Sunday 28 June 2009

INSPIRATION: W40k for the family!


By Suneokun.

This Saturday my in-laws again agreed to play a Warhammer game. After several extensive battles, I felt a change in format was in order. What I came up with, is what I like to call Gladitorial W40k. What I was trying to come up with was something on par to a 'classic' board game like Monopoly or Risk. The concept was based around the loose idea of playing a short game with many participants, maximising the 'carnage', their commitment to their little men (and thereby the interest in the game). The format I came up with was so successful that I think I'm gonna struggle to get them to play normal Warhammer for a while....

4+ players, 150 pts each. Selected troops were as follows:
  • 5 Tau Stealthsuits
  • 5 Combi-Plasma Sternguard
  • 1 Guard Platoon Command, 1 Infantry Squad and 1 Special Weapon Team (all with grenade launchers or flamers (5GL, 2 Flamers))
  • 7 Tau Firewarriors with Shas'Ui and 10 Kroot.
  • 1 Carnifex with Barbed Strangler, Spineback, ScyTals, Tail Mace and Tusks and +1 WS, +1 Wound.
It was great fun. My father in law got the stealth team in the centre and immediately tried to wipe out my Sternguard. The Mother-in-Law got the Carnifex and immediately went on a T-rex rampage dropping Devourer S8 templates on everyones heads. The combined arms of the Guard, Tau and Sternguard finally killed the Carnifex only for the Guard to rip into both the Tau and the Space Marines. My final Sternguard went down in a blaze of glory killing Guardsmen and 1 Firewarrior and 3 Kroot strode from the carnage with the Tau/Kroot victory.

I effectively ignored Leadership tests outside of close combat (and even then it had no effect) and everybody duked it out very nicely.

The game lasted a total of two hours. All in all a victorious invention and great fun!

Wednesday 24 June 2009

DOWNLOAD: Commander's Field Handbook - Imperial Guard

At last ... The Guard Handbook

By Suneokun.

After a long wait, the moment is here ... the Imperial Guard Commander's Handbook is arrived. Hopefully this will prove an invaluable aide-memoir, both for players coming to grips with the Imperial Guards new features and rules and those forces or xenos and dissension looking to crack the hammer of the Emperor.

Unlike the previous Guides, it was impossible to fit the sheer variety of the new Imperial Guard codex onto a single sheet. Therefore, we've had to spread the load across 2 A4 pages. I'd suggest printing them out and them laminating them together back-to-back.

Download: The Commander's Field Handbook: Imperial Guard

A huge thanks go out to Ron at From the Warp for what turned into a huge repagination and artwork ask, he still managed to squeeze my pet project in between running FtW and all those lovely commissioned paintjobs he's up to - and then apologise publicly for running a little tardy - no worries fella.

Also a big thanks out to Admiral Drax for a excellent audit of the new rules and my typo's (which were all on purpose honest), a highly gratifying and humbling experience...

Anyhow enough of the Oscar speech - download and enjoy! Any problems spotted please let me know, your feedback is very valued.

The Guard take the fight to the xenos Tau.

Tuesday 23 June 2009

JUST FOR FUN: CFH - marked by Admiral Drax

By Sunekun.

In anticipation of the "soon to be released" Commanders Field Handbook for the New Guard Codex ... (Ron has completed his artwork and has promised a PDF copy soon - how exciting! ) ... here's what you get when you put a piece of hard work in front of Admiral Drax - the world's greatest Imperial Guard Treadhead English Teacher...

Nice one Drax...

Monday 22 June 2009

JUST FOR FUN: All quiet on the western front...

By Suneokun.

Work has been particularly frantic these last two weeks - so I haven't had a chance to post anything constructive. Thankfully, Ron at FtW hasn't forgot about the latest Commander's Field Handbook - for the Guard.

I've also gotta finish off the batrep from the awesome tyranid battle we undertook... so plenty to be getting on with.

I fact I haven't achieved much recently - no painting progress to report at all. Combination of brand new child and busy company conspire to ensure the greatest pleasure in life is a few hours in bed (asleep - dammit!).

I've also promised myself a new bit of 40k writing literature (would you really call it that?) before the end of the month...?!? But with a holiday looming (about 30mins from Drax's house) I'm looking forward to some quality time without a 'to do list'.

Still, If you want something done - ask someone busy! (But not Ron, as he's REALLY REALLY busy and you may be waiting a few weeks (read months) for the upshot! Only kidding...

