's a couple of pictures of my Nurgle themed Forgefiend. He's named Binky, after Death's horse.
Friday, 5 April 2013
40k Battle Report -1500pts Eldar VS Chaos
Warhammer
40k Battle Report 1500pts Eldar VS Chaos
In a bit
of a larger game we decided to hold a 1500pt battle of Eldar against
Nurgle themed Chaos Space Marines using our new Realm of Battle
boards. The mission was Big Guns Never Tire (D3+2 objectives, 4
this game) with Vanguard
Strike rolled as the deployment
type. Eldar won the roll to go first and Night Fighting was on
Turn 1.
Eldar
Eldrad
Avatar of
Khaine
x5 Dark
Reapers (x1 Exarch + Crack Shot, Tempest Launcher)
x6 Fire
Dragons (x1 Exarch + Firepike, Wave Serpent + Shuriken Cannon, TL
Missile Launchers)
x10
Guardians (x1 Scatter Laser Platform)
x6
Guardian Jetbikes
x3 War
Walkers (x6 Missile Launchers)
Fire Prism
(x1 TL Shuriken Catapult)
x5
Pathfinders
Chaos
Space Marines
Typhus
x5
Terminators (MoN, x5 Combi-bolters)
x7 Plague
Marines (x1 Flamer)
x7 Plague
Marines (x1 Flamer)
x11 Plague
Zombies
x5 Havoks
(MoN, x4 Autocannons)
x4 Chaos Spawn (MoN)
x3 Obliterators (MoN)
Forgefiend (x2 Hades Autocannons)
(Note: We decided before the game started that this
game would end on Turn 5. My opponent forgot that the weapon platform
in his Guardian squad was actually a Scatter Laser and instead spent
the whole match treating it as a Missile Launcher.)
TURN
1 ELDAR
Unlike the last time these two armies faced each other,
I was unable to steal the initiative meaning Eldar still got to go
first. Eldrad had joined up with the squad of Guardians with the
Avatar close by on his right flank and his turn opened with casting
Fortune on them and Guide on the nearby Dark Reapers perched on a
building. Eldrad and the host of Guardians around him then moved
towards the centre table where we had positioned a decommissioned
Fortress of Redemption. Around half the Guardians made it up onto the
ramparts of the fortress but the others and Eldrad didn't quite make
it. The Avatar lumbered along the side of the fortress instead.
On his left flank the Fire Prism repositioned itself to
have a reasonable firing lane down into the side of my deployment.
The Wave Serpent carrying the Fire Dragons turbo boosted along the
edge of the fortress towards the same flank essentially splitting his
army into two, coming at me from both sides.
The shooting phase opened with the Fire Prism firing at
my Havoks that had deployed inside the upper floors of a ruin.
Despite getting the first of many, many direct hits this game, Night
Fighting helped ensure that their cover saved them. The Walkers were
on a slightly raised bit of land and could just about make out my
Forgefiend and fired six missiles at it but none made a dent.
The turn ended with only the Exarch of the Dark Reapers
firing at the nearest of my deployed Plague Marine squads. Two
managed to get hit, but only one died. The Pathfinders who had begun
on an excellently placed high ruin were actually out of range to fire
at anything.
TURN
1 CHAOS
Facing a split force, I debated where to move my troops
for some time. I had my zombies guarding one home objective and one
Plague Marine squad was doing the same so on my left flank that left
the other Plague Marines, Typhus, the Terminators, and my
Obliterators all fairly close together. My right flank was decidedly
weaker since, even though the Havoks had perfect line of sight down
it, the only moveable unit there was my Chaos Spawn that had deployed
at the very front of my lines sheltered somewhat by the size of the
fortress.
A combination of two things made me decide to leave my
right flank largely unguarded. I needed a lot of power on my left to
take on the Avatar and to get through Eldrad's buffs – where as on
the right flank I noticed that my Chaos Spawn could easily get into
combat with the Wave Serpent to remove it as an immediate problem and
my Havoks could exchange fire with the Prism.
Typhus and the squad of Terminators he had joined moved
and run up behind nearby ruins with the Obliterators and one Plague
Marine squad close behind. None of them would shoot this turn, but I
needed to close the range a bit. My Forgefiend moved slightly to get
inside a crater and to get a line of sight on my left flank. My Chaos
Spawn moved their full 12” to be sure of a successful charge.
