Tuesday, 17 October 2017

Worlds of the Narrative - Oblivion


Planet: Oblivion.
Segmentum: Ultima.
Sector: Nemesis.
System: Oblivion.
Surveyed: M34.
Planets:
Oblivion - Hive World / Forge World.

Summery:
The planet Oblivion, which sits on the edge of the Blood Angel's protectorate, is the only world to orbit it's bright orange star. The planet is large and covered by a vast hive which houses the population and a sizable Mechanicus forge. Although not a major facility Oblivion's forges have produced vast numbers of munitions and vehicles for the local space marine chapters and Astra Militarum regiments.

Size: Equatorial distance - 30,000 miles.
Gravity: 1.3G
Satellites: One moon.
Population: 22 billion at last count.
Orbit: 200 million miles to it's star. Oblivion takes 50 months to complete one orbit.
Climate: Mean surface temperature of 24 degrees centigrade.

Riding out of the Maledictum, the Death Guard once again began their conquest by bombarding the planet with biological weapons and plagues. Over weeks they let the dark plagues do their work before finally dropping to the surface. The remaining defence forces were swiftly defeated and the population that survived enslaved or turned in to the walking dead. Those survivors were put to work in the forges of the fallen Mechanicus to fuel the creation of new daemon engines/

Aid was coming though. A single astropathic message escaped to give warning to the Blood Angels. They have now arrived and engaged the ships in near orbit. Drop pods and assault craft blast down to deliver battle brothers, tanks and dreadnoughts to the surface. The streets and ruins of a charnel world now ring with the sounds of glorious battle.

Notes: This is the world for battles against the Blood Angels and possibly their successor chapters.

Tide of Battle:
Blood Angel victories: 0.
Death Guard victories: 0.
Draws: 0

No games have been played here yet.

Monday, 16 October 2017

Worlds of the Narrative - Artica


Planet: Artica III.
Segmentum: Obscurus.
Sector: Cadian.
System: Artican.
Surveyed: Unknown.
Planets:
Artica's Pearls - Asteroid Belt.
Artica I - Barren World.
Artica II - Gas Giant.
Artica III - Ice Planet.

Summery:
The Artican system is a cold region barely lit by a dying blue star. The only world in the system with an atmosphere is Artica III. Some millennia ago the Adeptus Mechanicus came here and using advanced technology tunneled into the ice. Beneath the surface they constructed a sizable fortress and within they constructed... something. It is not known whether it was a weapon or something else but it lays there waiting. Why the Mechnicus abandoned the site is also unknown although the surface is dotted with ruins and Imperial wreckage, the detritus of a battle fought long ago.

Size: Equatorial distance - 1,300 miles.
Gravity: .02G
Satellites: Three moons and countless asteroids.
Population: None.
Orbit: 3 billion miles to it's star. Artica III takes 240 years to complete one orbit.
Climate: Mean surface temperature of -240 degrees centigrade.

With the Imperial forces beginning to push back against the darkness, Abaddon has consulted his seers seeking something to aid in the war effort. His sorcerers cast their gaze into the Warp and soon intone that an ancient relic lies beneath the ice of Artica - a frozen world which once held an Adeptus Mechanicus stronghold now entombed in the ice.
The Despoiler seeks the aid of the Death Guard in recovering this powerful device. However as they close in on it's location Abaddon decides that he will not share power and orders his marines to attack the plague marines.

Notes: This is the world for those games against the Black Legion.

Tide of Battle:
Black Legion victories: 1.
Death Guard victories: 0.
Draws: 0

The Black Legion have launched a surprise attack and right now the Death Guard are on the back foot.

Betrayal on the Ice - Artica


Planet: Artica.
Sector: Obscurus.

1500 points.
Mission: Sabotage - Psychic Maelstrom.
Deployment: Special.

With the Imperial forces beginning to push back against the darkness, Abaddon has consulted his seers seeking something to aid in the war effort. His sorcerers cast their gaze into the Warp and soon intone that an ancient relic lies beneath the ice of Artica - a frozen world which once held an Adeptus Mechanicus stronghold now entombed in the ice. 
The Despoiler seeks the aid of the Death Guard in recovering this powerful device. However as they close in on it's location Abaddon decides that he will not share power and orders his marines to attack the plague marines.




