Thursday 21 December 2017

Update - December 2017

December has been a pain this year. I've been so busy with work that I've not had time to sit down and paint any of my models. Hopefully I can do so over Christmas itself as I do have a couple days to myself. I especially want to get the Dark Imperium plague marines finished ASAP. Once work calms down in January I hope I can find the time to do it again.

Secondly we have put the club on holiday over December as the venue wanted our room on the off chance of it being needed for Christmas parties. With everyone else being busy as well I've had a month of no 40k gaming and I'm missing it badly.

One good thing this month has been the first Chapter Approved book from Games Workshop. I am really looking forward to playing the new missions come the new year.

Lastly, I must find the time to start working on my own 40K table at home. Once I can get that up even with basic home made terrain I can get some games at home rather than going to the club once a week. Fingers crossed.

Saturday 2 December 2017

Hold the Wall - Bludhaven

Planet: Bludhaven.
Region: Seraphon Sector.

Death Guard vs Orks.

Mission: Blitz.
Deployment: Mission specific.
Points: 2000.

Despite the losses they had suffered the Orks continued to throw themselves at the Death Guard fortress wall. This would be the largest land battle of the war and would ultimately prove the deciding action when the war was over. The presence of both Typhus and Mortarion during this engagement bolstered the plague marines and their hatred of the greenskin xenos.

At last Gary and I got our Blitz mission as was originally planned. Gary decided not to change his list from the previous week. I really wanted to take Mortarion this time and have him slice through vast numbers of orks so I had to make some sacrifices to fit him in. It did mean that I pretty much figured my army would get mobbed to death but it would be worth it.

We both arrived early and set the table up so we could ensure we got a complete game this time. With only a three hour time limit it is tough to fit a 2000 point game in properly.

I set my units up secretly and after Gary deployed he fired his preliminary bombardment. It was rather ineffective knocking a couple wounds from the predator but not much else. And that was when the greenskin tide came at me en masse!

Gary moved everything forward advancing as quickly as it could. It brought the infantry almost to the center of the table. Shooting was ineffective. I think I lost one plague marine and that was it. My turn only Mortarion moved. He came out from behind a tall building to a slightly smaller building ready to launch himself into the boyz. My heavy firepower was directed at the gorkanaut as that was something I did not want on the table. It took me two turns but lascannon fire took it out.

The bikers then roared into my lines triggering the proximity mines stratagem. Sadly it did nothing and they got into combat with my defiler. It took a couple wounds but then stomped on them with ease. They, like any other destroyed unit in his army, went back into reserves. I felt sorry for my opponent because they never reappeared until the last turn of the game by which point it was too late.

Once the orks did get into my lines they didn't last long. Between smite attempts and Mortarion charging, they were soon just large piles of dead bodies. Mortarion did so well in his first charge that the ork boyz failed their battle shock by 17 points!!! That made it worthwhile taking him in my eyes. Very soon I had destroyed everything that had hit my lines but they kept coming. Even the damn gorkanut came back stomping up the table.

At this point, turn four I think, Gary's luck was a bit better. He had managed to drop the defiler down to around six wounds and stripped a few from Mortarion. He was intent on getting the gorkanaut into combat with my primarch - a situation I did not want! That thing would just kill him outright if it got the charge. Sadly that is exactly what happened. Mortarion didn't even get a chance to swing back. Disappointing but he had done what I wanted.

Turn 5 and I do admit to becoming a little despondent. I was being whittled down and with so many bodies coming at me I fully expected to be tabled. Typhus and the lord of contaigon went down under the gorkanut. My defiler soon blew up. It had not done very well all game other than crushing the bikes early on. It was then that I noticed something. Only I get victory points for killing units. Gary's orks had to be in my deployment zones to score points! With one turn to go he couldn't even come close to winning.

The game ended the following turn and all Gary had in my deployment was his gorkanut. Everything else was still footslogging up the table. I had 12 victory points to his 1. I was quite amazed. The Blitz mission is one where I expect the defender to be utterly crushed if faced with a huge horde army. I think that Mortarion won me that game. Just taking out the boyz saved me so much. Once again the vengeance weapon platforms proved to be a waste of space. Once the nearest enemy unit is locked in combat they become dead weight.

Very good game. Played nicely into the Bludhaven narrative. I just have to make sure that I can win some games against the orks in future.