A short shooting phase began with my Havoks opting to
shoot at the Walkers rather than the Prism as a last minute decision
to protect my Forgefiend from missile barrages. We decided that only
three out of the four Autocannons could see, but they still managed
to get a penetrating hit on one War Walker and it exploded. The
Forgefiend brought its rain of bullets down on the Dark Reapers and
despite Night Fighting improving their already substantial cover to a
2+ save, two managed to die. Their moral held, however they did
became pinned.
My assault phase saw the Chaos Spawn make their short
charge into the Wave Serpent. Not surprisingly, they managed to
penetrate and trigger an explosion. One of my spawn took a wound from
the resulting blast, but two Fire Dragons inside were also turned to
ash. The destruction of the transport netted me First Blood.
TURN
2 ELDAR
This turn could probably be christened 'Operation: Get
Revenge on Spawn', but we'll get to that.
The Guardian Jetbikes came in from reserve a safe
distance from any action near the building in which the Pathfinders
hid. Despite getting a Perils of the Warp, Eldrad took no wound and
used Fortune on his Guardian squad and the nearby Avatar. While the
Avatar carried on around the edge of the fortress the full Guardian
squad then hopped up onto the ramparts to get a good line of sight at
my approaching Plague Marines. The Walkers moved around a little just
to carry on getting a line of sight on my Forgefiend.
Pathfinders opened the shooting phase by taking out one
of my spawn. The Fire Prism then took out another. The surviving Fire
Dragons out for revenge then blasted straight into their faces and
took out another one, leaving behind a melted puddle. This left one
spawn alive at this point.
My opponent debated how much more fire to waste on that
last spawn but eventually decided that an assault would hopefully do
it. The Walkers once again fired a barrage of missiles at my
Forgefiend and the Guardian's joined in but they all managed to
either miss or fail to penetrate the armour. The Dark Reapers could
only fire Snap Shots because they were pinned and missed entirely.
The Fire Dragons charged into my surviving spawn, who
rolled a 1 for number of attacks. The dragons put one wound on him
and he failed to do anything back. I considered the fact he kept them
busy for at least one more round of combat as a win, for now.
TURN
2 CHAOS
My movement phase began with my Obliterators moving
sideways rather than forwards so I could see down my left flank with
them. Typhus and his Terminators moved between them and the
approaching Avatar while my Plague Marine squad took a short cut
through a ruin. The Forgefiend once again only shifted very slightly
to force the Walkers to come further forward.
My
Plague Marines decided to shoot at the Guardian squad on the fortress
but were unable to do anything thanks to re-rollable cover saves. My
Havoks also began a rivalry with the Fire Prism and fired their
Autocannons at that – however Jink saved it. My Forgefiend fired at
the Avatar and largely misfired. Two out of eight hits got through
but both were saved thanks to Fortune. In an obscene act of overkill
for range more than any other reason, my Obliterators morphed their
weapons into Lascannons this turn and shot at the Dark Reapers. Sadly
cover protected them for the most part and only one died.
In the on going assault my last spawn managed to die
before even getting a chance to try to chew on a Fire Dragon leaving
them to freely consolidate slightly closer to my half of the
battlefield.
TURN
3 ELDAR
In a replay of last turn, Eldrad began by giving Fortune
to his Guardian squad and also the Avatar. The Fire Dragons now free
from combat clambered up onto the far side of the fortress and the
Guardian Jetbikes that had thus far done nothing Turbo Boosted onto
one of his own objectives hidden from sight (which prior to this
point had both been unclaimed). After a short debate on whether he
wanted to send the Avatar against Typhus and his bodyguard or my
Plague Marine squad, he opted for the former. I was hoping for the
latter.
Eldrad attempted to cast Doom on Typhus at the start of
shooting but I successfully Denied the Witch. The Dark Reapers now
unpinned fired at the Plague Marine squad nearing the fortress in the
middle of the board and amazingly only managed a single cover
ignoring AP3 wound which Feel No Pain saved. The Fire Prism shot at
the Havoks but cover saved them once again.
The Guardians fired their imaginary Missile Launcher at
the Forgefiend and failed to do anything with it. The War Walkers
then unleashed hell on it for a third turn in a row and managed four
hits. Of these a glance and a penetrating hit got through, sadly
resulting in an explosion.