This game was the result of a challenge from Mark who wanted to try and field a pure bike list. I had not played against Black Legion under 8th so I accepted provided he played that faction. He chose Sabotage from my list of unplayed missions and included the psychic maelstrom battle zone. Had to play a sorcerer of some sort then to try and make use of that battle zone.

We didn't play the set up properly as we rolled off at the start of the game to see who would be the attacker and defender. Mark won the roll and off we went. I set up my cultists as the sentries and used the Sensors stratagem to give me a better range of spotting the enemy. It was rather pointless though as his bikes roared forward and opened fire thus triggering the alarm straight off the bat. I think he forgot that he had a stratagem that could have let a second unit fire before triggering the alarm. Once that unit got to fire it then swapped to me.

I brought most of my forces on from the left flank and tried to blast through one bike squad. My lord of contagion, plaguecaster and poxwalkers wandered on from the opposing flank. Things went rather well and I was able to send a few bikes to their fiery graves but it was when I tried to charge with my helbrutes, mark's meltaguns burnt one down and severally damaged a second. The combat did go well and the remaining couple bikers failed morale, crushed by the might of the helbrute.

Mark got his forces into contact with my base of operations and place four objectives almost straight away. I knew then that I needed to keep one command point spare for the Cut The Wires stratagem at the end of the game. Due to a misunderstanding of the rules though on my part, Mark did not get his obliterators in as he wanted. I got myself mixed up with rules from the Night Fighting battle zone. it didn't make much difference though as you'll see.

As the turns moved on I did quite well with my psychic phase. Between smite and curse of the leper I was able to slowly remove Mark's models but I couldn't do enough to cause them to run. Likewise he had some trouble with my disgustingly resilient rolls. Once he had his obliterators down on the table, I was able to drop one pair but not before he had secured enough sabotage actions to ensure that I could not stop him winning the game. I conceded and we shook hands. Good game but there went my current winning streak.

--

This was an interesting game although next time I play this mission I think we'll need to determine attacker/defender and some proper lists before hand. Will probably make the game a little more even. Also, I was a little disappointed that the battle zone didn't make much of an impact. We both only rolled a double for our sorcerers once each and neither effect was too game changing.

--


++ Battalion Detachment +3CP (Chaos - Death Guard) [80 PL, 1498pts] ++

+ HQ +

Lord of Contagion: Manreaper
Malignant Plaguecaster: Curse of the Leper, Miasma of Pestilence, The Pandemic Staff

+ Troops +

Chaos Cultists.
. 9x Chaos Cultist w/ autopistol and brutal assault weapon
. Chaos Cultist w/ special weapon: Heavy stubber
. Cultist Champion: Shotgun

Plague Marines: Icon of Despair
. Plague Champion: Plaguesword, Plasma gun, Power fist
. 7x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun

Plague Marines: Icon of Despair
. Plague Champion: Plaguesword, Plasma gun, Power fist
. 7x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Meltagun
. Plague Marine w/ Special Weapon: Meltagun

14x Poxwalker

+ Elites +

3 Helbrutes: Helbrute fist, Multi-melta

+ Heavy Support +

Defiler: Combi-flamer, Defiler scourge, Reaper autocannon.

---


Black Legion sorcerer atop his bike.
 
A swarm of Black Legion biker marines surge forth.

Obliterators!


Monday, 9 October 2017

Worlds of the Narrative - Miridian


Planet: Miridian.
Segmentum: Obscurus.
Sector: Cadian.
System: Miridian.
Surveyed: Unknown.
Planets:
Miridian - Hive World.
Miridan's Belt - Asteroid belt.

Summery:
Miridian sits below the galactic plane on the edge of the Cadian sector. Until the 41st millennium it had never been invaded nor known the horrors of war. The planet was colonised by the Imperium about the same time as Cadia and while that world became a bastion of Imperial defiance, Miridian grew to become a populous hive world supplying many hundreds of thousands of men and women to the defence of Cadia through the millennia.

Miridian has no real manufacturing or agricultural significance. However, the asteroid field known as Miridian's Belt has assisted the world's of the Cadian sector with vital ores and metals to construct their weapons of war.
Size: Equatorial distance - 5,000 miles.
Gravity: 1.0G
Satellites: Two moons.
Population: 66,000,000,000 at last count.
Orbit: 120 million miles to it's star. Grendel III takes 400 days to complete one orbit.
Climate: Mean surface temperature of 19 degrees centigrade.

