Battle reports, tactics, and general banter about Warhammer 40k, D&D 3.5/Pathfinder, Malifaux, and Warhammer Fantasy!

Monday 22 September 2014

Black Crusade Character: Quintus Helix

Character Name: Quintus Helix                              Played By: Ryan

Race:  Human                                                            Archetype: Heretek

Background

Born to the Forge World Het, Quintus was groomed to the wants and needs of the Adeptus Mechanicus from birth. Trained and educated in the arts of war, the use and service of technology both new and old, and to serve the Machine God with his entire being, Quintus quickly reached the rank of Enginseer and sent out to the front lines of the Imperium in service to the Machine God. Serving throughout the Imperium, Quintus displayed great skills, and a rather unhealthy appetite for knowledge, banned or otherwise, amongst the other Enginseers and eventually was given the sub-rank of Reclaimator after being ordered many times into hostile situations to reclaim tech or materials and taking to the orders with relish, forever excited by the idea of new technology or the uncovering of ancient relics.
Over time Quintus was paired with a group of 5 other Reclaimators and formed into a specialised group that was to focus on the recovery of found ancient technology around the Eye of Terror and in the case of corruption from the warp being present, to destroy all traces of the object once all pertinent information was safely gleaned from the item in question. Technology unlike any found throughout the Empire became a common sight for Quintus as the group worked across the many systems around the Eye of Terror, but Quintus was growing discontent with their orders. Countless times they had to destroy a piece of tech that had traces of corruption without being able fully analyze the object, all due to the fear of the corruption spreading to those who were in proximity with the source. Countless times he tried to convince the others that there was more to be gleaned and that it was safe to continue to study the tech, but countless times he failed to convince them.
Finally the mission to inspect newly unearthed technology on the mining planet of Chinchare in the Chinchare system, though corruption was highly suspected due to the close proximity to the Eye of Terror, was handed down to the group. Included was brief description of the technology in question and it was believed to be a part of a large ship of unknown xenos origin, the largest tech the group would have the chance of investigating. They hurried off to Chinchare with excitement over this find, arriving quickly after receiving their orders, and without even a moments rest they set to work.
Their largest find yet, it took them months to fully excavate and explore the piece of ship for it was indeed a piece of a much larger ship which they believe had been torn off with great force, by what they didn't know though they suspected the storms that were common to the sector possibly had a hand in it. Once fully excavated the only place left to explore was what appeared to be the bridge of the ship and it was sealed behind an extremely durable blast door, none of their equipment on hand could get it to budge even an inch. Their only recourse left was to provide power to the ships remaining systems and try to interface with to open the door, which appeared safe enough as by this time they had successfully reversed engineered most of the ships basic systems and hadn't come across any signs of corruption, Quintus volunteered to attempt an interface.
They had only a moment, the briefest of moments to realize what was occurring before it was upon their minds. The system had shown no sources of physical corruption, but they were wrong. The entire ship had been infected by a virus with ties to Nurgle. Beset by ailments of the mind then the body, Quintus and the rest of his group were ravaged by the powers of the warp and twisted by the corruption of Nurgle until only Quintus remained alive, though barely as his body was withering away. In an emergency attempt to preserve his life, he performed Mechanicus Assimilation upon himself with the use of the servo skulls on hand. Miraculously he survived, but was now completely corrupted by the powers of the warp, and he found it was rather enjoyable.
No more restricting policies on the study of technology, no more limits to experimentation, he was free to explore and study what he wished if he turned on the Empire. Knowledge for the sake of knowledge and all he had to do was turn traitor, but he couldn't just leave and try to do so on his own. He was but one and the Empire was billions, he needed allies, he needed to join the traitor legions. Quintus disposed of the bodies of his former allies and quickly set to work, luckily most of the systems on the ships bridge were still functional including a long range communicator. Working with fervorous speed, he quickly reworked the communicator to send out a long range burst directly into the Eye of Terror with a basic message calling a traitor legion to his location.
The response from his comm burst was a return message requesting a sabotage of as many systems as possible on the planet before their arrival. Quintus sent a burst signal of the own infection that had now buried itself into his being and it had a devastating effect on the systems within range. Within moments of his spread of infection the invasion began. Quick and brutal, multiple dreadnoughts appear from the warp above the planet surface and hundred of drop pods came crashing down to the surface. Hundreds of traitor marines came pouring out and began laying waste to everything in sight, the explosions highlighting the symbols on their armor. Iron Warriors, the most brutal, well disciplined, and tenacious legion amongst the traitors had come to Chinchare and they were there for one thing and one thing only. Destruction.
A troop of Iron Warriors arrived at the ancient ship, led by one (insert Alex's char). Quintus' new Commander amongst the Iron Warriors.
Appearance