The shooting phase closed with the Avatar using the
Wailing Doom on Typhus and his bodyguards but invulnerable saves
protected them. He then tried to charge but failed by a centimetre or
so.
TURN
3 CHAOS
The Avatar was a problem that couldn't really be ignored
and was the whole reason I continued to keep so much of my force on
my left flank. Assault would be a last resort and I still had a lot
of shooting I could put its way. Typhus and his Terminators moved
into the Avatar's face with the Obliterators close behind. The Plague
Marines also moved closer.
Yet again my Havoks fired at the Prism, however this
time a penetration managed to get through and caused it to become
immobilized. I opted to fire my Plague Marines at the Guardians on
the fortress nearby purely because I realized that my flamer could do
some damage. Sadly it wasn't quite as much as I hoped as combined
rapid fire and the flamer only resulted in two dying.
My attention now focused on the Avatar. Using Assault
Cannons this time, my Obliterators opened the barrage of bullets and
managed to bust through his re-rollable save to do a single wound.
The Terminators fired their Combi-Bolters and failed to do anything
to it.
With no other option,
Typhus and his Terminators charged. Opting instead to buy time for the
rest of the army, when my forced challenge was issued I opted that
the Terminator Champion would take role instead of Typhus. I expected
him to be crushed until the sheer number of AP2 attacks, though
unbelievable he survived. He was unable to do any wounds back,
however.
TURN
4 ELDAR
The Avatar was out of Fortune range now and that felt
like a good thing. For lack of anything better to do, Eldrad decided
to cast Fortune and Guide on his Guardians. Noticing that for two out
of the three previous turns the Pathfinders couldn't do anything due
to my army largely being on the far side of the battlefield, they
opted to start descending down the building to hold the other
objective hidden there. With the Forgefiend dead, the War Walkers now
moved again to get a nice view of the Havoks.
Eldrad's Doom managed to hit Typhus and his Terminators
this time. The surviving Dark Reaper Exarch shot at the Plague Marine
squad near the fortress and managed to kill four out of seven more
than making up for bad luck in previous turns. The Guardians also
shot at them and killed two more, leaving a single one behind. The
Fire Dragon Exarch tried to take out the surviving marine but missed
(the others were out of range to fire).
In a combined effort to punish my Havoks for sitting
still unhindered for the game thus far, both the Fire Prism and War
Walkers shot at them with a mixture of missiles and a AP2 blast with
neither being able to claim a kill. This seemed like the unit that
had the most luck on the battlefield.
The Avatar rolled better this time and, combined with
Doom, easily crushed the Terminator Champion into a fine paste.
TURN
4 CHAOS
In a fairly quick turn my Obliterators moved forward a
little, now safe from the Avatar tying them up in combat. My
surviving Plague Marine moved back and ran behind a ruin purely out
of spite to deny the kill of the entire squad even though it would
make no difference to the score.
Realizing that it was far easier to kill a Walker than
it was a Prism, my Havoks changed target and rained fire down from
their very secure location upon them. The Walkers were utterly blown
to bits in a decisive chain explosion.
Opting to use Plasma Cannons this turn and (for once)
failing to roll any 1s for Get Hot, my Obliterators took out the last
Dark Reaper.
I had no choice but to throw Typhus against the Avatar
in a fresh challenge. Naturally, my opponent opted to use Smash to
hopefully instant kill him, but his attacks failed to get through.
Typhus retaliated and dealt a single wound to the Avatar. Knowing
that sooner or later he was going to be instant killed anyway – I
chose to try and activate Typhus' force weapon on three dice (because
of Eldrad) and failed, meaning he took a wound from that.
TURN
5 ELDAR
The final Eldar turn began with Guide and Fortune being
cast on the Guardians for no real reason. The Fire Dragons continued
to move across the fortress but nothing would be in range for it to
matter either. Just to ensure his death, Eldrad tried to cast Doom on
Typhus but once again Deny the Witch occurred.
The Fire Prism fired at the Havoks for yet another turn
and finally (FINALLY) was able to kill one. The Guardian's fictional
Missile Launcher then fired at them and managed to kill another.