Before the start of the 13th Black Crusade, Typhus was dispatched by Abaddon to be the vanguard for his great invasion. Typhus had his eyes on the Lelithar system but first he would need a base of operations from which to launch his attack. Scouring the charts he soon found the world of Miridian and it's relative isolation made it a perfect target. The Death Guard caught the planet unawares and began with an atmospheric bombardment of poisons, plagues and bacteria. They then deployed to the surface. The planetary defence forces were no match for a battle-hardened force and the war was swiftly completed. The population not slain were rounded up and either enslaved or forced into the rapidly growing chaos cults of the plague father.

Not three weeks after the Miridian campaign was concluded, the planet came under surprise attack by a superior Drukhari raiding force. They had expected a weak and unprepared human population but instead found a renegade astartes force eager to slay the alien interlopers for their intrusion. The coming war against the Imperium was forgotten while the Death Guard waged war against the alien slavers.

Notes: Miridian is the world for games where the Death Guard face down the Drukhari.

Tide of Battle:
Drukhari victories: 1.
Death Guard victories: 3.
Draws: 0

The invading Drukhari are not doing well. The entrenched plague marines have the upper hand currently but will it last as more xenos raiders arrive to bolster the attacking kabals.

Saturday, 7 October 2017

Worlds of the Narrative - Grendel


Planet: Grendel III.
Segmentum: Ultima.
Sector: Bathesda.
System: Grendel.
Surveyed: Unknown.
Planets:
Grendel I - Barren World.
Grendel II - Barren World.
Grendel III - Terrestrial World.
Grendel IV - Gas Giant.
Grendel V - Ice World.

Summery:
The Grendel system is a minor world on the edge of the Farsight Enclaves. It was originally scouted by the Imperium several years before the location of the Tau home world was first discovered. It was deemed unimportant and simply cataloged for future reference. When Commander Farsight abandoned the Empire and installed the Enclaves Grendel III was claimed as well. It has since been used as an outpost monitoring the void north of the Enclaves.

Grendel III has little mineral wealth and is too warm and dry for most crops to survive. It does have some natural predators but nothing too much of a threat. Several monitoring and communication stations exist spread across the surface which remain in constant contact with the Enclave home world.
Size: Equatorial distance - 4,400 miles.
Gravity: 1.0G
Satellites: Two moons.
Population: 2,000 approximately.
Orbit: 110 million miles to it's star. Grendel III takes 275 days to complete one orbit.
Climate: Mean surface temperature of 65 degrees centigrade.

.Adrift in the Warp for some time, carried by the whims of the gods, the Death Guard emerge and find themselves on the edge of the Grendel system. Long range auspex sweeps reveal the presence of Tau technology but little in the way of population. Eager for battle once more the plague fleet swoops down upon the colony. The planet lacks orbital defences and the Death Guard manage to deploy to the surface with little interference. The Enclave forces marshaling for a defence while a call for aid is dispatched to the home world.
When Commander Farsight arrives to bolster the defence, the forces of Nurgle have laid claim to much of the planet driving the defenders into specially prepared kill zones. Farsight leads an orbital insertion and starts to bring the war to the rotting foes arrayed against him.

Notes: Grendel is the planet for games against the Farsight Enclaves. As mentioned in the notes for Fandrel, I determined that it made more sense for them to have their own world than be lumped in with the rest of the Empire.

Tide of Battle:
Farsight Enclaves victories: 0.
Death Guard victories: 0.
Draws: 0.

Currently I have had no games against the Farsight Enclaves under 8th edition.

Pestilence Prevails - Susperia


Planet: Susperia.
Region: Eye of Terror.
Time has no meaning in the Warp.

Death Guard / Nurgle Daemons vs Emperor's Children / Slaanesh Daemons.
1500 points.
Mission: The Scouring - Night Fight battlezone.
Deployment: Hammer and Anvil.

This was a major battle in the conflicts that were fought on Susperia for the glory of the Ruinous Powers. The Emperor's Children led by Lucius the Eternal with aid from the daemon known as the Masque had fought and won uncounted battles in the name of Slaanesh. When they pushed into what little territory the Death Guard held, they were halted by a concentrated force of plague marines and daemons of pestilence.