Tuesday 9 June 2009

BATREP: Apocalyse Nidfest - Part 1

The Sternguard Advance as the Land Speeder Typhoons bank for another attack run! All under the watchful eye of Brother Uriel: The 'FlakPanzer' Dreadnought!

By Suneokun.

A total of eight gamers descended on GiftsforGeeks retail store for a mighty nidfest battle. As most frequent readers will be aware - I have a soft spot for the old Genestealer Cult Army. Back in the day of the less formalised codici, you could basically pull anything into a genestealer cult army. The theory is this, any underground cult will make 'deals with the devil' in order to gain power and influence. Therefore whilst a genestealer cult at it's core will have the Tyranid invasion policy as a strong political aim, the Genestealer magus will be savvy enough to exploit any power he can get, including turning to the currupt powers of Chaos and their evil ways. In my own mind I think they fit perfectly, after all the Chaos Gods are only really interested in stealing and corrupting souls, or blood - as such the Tyranids are welcome to a DNA leftover (which is all they're interesting in) ... deal or no deal?

In addition, I was inspired by the sublime story of Ciaphas Cain, where the Tau and Guard are nearly dragged into open brutal conflict by the machinations of an evil Genestealer Cult operating in the background and corrupting the PDF, governor et al...

Following that old (twisted) 2nd Edition logic I had proposed the following format, I would be playing fluffy in-the-middler with a half Tyranid/half New Guard codex Genestealer Cult Army. Alongside this force, Jack and Rob were fielding two impressively sized Tyranid Horde. Finally Dave would bring up the rear (but mostly lead insanely from the front) with a Chaos Marine and Deamonic Horde, which perfectly balanced out the force. And so the armies of Darkness were formed...

Facing this foe, Mark would reprise his role as the all dominating Guard - since the last battle he'd bought, built and painted two superheavies and a Vendetta (TOO much free time AND disposable income methinks!). He was ditching all pretense of a balanced force and maxing oout on vehicles. Crigey Chris did a last minute side-switch and stuck with his beautifully painted Ultramarines rather than bringing his Nids (clearly deciding on Nid-bashing options for the sons of Ultramar), meanwhile Dustin's Tau would be backed up (and faintly scorned by) a new entry 'Hutch' - who would be fielding a spectactularly painted (and for sale) Grey Knight force.

Army Lists

Genestealer Cult Uprising - Suneokun - Jack - Rob (TBC) - Dave

HQ
Genestealer Magus (Primaris Psyker) with Synapse Creature
Broodlord Patriarch with 8 Genestealers (Feeder Tendrils and Flesh hooks)

Winged Hive Tyrant, Scything Talons, Wings, Bonesword and Whip

Hive Tyrant with Venom Cannon and Bonesword and Whip and 3 Tyrant Guard
Skulltaker

Apocalyse Formations
Maelstrom of Gore (gifting fleet of foot to all members) Comprising;
Chaos Lord with Blood Feeder and Mark of Khorne.

Chaos Terminator Lord with Chainfist, combi plasma.

3 x Khorne Berserkers [5] led by a Skull Champion with power weapon.

Elites
Tyranid Warriors [3] with Deathspitters and Rending Claws
Tryanid Warriors [3] with Spinefists and Redning Claws

Tyranid Warriors [3] with Scything Talons and Devourers

Hybrid Coven (Psyker Battle Squad) [7] with Chimera

Tyranid Warriors [8] with Deathspitters and Scything Talons
Chaos Dreadnought with twinlinked Lascannon, TL bolter, Dreadnought CCW and extra armour.

Bloodcrushers of Khorne [2]


Troops
Brood Brothers #1 (Penal Squad) - Gunslingers
Brood Brothers #2 (Penal Squad) - Knife Fighters

Genestealers [8] - Flesh Hooks and Scuttlers

Genestealers [6] - Flesh Hooks
Genestealers [20]
Gaunts [10] - Flesh Borers
Gaunts [10] - Flesh Borers

Hormagaunts [12] - fleshhooks
Hormagaunts [12] - fleshhooks

Hormagaunts [16]

Hormagaunts [16]

Bloodletter of Khorne [5] Bloodletter of Khorne [5]

Fast Attack
Sentinel - Lascannon

Sentinel - Lascannon

Ravener with Scything Talons

Heavy Support
Leman Russ - Lascannon/Heavy Stubber
Leman Russ - Heavy Bolter/Heavy Stubber

Carnifex - Barbed Strangler, Scything Talons, Spineback, Mace Tail

Carnifex - 2x Scything Talons Carnifex - Scything Talons and Barbed Strangler
Carnifex - Venom Cannon and Crushing Claws
Traitor Baneblade with Autocannon, Baneblade Cannon, 3 TL Heavy Bolters, 2 Lascannon, Demolisher Cannon
Soul Grinder with 2 x Dreadnought CCW, Harvester, Mawcannon vomit-tongue-phlegm.


