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Orion stopped by for another game of Apocalypse on Wednesday evening... and this time he brought his KNIGHTS!!

Ynysafallon - Imperial World
3.545.019.M42
Without warning, The forces of the Biel-Tim Fleet fell upon the Sons of Lott Questor Imperialis Household as they rested at Ynysafallon. The Knights and their squires barely had time to mount their machines of war before taking fire from the Aeldari. they were suddenly in a desperate fight of the Honour of the household - and their very lives! 


Aeldari Forces of the Biel-Tim Fleet

Asuryani Battalion Detachment - Biel-Tim Fleet (as Biel-Tan) 
HQ 
Farseer - 4 PL - War Master
Warlock - 3 PL

Troops
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL

Elites
Howling Banshees (5) - 5 PL


Asuryani Battalion Detachment - Biel-Tim Fleet (as Biel-Tan) 
HQ
Autarch (+ Warp Jump Generator) - 6PL - Warlord

Troops
Rangers (5) - 5 PL
Rangers (5) - 5 PL
Rangers (5) - 5 PL

Fast Attack
Warp Spiders (10) - 12 PL


Asuryani Spearhead Detachment - Biel-Tim Fleet (as Biel-Tan) 
HQ
Warlock - 3 PL  - Warlord

Elites
Wraithguard (5) - 8PL

Heavy Support 
Wraithlord (Bright Lance) - 6PL
Wraithlord (Missile Launcher) -  6PL
Wraithlord (Scatter Laser) -  6PL

Asuryani Super Heavy Auxiliary Detachment - Biel-Tim Fleet (as Biel-Tan)
Lord of War
T'chylmylwynbil - Tempest Heavy Grav-Tank (as Scorpion) - 30 PL


Asuryani Super Heavy Auxiliary Detachment - Biel-Tim Fleet (as Biel-Tan)
Lord of War
Dilytichylmywil -Tempest Heavy Grav-Tank (as Scorpion) - 30 PL


Asuryani Super Heavy Auxiliary Detachment - Biel-Tim Fleet (as Biel-Tan)
Lord of War
Mwalatacyndil - Tempest Heavy Grav-Tank (as Scorpion) - 30 PL

Aeldari Total: 180 Power Level



The Sons of Lott - Questor Imperialis Household 

Super Heavy Detachment - The Sons of Lott
Lord of War
Sir Gawaine - Knight Valliant - 30PL
Mordred the Bastard - Knight Gallant - 25PL
Pertolope the Green - Armiger Warglaive - 9PL

Super Heavy Detachment - The Sons of Lott
Lord of War
Sir Agrarian - Knight Crusader - 29PL
Sir Garrett - Knight Errant - 24
Ironside the Red - Armiger Warglaive - 9PL

Super Heavy Detachment - The Sons of Lott
Lord of War
Sir Gaheris - Knight Castellan - 30PL
Perymones the Puce - Armiger Helverin - 9PL
Persaunte the Indigo - Armiger Helverin - 9PL

Questor Imperialis Total: 174 Power Level



THE GAME

Orion was keen to try the Pincer Attack scenario (which I had played last week as the defender). As my force had the higher Power Level, I was the attacker!

Rolling for Warmaster traits, my farseer got Fearsone Reputation (Enemy units -1 Ld when within 6") - wasn't sure that was going to be all that useful, considering how squishy my HQ units are! Th Imperial Knights Faction ability is that each leader in a Super Heavy Detachment gains the WARLORD key word and gains a Warmaster trait. The warlord that is designated Warmaster gains TWO Warmster traits! So, Sir Gawiane (the Warmaster) gained Master Strategist (Increase hand limit of Command Assets to 12) AND Master Crafted Weapons (+1 to Wound Rolls - which was BRUTAL!), Sir Agrovain gained Inspiring Presence (+1 Ld for friendly units within 12"), and Sir Gaheris also gained Fearsome Reputation.

All three of the Knight Super Heavy detachments were deployed on the table in a 18" wide area down the centre of the table. Then I deployed all the Eldar in 9" deployment zones along the short edges of the table - and left the Battalion detachment with the Autarch, Warp Spiders and Rangers in Reserve.


TURN ONE

Despite rolled a d6 to my d12, the Knights gained the initiative for the first turn (and a bonus d3 Command Asset Cards) this was very, very bad for me...



The Battalion detachment with the Autarch, Warp Spiders and Rangers arrive to secure an objective. I was DESPREATELY hoping they might be able to go BEFORE being shot to bits... but with the Knights winning the initiative, that was kind of a silly hope... At least in apocalypse they aren't IMMEDIATELY removed and some get to shoot back!



Sir Gawaine in his Knight Valliant (on the right), along with  Mordred the Bastard in his Knight Gallant (on the left) and Pertolope the Green in his Armiger Warglaive (Trailing behind them) activated his detachment first.

(I'm mildly disappointed that Sir Pertalope's Armiger wasn't painted all green...)

(very mildly - I was just so excited to face a whole army of such beautifully painted knights!)

(Well... almost all beautifully painted)



Mordred the Bastard advanced towards the Wraith Detachment, blasting away at them with Heavy Stubber and Icarus Autocannons - with little effect.



Sir Gawain and Pertolope the Green advanced on the Rangers and Warp Spiders and laid down some serious hurt on them! So many blast markers!



Luckily I got to activate next and got my other battalion - which also had troops in the open to start!