Quintus is as much machine as man. His skin is extremely pale, and on the back of his skull he has a tattoo of the symbol of the Adeptus Mechanicus, distorted and obscured with the legion symbol of the Iron Warriors. He wears robes of blood red, with patches of his cybernetics painted black. He has several cybernetic implants, including a servo arm on his right side, and optical and utility mechadendrites on his left. In his left hand he carries his power axe, a relic from his time in the mechanicum, and he also carries a lascarbine, for fighting at a distance.

Personality

Quintus is a dedicated and zealous worker, who especially loves to uncover ancient and forbidden technologies, and devising ingenious devices for visiting destruction upon his enemies from afar. Though these are his preferred fields, Quintus will gladly fulfill the will of his masters to the best of his ability, regardless of what the orders may be, perhaps a remnant of the conditioning received as part of his training in the Adeptus Mechanicus. Due to his single-minded, and some might say, obsessive nature, he often is at odds with others who may have goals aside from their most immediate or direct orders. He also tends to take more pride in a well constructed engine of destruction than he ever could from any over display of martial prowess.

Tactics




Thursday 11 September 2014

Black Crusade Character: Zargor Thune

Character Name: Zargor Thune                               Played By: Alex

Race:  Chaos Space Marine                                       Archetype: Chosen

Background

Zargor Thune was born on Olympia not long before the Primarch Perturabo was given control of the Iron Warriors legion, and the planet himself. His childhood, therefore was in the midst of many great changes to the planet, as old Tyrants were replaced and thrown down by Perturabo and his Iron Warriors. Life on Olympia was always hard, and for Zargor it was doubly so. His father was killed before he was born in a factory accident, and his mother died from a plague when he was very young. With no one to turn to, Zargor was forced to eke out an existence on a ruthless planet inhabited by a ruthless people.

Perhaps it is thanks to this early hardship that he was chosen by the Iron Warriors to join their ranks. The boy Zargor had joined a gang known for their reckless ferocity, and was arrested for his involvement in a riot. Rather than execute the young boy, the Legion decided to put him through their trails. If he proved strong enough to survive, he would be a useful asset in the conquests to come, and if not, it was a death sentence anyways. Luckily for the young boy, a lifetime of beatings, fights, and petty crime had done an excellent job honing him into a perfect candidate for the legion. His senses, physique, and ferocity was already far above the average student, and he quickly surged to the head of the class.

Training was extremely hard, and the discipline harder, but Zargor found great satisfaction in the exercises and drills of the IV legion, and though he was often chastised for his temper and recklessness, his instructors could not deny that he was quickly becoming an efficient and effective warrior. After many years, he had finally earned the right to join the legion proper. It was a great honour to be implanted with a gene-seed, and though the process killed many applicants, Zargor was not concerned. He was by far the largest and strongest boy to be chosen, with a fortitude unmatched. His confidence was not misplaced, and after a grueling period of implementation he was finally ready.

Thus began many years of fighting in the IV legion, during which time he was put into an assault squad, having made a name for himself as a fearless and ferocious close combat fighter, more than willing to throw himself through any breach in defenses. However, due to the nature of the assignments of the Iron Warriors, Zargor often became bored with the endless siege operations, and was often chastised for his temper and insistence on a frontal assault. During this time, his resentment of the other legions, the Imperial Fists in particular, festered and grew, along with that of the rest of the legion. When Perturabo announced his siding with Horus, Zargor was more than ready to throw off the shackles of the Imperium and begin to tear down what they had striven to achieve.

So it was that Zargor found himself on Terra, tirelessly working to batter down the defenses of the Imperial palace, so arrogantly defined by their creators as impregnable. When the innermost walls were breached, Zargor was among the first in the legion to pour through. During the mad assault, Zargor slew scores of enemy marines, mostly of the hated Imperial Fists legion. When Horus was defeated and the traitors went into retreat, Zargor had to be bodily pulled away from the battle by his brothers, such was his fury and bloodlust. For his actions on Terra, and undying loyalty to the IV legion, Zargor was promoted to Brother Sergent, taking command of the remnants of his old assault squad.