Imperial/Tau Defenders - Mark - Chris - Dustin - Hutch (TBC)

HQ
Techpriest Enginseer with 4 Servitors, 2 with Heavy Bolters
Librarian (Company Commander) with Smite and Gate to Infinity
Shas'O Swift Fury with Plasma Rifle, Missile Pd, Hard wired Multitracker, HW drone controller, Shield Drone, Bonding Knife
Shas'O Sureshot with Missile Pod, Cyclic Ion Blaster, Multitracker, HW target lock, HW drone controller, bonding knife and shield drone.

Elites
Techmarine with Thunderfire Cannon
Brother Uriel (Awesome looking 4 autocannoned Dreadnought)
Sternguard (10) in a Rhino
3 Crisis Suits with Missile Pods, Plasma Rifles and Multitrackers 3 Crisis Suits with Missile Pod and 2 TL Missile Pods, Burst Cannon, Fusion Blaster, Multitrackers and HW Multitrackers all round and 2 gun drones

Stormtroopers #1 [8] with plasmagun and meltagun
Stormtroopers #2 [8] with plasmagun and meltagun
Stormtroopers #3 [8] with plasmagun and meltagun

Troops
Tactical Squad #1 with Plasma Cannon and Plasma Gun in Rhino
Tactical Squad #2 with Lascannon and Plasma Gun in Rhino
Fire Warriors #1 [10] with Shas'Ui, Photon Grenades and Bonding Knife in Devilfish with Disruption Pod
Fire Warriors #2 [10] with Shas'Ui, Photon Grenades and Bonding Knife
Fire Warriors #3 [10] with Shas'Ui, Photon Grenades and Bonding Knife

Kroot Warriors [16] with shaper, light armour and 4 kroot hounds
Platoon Command Squad in a Chimera with Boltgun, Powerfist, platoon standard and vox-caster
Infantry Squad #1 [10] with Grenade Launcher and vox-caster in Chimera
Infantry Squad #2 [10] with Grenade Launcher and vox-caster in Chimera

Fast Attack
Vendetta
Armoured Sentinels [3] with Multilasers
Land Speeder, Heavy Flamer and Multimelta
Land speeder Storm with Cerbus and Jamming Beacon

Land Speeder Typhoon with Typhoon Missile Launcher and Heavy Bolter

Land Speeder Typhoon with Typhoon Missile Launcher and Heavy Bolter

6 Pathfinders in a Devilfish

Heavy Support
BaneBlade

Banesword
2 Leman Russ Battle Tanks with Lascannons and 2 Heavy Bolter Sponsons
2 Basilisk

Demolisher

Predator with TL Lascannon, 2 Heavy Bolters, Extra Armour
Vindicator with Demolisher Cannon and Dozer Blade

Devastator Squad with 4 Missile Launchers
2 Hammerheads with Railguns, Burst Cannons, Disruption Pod, Multitrackers and Target Lock

Landscape: The long walk ahead

The battlefields covered 2 4' by 8' boards which are 'linked' by a crowded cityscape in the centre. The armies woudl setup in diagonal positions, and for the Imperial forces this gave them ample room to target the enemy. For the ravening hordes, we would benefit from the line of sight being blocked by the intervening buildings, allowing us to approach at speed.


Objectives: The cityscape represented one objective, with the base in each deployment zone forming another. In addition, a further objective of killing the enemy commander got everyones attention. The Allies decided to opt for the Ultramaring Librarian as their commander model. The Tyranids opted to make the Tyranid Hive Tyrant with three tyrant guard as theirs (I wasn't involved in this decision making and sorely wish I had have been!)

Deployment: Both armies deployed over the far half of their board, split diagonally across the middle. While the 'gribblies' as I like to call them deployed over the more 'sheltered' side of the board, the armour (led by the traitor baneblade) sat from and centre and would attempt to draw fire from the enemy. The Imperial lines looked more like a 41st Millenium 'WhatTank?' convention, with the two superheavies holding centre stage in front of the Basalisks. Layer upon layer of tanks fielded, with the Imperial Guard holding the centre ground and back while the Ultramarines ranged down the left flank and the Tau took the near side right flank (where they could pop-up to fire). A rush of Rhinos and Chimera would rush the centre ground.