I got them into the defensible terrain of woods (and controlling one of the objective markers!). They took some pot shots at the knights with there Shuriken weapons, but only managed to get eerie attention




Banshees practising How Not to be Seen!



Sir Agravain, on the right, in his Knight Crusader (with Avenger Gatling Cannon, Thermal Cannon, and a Rocket pod), Sir Garrett, on the left, in his Knight Errant (with Thermal Cannon and a Reaper Chainsword), and Ironside the Red, between and slightly to the read, in his Armiger Warglaive.



The Lance advanced on the Aeldari - Thermal cannons were fired at Dilytichylmywil - the Eldar Tempest Heavy Grav-Tank. While smaller weapons and the Avenger Gatling Cannon were directed at the Dire Avengers in the woods.



Yikes! Dire avengers surrounded by Knights - Sir Garrett's Reaper Chainsword was used to clear cut the woods and Sir Agravian tried to stomp on a few of the little blighters that tried to escape to the other side of the woods.



The wounded Warp Spider and Rangers ducked into the adjacent ruins - and managed to land some telling blows on Pertolope the Green's Warglaive



Sir Gaharis and Persaunte the Indigo hammered on the Rangers and Warp Spiders in the ruins as well as taking some shots at Mwalatacyndil with Perymones the Puce.



The Wraithguard took up firing positions in the ruins while the Wraithlords advanced on Mordred the Bastard - and the Objective Marker.



T'chylmylwynbil, the Tempest Heavy Grav-Tank fired on Sir Gaharis causing some potentially critical damage



Mwalatacyndil returned fire at Perymones the Puce.

Dilytichylmywil fired upon Sir Agravain.

In the Damage phase Mordred sloughed off his damage markers from eh Wraiths. Sir Argavain failed saves versus both large and small blast markers inflicted by Dilytichylmywil. Sir Gaharis used Armour of Contempt to save him from the four large blast markers T'chylmylwynbil had left on him, and Perymones the Puce was utterly destroyed!

Two units of Dire Avengers, along with the Warp Spiders and two units of Rangers were rendered combat ineffective by the severe blows dealt against them, the shattered remnants of these units endeavoured to slip away amongst the smoke and fog of war to the rally point for extraction through the webway. All three Tempests took damage from the fire of the Knights... None of them critically... yet.

I ended the turn controlling THREE of the Objective markers! Two because of troops with Objective Secured, and the third because I had two Wraithlords within 6" to one solitary Knight. Troops with objective secured could be a serious throw in the side for knights... if they could survive long enough!



TURN TWO

At least I got the initiative this round...



Before even activating anything I started off with a few Command Asset cards - my Autarch hurled a vortex grenade at Pertolope the Green - but did minimal damage...



I also used the Guide psychic power and Swordwind on the Wraith... which did basically nothing, due to excessively bad dice rolls... it could have been nasty - the WRaithguard were rolling d12s to hit and any hit counted as two - and their weapons are Destroyer weapons that leave Large Blast Markers for each wound... but they did NOTHING!

Sir Gawaine's Lance used the Full Tilt Command asset to do some serious maneuvering and tried to bring the pain to the Wraiths, that were turning out to be a serious thorn in their side (and, if they could roll anything but ones, potentially a serious threat!?) When the dust settled from their activation each of the Wraithlords had at least two Large Blast markers on them!



Mwalatacyndil and T'chylmylwynbil poured fire on Sir Gaheris, while Gaheris and Persaunte the Indigo returned some fire, but mostly hammered the Rangers in the ruins! Mwalatacyndil snuck forwards to take control of one of the Objective markers.



Sir Agravain and his lance continued to try and winkle the remaining Dire Avengers and Howling Banshees out of the woods



Orion having almost as bad or luck with the dice rolls as me - just couldn't get those Dire Avengers contesting the Objective!



Dilytichylmywil fired upon Sir Agravain again.



The Dire avengers and Howling Banshees fought back relentlessly - and actually scored some hits on Ironside the Red.

in the Damage Phase, Sir agravain took two more damage (for a total of four) luckily he passed morale as a failure would have carried him off the field of battle. Sir Gaheris also took two damage - having no more Armour od Contempt to save him. Ironside the Red and Persaunte the Indigo each took one Damage.

Mwalatacyndil was too severely damaged to participate in the battle further (losing control of an Objective Marker), while Dilytichylmywil was reporting critical damage. Another of the squads of Dire Avengers - NOT the one contesting the Objective - was taken out of action as was one of the Wraithlords. A second Wraith lord took one damage. The Warlock leading the Wraith detachment had suffered Perils of the Warp and was no longer able to continue.

Again, the Eldar were holding three of the Objective Markers (Objective Secured and Defensible Terrain FTW!) gaining the Eldar a second Victory Point! But knocking out Mwalatacyndil took out a detachment, so the Knights also scored a Victory Point!


TURN THREE

The Eldar once again had the initiative and started off playing a pile of Command Asset cards. The Farseer used Smite on Sir Agravain. Tears of Isha was used to return a lost wound to the Wraithguard. Qucken was used to get the Farseer and Warlock moving - so they could consolidate their position in the woods with the remaining squad of Dire Avengers. and the Conceal psychic powers was used on said Dire Avengers. Orion has used Laserburn and that put blast markers on the Farseer and Warlock... I had a bad feeling they'd be out soon, hence using all the psychic powers I could!!



The Farseer and Warlock (and Dire Avengers) went first - to get the Farseer and Warlock back into cover before the Knights acted and blasted them to bits... The Warlock actually managed to damage Ironside the Red with his Witchblade.



