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

Saturday, 16 January 2016

New Year, New Kill Team Campaign

Hey everyone. We have recently started a new Kill Team campaign at Dice Bag Games, and I'm quite excited about this one. The last campaign was sort of a test - getting a feel for the Heralds of Ruin kill team rules and how they play, and so this time we've added in a couple of things. The main new bit is there is a campaign map. Each team starts somewhere at the edge of the map and must forge their way towards the centre tile. Whomever holds the centre tile at the end of the campaign will be declared the winner. This adds a bit of extra strategy outside of the regular game, which is pretty cool. 

This time, I have chosen to bring out my Alaitoc Eldar, led by Warlock Ylrad. 

My initial 200 point list is as follows

Team Leader
Ylrad - Warlock with Jetbike, and Spirit Stones of Windfall - 65

Core
Jetbike - 17

Jetbike - 17

Jetbike with Shuriken Cannon - 27

Ranger - 12

Special
Warp Spider - 19

Warp Spider - 19

Fire Dragon - 22

Total: 198

This list gives me lots of tactical flexibility. It's very fast, apart from the Ranger and Fire Dragon, dishes out a good amount of high strength shooting, and some of the powers that Warlocks can take are excellent, protect/jinx, conceal/reveal, embolden/enervate and destructor/renewer in particular. The spirit stone of windfall will help the warlock out in combat, should that come up as well, as it will give his fleshbane/armourbane melee weapon an ap value of d6 each turn, allowing him to potentially take out even terminators if he needs to. The list also works well thematically as a compact Strikeforce that perfectly plays to its craftworld's advantages and way of war. A ranger to lead them through the webway and the planet's wilderness, with a fast core of aspect warriors and jetbikes to strike fast and hard at key targets, sowing confusion, discord, and fear throughout the enemy ranks before fading away as quickly as they come. 

As the points cap increases, I think I'd like to add in a war walker, and maybe some fire avengers, and/or another fire dragon depending on what I feel like I need at the time. The dire avengers would be nice to get some more bodies on the table to help prevent routs, and more shuriken catapults is never a bad thing, and the war walker can put out a disgusting amount of fire power for a kill team game. 

Thursday, 19 November 2015

Kill Team Campaing: 247th Mordian Iron Guard V.S Necrons

----- Excerpt from the journal of Lieutenant Louis Gatsby, 247th Mordian Iron Guard, Special Task Unit -----

Though the Blood Angels had made off with our prize, our forces ended up being none the worse for wear after our encounter with the Emperor's Finest. As we pushed deeper into the hive, our forwards scouting parties began to report rumours of a stash of weapons belonging to a gang, deep in the underhive. These exciting reports also spoke of a greater danger than just gangers, however. Mysterious disappearances of civilians and gangers alike were filtering in, the few witnesses reporting horrific automatons who's weapons disintegrated their victims instantly. Though the danger was great, I ordered my team down into the underhive to secure this potentially helpful weapons cache. 

When we reached the cache, we were faced with more than a dozen gleaming metal warriors. Taking cover as best we could, we engaged. Though at first our weapons seemed ineffective, gradually we began to wear down the creatures. The timely arrival of the gangers aided us greatly, as they rushed to defend their treasures, blasting at both us and the metal warriors, but rarely causing much more than a light injury to our forces. The battle quickly became a confusing whirlwind of gunfire, while the lead robot charged into squad charlie, and later myself, who had taken the weapons bunker. I would most certainly have died had the creature not knocked me to the ground with a swipe of his staff. This action gave my warriors just enough of an opening for the monster to be vaporized by Squad Alpha's Meltagun. 

In the end, we managed to secure the cache for ourselves, though 3 of my men were killed in action. Fortunately, we have reinforcements aboard the ship to replace those men we lost. 

----- Entry ends -----




Thursday, 12 November 2015

Kill Team Campaign: 247th Mordians V.S Blood Angels

As we made planet fall and began our journey into the dilapitated hives of Sabadis Prime, we were accosted by a handful of what we thought were to be allies. A handful of Blood Angels - The Emperor's Angels of Death barred our way, telling us of an ancient weapon somewhere in the ruins up ahead. The Blood Angels had claimed it for their own, despite our mission directives from High Command clearly giving us jurisdiction over the device. With the stubborn Astartes refusing to hand over what was rightfull ours, there could be only one course of action...