Turn 1: Gribblies Charge!

The Tyranid Horde of Warriors, Hormagaunts,
Genstealers and Termagaunts gets running!

The Allies plumped to go first and immediately went about deploying as much firepower onto the Tyranids as possible. The traitor baneblade came in for a bit of a pounding but weathered the incoming fire remarkably well. In the same sense a large number of direct and indirect fire was targetted towards the running horde. While the pieplates looked dangerous, the swarms only lost occassional models. In the centre of the board and Genestealer Patriarch and his 8 strong retinue came under surprise attack as a dozen heavy weapons attempted to flatten the building they lurked in and kill the occupants.

Despite pummeling the building with everything they had, the forces of the Imperial Guard only managed to immobilise an immobile building AND then disarm 3 weapons that never existed. A valiant effort to uproot the Patriarch failed, and he and his retinue quickly moved across into the bottom of the building in which the nervous Space Marine Scouts crouched.

In the centre ground the Baneblade and Leman Russ took potshots at the Tau skimmer targetting them and managed to destroy the railgun on a hammerhead.

Turn 2: INCOMIIIING!

Scout Sergeant 'Boris Johnson' is introduced to the 2nd Edition munch bunch!

Imperial Allies: Suddenly, 'too clever by half' allied deepstrikers and flanking started appearing everywhere. To the surprise of the Broodlord and his eight strong retinue, the scouts Ultramarine LandSpeeder Storm zoomed to their defense, shooting a heavy bolter and Heavy flamer into the building at point blank range. The heavy flamer claimed four victims and the heavy bolter another two - leaving the Broodlord with a meagre retinue of two. Meanwhile in the backfield Tyranid lines, Mark dropped in three eight man stormtrooper units and attempted to massacre the rear armour of our tanks. They were further backed up by not just a Landspeeder, but a Vendetta and a squad of Grey Knights. Thanks to some lucky damage rolls and poor scatter, the meagre Cult Army armour division only suffered a shaken result on the Baneblade main weapon and one of the Leman Russ couldn't fire - everything else survived.

Meanwhile the gribbly horde advanced another 10" across the board (on average) and wer now only a couple of turns from flooding into the city. Basilisk and Superheavy attrition was light though, due to the intervening building. This was the case until the Tau dropped a 10" template NOVA BOMB on the advancing horde. A great deal of units lost many many models in this single strike, and the Tyranid Horde was severely affected.

In the centre ground, Tau forces descended on the City, hoping to hold the oncoming horde for the Greater good. Large numbers of Crisis Suited warriors were backed up by fire warriors and Kroot.

Genestealer Cult Horde: The plan at this point had two prongs, to draw the Imperials into the centre ground, and to hit their attritional firepower (Superheavies, Basilisks) with a devastating heavy flank attack. As such we put together over 15 Carnifi and selected the lot, plus Hive Tyrant and others for the charge. What we hadn't counted on was the Ultramarines disruption beacon. This evil evil device resulted in over 50% of our attacking units being redirected to flank onto our backfield. This debacle was further strained by Commander Jack (commanding the flanking forces) having a truly disasterous luck. As such, Rob's valiant 5 Scything Talon leaping Warriors failed to wound a single techmarine who dealt out 3 wounds in return. The Carnifewes were unable to wipe out a cannily place squadron of Armoured Sentinel and were left bunched up and hopelessly vulnerable. Our devastating flank attack was in disarray!

Meanwhile the surviving Broodlord and retinue [2] swarmed up the building on their flesh hooks (which are wickedly evil in city-fight terrain, "What do you mean you can treat verticle terrain as horizontal?") The scout squad had lost a member to attritional fire from the traitor units. The Broodlord quickly dispatched the other three scouts, leaving the Sergeant to the tender ministrations of the Genestealers. Despite wounding him three times, his carapace held ... he was still in the fight - which was actually a blessing in disguise.

The advancing 'Gribbley Horde' quickly detoured around the Nova Bomb - leaving a solid space for the Leman Russ tanks to advance.