Mordred the Bastard continued to hammer on the remaining Wraihtlords with his Thunderstrike Gauntlet - and the Wraithlords struck back with their wraith bone fists and the Wriathguard fired into the melee with their Wraithcannons! Sir Gawaine unleashed a flurry of fire on the Ruins in an attempt to finish off the Rangers and Autarch taking cover within. Pertalope the Green tore at the building with his chainglaive.



When Sir Agravain activated his lance and started firing on Dilytichylmywil, I used Phantasm (and Asuryani Command Asset to move him... elsewhere... unfortunately he was still in range and view of others and so still got hammered on (if it survived, the tank would control an objective marker, though...)

Sir Agravain, Ironside the Red and Sir Gareth all hammered on the Dire Avengers and Farseer in the woods.

T'chylmylwynbil raced forward and RAMMED Persaunte the Indigo and shot him with their starannon while blasting Sir Gaheris with the Twin-Pulsar.

Sir Gaheris mostly fired at Dilytichylmywil, who returned the fire - both grievously damaging each other.

In the Damage Phase... Sir Agravain was lost! As was Ironside the Red - he actually passed his save, but failed morale - because Farseer Thymiltelyir - the Warmaster with the Fearsome Reputation was there within 6"!! (and I thought that would never be used!). Sir Gaheris and Persaunte the Indigo were also lost - which finished off a Super Heavy Detachment (+3 Victory Points for me, for a total of FIVE!). Mordred the Bastard also took two Damage...

The Last of the Dire Avengers was lost along with the Farseer, but the Warlock managed to survive! T'chylmylwynbil was also damaged and I had to use a Divine Intervention Command Asset to keep him on the table! Dilytichylmywil had sustained too much damage and was put out of the fight (+1 Victory Point for the Knights - for a total of two). The last of the Rangers also made their retreat - carrying of their wounded and dead.

At this point two of the Objectives were contested, and the Eldar held one - so one more Victory Point for the Eldar (for a total of SIX!)

Things weren't looking good for the knights at this point... but my hold on things were tenuous - at best! Two of my detachments were reduced to a single character model (that probably wouldn't last long) and T'chylmylwynbil was damaged (though not critically, yet) and the two Wraithlords were down to one wound each... so... that's four detachments that could easily be finished off (+4 Victory Points) and deny me the ability to hold objectives... the knights, on the other hand, had Sir Garret still looking strong, and Sir Gawain's entire lance was still on the field of battle and fighting hard!


TURN FOUR

Turn four was quick and brutal... The Eldar DID have the initiative, for what it was worth...



Over at one objective it was Adrellewi the Warlock  and his Witchblade - striking from the woods - versus Sir Gareth and his clearcutting Reaper Chainsword and a whole pile of dakka... you can imagine how that went...

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Gentle Readers (and other people that somehow ended up here...?), I do try to not live down to the very worst stereotypes about gamers... I HAVE been trying to rein in the spending and get stuff done... deplete the lead mountain, rather than adding to it.  I have to admit, I have gone a little overboard in the last couple months - with all the Necromunda stuff I picked up... and then the Apocalypse stuff.... and a couple things FOR Apocalypse detachments... And then I told myself, that was IT - no more spending for the rest of the year. Maybe even the next couple years! Sweet Mother of Zeus, I have ENOUGH to paint!!

So, when I was approached by a local gamer that was trying to get rid of his Imperial Guard Collection, I actually said "No, thanks, I've got enough"...

But then I was thinking of a friend of mine that I thought might be interested and so a couple days later I asked for details... What did the seller have...? what did he want for them..? I am, however, a sucker for a good deal... And, friends, it was just TOO GOOD OF A DEAL TO SAY "NO"!?

It was being sold as a lot, and this is what I ended up with...



The whole she-bang!

Now, loads of this I totally don't even need - or even want taking up space in my house - like the Hordes of Infantry... I mean, I already HAVE and entire Brigade Detachment worth of Catachans/Guaicans and then ANOTHER Brigade Detachment worth of Tallarn (and then some! I have a brigade painted - and a second Brigade worth still to do - because I'm that special kind of stupid)... Oh, and then I have YET ANOTHER Brigade Detachment worth of Valhallans (that I've barely even started painting)! So I really have no need for all the infantry... I mostly bought it for the Vehicles!!

Initially the Knight wasn't even part of the deal, but he brought it along and offered me ANOTHER deal on it that I... yeah... just couldn't refuse!? I mean, it wasn't just ANY Knight - it's a freaking Forge world Cerastus Knight-Acheron!? So... I have that now too... (and with the other two knights I bought last summer, but have yet to finish... I'll have a COMPLETE Super Heavy Detachment of Imperial Knights!!! HUZZAH!!)

I was also pretty excited about the pile of old metal Kasrkin Stormtroopers, which I will definitely paint up... How to paint them, though... and which group to use them with - Desert? Jungle? Winter? Something entirely different - because, hey, they're an attached force anyway...

The vehicles are all going to be repainted in desert colours to go with the rest of my Tallarn. I'll probably even carve Pask's hat off and make some headgear more appropriate for Tallarn. Need to add some stowage to all of them...

I also had no idea the Aegis Defence line was being included - so that was a nice bonus - and will expand my Imperial Wall of Martyrs defence lines... when... y'know... THOSE all get finished!

There are four spare plastic Tempestus Scions that I'll add to a Kill Team I've been working on!