This was my first battle in a new Kill Team Campaign being run at dice bag games. It was a 200 point Kill Team battle using the Heralds of Ruin fan rules. We played the Doomsday Device mission. 

247th Mordian Iron Guard

Leader: Luitenant Louis Gatsby - Force Commander with Macharian Cross, Carapace Armour, and Refractor Field - 51

Core: Squad Alpha - Guardsmen Squad with Vox-caster, and Meltagun - 45

Squad Bravo - Guarsman Squad with Vox-caster, and Grenade Launcher - 40

Squad Charlie - Guardsman Squad with Grenade Launcher - 35

Sergeant Harker - Sergeant - 6

Special: Field Medic Thompson - Medic with Carapace Armour - 23

Blood Angels

Leader: Veteran Sergeant, with Special Ammo - 29

Core: Tactical Marine with Flamer - 19

Tactical Marine - 14

Tactical Marine - 14

Tactical Marine - 14

Tactical Marine - 14

Tactical Marine - 14

Special: Sanguinary Guard - 33

Sanguinary Guard with Death Mask - 34

Sanguinary Guard with Death Mask - 34


This was my first Kill Team game using these fan rules, and I have to say, it was a lot of fun. I managed to steal the initiative and turn 1 I mostly moved up to try and find the doomsday device. The objective I secured ended up not being the one we needed. My shooting managed to do exactly nothing. 

On Jordan's turn, he discovered 3 objectives, none of which was the right one. His shooting managed to remove a guardsman, and knocked down a few other guardsmen. 

My next turn revealed that the Doomsday Device was the furthest objective from where my forces were, in a position really quite unobtainable by me. It was at this point that my strategy shifted to "kill as many marines as possible and force him to start rolling to run away. Unfortunately, this turn, I managed to drop exactly zero marines. 

With the doomsday device revealed, one of the Sanguinary guard peeled off to go claim it. The others shuffled up as the tactical marines advanced. Shooting was largely ineffective this turn for the marines, most shots missing and the rest being absorbed by cover, or healed by the medic. 

The rest of the battle went a little better for me, and I managed to remove 2 tactical marines and the Veteran Sergeant. On turn 5, the other 2 Sanguinary Guards made combat, one taking out almost a whole squad of guardsmen, the other only taking out a couple. On turn 6, Gatsby charged a Sangunary guard, not only surviving the marine's attacks, but nearly dispatching him in return. 

While I may have lost the battle, I'm glad to say that it was a very fun and close game, and at the end, none of the guardsmen were actually killed, while both the Tactical Marines, including the one manning the Flamer were killed. 




Kill Team Campaign

----- Excerpt from the journal of Lieutenant Louis Gatsby, 247th Mordian Iron Guard, Special Task Unit -----

After weeks of travel, our forces have finally reached the newly emerged world of Sabadis Prime. This world has been surrounded by volatile warp storms for Emperor-knows how long. What is important are our orders. My team and I have been instructed by high command to scout out the planet below and determine the levels of corruption within any remaining populous, recover any archeotech, and pave the way for our main forces to re-colonize this world. 

We know not what dangers we may face upon the planet's surface, our instruments have been acting erratically due to warp resonance surrounding the planet, but we will not falter in our duty. This world will be brought to the Emperor's glorious light, else it will be destroyed. 

----- Entry ends -----

Saturday, 17 October 2015

Product Review: Tannenberg Fusiliers

Hey everyone! So I'm going to do something that I haven't done before. A product review. Basically I want to talk about the new models I got from Victoria Miniatures, the Tannenberg Fusiliers. I went pretty balls deep into it, as I started out ordering 4 sets and got 40 guardsmen. I'm not sure if it was a mistake or just a bulk order thing, but I also got a pair of kneeling legs in with the bundle, bringing my total up to 42, with enough extra torsos and heads to make some extra guys if I get more leg bits. 