This was my first game of 8th against my friend Richard. Hopefully trying to impress him with the new edition and drawing him in. I think we were both on the same wavelength as we turned up with combined traitor marine and daemon ally lists. Richard had a lot more slaanesh daemons than he did emperor's children marines, while I was more plague marines and a couple nurgle daemon units.

Richard had already chosen the Scouring mission and opted for the night fight battle zone. I was very pleased with that as the battle zones don't seem all that popular at the local club. I seem to be the only one interested in playing them. I think they make for a more interesting game but that is just me.

Once we had set up terrain we had another player set up the objectives for us before we rolled for deployment. Hammer and Anvil was probably not the most helpful one for this mission especially once we rolled for the superior objective and it was in my deployment zone while Richard had the inferior one. A bit harsh but that's the randomness for you. We both also got a fire support mysterious objective so that was going to make things interesting. Although I finished setting up first, Richard had the first turn - we used the new initiative roll system from this year's Chapter Approved.

Richard had a fair bit of heavy weapons but night fight was a hindrance. He used a command point to light up my predator and brought it down to one wound via saturated firing. His forces moved forward but didn't clear too much ground but he had me worried as to how I was going to handle it all. My first turn and all I did was move up my daemons and the bloat drone down the right flank. Everything else stayed put holding objectives. The predator, despite being on the verge of falling apart managed to bring down most of a unit of seekers. Moral rolls took out the rest. My left flank was mostly safe for the time being.

The game moved quite quick. Richard finally dropped my predator but no explosion. Richard had not brought any vehicles so the loss of the predator was not a big issue for me. He did manage to strip a lot of wounds off of the bloat drone though. Turn two on wards was pretty much a mosh of close combat. The bloat drone had done some damage but on my right flank the plaguebearers and his daemonettes clashed. This was going to be the war eternal because I wouldn't drop due to disgustingly resilient and we both kept rolling 1's for moral but with the icons models stood back up again. For two or three turns we just could not kill each other's units. It was only when Masque joined the fight that the tide began to turn in his favour. I had to bring up my plaguecaster to use smite in order to bring things back to my control.

My plaguebearers were just holding up his daemonette's advance. Neither of us really did much with our chaos marines. Richard's were held up in ruins putting fire into anything that got close enough in range and mine hid out of sight just holding objectives. My concerns that I was going to get squished disappeared about now. With the daemons held I tried to get my great unclean one up the table and into |Richard's emperor's children. Unfortunately they gunned him down as he got there with powerful sonic weaponry. Disappointing but he lasted longer than he usually does.

During the game I think the fire support objectives triggered twice each. I forget what Richard targeted but I dropped both of mine onto Lucius and finally dropped him netting me Slay the Warlord. About this time Richard conceded at the end of turn 5.

Victory went to the forces of Nurgle 9 vp to Slaanesh 6vp. Still quite close but at the end it was a pyrrhic victory as I did feel that Richard did not get a particularly great game. Deployment I think as the problem. With the superior objective in my deployment zone Richard was not going to get there. He did get some daemonettes in there but they died in short order. Nothing else came close.

Hopefully the next time we play we'll have a bit more of a closer game.

----


++ Battalion Detachment +3CP (Chaos - Death Guard) [60 PL, 1073pts] ++
+ HQ +
Lord of Contagion: Manreaper
Malignant Plaguecaster: Curse of the Leper, Miasma of Pestilence, The Pandemic Staff

+ Troops +
Chaos Cultists
. 9x Chaos Cultist w/ autopistol and brutal assault weapon
. Chaos Cultist w/ special weapon: Heavy stubber
. Cultist Champion: Shotgun

Plague Marines
. Plague Champion: Plaguesword, Plasma gun, Power fist
. 5x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun

Plague Marines
. Plague Champion: Plaguesword, Plasma gun, Power fist
. 5x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Blight launcher

+ Fast Attack +
Foetid Bloat-drone: 2x Plaguespitters, Plague probe

+ Heavy Support +
Chaos Predator: Twin lascannon
. Two heavy bolters: 2x Heavy bolter

+ Dedicated Transport +
Chaos Rhino: Combi-bolter, Havoc launcher

++ Patrol Detachment (Chaos - Daemons) [20 PL, 418pts] ++

+ HQ +
Great Unclean One [12 PL, 248pts]: Fleshy Abundance, Stream of Corruption.