Metal Yarrick and another plastic Commissar will find work in some detachment!



The Bag was also "thrown in" which was super sweet, because I don't really have any proper toy transport... Some of these unpainted guard might be added to Kill Teams... Not sure about the Heavy Weapons Teams...? Probably throw them in with the lots below.



Loyal 32 (well... 33 with the Commissar). I'll probably end up selling/trading/giving this lot away. Some knight player might want them for some bonus Command Points.



Painted Creed and Harker... Tempted to keep these, because they're the older metal ones...



Patrol Detachment of Tempests Scions...? The Tempestor Prime will have to walk though, because there is only space for 10 in the Taurox... maybe I'll keep the Taurox for my Stormtroopers...?

I actually just BOUGHT a Taurox - but I was planning to use it as a standard one and picked up a wheeled suspension kit from Victoria Miniatures for it (because, honestly, those tracks are just so goofy...). originally I was planning to ferry around my company commander in it... but now it might become the transport for the HQ element of a Outrider Detachment of Scout Sentinels... (Ideally, like, NINE of them... but I'll start with the three I have to start with!



and another HUGE lot of guard which will definitely have to find another home! That's enough troops for the Troop part of a Brigade... plus three commander and three command squads, four heavy weapon teams - which could be fielded as a Heavy Weapons Squad - or be included in the command squads...? and ANOTHER ten Tempests Scions...

OR... I could keep them all for some seriously HUGE games of Apocalypse! MWA-HA-HA-Ha-Ha-Ha-ha-ha-ha-haaaaaaaaaaa....!

(I don't think so...).

Coming Soon to Tim's Miniature Wargaming Blog:

Well... new stuff is always the shiniest... Maybe I'll be repainting tanks this week!!!
Probably not.. It'll probably be that Cawdor gang...
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Twotwill Island, Xoxigar Tertium (Imperial World)
3.537.019.M42

The Asuryani of the Biel-Tim Fleet shifted their focus from Xoxigar Secondus, to the more lush Xoxigar Tertium. Farseer Thymiltelyir foretold of a comet making landfall on a remote island of the world. At the centre of the comet would be an extremely rare element that was vital to the continued survival of their fleet. The warhost under his command had hoped that they would be leaving the hated Astartes behind on Xoxigar Secondus, but as they arrived at the site, there they were... just waiting for them... As the two forces approached to engage each other, debris from the comet coming apart started falling from the sky. 

FORCES

Aeldari Forces of the Biel-Tim Fleet

Asuryani Battalion Detachment - Biel-Tim Fleet (as Biel-Tan) 
HQ 
Farseer - 4 PL - War Master
Warlock - 3 PL

Troops
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL

Elites
Howling Banshees (5) - 5 PL


Asuryani Battalion Detachment - Biel-Tim Fleet (as Biel-Tan) 
HQ
Autarch (+ Warp Jump Generator) - 6PL - Warlord

Troops
Rangers (5) - 5 PL
Rangers (5) - 5 PL
Rangers (5) - 5 PL

Fast Attack
Warp Spiders (10) - 12 PL


Asuryani Super Heavy Detachment - Biel-Tim Fleet (as Biel-Tan)
Lord of War
Tempest Heavy Grav-Tank (as Scorpion) - 30 PL
Tempest Heavy Grav-Tank (as Scorpion) - 30 PL
Tempest Heavy Grav-Tank (as Scorpion) - 30 PL

Aeldari Total: 151 Power Level


Emperor's Brethern Space Marines

Adeptus Astartes Vanguard Detachment - Emperor's Bethern (as Ultramarines) 
HQ
Terminator Librarian - 5PL

Elites
Terminator Assault Squad (5) (Thunder Hammer/Storm Shield) - 10PL
Terminator Squad (+ Cyclone) (5) - 12PL
Terminator Squad (+ Cyclone) (5) - 12PL


Adeptus Astartes Outrider Detachment - Emperor's Bethern (as Ultramarines) 
HQ
Captain on Bike - 6PL

Fast Attack
Land Speeder Typhoon - 4PL
Land Speeder Typhoon - 4PL
Land Speeder (2) - 8PL


Adeptus Astartes (Mechanized) Battalion Detachment - Emperor's Bethern (as Ultramarines) 
HQ
Sergeant Chronus  - 4PL

Troops
Tactical Squad (5) - 4PL
Tactical Squad (5) - 4PL
Tactical Squad (5) - 4PL

Dedicated Transport
Rhino - 5PL
Land Raider (+Multimelta) - 14PL

Adeptus Astartes (Scout) Battalion Detachment - Emperor's Bethern (as Ultramarines)
HQ
Sergeant Telion - 5PL

Troops
Scout Squad (10) (Snipers) - 8PL
Scout Squad (5) - 4PL
Scout Squad (5) - 4PL

Adeptus Astartes Spearhead Detachment - Emperor's Bethern (as Ultramarines)
HQ
Captain - 5PL
Lieutenant - 4PL

Heavy Support
Thunderfire Cannon and Techmarine - 7PL
Thunderfire Cannon and Techmarine - 7PL
Thunderfire Cannon and Techmarine - 7PL


Astartes Total: 147 Power Level


THE GAME

I got in a FIFTH game of Warhammer 40,000: Apocalypse on Sunday! This was my second game in a week with Other Tim!

For this game we rolled for random scenario elements..

Deployment: Vanguard strike - each sir got a triangle shaped deployment zone that was one half of the table divided diagonally less the area within 12" of the line bisecting the table...

