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Wednesday 15 October 2014

Warhammer 40k Battle Report: Khorne V.S Slaanesh

Khârn the Betrayer is once again crusading for the favour of the Blood God, this time against Khorne's most hated rival: Slaanesh. Jumping into his landraider with a retinue of Berzerkers, and enlisting the aid of another Chaos Lord, this one on a mighty Juggernaut, he prepares to bring the fight to the Disciples of Excess.

This was a 1250 point game with my Khorne marines fighting Brennan's Slaanesh marines. The mission was a Crusade with a Hammer and Anvil Deployment. About the 5th one of those I've played in a row. The Objectives are placed on each hill, by the small building, right with the pile of rocks next to the fence and in the forest.

The Board, just before Objectives
The Armies

Khorne

HQ: 
- Khârn the Betrayer - 160

- Chaos Lord on a Juggernaut with Mark of Khorne, the Axe of Blind Fury, Sigil of Corruption,
   Meltabombs, and Gift of Mutation - 185

Troops:
- 9 Khorne Berzerkers with an Icon of Wrath, Rhino with Dozer Blade and Havoc Launcher, and
   Chapion with Meltabombs and Power Axe - 268

- 10 Cultists with Mark of Khorne - 70

Fast Attack:
- 9 Chaos Bikers with Mark of Khorne, Icon of Wrath, 2x Meltaguns, and Champion with
   Meltabombs and Lightning Claw - 268

- 2 Chaos Spawn - 60

Heavy Support:
- Chaos Land Raider with Dozer Blades and Dirge Caster - 240

Total: 1251

This is a pretty basic list. There is no subtlety and really not much tactical flexibility here. The plan is to get stuck in to combat and beat him over the head with Khârn and the Juggerlord. The Zerkers and Khârn go in the Raider, while the Cultists go in the Rhino. The Spawn are kind of a distraction, that may do a bit of damage. The Bikes are the Juggerlord's retinue, designed to be very quick and good in combat. Mostly they're meat shields.

Khorne Strikeforce


Slaanesh

HQ:
- Chaos Lord with a Jump Pack, Mark of Slaanesh, Sigil of Corruption, Gift of Mutation,
   Meltabombs, Plasma Pistol and Power Sword - 165

Troops:
- 10 Cultists with Mark of Slaanesh - 60

- 10 Cultists with Mark of Slaanesh - 60

- 10 Noise Marines with 2x Blasmasters, 7x Sonic Blasters, Icon of Excess, and a Champion with
   Meltabombs - 296

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

- 3 Obliterators with Mark of Nurgle - 228

Formation:
- Mayhem Pack - 300

Total: 1249

I was a little concerned facing this list. While it didn't have a lot that would threaten a Land Raider, at least until the Helbrutes came in, and considering Brennan's luck with Multi-Meltas, I wasn't hugely concerned for Khârn's safety. The Noise Marines are what was really going to give me trouble. Those Blastmaster would absolutely destroy the Bikes, and if the Land Raider bit it, so would the Berzerkers.

Slaanesh Force
The Game

With no psychic powers to roll, and only a couple of boons and a warlord trait to roll, this went quickly. I use Khârn as my Warlord, and Brennan gets preferred enemy (Space Marines), while we both get shrouded for our Lords' boons. Brennan wins his pick of sides, and takes the side with the forest and hill. I win the roll for first turn. Night fight is also in effect.

My deployment was quick and simple. Land Raider goes on the road (which we decided allowed vehicles to count as moving combat speed when moving cruising speed) and the Rhino goes behind it, with the Cultists behind the Rhino ready to jump in. The Spawn go on my left flank up on the hill, and the Lord and his Bikes go on the right.

Khorne Deployment
Brennan counters by placing the Obliterators up on the hill, with a unit of Cultists behind them, while the Predator goes behind the forest, with the other Cultists next to it. The Noise Marines and Lord deploy all the way back.

Slaanesh Deployment
Turn 1

Revving their engines, the Khornate vehicles drive forward at top speed, with the Cultists jumping into the Rhino. The Bikes drive forward, and the Spawn rush forward as well. In the shooting phase, the Rhino's Havoc Launcher fires into the Cultists by the Obliterators, who go to ground and only lose 1. The Land Raider and Bikes Turbo boost, and the Lord runs up with them. The Spawn run forward as well.

In Brennan's turn, the Predator fires at the Land Raider, but can't get past its armour. The Noise Marines fire their Blastmasters into the Bikes and kill 2, and the Obliterators fail to do any damage to the jinking bikes with their Assault Cannons.

Turn 2

Heedless of their casualties, the Bikes continue forward towards the Obliterators. The Land Raider continues into the swamp overrun with Razorwings, and the Rhino drives forward. The Spawn continue their course towards the Cultists. The Rhino shoots again at the Cultists, and once again they lose a member after going to ground.

In the assault the Bikes and Lord charge the Obliterators, and the Spawn charge the Cultists. The Spawn wipe the Cultists, and the Lord kills 2 Oblits, while the last one kills a Bike. The Obliterator runs for it and escapes.