20 termagaunts, 3 warriors and a psyker battle squad focussed their displeasure on the deepstruck storm troopers. The template from the psyker battle squad killed all but one of squad 1, while killing a further 4 in squad 2 (S6, rolled an AP3). The firepower proved too much and despite their 4+ save they were wiped out from fleshborers, deathspitters and spinefists. The Landspeeder came under fire from some lucky gaunts, who managed to wing the skimmer with their fleshborers and succeed in two immobilised results - destroying the vehicle. The Sentinels were less lucky with the Vendetta, despite managing a hit (on a 6) and penetrating (reduced to glancing), they only succeeded in stunning the vehicle (apparently ignored becuase flyers can always move - (Ed:I smell beardiness!) ho hum...

The valiant grey knights were equally luckless as they were quickly overwhelmed by the furious charge of five bloodletters from their own deployment zone, killing only one deamon in reply.

Turn 3: Annihilation.

Turn 3 was the single biggest carnage of the game so far. The Imperial had been denied clear targets due to range and the intervening terrain, now they faced the immediate threat of upwards of 10 monstrous creatures and close comabt specialists. The other side of the board saw little incoming as the superheavies and battletanks took aim at the 'helf-hearted' horde. By the end of the Allies players turn over 7 Carnifex, 2 Hive Tryant (and Tyrant Guard), 8 Deamons and 5 Tyranid Warriors were destroyed. Multi-wounds, extended carapace and, immunity to instantdeath meant nothing as the outnumbered flankers were poured into a cauldron of retributional fire. Only 4 Tyranid Warriors survived, managing to kill the Techmarine and stagger out of the firing line. The Imperial Armour was secure.

Sadly also, the Tyrant Guard guarded Tyrant (IE: The Tyranid Commander) had been one of the unlucky ones to make the flank assault and NOt been disrupted. The Allies had been handed the commander on a plate (giving one victory point) thanks to their deployment and their disruption field.

DINNER TIME LADS!

At this point, lunch was called. The Tyranid Horde was bloodied but not unmade - what could the Horde do against such attritional fire? What could we pull out of the fire after lunch?

Wednesday 3 June 2009

BATREP: Apocalyse (reminder)

"Kill 'em Harker, Kill em all now!"

Just a quick note to say I've finally got around to posting the Battle Report of a huge Apocalyse battle we hammered out with many players (7) and many many point (23,000). Needless to say, the report is partisan, decidedly rude and completely ignores the tactical genius of those I played with in favour of my own sublime game play ... only kidding (no really I am!), bug thanks out to all the other players, looking forward to a Nid-fest Apoc battle this weekend.

Sorry if I missed any details ... CLICK HERE FOR APOC BATTLE REPORT

I've issued this twice as I have the bad habit of NOT updating the production date prior to publishing, resulting in a three week old report which misses all the updates and links - doh!

BATREP: Apocalypse


By Suneokun

Two weeks ago 7 men got together at GiftforGeeks for a mighty Apocalypse Battle to celebrate the release of the new Imperial Guard codex. This was my first APOC battle, and I have to say it was pretty jaw dropping. A big thanks go out to the other guys involved, and a big Wow on a series of beautifully painted armies which quite put my old 'rerun' guard army to shame.

The Armies were loosely divided into the Forces of Good and Evil, with the forces of good being allocated 11,200 points to play with and the forces of evil bring a mighty 10,200 to bear.

Situational Report: Corinth Minor

Corinth Minor lies on the Eastern Fringe of the Imperium. Due to its peripheral postion to the Imperium and remoteness from the seat of Terra, a residual autonomy and low level sedition have become the norm across the ruling classes. Long neglect of Imperial tithes has led to a degradation of service across the system. The Ecclesiarchy is a sidelined and misplaced balm to the poor and is scorned by the governing classes. The Adeptus Arbites are sorely undermanned and failing. Only in the military can one see professionalism and strength, but I fear that even this institution has become benighted at the highest level.

More worrying however is the appearance of a rumour about Space Marines having arrived on the planet. While I am not party to all my lord's involvements I suspect that these marines are neither sanctioned or actioned from Terra. I have succeeded in penetrating a servitor system within the security net, but I fear I have been compromised. I make this last transmission in the sure knowledge that it will be tracked shortly. The situation here is dire my Lord. Please respond.

+++transmission ends ... no further transmissions +++

The Forces for the Imperium - Chris (Commander), Stormbringer and Suneokun.

The forces for good would comprise a mixed Imperial Guard/Space Marine Force totalling 11200pts.