Objective: Starfall - place six numbered objectives, at the end of Turn Three roll d6 to see where the comet lands - remove all other objectives. Whoever holds that objective at the end of the game gains +3 Victory Points

Twist: Orbital Debris - at the beginning of each Action Phase, both players select a spot on the board. Roll d6 for each unit within 6" of that spot, on a 4+ place a blast marker on the unit (add +1 to roll for Light Character models)

Ruse (for the Defender): Ambush - one detachment gains the Deep Strike ability!

Aeldari Warmaster Trait: Inspiring presence (+1 Leadership to units within 6")

Astartes Warmaster Trait: Heroic +6" to any aura abilities (none...)


DEPLOYMENT



Part of my Dire Avenger Battalion Detachment hiding in the woods - led by Farseer Thymiltelyir - desperately hoping to survive to  Turn Three - when they will strike out and seize the comet!



The remains of the Dire Avenger Battalion detachment - with attached Howling Banshees



Other Tim surveying the field of battle.



Marine Scouts hiding in the woods. Mechanized marines hiding in armoured transports.



Marine Outrider Detachment of Landspeeders (and more scouts skulking in the woods).


TURN ONE



All the Deep Striking elements arrived. Terminators of the Vanguard detachment and the Thunderfire Cannons of the spearhead Detachment (which all gained the Deep Strike ability through the Defenders Ruse)



The Aeldari Deep-Striking Battalion showed up behind the marines lines.

After the Deep Striking elements showed up we rolled to see for damage from Orbital Debris - Blast Markers were placed on three of the Dire Avenger squads, The Howling Banshees, and the Warlock as well as the Rhino, Sgt. Tellion and a squad of Scouts.



Terminators surge forward and attack the Dire Avenger Battalion.



Warp Spiders and Rangers grab some cover in stand of trees and try not to be seen.



Speeders counterattack the deep-striking Eldar



Thurnderfire Cannons lay down some hurt across the table.



All the Marines in the armoured vehicles bail out and take cover in the woods. The Rhino turns around and attacked the Warp Spiders and Rangers in the woods. The Landraider charges head on into the Tempest Grav-Tanks - lascannons and multi-meltas blasting away!

Somehow that Landraider - with FIVE blast markers on it (four large, and one small) survived... and it did the same damned thing EVERY FREAKING TURN, ALL GAME.... Just. Wouldn't. Die!

My stuff, on the other hand, had no trouble at all dying. In the first turn I lost all four Dire Avenger squads, the Farseer AND Warlock in that battalion - making all further Psychic power cards totally useless... not that I was drawing all that many with only one light character left on the board (meanwhile, Other Tim was drawing so many, he actually had to DISCARD down to ten one one Turn...). The Warp Spiders also took a damage marker and the blue Tempest took two, failed morale and took another - leaving critically injured... fun times.

The marine Rhino took one damage marker. That's all. Everything else saved and passed morale. (Thanks, in part, to a number of Command Asset cards)


TURN TWO



Eldar Super Heavy Detachment of Tempest Heavy Grav-Tanks blasting away at all the Marine Vehicles.



Some of the Terminators disengage with the Banshees to chase down Tempest Tanks.



Thunderfire Cannons hammering the Tempests



BOOM! T'chylmylwynbil (the Blue and Purple Tempest) is destroyed in battle... along with the Banshees... and the Autarch (now drawing only ONE Command Asset per turn...)... and a squad of Rangers (which miraculously passed s Saving Throw... but failed morale). The Warp Spiders took ANOTHER Damage Marker - luckily I'd had a Medicae Supplies and I played earlier in the round, which had removed the one they'd taken earlier.

The Marines finally lost their first squad this turn... a five-man team of Scouts... Oh, and the speeders that were blowed up by a Tempest. The Rhino was also lost - a victim of friendly fire (Other Tim had played an Orbital Barrage card and damaged it in an attempt to put some hurt on the Warp Spiders). The Land Raider - again with FIVE BLAST MARKERS on it - for the second turn in a row - failed one save, took a single Damage Marker (which was repaired in the following turn) and totally passed morale...


TURN THREE



The Terminators decided to occupy the building abandoned by the Banshees. I brought the Banshees back on with a reinforcements card (said they just snuck out of the ruins through some tunnels below) they charged a Thunderfire Cannon and it's attending Tech Marine, but failed to actually hit anything... like they normally do... The Techmarine then blew them all away...

Eldar Losses this turn: another Tempest, the returned Howling Banshees, the Warp Spiders, and the two remaining squads of Rangers. The only thing I had left on the table was a single, damaged Tempest tank.

the Marines... well... the Landraider failed one of it's five saves it had to make... leaving another Damage Marker on it (that would be repaired in the following turn... if we'd played one)

At this point the writing was on the wall... there was no way the Aeldari were recovering anything from that Comet... the remaining Tempest skulked away abandoning the field to the jumped up Mon-Keigh that call themselves "Astartes"...

Mistakes we made in previous games but have figured out; critically wounded only affects those with 3+ wounds as it is when they have take MORE THAN half their number of wounds in Damage Tokens. Also, Stealth stacks with Obscured - which make Rangers a lot harder to hit if they're obscured!

The brute firepower of a Super Heavy Detachment is no match for loads of little detachments, each with a warlord generating Command Asset cards... Only bring those big guns out when you know your opponent is bringing theirs...