The only other thing to happen in this turn was the
challenge. Before even getting to strike, a single Smash Attack from
the Avatar got through and Typhus fell to Instant Death giving my
opponent Slay the Warlord.
TURN 5 CHAOS
There wasn't much to do in my final turn as I knew I had
already done enough. While the bulk of my army had been tied up on my
left flank what had really mattered – what had always mattered –
was what was happening on the right.
My Obliterators moved forwards some more to get into
combat with the Avatar just for fun. The single Plague Marine also
did the same because, why not?
The Havoks shot at their nemesis the Fire Prism and
finally managed to wreck it causing what passes for a cheer to sound
out from the zombies that had been hiding in the lower floors of the
building for the whole battle.
The pointless assault began with the Avatar failing to
do anything. The surviving Terminators and single Plague Marine
didn't manage anything either, but the Obliterators did managed to
put another single wound on the Avatar reducing him to one.
RESULTS
Around about turn three I realized that my left flank
didn't matter much on the assumption that I made sure that the Avatar
couldn't reach the Obliterators. My Havoks had more than done enough
on the other flank along with my departed Chaos Spawn.
We both still successfully held both our objectives and
my First Blood was countered by my opponent's Slay the Warlord. This
match had been decided by the bonus points gained from killing Heavy
Support choices. Whereas I had only lost my Forgefiend, the Eldar had
lost all three (the Dark Reapers, War Walkers and Fire Prism). This
concluded the match as a 10 – 8 Chaos victory.
We picked our MVPs for this match pretty easily. My
opponent loved that the Avatar had instant-killed Typhus and I loved
that not only had my Havoks survived a shocking amount of fire being
aimed at them but had also been instrumental in ensuring the victory.
Labels:
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Tuesday, 2 April 2013
40k Battle Report - 1000pts Chaos VS Eldar VS Necrons
Using a slightly changed version from the last time, we did yet another 3 on 3 battle report.
We changed the rules for how far players had to be when deployed at the start so the final person wasn't quite so squashed in. We also managed to forget that we should have been rolling to see what the middle objective was.
The custom ruleset we used is as follows:
We changed the rules for how far players had to be when deployed at the start so the final person wasn't quite so squashed in. We also managed to forget that we should have been rolling to see what the middle objective was.
The custom ruleset we used is as follows:
OBJECTIVES
- Each player has one objective worth 1pt in their deployment following usual rules for placement.
- A fourth objective is placed in the exact centre of the board worth 3pts.
- If the fourth objective is contested the contesting armies score 1pt each.
- When a unit is within 2” of it, roll on the Archeotech Artefacts list (rulebook page 106).
DEPLOYMENT
- Randomly determine who goes first
- They deploy at least 12” away from the centre of the board
- Randomly determine who goes second
- They deploy at least 12” from the centre and 24” from the other player
- Final player deploys at least 12” from centre and 18” from other players
- All three players roll for stealing the initiative and if two people roll a 6 they roll again against each other only.
SECONDARY
OBJECTIVES
- First Blood
- Nemesis
- The unit that scores First Blood becomes worth 1pt
- Night Fighting
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Monday, 1 April 2013
Bond Music
Our camera man was playing with his camera's settings and came up with this, from a battle report that should be posted tomorrow! This is my Nurgle Demon Prince.
Tuesday, 26 March 2013
40k Battle Report -1000pts Necrons VS Space Marines VS Eldar
To mix things up a bit, we decided to try a custom ruleset for a three way battle!
Unfortunately the exact lists have been lost in the Warp so just listen out for the details in the start of the video.
There are a few mistakes (as expected when you are testing new rules) like; missing out slay the warlord when playing, counting dedicated transports as part of the unit they start with for First Blood etc.
The custom ruleset we used is as follows:
Unfortunately the exact lists have been lost in the Warp so just listen out for the details in the start of the video.
There are a few mistakes (as expected when you are testing new rules) like; missing out slay the warlord when playing, counting dedicated transports as part of the unit they start with for First Blood etc.
The custom ruleset we used is as follows:
OBJECTIVES
- Each player has one objective worth 1pt in their deployment following usual rules for placement.
- A fourth objective is placed in the exact centre of the board worth 3pts.
- If the fourth objective is contested the contesting armies score 1pt each.