Now first up, let's talk about what you get. In this particular set, you get enough bits to build 10 guardsmen, including a sergeant. You get enough lasgun arms for a full squad to have them if you want, but you also get 2 swords and 2 pistols, as well as the Vic Mins version of a meltagun. You also get a bunch of pouches to put on them, as well as a whole bunch bayonettes that you could attach to the lasguns. Personally, I wouldn't put the bayonettes on, as I think that they would just break off, but it might be ok. My only complaints about the kit is that you only get the one special weapon option, when really it would be nice to get one of each thing you can have in a squad (the models are very clearly meant as counts as Mordians), or at the very least have an option when you order them to have whichever special weapon you want. While meltaguns are great, I would have liked to have gotten some grenade launchers and plasma guns in there as well. The other vital piece that is missing is a vox caster. This one makes a little more sense as they don't make a radio bit or anything, but it's definitely something that I would throw into the kit. My next beef is regarding the sergeant and meltagun arms. Neither of them have the epaulets that the rest of my guardsmen have. Now these bits are generic ones meant to go with any of the guardsmen they make, but it does make for a bit of greenstuff work, which I suck at. The last complaint I have is that the arms don't always got very well into the torsos, meaning that I had to fill a lot of gaps with greenstuff, which I did simply by just putting a blob in between torso and arm and then just trimming away the excess, but that meant that I had to have the arms on for painting, which has made getting into recesses with different colours much more of a challenge. 

Now as for the actual quality of these guys. The models are all resin, as are most 3rd party models in my experience, but there were almost zero flaws. There were a couple of tiny bubbles, but I've had more major problems with GW plastics. The resin is also a lot more durable than most other products I've seen, with much less bend, and no warping that I've seen. The detail is also fantastic. The faces are amongst the most detailed I've ever seen, and there are little imperial symbols here and there to keep the models looking interesting. I also really like the look of the lasguns over the GW ones. 

Overall, I think that Victoria Miniatures is doing a great job, and they fill a niche that nobody else is really doing right now (that is, alternate Imperial Guard Regiments). I'm hoping that they will continue to expand their range to include command squads and the like, but as it is, I would heartily recommend them to anyone looking to add some cool models to their armies. 



Friday, 16 October 2015

The 247th Mordian Iron Guard

Hey everyone! After a long absence, I'm back, with an exciting announcement. I have taken the first steps towards starting an Imperial Guard army. However, I have decided that I don't want just any guard army, as I find the Cadians a little boring. Instead, I have gotten myself some Tannenberg Fusiliers from Victoria Miniatures to be my Mordian Iron Guard force! This army is going to be very fluff-centric, using units, weapons, and even tactics used by the Mordian Iron Guard during battle. So far the army is small. Only 40 guardsmen, but I will be looking to expand it as much as possible over the coming months. Anyways, in the mean time, I'd like to outline the background behind this burgeoning army.


Founded in 748.M41 to respond to the ever increasing threat of Chaos, the Mordian 247th is primarily an infantry regiment that makes use of armoured support. The Mordian Iron Guard have always been known for their unwavering discipline and courage, and the 247th is certainly no exception to this rule. While many other guard regiments might turn and flee in the face of overwhelming resistance, the 247th will hold position indefinitely, unless orders from command dictate that they make a retreat. While many of the more prudent guard regiments, such as the Catachans or Tanith First and Only find this way of waging war to be foolish at best, the Mordians' faith in their commanders and the Emperor is strong enough for them to weather both the firepower of the enemy, and the jeers of their fellows. In truth, many of these claims stem from jealousy, as the Mordian 247th is renowned throughout the galaxy as one of the most effective and deadly guard regiments around. 

Currently, the regiment is led by Colonel Benedict Lockridge. A grizzled commander who has seen hundreds of different warzones, and survived them all.  While most Mordian commanders hold the Navy in contempt, Col. Lockridge greatly values the support that they can provide his forces on the ground, and as such, often goes into battle with Lieutenant-Commander Jedrik Baros, an Officer of the Fleet. 

The Mordian 247th Iron Guard specialize in urban warfare, and as such, the make use primarily of foot soldiers, who are less impeded by blocked avenues, collapsed buildings, and narrow alleyways. The Chimera APCs that they do use are generally reserved for their officers and veteran squads, allowing them to redeploy quickly, and offer a wider range of command. While most guard regiments make ample use of the ubiquitous Leman Russ Battle Tank, the 247th prefer the shorter range, but much more destructive Leman Russ Demolisher, the devastating Leman Russ Punisher, and the cover-destroying Leman Russ Eradicator. 