During the millenia that followed, Zargor's rage and battle fury only intensified, and though he was at times unpredictable, his loyalty to the legion was unshakable. Because of his reputation and unswerving loyalty, Zargor was sent to the Screaming Vortex, alongside a Tech Adept from the legion to seek out potential allies to the legion, as well as gather any lost technology that might lie within.

Appearance

Zargor is large, even for a space marine, and monstrously strong. He wears a suit of ancient power armour painted in the colours of the Iron Warriors, with the distinctive hazard stripes on the left shoulder pad, and his right shoulder pad a bright red, to mark him out as an assault specialist. His armour has also been modified with a chain loincloth to protect his lower extremities even further from damage. He carries at all times his ancient chainsword, bolt pistol, bolter, combat knife, and many frag grenades for driving enemies into or out of cover as he needs. Underneath his armour is large muscular body, criss-crossed with countless scars of old wounds. He keeps his head shaved completely bare, in the event that his helmet is ever damaged or knocked off, to prevent the enemy from getting any handholds in close quarters. His skin is quite pale, and his eyes have taken on a red hue that burns brighter when his temper rises.

Personality

Zargor is extremely aggressive, with a quick temper, and an impatient streak that heavily contradicts his legion's usual combat doctrines. Though he may seem like a wild berzerker, Zargor is by no means stupid, and is more than capable of thinking tactically when he needs to. Zargor is also notoriously arrogant, especially when it comes to matters of strength or melee combat. His disdain for anyone he deems unskilled in combat shows readily, and when fighting such a foe, he often will take his time wearing them down before finally decapitating them in a glorious fountain of blood. Against foes he deems worthy he is more cautious, and will use any advantage to defeat his foe, including distracting them, disarming them, or simply bearing them to the ground and smashing their face in with his massive fists.

Tactics

While Zargor is skilled with all types of weaponry, his favorite are always the ones that allow him to kill up close. While he is more than capable of grinding down a foe under a barrage of heavy weapons fire, or trading pot shots in a prolonged shootout, his favored method of taking down an enemy is always a frontal assault. His martial pride often drives him to issue individual challenges to opponents that look to be skilled enough to warrant his time, even those that may outclass him, but he is more than happy butchering hordes of petty adversaries as well.



Warhammer 40k Black Crusade

Hey folks! So me and my gaming group have recently become interested in trying out the Black Crusade RPG from Fantasy Flight games. In case you're unfamiliar with it, this is an RPG in which you play a Chaos Heretic to the Imperium of man, either as a Human, or a Chaos Space Marine. After having read up on the rules, we are almost ready to play, with the last touches of Character creation being finished up. As a good portion of my regular RPG group doesn't play Warhammer 40k or have much interest in its history or universe, there is only going to be a few of us playing. Brennan, Todd, Ryan, and Myself. I will be starting as GM, but may swap out in the future. Because there are only 3 players, I've decided to run the first "adventure" along with a GMPC in order to help shore up their numbers a bit and give them some help in combat.

So, why should you care? Excellent question! You should care because I will be bringing the action to you! We'll start with a page for each character, detailing their history, appearance, personality, fighting style, relationships, and any other information that may become relevant. These pages will be edited whenever something changes, so you may want to check them out as the story progresses as well.

The other thing I will be doing is writing up detailed recaps of the sessions as they happen. Sort of like battle reports, but a bit more intimate. These will include the story, the actions the PCs make, as well as some GM notes from myself, talking about things that may be interesting of fun to know, such as strange inter-party debates, or amazing dice rolls (whether for good or ill)

Now, keep in mind that this is our first time playing this system, and while we are all quite experienced with RPGs (D&D 3.5/Pathfinder being our games of choice) we aren't completely familiar with this system yet, so mistakes almost certainly will be made.

So with this in mind, I urge you to stay tuned, and if you like what you see, maybe try this or one of the other RPGs out for yourself. Make sure to leave comments and suggestions to help us become better players, or make the story more interesting!

Warhammer 40k Battle Report: Tzeentch V.S Nurgle

Led by Ahriman, a retinue of Thousand Sons, along with a mighty Daemon Prince of the Architect of Fate clash violently with Typhus and his army of Plague Zombies.

This was a 1750 battle between my Thousand Sons Chaos Space Marines, and Brennan's Nurgle Chaos Space Marines. We played a Crusade with a Hammer and Anvil deployment.