- When a unit is within 2” of it, roll on the Archeotech Artefacts list (rulebook page 106).
DEPLOYMENT
- Randomly determine who goes first
- They deploy at least 12” away from the centre of the board
- Randomly determine who goes second
- They deploy at least 12” from the centre and 24” from the other player
- Final player deploys at least 12” from centre and 24” from other players
- All three players roll for stealing the initiative and if two people roll a 6 they roll again against each other only.
SECONDARY
OBJECTIVES
- First Blood
- Nemesis
- The unit that scores First Blood becomes worth 1pt
- Night Fighting
Labels:
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models,
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Nurgle,
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Friday, 8 March 2013
Painting Updates
Here I am again filling some space with updates on my recent paint jobs. I finished off my Nurgle themed Obliterators and also finished the Techmarine for my Space Marines that mans one of my Thunderfire Cannons.
Saturday, 2 March 2013
40k Battle Report -1250pts Chaos VS Eldar
Warhammer
40k Battle Report 1250pts Chaos VS Eldar
In this
friendly game of 40k we played 1250pts of my Nurgle themed Chaos
Space Marines against Blighty's Eldar. The mission was Emperor's
Will. Eldar rolled to go first and after setting up opted not to
redeploy using Eldrad's divination special rule.
Chaos
Space Marines
Typhus
x5
Terminators (MoN, x4 Combi-flamers, Gift of Mutation)
x7 Plague
Marines (flamer)
x7 Plague
Marines (flamer)
x14 Plague
Zombies
x5 Havoks
(MoN, x4 autocannons)
Helbrute
(reaper autocannon + missle launcher)
x4 Chaos
Spawn (MoN)
Eldar
Eldrad
x3
Guardian Jetbikes (x1 shuriken cannon, x2 shuriken catapults)
x3
Guardian Jetbikes (x1 shuriken cannon, x2 shuriken catapults)
x3 War
Walkers (x6 scatter lasers)
x5
Pathfinders
x4 Dark
Reapers (x1 Exarch + Tempest Launcher + Crack Shot)
x10
Guardians (x1 Scatter Laser)
x6 Fire
Dragons (x1 Wave Serpent)
Fire Prism
TURN 1
CHAOS
Against
all odds, Chaos managed to steal the initiative from the Eldar and took
turn one in this match which came as a surprise to all present. I'd
decided to bunch up in one corner for the soul reason of wanting to
deny the Dark Repears in the far corner much to fire at which paid
off in that regard but also meant that my first turn was mostly spent
moving and running.
Both
squads of Plague Marines moved up full distance with one squad opting
to run afterwards while the other took shots at the Guardians. Some
hits landed and despite going to ground three guardians died.
Typhus
and his Terminator bodyguards all moved up straight ahead since I
figured they were going to come under heavy fire from the Pathfinders
and potentially the Fire Dragons protecting them by getting into
assault ASAP seemed like a sensible idea. Rather than fire their
Combi-Flamers they also opted just to run up.
Knowing
full well that my opponent is very, very afraid of Chaos Spawn they
simply charged towards the Eldar front lines to be big bullet sponges
and used a run move to get into the crater for a save.
The
Havok squad fired on the Wave Serpent for lack of anything better to
aim at and managed to get a single penetration through which resulted
in an immobilized result which was very handy since it stopped the
Fire Dragons from being able to get across the board quickly.
The
turn ended with the Helbrute attempting to finish off the Wave
Serpent hoping for an explode result but managing to miss with both
his reaper autocannon and missile launcher.
| State of the board during Turn One |
TURN 1
ELDAR
The
first Eldar turn began as all Eldar turns do – with excessive
Eldrad related psychic powers as he dished out Guide and Fortune.
Both
squads of Jetbikes moved towards the main Chaos lines getting good
firing arcs primed while the Fire Dragons departed their immobilized
transport.
As
expected, everything else with a line of sight to them launched a
tirade of shots upon the spawn. Despite both squads of Jetbikes
firing along with Pathfinders they only managed to fully kill one
spawn and put one wound on another nicely drawing attention away from
the approaching Terminator squad.
On
the other side of the board the Plague Marine squads suffered a bit
more than I had planned for. With 24 or so shots coming at them from
the walker squadron I had expected one or two to fall, but it was
actually four. The Fire Prism wanted to join in but failed to do
anything.