With the Khorne force rapidly approaching, the Lord calls in his trump card. Slamming down from orbit come a trio of Helbrutes,  One drops next to the Rhino, one scatters a bit off from the Land Raider, and the third lands near the Spawn. The Obliterator manages to regroup as well.

In the shooting phase, the Noise Marines once again go to town and blast the Bikes, killing all but 2, and wounding the Lord twice, while the snap-firing Obliterator and Cultists do nothing. The Helbrutes do one wound to the Spawn, blow up the Rhino and half the Cultists inside, but fail to do any damage to the Land Raider The Predator fires into the Raider and manages to get a glance through.

End of Turn 2
Turn 3

With a pair of Helbrutes closing in, the Cultists try to get away, moving towards the left board edge. Meanwhile, the Land Raider trundles on, disgorging Khârn and his Berzerkers right in front of the Noise Marines. The Lord splits from the remaining Bikes and heads to finish off the Obliterator, while the Bikes eye up the cowering Cultists. Firing everything they have at the Noise Marines, the Berzerkers do no damage thanks to the Icon of Excess, and the Land Raider only kills one marine. The cultists try and run, but stumble and only run a single inch.

In the assault, the Bikes move in and murder the Cultists, the Lord destroys the lone Obliterator, and the Spawn whiff hard, only doing a single glance to the Predator. Khârn and friends fare better and while they lose a couple to overwatch, they make it into combat and while Khârn himself takes 2 wounds, the Lord takes the same, and all but 2 Noise Marines are killed.

The Helbrutes roll their crazed results and get to act normally. The One near the Spawn moves closer, as does the one chasing down the Cultists. The last one moves towards the Land Raider, hoping to blow it up. Shooting is largely ineffective this turn, with a spawn taking a single wound, and that's it.

In the assault, the Helbrutes charge in, with the Spawn and the Cultists, but the last one fails its charge on the Land Raider. As expected, both Spawn and the Cultists are all brutally murdered. In the Berzerkers' combat, Khârn finishes off the Lord and mangles the last two Noise Marines, as well as a Berzerker, all by himself. The squad consolidates back towards the Objective on the hill.

End of Turn 3
Turn 4

With these Helbrutes all over the place, the Khorne force does some maneuvering. Khârn jumps back into the Land Raider, while the Berzerkers head to the Objective on the hill. The Bikes move off to try and help against the Helbrute, and the Land Raider turns around to bring its arsenal to bear. The Lord moves forward, hoping to get another charge off. Shooting from the Bikes and the Land Raider manage to take a couple hull points off the Helbrute and stun it. Unfortunately, the Lord fails his charge.

Infuriated, the Helbrutes roll a Fire Frenzy and are unable to move. Everything that can fires at the Land Raider, glancing it only once.

End of Turn 4
Turn 5

With victory in sight, Khârn jumps out of his transport, but not overly quickly, barely making it to the forest. The Land Raider turns to shoot the Helbrute holding the objective on the other hill, and the Bikes move over to claim the pile of rocks, keeping the remaining Meltagun in melta range. The Lord thunders forwards to destroy the Helbrute. SHooting is mostly ineffective this turn, with just the Land Raider blowing the Powerfist off the rear Helbrute. In the Assault, The Juggerlord easily wrecks the wounded Helbrute.

The Brutes get a blood rage this turn and head towards Khârn and the Landraider. In the shooting phase, Khârn takes a Mlti-Melta to the face and falls, while the other Brute does no damage to the Land Raider.

We roll to see if it goes on...

End of Turn 5
Total Points

Khorne: 9 - (2 Objectives, First Blood, Warlord, Linebreaker)

Slaanesh: 1 - (Slay the Warlord)

Post-Game Thoughts

Another slaughter fest! Just the way Khorne likes it! This was an interesting battle that really happened to be a great clash between bitter rivals. Neither of our lists were particularly optimized, with me taking Power Weapons on regular champions, and Berzerkers, and Brennan loading up on Sonic Weapons that aren't Blastmasters. This was excellent as it wasn't really a stomping for either side. I think that the real reason I won this game was because of my mobility. Brennan always has a really hard time cracking AV 14, so the Raider was an excellent choice to bring Kharn and friends up to where they needed to be, and the Bikes made a great retinue for the Lord, even though they took a serious pounding from the Noise Marines.

There were a few large tactical errors made in this game as well. Firstly, I got very caught up in racing all of my guys forward with no regards for objectives. If any of my units had ended up being tied up longer than they were, I would have been left very out of position while Brennan's Helbrutes and Predator could go around claiming the Objectives. Brennan on the other hand would have been much better off dropping all his Brutes in to surround and deal with the Land Raider. Between the three of them and a Pred, it should have been reasonable for them to be able to destroy, and possibly even explode it, leaving the Berzerkers nicely bundles up for the Blastmasters to destroy. That would have been a huge hit to my forces, and after the 'Zerkers had been dealt with, it would have been a matter of mopping up the remaining Cultists, Spawn and already pretty hurt Bikes.