The Board
The Armies

Tzeentch

HQ:
- Ahriman -230

- Daemon Prince of Tzeentch with Power Armour, Wings, the Murder Sword, Level 3, Spell Familiar, Gift
   of Mutation - 355

Troops:
- 10 Cultists with Autoguns and Mark of Tzeentch - 70

- 5 Thousand Sons with Meltabombs in a Rhino with Dozer Blades - 195

- 5 Thousand Sons with Meltabombs in a Rhino with Dozer Blades - 195

Heavy Support:
- Predator with Twin-Linked Lascannons and Lascannon Sponsons - 140

- Vindicator with Siege Shield and Combi-Bolter - 135

- 5 Havocs with 4x Autocannons, Meltabombs and Mark of Tzeentch - 130

Formation:
- Mayhem Pack - 300

Total: 1750

For this list I wanted to have some fun. Originally this wasn't what I was going to take, but Brennan told me he'd be bringing a Nurgle army, and I thought it would be interesting to do the rivalry thing, so with that in mind I built everything to have the Mark of Tzeentch if it could. I also decided that since Brennan's Daemon Prince had the Black Mace that I couldn't have it as well, so I took the Murder Sword instead. Seeing as this army could generate some major power dice as well, and with Daemon Princes being the most reliable daemon summoners in the game (thanks to spell familiars) I decided that I would be summoning in as many Tzeentch Daemons as possible.

Ahriman's Cabal
Nurgle
HQ:
- Typhus - 230

- Daemon Prince of Nurgle with Power Armour, Wings, the Black Mace, Level 3, Spell Familiar, Gift of
   Mutation - 355

Elites:
- 3 Chaos Terminators with Mark of Nurgle, 3x Combi-Meltas, 2x Lightening Claws, 1 Chainfist - 151

Troops:
- 25 Plague Zombies - 110

- 20 Plague Zombies - 90

Heavy Support: 
- Predator with Twin-Linked Lascannons and Lascannon Sponsons - 140

- Predator with Twin-Linked Lascannons and Lascannon Sponsons - 140

- Defiler with Dirge Caster, Powerfist, and Power-Scourge - 225

Formation:
- Mayhem Pack - 300

Total: 1751

This list has some pretty obvious advantages over my list. First of all, it has a lot of bodies (pun fully intended) to try and blast through, and really, Thousand Sons tend to struggle in that aspect (5 of them costs more than 25 zombies), and his list really has counters for everything that I have, but more of them. His Preds are more than capable of dealing with my vehicles, not to mention his Termies and Brutes coming in wherever he wants while the Defiler will be able to mince my Havocs and possibly the Sons as well. Hopefully the addition of some summoned Daemons can swing the tide in my favour.

Typhus' Horde

The Game

We rolled our many powers. Ahriman came up with Tzeentch's Firestorm, Psychic Shriek, Dominate, Shrouding and Invisibility. The Tzeentch Prince got Tzeentch's Firestorm, Summoning, Iron Arm, and Infernal Gaze. My first Aspiring Sorcerer got Tzeentch's Firestorm and Iron Arm, and the second got Tzeentch's Firestorm and Flame Breath. Brennan's Daemon Prince got Nurgles Rot, Iron Arm, Life Leech, and Inferno. Neither of us got anything good with our Gifts of Mutation. We then roll for sides and I win, picking the side with the hills. Brennan then wins the roll for deployment, and chooses to go first and deploy first.

Brennan's Deployment was simple. The Predators went in the forest in the middle, with the Daemon Prince as far forward as possible. The Defiler and big Zombie unit went on my left flank, while the other unit went on the right. The Terminators and Typhus went in reserve, along with the Mayhem Pack

Deployment after movement

Mine was hardly more complex. The Vindicator went on the right flank, hiding behind the forest, with the Havocs halfway up the hill. Both Rhinos went in the center, and the Predator on the left flank. The Daemon Prince went in the back right side. Cultists and Mayhem Pack go into reserve.

Tzeentch deployment

Turn 1

Brennan starts the movement phase by flying up his Daemon Prince towards the Predator. The Defiler and Zombies both move up as fast as they can. In the Psychic phase, the Prince manages Iron Arm, despite me throwing 10 dice at it. Oh well. Shooting begins with both Predators unloading everything into the Vindicator who fails all its saves and takes a glance and gets itself stunned. The Defiler takes aim with its Battlecannon at the Havocs, and kills the champion.

In my movement phase the Rhinos start to push forward a bit, and the Daemon Prince takes off towards the small Zombie squad. In the Psychic Phase, the Prince summons a unit of Horrors, casts Iron Arm, and the Aspiring Sorcerer in the lead Rhino casts Tzeentch's Fireball into the zombies, blowing some apart. In the Shooting Phase, the Havocs shoot into the Defiler and do 2 hull points to it. The Predator manages a 3rd, but it survives.