TURN 2
CHAOS
There
was a lot of movement to begin my second turn again. Both Plague
Marine squads moved towards the bikes and Guardians, Typhus and his
Terminators ploughed forwards, the Chaos Spawn positioned themselves
in the face of one Jetbike squadron and the Helbrute wandered towards
a nearby building.
Rather
than run with most of my army again I tried some more shooting to
very little affect. Both squads of Plague Marines fired at the nearby
bike squad hoping for First Blood and did nothing. The Havoks tried
their hand and was unable to kill any. Undeterred, I had the
Terminators fire at them as well (it was that or face 2+ cover save
Pathfinders) and they also did nothing. Determined to kill those
bikes my Helbrute also shot at them and finally managed to kill a
whole one of them purely because the non-blast missile was AP3.
I
knew the assault phase was where things would go better for me, or
rather hoped. I began to question it when Typhus and his bodyguards
failed to charge the Jetbikes that had refused to die to nearly my whole
army shooting them. The other bike squad was easily charged by my
Chaos Spawn but no side took any casualties or wounds.
TURN 2
ELDAR
Along
with the usual Guide and Fortune, Eldrad began turn 2 by casting Doom
on the squad of Plague Marines with just three left. With the
immobilized tank in the way as well as the combat between the spawn
and bikes, the Fire Dragons had no choice but to move and then run
around the far side into some cover. On the other end of the table
the Fire Prism adjusted its position slightly just to get a better
firing lane down the table.
The
shooting phase opened with the Dark Reapers and Fire Prism
victimizing my poor Plague Marines dealing plenty of wounds but only
actually killing one. However, this was soon made up for when the
Walkers unleashed hell upon them managing to kill off the remaining
three man squad and giving Eldar the First Blood secondary objective.
Now safely obtaining that, the bike squad in the open moved flat out
towards the far end of the table readying to contest my objective
towards the end of the game.
Now
aware that the Terminators were getting uncomfortably close, the
Pathfinders unloaded everything they had at them and did nothing.
The
turn ended with the on going combat in which the spawn killed two out
of three bikes but their moral held. It's worth noting that I totally
forgot about Fear tests every time I used the spawn in this match.
| Meanwhile, the Plague Zombies protect an Objective |
TURN 3
CHAOS
Though
it may not have been the best tactical option to start my Plague
Marines where I did, I decided to just take the fire and hope the
surviving squad would make it. They marched on towards the Walkers
and the Guardian squad with Eldrad attached which sat on his only
objective. Elsewhere, my Terminators moved up slightly, as did the
Helbrute.
The
shooting phase began with the Plague Marines firing on the Guardians.
I chose to focus fire at the single Guardian I could see clearly
because it was the last surviving one that could use the heavy
weapon. He was easily wiped off the board essentially neutering that
squad and removing it as a threat. The Helbrute also fired in this
general direction and managed to strip a whole 1 HP from a Walker.
Now
well within range my plan all along for the combi-flamers on my
Terminators came to fruition as they easily roasted the Pathfinders
within the ruin, decimating them in an overflow of
cover-ignoring wounds.
This
turn ended with some painful troop surgery for the Eldar. The Havoks
fired into the bike squad that had survived so very much in the
previous turn and tried to flat out to safety managing to cut them
down. The combat that had been on going also ended with the Chaos
Spawn easily chewing on the final bike and then consolidating as far
around the immobilized tank as possible.
TURN 3
ELDAR
Once
again the psychic powers were unleashed but unlike last time I
managed to score a deny on the attempt to Doom my marines. Fire
Dragons moved around further to put them in perfect view of my
Terminators.
As
expected, the shooting phase opened with the Fire Dragons unleashing
hell on the Terminators and taking out three of them. The Walkers
tried to join in, firing 24 guided shots at them but doing nothing.
The Dark Reapers were feeling left out and also shot at them and also
did nothing.
The
Wave Serpent decided to shoot at the Chaos Spawn as they wandered
past and managed to do two wounds on the closest.
The
turn ended with the Fire Prism using its focused blast on the
surviving Plague Marine squad and killed two of them.