Chris's Ultramarines 6th Company (3500):

17 Terminators
2 Tactical Squads
Techmarine with Thunderfire Cannon
A scout Bike Squad
2 huge Space Marine Bike Squads and a command squad on Bikes
2 Librarians
2 Rhinos
1 Land Raider Crusader
1 Vindicator
1 Predator
3 land speeders

Stormbringer Combined Force - Space Marines/Deamonhunters (3000):

1 chapter master ( Calgar stormbringer version)
1 captain on bike, 8 bikers + attack bike
3 ten men space marine squads ( 1 with rhino)
5 assault marine
10 grey knight
10 shooty terminators ( 2x 5 men squads)
5 close combat terminators
3 grey knight terminators
1 guard valkyrie
inquisator corteaz + 2 acoltyes and 1 priest
1 vindicator
1 land raider
1 predator
1 baneblade.

Kochi 6th Light Infantry (3000):

Company Command Squad
Commissar Yarrick
Primaris Psyker
1 techpriest Enginseer with 4 Servo-armed Servitors
9 ratlings
5 storm troopers
Guardsman Marbo
First platoon: Command squad, 3 squads, 4 heavy weapons teams with 6 mortars, 3 missile launchers and 3 autocannons
Second platoon: Al'rahem with 4 squads, a 20 man conscript platoon and a chimera
Harker leading demolitions vets
2nd vet squad with plasma/melta and a chimera
3 Sentinels (Lascannons)
2 Leman Russ
9 Rough Riders
1 Hellhound

And out of nowhere I was given the drive of a yet to be painted Baneblade - nice!

The Army of Darkness

Facing this horde of Imperial goodness was the governor corrupt guardsmen, 2 chaos spac marine armies and a pirate force comprising guardmen, Kroot and beguiled Ogyrns.

Tiberius Cain's Pirates (2600) - based on the old guard codex:

Pirate Captain Captain Tiberius Kane (Imperial Guard Commander in a XV8 suit)
The Predator (Scary looking shaper in an XV25 suit)
30 kroot, 2 shapers, 4 hounds (Split over 2 squads)
1 pirate vanquisher
The Bastion 440 points
veterans in chimera
junior officer squad & 3 infantry squads
3 mortars
2 leman russ
6 ogryns
4 turrets
5 Adeptus Arbites.

Dave's Chaos Warband (1295):

2 x Hellblades (fliers) w/ Daemonic Possession and 2 x Twinlinked AA-mounted Autocannons each (300 total)
Chaos Lord of Khorne in Terminator Armour w/ Chainfist, Combi-melta and Personal Icon (155)
Chaos Dreadnought w/ Twinlinked Lascannons, Dreadnought CCW and Heavy Flamer (130)
Chaos Daemons Daemon Prince of Khorne w/ Wings, Unholy Might, Iron Hide, Instrument of Chaos, Blessing of the Blood God and Death Strike (240)
Chaos Daemons Soulgrinder w/ Vomit, Tongue and Phlegm (185)
Chaos Daemons Herald of Khorne on Juggernaut w/ Unholy Might (120)
Chaos Vindicator w/ Dirge Caster, Daemonic Possession (165)

Rob's Chaos Warband (2820):

Flying Deamon Prince of Slaanesh with warp time 160pts
2xLandraiders +pintel twin linked bolter 450pts
2xDeamon possessed Vindicators +pintel twin linked bolter 300pts
2xRhino 70pts
10 chaos marines champion+power fist+2xmeltas+Icon of khorne 240pts
10 chaos marines +2xplasma guns 180pts
Chaos Dreadnaught +Plasma cannon+Heavy flamer 110pts
10 Havocs+3xLaz cannons+1xAutocannon 275pts
25 chaos terminators+heavy flamer+4xreaper autocanons+9xcombi weapons+3xchain fists+4xligtning claws+5xpower fists 1035pts

Mark's Traitor Guard Legion (3500 pts):
60 odd guardsmen
10 Ratlings
5 Ogryns
10 Rough Riders (looking very nice!)
12 Heavy Weapon Teams (mostly lascannon/Missile Launchers)
1 Demolisher
Several Leman Russ
2 Basalisks

The Board: the board actually consisted of two 4' x 8' boards sepearated by a 'bridge'. The two boards represented the battlefields inside and outside the defensive perimeter. As you can see from the diagram below, the traitor Guard and Pirate force dug themselves in while the majority of the Chaos forces held off in reserve to deep strike in.

Strategic Assets: The forces for Chaos had an anti deep striking field on the 'inner city' board (forcing 3D6 scatter on a scatter result), a force field (conferring a 4+ save, centred on the Guard forces on the right of the 'country' board - shielding all his Heavy Weapon teams. In addition, they had opted for an anti-aircraft asset to shoot down any flyers, and a leadership buff which meant all leadership tests were on 3D6.