End of Turn 1
Turn 2

Seeing an opportunity, the Mayhem Pack is teleported in, but scatter a little bit. The Defiler and Zombies all continue to move forward, and the Daemon Prince drops down to glide mode, ready to do some assaulting. Brennan attempts to cast some powers and this time I deny Iron Arm. Shooting this turn is awful. All but 1 Helbrute miss their targets, and the one that hits only shakes the Predator. The Lascannons from the Predators all target the Vindicator, but it survives unscathed. The Defiler targets the Havocs again and manages to kill another, causing them to flee. In the assault the Zombies try and assault the Horrors, but fail their distance.

Responding to the new threat, my Helbrutes drop in, with one scattering over a predator, and right beside another Predator, one scattering from rear ark to side ark on a Helbrute, and finally the last locking on. The Havocs fail to regroup, but only run 2 inches. My Daemon Prince moves off into the center of the board whilst the Horrors back off a bit. Both units of Sons jump out to target the Daemon Prince, and the Predator moves over the hill to get some cover.

In the Psychic phase, the Daemon Prince fails to summon more Daemons, but the Horrors summon another squad, using the Icon to keep them from scattering. With that dealt with, the Vindicator blasts into the Zombies, but only kills a couple. The Havocs snap fire into the rear of one of the Helbrutes and glances it, while the Predator snap fires into its front armour and blows off the Multi-Melta. The first Helbrute fires into the Defiler and blows its sky high, killing a few Zombies in the explosion. The second Helbrute blasts apart one of the Nurgle walkers with its Multi-Melta as well, but the third is a little less lucky and only takes off the turret from one of the Predators. Finally, all of the Sons shoot everything they have into the Daemon Prince but fail to wound it, thanks to it jinking with Shrouded for a 2+ save, though a lucky Combi-Bolter shot gets a wound through.

End of Turn 2
Turn 3

With the Tzeentch army having more troops than it began the game with, Typhus picks his time to enter the field, deep striking in with his retinue of terminators right next to a Helbrute. The Zombies shamble forward some more, and the unharmed Predator pivots to unleash its weapons on the Helbrute. The Mayhem Pack rolls a fire frenzy and is unable to move this turn.

In the Psychic Phase, the Daemon Prince gets Iron Arm off again, despite me throwing all my dice at it. Uh Oh. Shooting begins with the wounded Predator trying to wreck the Vindicator, but it misses. The other Predator does better and blows the Helbrute threatening it to pieces. The Terminators manage to destroy another brute with their Multi-Meltas, whilst the last Brute that can shoot immobilizes the Rhino.

In the assault the big Zombie squad assaults the Helbrute to tie it up, whilst the other goes for the Horrors again, and this time they make it. The Nurgle Prince assaults Ahriman's squad and challenges the Sorcerer. The small squad of zombies manages to massacre the Horrors, taking no casualties in return, while the Helbrute smashes down a couple Zombies. The Daemon Prince easily dispatches the Sorcerer, as well as another couple of Sons.

With things starting to turn sour, the Havocs continue to flee. The squad of Sons hop back into their Rhino and move off towards the Zombies that just destroyed the Horrors. The Daemon Prince turns and heads back towards the Nurgle Prince, and the remaining Horror squad moves up the hill a bit to get away from the Zombies. In the psychic phase the Horrors cast the Flickering Fire on the Zombies and kill one or two, whilst the Sorcerer blasts them with Tzeentch's fireball. The Daemon Prince summons some more Horrors, but they are misplaced and land in the back corner near the Helbrute.

The Vindicator turns around to try and pulp Typhus and his buddies with its Demolisher Cannon. It fires and two termies are killed. The Predator shoots at the wounded Predator but its shots are stopped by the trees. The Havocs snap fire at Typhus, but they miss all their shots. In the assault, Ahriman steps forward, only to be smashed down by the Black mace before he can swing, thanks to the Daemon Prince's Iron Arm.

End of Turn 3
Turn 4

With victory close at hand the Zombies move towards the next squad of Horrors. Typhus splits from his remaining bodyguard and heads towards the Havocs, while the Terminator stays put. The Helbrute moves over to beat up the other Horrors, and the other moves to beat up the Rhino and Vindicator. The Daemon Prince attempts Iron Arm, but this time is denied. In the shooting phase, both Predators unload on the Rhino and blow it up, though no Sons are harmed in the explosion. In the assault the Zombies wipe another squad of Horrors off the table, while the Daemon Prince finishes off the unit he's been working on. The Helbrute Multi-Charges the Sons and the Vindicator, blowing up the tank and killing a son, only to be wrecked by the Sorcerer's Melta-Bomb. Typhus fails his charge against the Havocs.