This game was really interesting with the dice as well. I probably made only around 6 saves the entire game, while Brennan, true to form, really struggled to hit with his melta. I did have one great turn of rolling with the Berzerkers on the turn they charged in. I think I missed only 3 attacks after the Hatred re-roll that turn, and I did tons of wounds. Luckily, Brennan had his Icon, or they would have been wiped out first round. On the other side of things, Brennan missed only twice on the turn his Oblits fired their assault cannons, but then failed to wound pretty spectacularly, so I only had to make 5 2+ jink saves. Overall, it was a really fun game, with both sides taking big losses and fluffy mono-god armies.

Tuesday 14 October 2014

Black Crusade Character: Galgamesh the Glutton

Character Name: Galgamesh the Glutton                              Played By: Todd

Race:  Chaos Space Marine                                                     Archetype: Sorcerer

Background

Like most other humans Garth was born into this world as an appendage ridden ball of flesh. Ironically his appearance as a baby closely resembles the creature he has become now more than any other time before his corruption. A severe disease had laid waste to the bloated body of the near dead child and he was actually presumed to be beyond life even before his birth. A rasping, wretched breath startled the doctors into action and over the course of 2 days they were able resuscitate the poor babe and remove the patches of green rotted flesh that covered his body and consumed his mother. 

Even still Garth lived a terribly painful and difficult childhood, only surviving through an immense amount of willpower. His pain and his imperfections were slightly mitigated as he grew older, when he came to the realization that he had the ability to tap into a source of unknown and extreme power. Over time Garth was able to compensate for his weaknesses with his new found strength of mind. Even though great chunks of muscle and connective tissues were missing from various parts of his body he was able to recreate the use of his limbs through sheer telekinetic force of will. He was as spry and nimble as any healthy child with full use of their body and probably even quicker than most.

Before reaching adulthood Garth was contacted by a group of librarians from clan Raukaan who had been scouting him for some time. Specifically Zephyr the clans divination expert. Normally one with physical abnormalities as severe as Garth would not be considered a liable candidate for the gene seed but Zephyr prophesied that the strange boy would be the catalyst to important events within the clan. So after vigorous tests he was accepted into their ranks and started his transformation into a space marine. 

The biscopea implant was the most important to Garth as it was able to completely heal his torn body. The pain was excruciating, even worse than he expected or ever endured. Worse still was that after completion he was left with severe phantom pains making a mockery of his desires for comfort. They plagued his every waking moment, even still he was able to conceal this fact from the rest of the clan. Excelling quickly through the training he was promoted to power armour in short order and began his much anticipated initiation into clan Raukaan's force of librarians. 
Not long after he was sent to help in the Siege of Vraks and was to be pitted up against Necrosius and his apostles of contagion. A vicious battle took place even before he reached the planet as a warp storm opened and spewed the spawns of Nurgle directly into his ship. Garth awoke from stasis to find half his contingent already dead and rotting. The only thing that saved his life  was the sickness he endured as a baby for it granted him a subtle immunity to the corruption. With that defending him he was able to fend off the creatures and there corrupting joyous affection, ending them swiftly and with no joy of his own... In fact joy was something Garth never felt, for in his constant battle with the pain he endured there was no room for joy. 

When the battered ship finally reached the planet he was the only one remaining and was barely alive. The ship on autopilot acted out its final pre-programmed orders and emptied as much of its payload on the targets specified before crashing into the planets surface. 

Necrosius breached the crashed ship under guidance from Father Nurgle and found the decrepit form that was Garth nearly entirely rotten among a pile of his fallen allies, yet still clinging to life. Nearing his final breath Garth opened his eyes for what he presumed to be the last time. His gaze was held fast at that instant as he stared at the bizarre form that was Necrosius. A strange whisper entered his mind, a jovial fat mans voice and it promised him everything. It asked simply for him to embrace the infection and consume the rotted flesh of his fallen allies. Whispers of a life without pain, of immortality, of more power than he could possibly imagine and of course a promise to end the pain and let him for once experience joy like nothing he has ever before felt. 

Garth began first with his closest friend who had been one of the first to die and thus was one of the most decomposed. He feasted upon the feted corpses one after another and with every bite felt the power of Nurgle flow into his body building up the rot and expanding it. Upon completion of his grizzly task Garth was no more and in his place was something new, something wretched, something bloated but most importantly something that was happy and without pain. Letting out a gargantuan belch that instantly turned into maniacal laughter he proclaimed himself Galgamesh the Glutton! In this selfish, traitorous act he fulfilled Zephyr's prophecies and brought much shame to the clan, forcing them to create new sanctions against aspiring librarians.

Nurgle then left his mind and it has been his joyous quest ever since to gain once again his fathers whispers.

Appearance

Galgamesh is a bloated, infection-ridden monster. His facial features are distorted and grotesque, and covered in weeping sores and pustules. Covering his disgusting frame is a suit of remarkably well maintained power armour, painted a deep green to symbolize his allegiance to grandfather Nurgle, He carries with him a force sword, and a flamer with which to cook his enemies for their consumption.

Personality


Tactics