As an infantry regiment, the 247th prefers to rely on mid-sized platoons to do much of the army's heavy lifting. These platoons usually feature at least one Vox operator, a Commissar, and often a Primaris Psyker. Though most infantrymen have an innate distrust of psykers, the 247th trains extensively with them in their squads, and the presence of an ever-watchful Commissar makes them more accepting of them than most other regiments. Indeed the presence of a Primaris Psyker has often proven valuable to the men of the 247th, allowing them insight into future events, as well as protecting them from the cursed machinations of enemy witches. Along with their specialist additions, each platoon boasts several special and heavy weapons. Amongst common guardsmen, the Grenade Launcher and Meltagun are favoured special weapons, allowing a good amount of versatility or tank-busting power to a squad. Flamers are less common, but see use amongst the platoons on occasion, particularly amongst the Platoon Command Squads.  Plasma Guns are all but unheard of in regular infantry squads, their rarity and unpredictability limiting them almost exclusively to Veteran squads. For heavy weapons, the Lascannon issue favourite amongst the Mordians, the sheer power of the weapon allowing them to decimate vehicles, monstrous creatures, and heavy infantry with ease. Autocannons are also a common sight, as they can be used decimate infantry and medium tanks alike. Missile Launchers, Heavy Bolters, and Mortars are much rarer, but still see use where appropriate. 

Friday, 14 August 2015

Warhammer 40k Campaign Battle Report Part 3: Big Guns Never Tire

With the outpost firmly secured, Lord Ankhotep has begun moving in his heavy guns, directing them to take strategic points in the dense jungle. Meanwhile, Scout Commander Lzick has begun leading the Imperial heavy support to intercept and take up their own firing positions.

In part 3 of our narrative campaign, we are playing out the first major clash of heavy weapons between the Black Legion and the Children of Tarr. This mission was very simple. Big Guns Never Tire, only all Heavy Support Choices gain the Objective Secured special rule, and we were allowed to take 4 Heavy Support choices, but only 2 Fast Attack choices. There were 4 objectives and we used the Hammer and Anvil deployment type. There will also be night fighting for the first 4 turns of the game, as the two forces clash in the middle of the night.

The Armies

Black Legion

HQ: 
- Lord Ankhotep - Sorcerer with 3 Mastery Levels, Spell Familiar, Mark of Tzeentch, Terminator Armour, Sigil of Corruption, Gift of Mutation (+1 Weapon Skill), Veterans of the Long War, Combi-Melta, and Force Staff - 212

Elites:
- 4 Terminators with Mark of Tzeentch, 4x Combi-Melta, 2x Power Maul, 2x Chainfist, Veterans of
  the Long War, and Gift of Mutation (Melee Weapons have Fleshbane) in Land Raider with Dozer
  Blade and Combi-Melta - 426

Troops:
- 26 Cultists with Autoguns, Mark of Tzeentch, 2x Heavy Stubbers, Shotgun on Champion - 179

- 9 Thousand Sons with Meltabombs, Gift of Mutation (Crusader) in Rhino with Dozer Blade, Havoc
  Launcher, and Warpflame Gargoyles - 314

Heavy Support:
- Predator with Lascannon Turret, Lascannon Sponsons, and Warpflame Gargoyles - 145

- Predator with Lascannon Turret, Lascannon Sponsons, and Warpflame Gargoyles - 145

- Vindicator with Siege Shield, Combi-bolter, Warpflame Gargoyles - 140

- 2 Obliterators with Veterans of the Long War, and Mark of Tzeentch - 162

Total: 1752

With Asarune the Perverse out of the picture (he was slain in the last battle), Lord Ankhotep has taken sole command of the rear elements of the army. As his nature dictates, he has spent considerable time scouting the area, and studying reports on the nature of his enemy. Using his gathered recon, he has formulated a battle plan centered around a hard core of himself and his Terminator Retinue, as well as a unit of Thousand Sons. Knowing that the enemy artillery will likely be stronger than his own, Ankhotep has decided upon a night attack, hoping to use the cover of darkness to allow his troops to move up, and carve the enemy apart up close.