The forces of good had taken the same anti-aircraft and leadership buffs, while they had also taken a localised anti-Deep striking on the techpriest enginseer in the Landraider.


Turn 1: Break of Dawn (Night Fighting Rules)

Forces of the Imperium: The majority of tanks, infantry and cavalry took advantage of the pre-dawn darkness and closed as fast as possible on the corrupt defenders. Only the super-heavies lit up any targets with their spotlights. The Grey Baneblade concentrated firepower on the Bastion on the extreme left, and managed to take a structure point, however it still had another 7?!? The other Baneblade and the Leman Russes all opened up on the Heavy Weapon teams (Lascannons and Missile Launchers) and found their shots being deflected by a giant force field. Only three heavy weapons teams succumbed to this titanic onslaught.

The Screening infantry squad, with only lasguns to defend themselves, fared far worse. A barrage of mortar and heavy firepower demolished their lines, pinning 2 of five squads and decimating their tightly ranked numbers. The single Hellhound levelled its cannon and managed to torch the bunker containing 6 havocs - however only one fell. First blood to the good guys.

Forces of Chaos: hampered by the darkness the defenders fought back. Target number one was the two huge squads of space marine bikers. The Chaos Forces opened up with Dreadnought, Vindicators and Havocs on the Stormbringers unit and succeeded in killing three out of the seven bikers. The Imperial Guard launched a huge barrage at the Ultramarines bikes, but thanks to turbo boost the bikes only lost a couple of models.

The Rough Riders were not so lucky as combined fire from turrets, guard squads and kroot devastated their lines, killing all but one of the models - only the sergeant would be in charge range next turn. The hellhound was shaken, time to move! Meanwhile a lucky sniper shot from the Cadians managed to injure and pin the Ratling hunkering in the central bunker - move rats, there are tanks coming!

Turn 2: Flank, flank, flank!

Forces of the Imperium:
With Dawn breaking the forces of the Imperium got to grips with the enemy. First up were reserves, and the Stormbringers called down a drop pod deep into enemy territory, with the drop pod deployed the Stormbringers and Ultramarines intended to deep strike their Terminators directly into the core of the enemies bunker next turn - with the objective of killing the corrupt Governor. Unfortunately, as the drop pod entered orbit it came under intense (Strategic) anti aircraft fire and exploded ... so much for plan A.

Meanwhile a squad of Scout bikes surged onto the left flank and immediately charged a squadron of Sentinels. Behind them came half the company of Leftenant Al'rahem and the Kochi VI light infantry. The command chimera immediately opened fire on the Sentinel with concentrated plasma fire, two sentinel collapsed and the third was immobilised. The platoon also brought a total of 20 conscripts led by Commissar Yarrick and a infantry squad. On the same flank, 3 sentinel stalked on and targetted the command chimera - unluckily for them they failed to hit and penetrate across the board - Sentinels are rubbish at flanking!

Behind them, almost unseen - Sergeant Harker led his Catachan Devils onto the left flank and immediately set to attacking one of the traitor Basalisks located within the compound. Caught unawares, the basalisk was spectacularly exploded killing a single catachan from shrapnel. The Catachan consolidated into cover and in striking distance of the command bunker.

On the other side of the compound, Sly Marbo rose from the bushes and slung a demolition pack onto the other Basilisk - destroying its Earthshaker!

On the main flank, the Ultramarine bikers made short work of the remaining guardsmen and moved to charge the stationary Demolisher and heavy weapons teams. Allied Mortar fire and super heavy ordinance battered the enemy. The Stormbringer Baneblade managed to dispatch one of the traitor Leman Russ. Meanwhile the other Baneblade (I was now fully versed in how to shoot a Baneblade!) managed to hit both Chaos vindicators with a demolisher shot, despite getting one penetrating and one glancing hits, Chaos wickedness prevailed as the shots resulted in crew stunned results - both ignored by the possessed engines.

A combination of mortar and ordinance fire played havoc with the traitor guard lines and most of the 'sacrificial' units acheived their main objective!

The lone rough rider charged and managed to get himself killed by the havocs without hitting once.

The lone Ultramarine techmarine lined up his Thunderfire Cannon and launched a devastating Airburst attack on the traitor snipers hiding in the bridge tower, only the company commander survived the barrage that claimed 10 snipers and 4 veterans! The techmarine looked at the statistics of his shot and nodded to himself before motioning the thunderfire to select its next target.