I need to paint the rest of my Warlocks - I have three more (not including the ones earmarked for the Ulthwe allied detachment). Whether I use them as commanders for more detachments or as a second HQ element for existing detachments - to take command when the initial commander inevitably snuffs it!

I'd really like to try out my OWN Imperial forces at some point. I noticed my Guaiacan Commandoes are pretty close in Power Level to Finnegan's current Ork Horde. I think that would be a fun match up - I'll have to try and arrange that for sometime later this week!

I've been looking over the rules and my various guard forces. I might actually include commissars in detachments - just to have as back-up light-character-models to take over as warlord when the initial one inevitable gets taken out... All those Guard warlords generate EXTRA Assets as well!


Coming Soon to Tim's Miniature Wargaming Blog:

Hard to say... I did a little work on some Cawdor Gangers... and some Steel Legion Guard.... and the three Eldar Warlocks... But, I might get in a game with the kids before I finish any of those, though...
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On Thursday afternoon I had another game of Warhammer 40,000: Apocalypse - this time with Orion  and his Space Wolves.

A Warhost of the Biel-Tim Fleet, having successfully executed a mission against the Mon-Keigh, regrouped at the rally point and prepared for extraction through the webway...

Just as they were making their final preparations for extraction, the wolf-lords of Fenris struck! They were wild creatures, more animal-like than even the basest of the Mon-Keigh...

FORCES

Aeldari Forces of the Biel-Tim Fleet

Asuryani Battalion Detachment - Beil-Tim Fleet (as Biel-Tan) 
HQ 
Farseer - 4 PL - War Master
Warlock - 3 PL

Troops
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL

Elites
Howling Banshees (5) - 5 PL


Asuryani Battalion Detachment - Beil-Tim Fleet (as Biel-Tan) 
HQ 
Autarch (+ Warp Jump Generator) - 6PL - Warlord

Troops
Rangers (5) - 5 PL
Rangers (5) - 5 PL
Rangers (5) - 5 PL

Fast Attack
Warp Spiders (10) - 12 PL


Asuryani Spearhead Detachment - Beil-Tim Fleet (as Biel-Tan) 
HQ 
Warlock - 3 PL - Warlord

Elite
Wraith Guard (5) - 8 PL

Heavy Support
Wraith Lord (Bright Lance) - 6 PL
Wraith Lord (Missile launcher) - 6 PL
Wraith Lord (Scatter Laser) - 6 PL


Asuryani Super Heavy Auxiliary Detachment - Beil-Tim Fleet (as Biel-Tan) 
Lord of War
Tempest Heavy Grav-Tank (as Scorpion) - 30 PL


Asuryani Super Heavy Auxiliary Detachment - Beil-Tim Fleet (as Biel-Tan) 
Lord of War
Tempest Heavy Grav-Tank (as Scorpion) - 30 PL


Aeldari Total: 146 Power Level


Space Wolves

Space Wolf Outrider Detachment
HQ
Harald Deathwolf - 7PL

Fast Attack
Thunderwolf Cavalry (6) - 18PL
Thunderwolf Cavalry (3) - 9PL
Fenrisian Wolves (15) - 3PL

Space Wolf Vanguard Detachment
HQ
Canis Wolborn - 7PL

Elite
Wulfen Dreadnought - 5PL
Murderfang - 6PL
Wolfen (10) - 12PL



Space Wolf Spearhead Detachment
HQ
Iron Priest - 5PL

Heavy Support
Vindicator (+ Seige Shield) - 10PL
Vindicator (+ Seige Shield) - 10PL
Leviathan Dreadnought - 10PL


Space Wolf Air Wing Detachment
Flyer
Stormwolf - 20PL



Space Wolf Battalion Detachment
Troops
Blood Claws (5) - 3PL
Blood Claws (5) - 3PL
Blood Claws (5) - 3PL

Space Wolf Battalion Detachment
Troops
Primaris Intercessors (5) - 6PL
Primaris Intercessors (5) - 6PL
Primaris Intercessors (5) - 6PL


Space Wolves Total: 149 Power Level


THE GAME

We rolled for random scenario elements. The Deployment board was "Search and Destroy" each was deployed in opposing table quarters - less 18" from the center point. The Objective was"Invasion" - each layer place ONE Objective somewhere in their deployment zone and a victory point was scored for holding both at the end of a turn. The Twist was "Surprise Attack!" - which meant the Attacker was rolling d12 for initiative and the defender (me!) was rolling d6 - just like the game with Other Tim the previous evening... except I only got ONE extra Asset card if I won the initiative! Because I had less I got a Ruse; "Inspired Tactician" which was I could replace one order per turn - much like the ability my Autarch already had... I completely forgot about it and never made use of it...

For Warlord Abilities, my Farseer got a "Master-Crafted Weapon" which gave him +1 to wound rolls... Harald got +1 to leadership for units within 12".



The Aeldari all set up - less the battalion being held in reserve.

 

Orion, setting up his Sons of Russ.



Spearhead Detachment and part of the Outrider Detachment.



Wolves of the Outrider Detachment and the Vanguard Detachment.


TURN ONE

Things started off with some serious banging - first the Marine Spearhead Detachment went - hammering away with their Vindicators - piton Large Blast Marker on one of my Tempests - thanks to their gun's Destroyer ability...



Well the Tempest fired back and put FOUR Large Blast Markers on the Vindicator!? (That must have been all hits and all wounds!? Yowza!)