The Black Legion


Children of Tarr

HQ:
- Field Commander Lzick - Company Command Squad with 4 Veterans with Camo Cloaks, Carapace Armour, 2x Plasma Guns, Vox Caster, and Medi-Pack with Lzick with Power Sword, Carapace Armour, Bolt Pistol, Meltabombs, and Camo Cloak - 162

- Primaris Psyker with 2 Mastery Levels - 75

- Primaris Psyker with 2 Mastery Levels - 75

Elites:
- Militarum Tempestus Platoon
    - Militarum Tempestus Command Squad with Vox-caster and Volley Gun - 100
    - 5 Militarum Tempestus Scions with Vox-caster and Volley Gun - 85                      - 270
    - 5 Militarum Tempestus Scions with Vox-caster and Volley Gun - 85

Troops:
- 10 Veterans with Forward Sentries, Grenadiers, 3x Meltagun, Vox-caster - 120

- 10 Veterans with Forward Sentries, Grenadiers, 3x Meltagun, Vox-caster - 120

Fast Attack:
- Hellhound with Camo-netting, Multi-melta, and Dozer Blade - 155

- Vendetta - 170

Heavy Support:
- Basilisk with Camo-netting - 140

- Leman Russ Vanquisher with Camo-netting, Dozer Blade, and Hull-mounted Lascannon - 165

- Leman Russ Executioner with Camo-netting, and Plasma Cannon Sponsons - 200

Fortification:
- Aegis Defense Line - 50

Total: 1702

Having recuperated from the grievous injuries he suffered in his first encounter with the Black Legion, Lzick is back, ably guiding his armoured support through the dense jungles of Badru. With him he brings some of his veteran scouts, and a small platoon of Tempestus Scions, to lend their aid against the growing threat of Chaos. Unfortunately, some miscommunication has caused the Imperial forces to be deployed a little under-equipped for this mission, but Commander Lzick remains confident that they can get the job done.

Children of Tarr
The Game

Brennan won the roll for first turn and decided to go first. He set up his Aegis about halfway up his deployment zone, and put the 2 units of Scions on my left flank, with the Executioner, Tempestus Command Squad, and Company Command Squad holding the center. The Basilisk and Vanquisher went on the right flank, behind a hill with an objective on it. Both units of Veterans deployed up right near the edge of his deployment zone, more or less in the middle, with the Hellhound taking up the left flank, close to his deployment edge.

Deployment, just after Hellhound moved
Responding to his deployment, I put the Vindicator and one Predator on the left, whilst the other Predator went on the right flank. I then infiltrated my Thousand Sons on the left, along with the Terminators towards the middle, and the Cultist up front on the right to screen the Predator from incoming fire. The Obliterators went into Deep Strike reserve, hopefully to come on and blow up a vehicle or gun down some guardsmen.

Black Legion Deployment
Turn 1

The Children of Tarr begin their attack by advancing the Veterans and Hellhound to try and stall the Chaos advance before it can gain too much momentum. In the Psychic phase, one of the Primaris Psykers casts Fire Shield on the Hellhound, to help give it some cover from the many Lascannons right next to it.

Shooting is rather uneventful, the dense jungle and night concealing the Black Legion remarkably well. The Basilisk fires it's cannon at the left Predator, but scatters badly. The Hellhound's Multi-melta shoots through the trees at the Vindicator, but it is unharmed. The Vanquisher fires on the Land Raider, but misses with both its cannon and its Lascannon. Likewise, The Executioner shoots all its shots into the Rhino, but mostly misses, though it manages to get a single glancing hit through. Finally, the Vets fire at the cultists but only 1 is killed. The Veterans who ventured into a forest discovers it to be a Brainleaf jungle the hard way, turning on one of his squad mates and killing him.

As is typical of a Chaos force, the Black legion advances, with the Vindicator, Land Raider and Rhino all moving at cruising speed through the dense jungle, suffering no ill fate. The Cultists begin to rush forward towards the nearest Veteran unit, ready to bring their guns to bear.

The psychic and shooting phases are once again uneventful, with a Doombolt failing to damage the Hellhound, and a Tzeentch's Firestorm being denied by the Primaris Psyker in the Veteran squad. The Predator on the right flank fires on the Basilisk, but is unable to get through its cover, and the other predator has similar results when firing at the Hellhound. The Land Raider moves flat out, and the Cultist shooting only kills a single Veteran.