TURN 4
CHAOS
Things
start to go quicker now. My Plague Marines don't like that tank at
all and so they moved and ran towards the Guardians instead. The
Helbrute was in a nice position partially obscured with a good firing
lane so he stayed there. For lack of anything else in range and well
aware plenty could still shoot at them, I moved Typhus and his
Terminators around towards the serpent. In hindsight I should have
probably broken Typhus off from them to do this so the Terminators
could try and do something towards the end of the game.
Helbrute
managed to finish off the Walker it had glanced in the previous turn
at the start of shooting. Havoks fired into the Fire Dragons and
managed to take out three of them and that was about all the shooting
I could do.
Typhus
and his Terminators easily crushed the already crippled Wave Serpent
causing it to explode but nothing happened as a result.
The
Chaos Spawn charged the surviving Fire Dragons, taking a wound on the
way in, but easily managing to wipe them out in a single round of
combat and consolidating towards the other end of the board.
TURN 4
ELDAR
After
the usual powers (in which Eldrad managed to get a Perils and a wound
on himself), the approaching Chaos Spawn were Doomed (did I mention
he really doesn't like them?). The Fire Prism moved forwards slightly
as well but other than that pretty much everything else stayed where
it was.
The
Dark Reapers took shots at the spawn and killed one outright. The
Walkers joined in and due to sheer number of dice and my poor choice
of placement (they had no cover at all) the last two were wiped out.
This left his Fire Prism and the Guardians free to fire on the Plague
Marines, but neither were able to do anything.
TURN 5
CHAOS
This
was a very quick turn for me. My Plague Marines moved a little bit
forward. Now aware that the Fire Prism could potentially move up
enough to unleash a large blast upon them I moved the zombies a bit
to be out of sight for at least one more turn.
The
Havoks unleashed on the Fire Prism and managed a single glance. The
Helbrute whiffed spectacularly against the Guardians and only killed
one. It's at this point I thought that this was potentially my last
turn and Typhus and his bodyguard were pretty much useless since they
were so far from everything else.
Knowing
it was the only hope that they would survive, I declared a charge with my
Plague Marines. I lost one on the way in to Overwatch but then in the
subsequent combat killed two and took no damage.
TURN 5
ELDAR
A
ridiculously fast turn! The Fire Prism went flat out in the hopes
that the game goes on to turn 6 and is able to take a shot at the
Plague Zombies.
The
surviving two Walkers joined in the combat between Eldrad and my
marines. The combat carries on and I lose another one.
We
checked if the game ends and it did not.
TURN 6
CHAOS
I
moved the Helbrute around from its hiding place purely to take a shot
at the prism as it flew past. It managed to hit and scored a pen -
stunning it for a turn. I did try to charge with the Helbrute
afterwards but failed by half an inch.
My
Havoks took more shots at the Fire Prism as well but did absolutely
nothing to it.
In
the combat Eldrad did nothing and neither did the Guardians leaving
the Plague Marines to stand and fight. Against all odds my Plague
Marine managed to deal a wound to Eldrad when I remembered that he
got to hit back (I had just assumed he would die).
TURN 6
ELDAR
The
Fire Prism moved behind the zombies but was unable to fire.
The
single surviving Guardian, Eldrad and Walkers finally manage to
squash the Plague Marines so I no longer contested the objective
they held.
We
see if the game ends.....and it does not!
TURN 7
CHAOS
The
final turn! I moved the Helbrute up with nothing really in mind for
it, took some shots at the Walkers to no effect and also failed a
charge.
The
Havoks also failed to do anything.
TURN 7
ELDAR
The
proper final turn of the game! The Fire Prism tried to tank shock the
zombies to move them from the objective but they passed their moral
test. It then fired at the Havoks since we decided it was physically
too close to see the zombies with the cannon and it managed to
evaporated one.
The
Walkers fired at the Helbrute out of spite and did 2 Hull Points of
damage to it.
The
game ended at this point with us both holding our own objectives with
no one contesting. Eldar had First Blood and I had Line Breaker
meaning it was a complete draw.
To finish on, here's a close up of the Necron themed objectives we use:
Thursday, 28 February 2013
Nurgle Chaos Spawn (done!)
Nurgle Chaos Spawn
Trying to get some more models painted before the weekend and currently I'm working on getting my Nurgle themed Chaos Spawn finished. Here's a sneak peak!
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