The Stormwolf then came screaming in over my objective marker and I realized I'd made a horrible mistake: no "Objective Secured" troops by my own objective!! All the Stormwolf had to do was drop one troop of Blood Claws on there and they'd control it... the Storm Wolf was carrying THREE squads of Blood Claws!!! It also fired on the tempest and left a few more blast markers on there...



The other Tempest fired on the Stormwolf and left three Large Blast Markers on it!?

The intercessors just hung out on their own Objective.



The Wraiths moved up, occupied a building and took some pot shots at the charging wolf-things ahead, with little noticeable effect...



...and then the wolves charged! By the Tears of Isha! Only the Fenrisian Wolves made contact with anything - the building - where the Warlock leading the Wraith detachment was hanging out - and left him with a Large Blast Marker - OUCH!

The Dire Avengers advanced and occupied a building.

the Wulfen and Dreads advanced.

DAMAGE PHASE

The Tempest took one damage and the Wraith Detachment lost their leader... Ugh... I'm going to have to paint more Warlocks and leave TWO in each detachment - so when the first one is killed, there's a second one to continue leading the detachment (and generating Command Asset cards!) - for at least another round!!!

The freaking Vindicator saved against ALL FOUR Large Blast Markers on them!? Brutal... AND it passed morale, somehow... The Storm Wolf saved two and took one damage marker.


TURN TWO



Thunderwolves changed direction and charged at the Dire Avengers! By the Molten Balls of Kaela Mensha Khaine - do they ever get a fü¢k-tonne of attacks!?! Collectively, they left four large and two small blast markers on the three units of Dire Avengers in that building!?



Orion then played a Seize the Initiative card to activate the Vanguard Detachment next, and they swarmed in and surrounded the Wraith detachment.



I played Trophy Kill and started sniping at the Warmaster with one of the Tempests! putting a large and small blast marker on him.



The Marine Spearhead detachment went next and one of the Vindicators left another blast marker on a Tempest. Their Leviathan Dreadnought flamed one of the squads of Rangers (that had showed up at the beginning of this turn).

The Warp Spiders unleashed a flurry of monofilament wire from their Death Spinners on one of the Primaries Intercessor squads - which translated into a Large Blast Marker. The Rangers in the Detachment all tried to snipe the Warmaster as well, a solitary blast marker upgraded a small one into a second large one..



The Intercessors returned fire, hitting and wounding the Autarch and a squad of Rangers.

The Wraiths fought against the Wulfen that were overrunning their position.



The Blood Claws disembarked from the Storm Claw and two squads tried to secure the Objective and attack one of the Tempest Tanks, while a third joined the Wulfen and attack one of the Wraithlords.



Having delivered it's payload on the objective, the Storm Wolf flew off and strafed one of the Tempests on the way out.



The Tempest on the Aeldari Objective thrashed about shooting pointblank into the Blood Claws that were trying to climb all over it!

DAMAGE PHASE

A squad of Intercessors and a squad of Blood Claws were obliged to retire from the action with their casualties, and the wolfed took one damage marker... out of FOUR they could take! Yikes! Harald saved both of his blast markers... dagnabbit...

The Autarch was knocked out of action as were all three Dire Avenger squads and a squad of Rangers! The Wraithguard were critically injured with two damage markers.

The Wolves held both Objective Markers... so +1 Victory Point for them!!


TURN THREE

I used a Vortex Grenade against the unit of six Thunderwolf Cavalry... two of the three d12s came up ones... I tried using Quicken to get my Banshees and Farseer out of dodge and back towards their own objective...



Unfortunately the wolves went first and their Thunderwolf Cavalry chased them down...




Vindicator and Tempest exchanged blows - and the Storm Wolf helped out a bit!



Blog Claws continued their melee with the Super Heavy tank.



Damn, that Warlock just refused to go down!

DAMAGE PHASE

The Vindicator finally took ONE DAMAGE - it failed morale - but used Insane Bravery to stay in the game... another Unit of Blood Claws was annihilated...

The Farseer and Howling Banshees were lost and the remaining two squads of Rangers faded into the shadows and disappeared. One of the Wraithlords was pulled apart by the Wulfen and another was damaged. One of the Tempest tanks took THREE damage, was critically injured, and had to also use an Insane Bravery card to remain in the fight.

With the loss of the second squad of Blood Claws, the wolves were no longer holding both Objectives, so no one scored any Victory Points... so... at least there was that...


TURN FOUR



...and then the Thunderwolf Cavalry swarmed the Tempest!

So... Many... Attacks...



Wraiths still getting beat down pretty hard by the Wulfen.



The Green and Purple Tempest had used a card to redeploy near the Wolves Objective - in hopes of giving the Warpsiders there some support in taking it! Earlier in the Phase Orion had brought back one of the Intercessor squads with a Reinforcements card.



The Blood Claws left the wracking of the Wraiths to the Wulfen and scarpered back to try and secure the Objective (as if the Thunderwolf Cavalry needed any help!?)

DAMAGE PHASE

The reinforcement Intercessors decided to just go back to wherever they'd come from... but there was still one squad sitting on that objective. One of the Vindicators FINALLY blew up!

The Orange Tempest took three damage and failed morale (giving it a fourth damage marker!). The Green Tempest was put out of action and would need to be recovered at a later date. the Warp Spiders miracilously saved against two blast markers and passed morale. The Warlock also survived - but only by the use of a Divine Intervention asset card. Another Wraithlord was KOed, but the Wraithguard soldiered on...