End of Turn 1
Turn 2

Once again, the Veterans move around, with one squad heading towards the Cultists, and the  other moving back a bit from the Land Raider, fully expecting their trio of Meltaguns to explode the ancient vehicle. The Hellhound moves into the jungle to try and get a better shot at the Vindicator.

In the Psychic phase, the Primaris Psykers cast Telekinetic Dome on the Command Squad, and Fire Shield on the Veterans approaching the Cultists. Shooting is poor again this turn, with the Company Commander failing to give any orders to the Veterans, who end up doing no damage to the Land Raider, two of their weapons missing, and the third shot being blocked by the dense jungle. Thankfully, the Vanquisher locks on and shakes the behemoth, and the Terminators and Ankhotep inside. The Basislisk locks on and shakes the Predator as well. The Hellhound fires at the Vindicator again, but the night stops the shot. Finally, the Veterans, aided by the Hotshot Volleygun of the nearest Scions unit manages to kill a few more Cultists.

Badly shaken up, Ankhotep doesn't call in his Obliterators from reserve, and just orders his Land Raider to pivot, bringing its guns to bear against the Veterans. The Rhino and Vindicators advance at combat speed, with the shaken Predator moving at cruising speed to get into a better firing position. Once again, the Cultists advance.

Psychic powers once again all fail to do any damage, and shooting is little better, the dense cover and camouflage of the Imperial Guard proving proof against all shooting that comes their way. In the assault phase, the Cultists charge the Veterans losing a few to dangerous terrain, but slaying a few Vets in return. The Champion challenges the Veteran Sargent and the combat is a draw. The Cultists lose combat, but hold.

End of Turn 2
Turn 3

With the Chaos threat closer than ever, Commander Lzick finally begins to issue orders, though his reserves still fail to arrive. Basically no movement is made, with only the Hellhound moving to hunt the Vindicator. Once again Telekinetic Dome is cast, but that's it.

In the shooting phase, Lzick orders the Veterans to fire between the trees at the Land Raider, and orders the nearest squad of Scions to set their Lasguns to full auto. The Veterans all hit the Land Raider with their Melta Weapons, and the tank explodes, showering them in debris. The Terminators are unscathed. Finally presented with the target it has been anxiously awaiting, the Executioner fires its Plasma Cannons at the Ankhotep, but thanks to Tzentch's blessing, only two of the might Chaos Terminators are brought down. The rest of the army unleashes it's firepower into the retinue as well, but to no avail. Finally, the Hellhound shoots into the Vindicator, this time shaking it, and the Basilisk does the same to the other Predator. In assault, the Veteran Sargent kills the Cultist champion, but a couple of Veterans fall, but they hold.

Caught in the open and facing down the guns of the enemy, Lord Ankhotep orders his Obliterators to Teleport into the fight, and they land directly behind Lzick's squad. Ankhotep himself leads his retinue forwards to destroy the Veterans, While the Rhino moves and unloads the Thousand Sons who move to deal with the Tempestus Scions. Lastly, the Vindicator rushes forward, as well as the shaken Predator.

Once again, psychic powers are completely unhelpful, with one being denied, and all the witchfires just missing. The Obliterators unleash their Heavy Flamers into Lzick's squad, and the Scions as well, annihilating everyone save Lzick himself and a single Scion, who's steely resolve keeps him in the fight. Bolter fire from the Thousand Sons kills a few of the Veterans, aided by the Rhino's Havoc Launcher. The unshaken Predator manages to shake the Hellhound. In the assault, Lord Ankhotep leads his bodyguard into the Veterans, who are cut down, with only the Primaris Psyker escaping. The Cultists continue to whittle away at the other Veteran squad, leaving only one Veteran and the Sargent. left alive.

End of Turn 3
Turn 4

Finally, the Vendetta comes into the fight, flying straight towards the Predator in the open, followed by the Hellhound. Lzick moves towards his last remaining Veteran squad to deal some justice to the traitor scum. The cowardly Psyker runs for it.