+ Troops +
Plaguebearers [4 PL, 85pts]: Daemonic Icon, 9x Plaguebearer, Plagueridden.

Plaguebearers [4 PL, 85pts]: Daemonic Icon, 9x Plaguebearer, Plagueridden.

March of the daemons!

Dangerously beautiful daemonettes.

My right flank where the bloodbath took place.

Lucius the Eternal - champion of Slaanesh.




Friday, 29 September 2017

Worlds of the Narrative: Fandrel


Planet: Fandrel IV.
Segmentum: Ultima.
Sector: Damocles.
System: Fandrel.
Surveyed: M38.
Planets:
Fandrel I - Death World.
Fandrel II - Barren World.
Fandrel III - Terrestrial World.
Fandrel IV - Terrestrial World.
Fandrel V - Gas Giant.
Fandrel VI - Gas Giant.
Fandrel VII - Gas Giant.
Fandrel VIII - Ice World.
Fandrel IX - Ice World.
Fandrel X - Ice World.

Summery:
The Fandrel system was discovered by the Imperium in M38 and colonized within a hundred years. The Imperium hoped that the planet would make a perfect agricultural world to feed the surrounding systems. The third and forth planets would be perfect for their needs. Fandrel IV was found to be rich in heavy metals and ores that could be extracted with ease.

Shortly after the start of the Tau fifth expansion the Empire decided to take this world from the Imperium and put its resources to the use of the Tau. When they arrived they found the planet not in the hands of the Imperium but in the putrid talons of the Death Guard. When they had taken the planet it is not known but the cities lie in ruins, it's people now the walking dead and it's resources being stolen to fuel the Chaos advance.
Size: Equatorial distance - 4,500 miles.
Gravity: 0.9 G.
Satellites: One moon.
Population: None.
Orbit: 93 million miles from it's star. Fandrel IV takes 430 days to complete one orbit.
Climate: Mean surface temperature of 14 degrees centigrade.

The Death Guard arrived in the Fandrel system during the last days of the Damocles crusade. Sneaking in under the radar they launched a surprise attack. Virus bombs and airborne diseases were released into the atmosphere and then the major cities were bombed from orbit for days afterwards before the plague marines even set foot on the planet's surface. The Imperial population was decimated without even putting up a fight or being able to transmit a cry for help. Too busy fighting the Tau Empire the Imperium did not even notice another world falling into darkness.

When the Tau Empire arrived many years later to annex this world they found it turned into a pestilent hell. But the planet still held both a strategic position and vast mineral wealth that the Empire could claim. The fleet engaged the Death Guard ships in orbit and desperately deployed as many landing craft as they could. Once set upon the surface battle has been joined.

Notes: Fandrel is the world for those games set against the Tau Empire. I did consider making this joint between the Tau and the Farsight Enclaves but it seemed an odd mix to do so. The Enclaves will get their own narrative world to fight for.

Tide of Battle:
Tau victories: 1.
Death Guard victories: 0.
Draws: 0.

The Tau have secured a landing site from which to begin their campaign of conquest. It remains to be seen how they manage once the forces of Nurgle mobilize to counter attack.

Worlds of the Narrative: Delphi Majoris


Planet: Delphi Majoris.
Segmentum: Ultima.
Sector: Ghoul Stars.
System: Delphi.
Surveyed: Unknown.
Planets:
Delphi Majoris - Terrestrial World.
Delphi Minoris - Barren World.
Delphi Titanis - Gas Giant.
Tears of Isha - Asteroid Belt.

Summery:
Located on the trailing edge of the Ghoul Stars, the Delphi system was once a colony of the ancient Aeldari Empire. It had been abandoned long before the Fall however as mysterious threats from that region of space made the colony too undesirable. Since then it has remained empty and abandoned, shrouded in freezing mist. Animal life is almost non-existent and the wind blowing through the overgrown Aeldari ruins is often the only sound to be heard.
Size: Equatorial distance - 15,000 miles
Gravity: 1.00 G
Satellites: Fourteen, mostly large asteroids.
Population: None.
Orbit: 300 million miles from it's star. Delphi Majoris takes 466 days to complete one orbit.
Climate: Mean surface temperature of 6 degrees centigrade.