---


++ Fortification Network (Chaos - Death Guard) [12 PL, 200pts] ++
Rules: Plague Weapon

+ Fortification +

Vengeance Weapon Batteries [12 PL, 200pts]
. Vengeance Weapon Battery: Punisher Gatling Cannon
. Vengeance Weapon Battery: Punisher Gatling Cannon

++ Super-Heavy Auxiliary Detachment (Chaos - Death Guard) [24 PL, 470pts] ++
Rules: Plague Weapon

+ Lord of War +

Mortarion [24 PL, 470pts]: Blades of Putrefaction, Curse of the Leper, Gift of Contagion

++ Battalion Detachment +3CP (Chaos - Death Guard) [70 PL, 1305pts] ++
Rules: Plague Weapon

+ HQ +

Lord of Contagion [7 PL, 137pts]: Manreaper

Typhus [9 PL, 175pts]: Curse of the Leper, Plague Wind

+ Troops +

Chaos Cultists [3 PL, 48pts]
. 9x Chaos Cultist w/ autopistol and brutal assault weapon
. Chaos Cultist w/ special weapon: Heavy stubber
. Cultist Champion: Shotgun

Plague Marines [10 PL, 182pts]: Icon of Despair
. Plague Champion: Plaguesword, Plasma gun, Power fist
. 5x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun

Plague Marines [10 PL, 182pts]: Icon of Despair
. Plague Champion: Plaguesword, Plasma gun, Power fist
. 5x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun

+ Elites +

Helbrute [7 PL, 139pts]: Helbrute fist, Multi-melta

Noxious Blightbringer [4 PL, 70pts]: Dolorous Knell, Plasma pistol

+ Heavy Support +

Chaos Predator [9 PL, 182pts]: Combi-flamer, Havoc launcher, Twin lascannon
. Rules: Combi Weapon
. Two heavy bolters: 2x Heavy bolter

Defiler [11 PL, 190pts]: Combi-flamer, Defiler scourge, Reaper autocannon
. Rules: Combi Weapon

---

Mortarion, daemon primarch.

The orks charge into my lines!

Those darn gorkanaut's!

The ork forces charge up the table.

Worlds of the Narrative: Tethys Ultima


Planet: Tethys Ultima.
Segmentum: Segmentum.
Sector: Dromid.
System: Tethys.
Surveyed: M43.
Planets:
Tethys Ultima - Dead World.
Tethys Secundus - Dead World.
Tethys Tertius - Water World.
Tethys Quantus - Dead World.

Summery:
Millions of years ago this system was the heart of a large Necrontyr dynasty that encompassed a vast swath of local space. When the war with the ancient Aeldari went against them and the Necrons retreated to their tombs this world was one of the last to enter hibernation. Over the many thousands of millennia the planet began to die as it's sun started to grow cold. Now it stands as a barren dust ball hanging in space.

Size: Equatorial distance - 8,500 miles.
Gravity: 1.2 G.
Satellites: One moon.
Population: None.
Orbit: 15 million miles from it's star. Tethys Ultima takes 22 days to complete one orbit.
Climate: Mean surface temperature of 20 degrees centigrade.

The Death Guard came to the Tethys system in order to locate a potential staging area for attacks into the border worlds of the Segmentum Tempestus. They found a dry dusty world suitable for their needs. Cultists and slaves were put to work constructing a serious of fortresses and defence lines. The construction activated the defences of the necron tombs. Slowly large numbers of necron warriors were raised from their sleep and sent forth. The Death Guard although taken by surprise fought hard to repel the enemy. Now, rather than vent themselves on the Imperium of Man they must fight to destroy the emerging Necron army.


Notes: Tethys Ultima is the world for games where the Death Guard face down the Necrons. Some of the named characters appearing might be odd but I can live with it.

Tide of Battle:
Necron victories: 2.
Death Guard victories: 1.
Draws: 0

The Necrons are winning by shear numbers but the Death Guard are safe behind their fortress walls for now. A miracle may be needed if they are to secure victory here.

1. Scorched Earth (7th edition).
2. Hunt the Enemy (7th edition).
3. Firesweep.

Crusade Battles catchup

 It's been a few weeks since I last updated and in that time I have played a further three Crusade games. I am really enjoying playing C...