The Scions finally have a real target and fire everything into the Thousand Sons, downing 3 of the animated suits. The Hellhound shines its searchlight onto the Predator, and the Vendetta blasts it to wreckage easily. The Basilisk shoots at the other Predator and blows off it's turret, leaving it with just the sponsons. The Executioner attempts to finish what it started and shoots at Ankhotep's unit again, only killing 1 Terminator. The Vanquisher focuses its shots on the new threat, but Tzeentch's protection holds true, and the Obliterators are left unscathed. Lzick makes a long charge into the Cultists, and rallied by their leader, the Veterans manage to kill a handful of Cultists, losing only the last Veteran, leaving Lzick and the Sargent triumphant, but looking down the stubby barrel of the Vindicator.

With the enemy Warlord in the open, Ankhotep splits off from the Terminator Champion and heads off towards Lzick. The Terminator moves to deal with the Executioner, while the last Predator drives back to claim the objective by the large hill. The Obliterators move towards the Basilisk, hoping to destroy it, and the Thousand Sons advance towards the Scions.

Aided by the targeting relay, the Predator manages to strike a penetrating hit against the Vendetta, but it doesn't have much effect. The Rhino shoots everything at the Veteran Sargent, along with the Vindicator and the fleeing Cultists, finally managing to bring him down. The Obliterators fire their twin-linked Meltaguns into the Basilisk, exploding it. Once again, the Thousand sons do very little damage to the scions, killing another one. Ankhotep fails his assault against Lzick, and the Terminator champion's attacks do nothing the the Executioner.

End of Turn 4
Turn 5

With things teetering on the brink, Lzick takes it upon himself to destroy the Vindicator. The Executioner turns to face the Obliterators, and the Vanquisher moves away from them. The lone Scion panics and rushes over the defense line, intent on killing Ankhotep.

The Vendetta targets the Predator, but is unable to pierce the thick armour plating of the battle tank. The Executioner shoots into the Obliterators, but doesn't manage to hurt them. The Vanquisher tries and manages to down one. The Scions all fire into the Sons killing one, and the Hellhound incinerates the fleeing Cultists. The lone Scion's desperate gambit fails, as Ankhotep remains unscathed. Finally, Commander Lzick charges into the Vindicator, but misses with his Meltabomb.

Ankhotep moves towards the Scion Command Squad, while the Thousand Sons continue their advance. The Vindicator moves back to blast Lzick to dust, and the Obliterator climbs the hill towards the Objective. Lastly, the Terminator moves towards the Executioner, intent on finishing the job. Psychic powers prove slightly more useful, as the last Scion is struck down by Ankhotep. The sons kill another Scion, and the Rhino's Havoc Launcher killed a comple of Scions from the Platoon Command Squad. Lzick's desperate charge ends in disaster, as the Vindicator unleashes the fury of its weapon, which detonates a little prematurely, glancing the tank, but burying the Scout Commander in a pile of shrapneled trees. The Obliterator attempts to destroy the Vanquisher with its Multi-melta, but fails, and the Predator fails to hit the Vendetta. Once again, Ankhotep fails his assault on the Scion command, but the Thousand Sons and Terminator both destroy their targets. With the battlefield lost, the remaining imperial units pull out and head back to base.

End of Turn 5
Post-game Thoughts

This was a much better battle than in this campaign, though it really started as a slap fight, with First Blood not even being scored until Turn 3. While I made a few errors, as did Brennan, I think there was one definitive turning point in the game. When Brennan forgot his Orders turn 2. Had he remembered to use the ignores cover order and blown up my Land Raider, the Terminators probably would have all died. As it was, things were looking in his favour anyways, but my Terminators made a ton of 4++ saves and armour saves, and just wouldn't die.

On the other hand, I basically couldn't do anything with my shooting, as Brennan had a 2+ cover save on most of his stuff for 4 turns thanks to a defense line plus camo and night fighting. He had a couple of turns of making basically every save that came his way too.

Another thing that hurt me badly was the Psychic Phase. My powers were pretty much all the oes I didn't want (duds like Hallucination, and Mental Fortitude), and all of my powers that I managed to cast I either missed or failed to wound/pen. It was pretty brutal, but that's just the risk you take bringing Psykers I guess.

I'm really having a lot of fun with these narrative games, and really most of them have been closer than they seemed. A streak of bad luck for me, or better luck for Brennan really could have swung this battle in his favour, and he was actually ahead in points until turn 4 or 5.

As always, thanks for reading.