The farseers of the Ynnari have long sought signs of the last ancient crone sword that they seek. After many years of searching they have been drawn to the ancient world of Delphis Majoris. Whether this be the resting place of that blade or just the next step in their quest they do not know. Yvraine now searches the ruins here for signs of what they seek.

The Ruinious Powers rarely see eye to eye let along ally together for long. However, Slaanesh has brokered a deal with Nurgle. In return for assistance against the Ultramarines in the galactic east, Nurgle has dispatched his greatest warriors to this former Aldari world to stop the aliens recovering the whereabouts of the final crone sword. They will stop at nothing to ensure that the relic is never found.

Notes: Delphis Majoris is the world for the games against the Ynnari faction of Aeldari plus their Harlequin allies. I had considered just using this for combined Ynnari and Craftworld Aeldari but I think it makes more sense to have one world purely for the Ynnari.

Tide of Battle:
Ynnari victories: 1.
Death Guard victories: 1.
Draws: 0.

The engagement is still new and both sides are unsure about the capabilities of the other. The Ynnari will not give up their quest and the Death Guard are stalwart in their opposition.

Lunar Engagement - Cerberus

Planet: Cerberus.
Region: Cerberus sector.

Death Guard vs Space Wolves.
1000 points.
Mission: Only War.
Deployment: Pitched Battle.

Following the arrival of the Death Guard reinforcements from the Scourge Stars, Guilliman's assault upon the Chaos strong point of Cerberus had begun to bog down into a drawn out stalemate. Other space marine commanders requested that they consolidate control on other targets in the system, regroup and then strike harder at the final prize, Cerberus itself.

Harald Deathwolf volunteered to lead a small strike against the small Death Guard held outpost upon Cerberus III's moon. Upon that almost airless moon the two war bands clashed for dominance.

This match up was a friendly game to teach my friend Jason how to play 8th. He had played a lot of the previous editions but this was first go at the new one. With that in mind we went with the basic Only War mission and played across table for ease. The mission objective rolled was 1 victory point for each objective held plus 3 for the war lord.

My Death Guard achieved the first turn and Jason failed to seize the initiative. During our deployment Jason had set up a long fangs squad facing my right flank and that was a concern for me so I set my defiler that side in hopes of taking out a few with the battle cannon. What actually happened was the defiler decimated the entire squad leaving me without much in the way of targets on that flank and I had to swiftly adapt. I felt bad because Jason's dice just did not want to know. So many rolls and re-rolls were 1's and 2's.

Jason's first turn was more about moving his forces forward. Specifically his large pack of fenrisian wolves who swiftly got into combat with one of my rhinos. They would spend the rest of the game tearing it apart but it meant they were not a concern. His blood claws shooting was quite accurate I started losing a few models. Disgustingly resilience was not my friend this game.

Turn two and I flew my bloat drone closer shrouded by flies summoned by my plagucaster. I also made sure that the defiler moved towards my left flank to intercept his thunderwolf cavalry and Harald Deathwolf. I used one of the new Death Guard strategems to allow the defiler to fire it's weapons as though they hadn't moved. The battle cannon blowing one cavalry model away. On Jason's turn his razorback was able to score two lascannon hits on the bloatdrone leaving it on one wound! He chose not to assault the defiler with his cavalry due to the distance.

Turn three and combat was joined. I made sure that my defiler could get into assault easily. It tore through most of his remaining cavalry, leaving just one rider and Harald. At which point I kicked myself because if I had focused on Harald I might have killed him and gained 3 victory points! Jason did score a few wounds on the defiler but nothing to effect it's combat expertise.

Turn four was the last for us as we were getting close to the venue close up. Once the bloat drone got within range of his marines it was next to useless. Too damaged to do anything which was a little disappointing. This time the defiler focused everything on Haraldm, dropping him to one wound! On Jason's turn he took out the bloat drone which did explode taking out one space wolf and scratched the paintwork on his razorback. On my left flank the fenrisian wolves finally destroyed the rhino. Im played another Death Guard strategem to cause it to automatically explode. Three wolves were killed and by sheer luck one mortal wound went on to Harald taking him out of the fight! Yay!