Traitor Forces: As the main denfensive front reeled from some devastating firepower, the Chaos moved forward looking to block, occupy and withhold the Imperial forces. It was quickly looking like this would be possible, as the Imperial blitzkrieg approached. The firepower of the Demolisher and Imperial Gaurd units again targetted the bikes, having dispatched the screening units these squads suffered greater losses. The Vindicators and Kroot managed to counter assault the Stormbringer bikers and reduce them to just the commander. Ordinance and mortar fire bounced ineffectually of the hulls of the superheavies and the casulaties in the Kochi VI infantry behind were not enough to cause concern. The traitors did managed however to dispatch all but 2 of the Kochi (non mortar) heavy weapon teams in a single round of shooting (and the platoon commander!).

On the rear flank, it was a different matter. A giant Soulgrinder deepstruck infront of Yarrick's conscripts as the legandary leader held his new recruits together. A combination of Soulgrinder shooting (HOW many shots!) and the volley of shots from the Ogyrns devastated the unit down to a bare 3 conscripts. Luckily Yarrick's fearless leadership held them together. The Scout bikers came under close assault, despite failing to destroy the final traitor sentinel they were then counter charged by BOTH a band of rough riders AND a Demon Prince. The scout bikers fell to a man, and their homing beacon with them... The Sentinels were quickly cut down by the chimera and its veterans.

The infantry squad guarding the bunker moved forward to block the entrance and opened fire on the veterans led by harker - only 2 vets died thanks to their stealthiness.

Turn 3: Revenge of the Guard!

Imperial Forces: With the Imperial forces making it to the front defence line, the defenders crumbled - only the Bastion now stood! Stormbringers Terminators launched a raid on the Kroot defenders and overwhelmed them. The Hellhound and Landraider made best progress towards the bridge, realising time was essential as the Ultramarines cleared up the remaining Guard squads and destroyed the Demolisher cannon on the Demolisher. My Baneblade managed to destroy a Vindicator (second time lucky) and the mortar caused surprising numbers of wounds on the Havoc squad in the bunker.

On the rear flank, more of Al'rahems infantry arrived (on the left flank too) and a combined squad of 30 men fired flamer, grenade launchers and other firepower at the squad guarding the base. This allowed the survivors of Harker's team to enter the base - closely followed by Sly Marbo.

Above ground, Al'rahem, Yarrick and the remaining platoon struggled to prove effective against deamon princes and Ogyrns - however a crack team of Storm troopers deep strike behind the Soulgrinder (reroll to hit REALLY useful), and while they fail to hit with their melta, the two plasma gun shot penetrate and destroy the deamon engine. Yarrick and his remaining bodyguard move out of charge range of the Ogyrns.

Below ground, Harker's team has found the Governor hoeld up in his command bunker. On a 4+ roll we got the drop on him and were allowed to shoot AND charge. Deciding that template weapons weren't the best Harkers team resorted to krak grenades, shotguns and Harkers 'Payback' - after this onslaught only the governor and his last two arbites bodyguards remained.

Then Sly Marbo made himself felt. He engaged and killed the remaining two bodyguards.

At this point all hell broke loose as 5 Ogyrn's charged into the room...


Traitors Forces: Suddenly deepstriking terminators were everywhere! The stormtroopers died quickly under a barrage of bolter fire as 10 Chaos terminators appeared behind them. The Rough Riders charged the infantry squad while the Deamon Prince charged the Chimera. The Deamon Princes evil magics were undone by a simple rule - no one ever hits my transports - and he failed to destroy the 55pt Chugger (he did rip both main weapons off it though!)

On the main front, the forces of evil launched a devastating firepower, destroying the landraider (and the techpriest enginseer and 4 servitors), an Ultramarine vindicator and the Hellhound. Morta fire fell short as a flanking unit of Al'rahems hit the mortars - silencing them. They were counter assaulted by the evil looking 'Predator', but the monster performed badly and was beaten off by the Guardsmen (and commissar).

Harker and his vets distract the bodyguards while Marbo
sneaks up behind the traitor governor.


Underground, the Governor was fighting for his life. Sly Marbo struck first with his high initiative - killing the Governor with a lethal swipe of his poisioned blade. The charging Ogyrns went next with their furious charge and simply killed everyone. All of Harkers team went down under the 4 standard Ogyrn attacks, while the Bonehead managed to land one lucky hit on Marbo - instantkilling him.

The Kochi had achieved their objective of killing the governor, but no-one would emerge to tell.

At this point the game was called to an end.