Things are starting to look desperate, but the Tzeentchians aren't done yet. The Cultists finally show up, and the Havocs regroup. The Daemon Prince moves back to the center of the board and the objective, and the Predator drives forward. The Daemon Prince summons another unit of Horrors, and while they scatter a bit, it isn't a problem this time. shooting is lackluster, and nothing really happens. In the assault, the Helbrute crushes some more Horrors, and my Brute continues to pulp Zombies.

Super Blurry Turn 4
Turn 5

With the enemy on the ropes, the Daemon Prince rushes off to try and help the Zombies with the Helbrute to free them up. The other Zombies move down towards the Cultists and their Objective, while the Terminator moves to head off the Thousand Sons. Typhus moves right up to the Havocs. Once again Iron Arm is denied, and Typhus casts Nurgle's Rot, only to kill a bunch of Zombies. With that done, the Predators finish of their rival, wrecking it.  Typhus charges the Havocs and murders them. The Helbrute finishes off the Horrors, and the Daemon Prince opts instead to try and take down my Prince, but fails his charge. The Terminator champion charges the Sons and slays their sorcerer.

With my options dwindling quickly, a plan forms. The Horrors move onto the Objective, while the Prince moves over to guard them. In the psychic phase the Daemon Prince fails to summon more Horrors, and the plan takes a turn for the worse. The Cultists unload on Typhus, but he feels no pain. With no other shooting, its on to the assault phase where the Sons and the Terminator have a slap fight.

We roll to see if it goes on...

End of Turn 5
Turn 6

The Zombies and Typhus move over to the Objective and the Cultists, while the Helbrute heads towards the crippled Rhino. The Daemon Prince goes around my Tzeentch prince to deal with the Horrors directly. No powers of consequence are cast this turn, and the Predators fail to harm the Daemon Prince. In the Assault, Typhus and the Zombies kill the Cultists, and the Nurgle Prince kills the Horrors.

Luckily, my Daemon Prince is a Horror making machine and jumps away, spawning more Horrors to replace the ones that died, only to fail its assault on the Predator holding the Objective.

We roll to see if it goes on...

End of Turn 6
Turn 7

The Nurgle prince is getting annoyed now, faced with yet more hated daemons. He assaults them, but surprisingly enough, one or two survive.

The Tzeentch Prince summons one last squad, who drop right onto the Objective, taking it from the Nurgle Prince, before running off and wrecking th wounded Predator.

End of Turn 7
Total Points

Tzeentch: 5 - (One Objective, Line Breaker, First Blood)

Nurgle: 5 - (One Objective, Slay the Warlord, Line Breaker)

Post-Game Thoughts

My god, that was a brutal match. I really felt like I was just getting ripped apart the whole game. I think the major reason for this mostly comes down to army composition. Thousand Sons are just such an expensive unit that it really leaves you with no leeway if the dice turn bad, or you have to deal with Hordes. Compound that with the fact that Horrors are about the worst unit I could have been summoning that game, and you can see why it was a rough match up.

So lets talk tactics here. I think Brennan played a really good tactical game here. He placed his Predators well in the back and out of the way, but also on an objective and with a good line of fire. He did very well choosing his targets for his deep strikers, even if he did a bad job with his melta. Tying up the Helbrute also worked out very well for him, though honestly, if he hadn't I'm sure it would have just been blasted by Lascannon fire, and it did mean that he had one of his two Objective Secured units bogged down, which ended up working in my favour as well.

As for me, I think I made a few mistakes that could have cost me the game. Number one I think was putting the Helbrute next to the Defiler. I really should have put it in front instead to keep away from the Zombies. Number two was that I wasn't as agressive with my Prince as I should have been. I got so focused on keeping it free to summon stuff that I didn't want to drop it down to actually go fight things. My third mistake was not as much a mistake as a stylistic choice, but it should be mentioned. I really should have been summoning Daemonettes over Horrors. Whilst Horrors give me more psychic dice, the Daemonettes would have been infinitely more useful in the game, as there was nothing the Brennan had that they wouldn't have been able to deal with. Thankfully, summoning anything at all is extremely potent, and its only thanks to this that the game wasn't just a complete massacre.