At the end of that round I was holding two objectives and I had warlord kill. Jason was only holding one objective so victory went to the Death Guard 5 to 1. A good game as always with Jason. I felt a little bit bad because I had a fully fledged codex versus his index but I don't think I used anything too nasty and I hope he enjoyed the game.

---

Due to the flow of the game I was not really able to utilize my plaguecaster as I wanted. The cultists did very little but I had them purely for the job of holding an objective in my deployment zone and they did that job. The defiler was my model of the match this time around and made me proud.

---



++ Patrol Detachment (Chaos - Death Guard) [56 PL, 999pts] ++

+ HQ +
Malignant Plaguecaster [6 PL, 110pts]: Curse of the Leper, Miasma of Pestilence, The Pandemic Staff

+ Troops +
Chaos Cultists [3 PL, 48pts]
. 9x Chaos Cultist w/ Autogun
. Chaos Cultist w/ special weapon: Heavy stubber
. Cultist Champion: Shotgun

Plague Marines [10 PL, 185pts]
. Plague Champion: Plaguesword, Plasma gun, Power fist
. 4x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun

Plague Marines [10 PL, 173pts]
. Plague Champion: Plaguesword, Plasma gun, Power fist
. 5x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Blight launcher

+ Fast Attack +
Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

+ Heavy Support +
Defiler [11 PL, 181pts]: Combi-bolter, Defiler scourge, Reaper autocannon

+ Dedicated Transport +
Chaos Rhino [4 PL, 72pts]: Combi-bolter
Chaos Rhino [4 PL, 72pts]: Combi-bolter


Bloat Drone drifts towards the enemy.

Thunderwolf Cavalry charges into battle.

Brutal battle with my Defiler.


Thursday, 28 September 2017

Worlds of the Narrative: Cerberus



Planet: Cerberus.
Segmentum: Ultima.
Sector: Cerberus.
System: Cerberus.
Surveyed: Unknown.
Planets:
Cerberus I - Dead World.
Cerberus II - Gas Giant.
Cerberus III - Frontier World.

Summery: The Cerberus system has never belonged to the Imperium. At least not in reality. The system has been cataloged for thousands of years but never seen as worth the effort to draw it into the larger Imperium. At some point in the last three thousand years the system fell into the hands of the Death Guard, who claimed it for their dark master. Mighty fortresses and cathedrals to the plague father were constructed. Cerberus operated as a secretive staging ground for the plague fleets to raid the surrounding systems. Any attempts by the Imperium to push into that sector has been met with defeat.
Size: Equatorial distance - 12,000 miles.
Gravity: 2.00 G.
Satellites: One tide-locked moon.
Population: Unknown.
Orbit: 448 million miles from it's star. Abraxes takes 12 years to complete one orbit.
Climate: Mean surface temperate of 15 degrees centigrade.

In the aftermath of the Indomitus Crusade and Mortarion's attack upon Ultrarmarr, primarch Roboutte Guilliman set plans in motion to bring together a large force of the Imperium with which to scourge the taint of Chaos from the Cerberus system. The largest Imperial force ever assembled launched itself towards the seat of Nurgle's power.

The fleet translated back into normal space a weeks travel beyond the edge of the system. A Mechancum fleet accelerated forward and then cut power. Powered down they drifted forth and was able to enter the system without being detected. When they did power up they smashed a hole through the planetary defences for Cerberus III. The Imperial fleet arrived and used the opportunity to punch through the holes, deploying large numbers of bulk landers and space marine drop pods through to the surface.

Notes: Cerberus is the world for games against the majority of Imperial armies, whether they be space marines, astra militarum or cult mechanicus. Certain space marines, should they get their own primarchs will probably end up having their narrative world but I shall see whether I can fit them in narratively.

Tide of Battle:
Cult Mechanicus victories: 1.
Blood Angels victories: 1.
Grey Knights victories: 1.
Space Marine victories: 2.
Total Imperial victories: 5.
Death Guard victories: 3.
Draws: 1.

The Imperium has caught the Death Guard severely by surprise and it is showing. They have managed a couple victories and a draw but I need to work harder to take the fight back to them.

Worlds of the Narrative - Oblivion

Planet: Oblivion. Segmentum: Ultima. Sector: Nemesis. System: Oblivion. Surveyed:  M34. Planets: Oblivion - Hive World / Forge ...