Holding both Objectives, the wolves scored their second Victory Point. As there was only one turn left and I had NO Victory Points, winning was an impossibility and the Aeldari faded from the field of battle to regroup at the secondary rally point and attempt a webway extraction there...

Fun Game. Space Wolves are BRUTAL. Hopefully next time I face Orion, he brings his Knights... and I can blow some holes in them with my Tempests! (or... not...) maybe I need to finish up some of the Eldar Titans!!!


Coming Soon to Tim's Miniature Wargaming Blog:

One more game report - from Sunday afternoon - to get all caught up!

I may have a game Monday afternoon with a fellow that plays Necrons. Not sure if it's going to be apocalypse or regular 40K. I am less excited about regular 40K at the moment - really enjoying Apocalypse. I had thought if that falls through I'd get one of the kids to play me (maybe Finnegan - I costed out his orks and my Guaiacan Commandoes and they're pretty close in Power Level and I think would make a good match up)... but I'm now thinking if the game falls through I'll just take the time to finish that outstanding game report and get in some games with the kids later in the week.

As tempting as it is to try and get some of the Eldar Titans done, I'm probably going to hold off on that...I'm hoping to get in a few more games of Apocalypse this week - while I still have the massive gaming table... but then it will be time to tear it apart and get going on the basement renovations. I'll have to take a break from Apocalypse games while that's going on. Hopefully we'll get to revisit the game in the fall.

In the meantime, I do hope to finish up some Necromunda stuff, as that we can play on the dining room table on the main floor while the renovations are still taking place!
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On Wednesday evening Other Tim and I tried a smaller game of Apocalypse - each of us had around 100 points...

Throshi Station, Xoxigar Secondus (Mechanicus Forge World)
4.525.019.M42


There was a brief, desperate cry for help, and then silence. Throshi Station had gone dark.

In the following hours, rumours spread of a massacre. The Eldar had come from seemingly nowhere, in the middle of the night, and killed everyone in the remote mining and processing station on Xoxigar Prime. This followed the modus operandi of the perfidious Eldar - strike with surprise and excessive violence and then disappear as quickly as they had arrived... except... they didn't disappear this time. A force was holding the station for some reason, at least temporarily. Long enough for a company of the Emperor's Brethren Space Marine Chapter to mount a counter-attack!


FORCES

Aeldari Forces of the Biel-Tim Fleet

Asuryani Battalion Detachment - Beil-Tim Fleet (as Biel-Tan) 
HQ 
Farseer - 4 PL - War Master
Warlock - 3 PL

Troops
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL

Elites
Howling Banshees (5) - 5 PL


Asuryani Battalion Detachment - Beil-Tim Fleet (as Biel-Tan) 
HQ 
Autarch (+ Warp Jump Generator) - 7PL - Warlord

Troops
Rangers (5) - 5 PL
Rangers (5) - 5 PL
Rangers (5) - 5 PL

Fast Attack
Warp Spiders (10) - 12 PL


Asuryani Spearhead Detachment - Beil-Tim Fleet (as Biel-Tan) 
HQ 
Warlock - 3 PL - Warlord

Elite
Wraith Guard (5) - 8 PL

Heavy Support
Wraith Lord (Bright Lance) - 6 PL
Wraith Lord (Missile launcher) - 6 PL
Wraith Lord (Scatter Laser) - 6 PL

Aeldari Total: 95 Power Level


Emperor's Brethern Space Marines

Adeptus Astartes Vanguard Detachment - Emperor's Bethern (as Ultramarines) 
HQ
Captain on Bike - 6PL - Warmaster

Elites
Terminator Assault Squad (Thunder Hammer/Storm Shield) - 10PL
Dreadnought - 7PL
Dreadnought - 7PL
Dreadnought - 7PL

Heavy Support
Land Raider (+Multimelta) - 14PL


Adeptus Astartes Outrider Detachment - Emperor's Bethern (as Ultramarines) 
HQ
Lieutenant - 4PL - Warlord

Fast Attack
Attack Bike Squadron (3) - 12PL
Land Speeder Typhoon - 4PL
Land Speeder Typhoon - 4PL

Heavy Support
Whirlwind - 6PL


Adeptus Astartes Battalion Detachment - Emperor's Bethern (as Ultramarines) 
HQ
Librarian - 3PL - Warlord

Troops
Tactical Squad (5) - 4PL
Tactical Squad (5) - 4PL
Tactical Squad (5) - 4PL
Scouts (5) - 4PL

Astartes Total: 100 Power Level



THE GAME

I had picked the Pincer Attack scenario out of the rulebook, as it fitted the fluff and had picked a total power level of less than 100 so the Aeldari would be defending...

In the scenario there were four objective markers - whoever controlled the most at the end of a turn scored a victory point. If both sides controlled an equal number, the defender got a victory point. Unlike the previous scenarios, the objective markers were in predetermined locations and none of them were set up in the papers deployment zones - and the moron who set up the table didn't put any defensible terrain next to them! (Oh, wait... that was me!). ALSO taking out the enemy Warmaster gained you a victory point.

Another thing about this scenario was that the attacker got to roll D12 for initiative, but the defender only got d6!? Mind you, if the Defender ever won initiative, they got an additional d3 Command Assests!

Rolling for Warmaster traits, I got Stealth Adept - cannot be targeted at all with ranged weapon, unless it is the closest unit - which would be really handy for keeping my Warmaster alive and denying Other Tim a point if I didn't do something stupid like... say... put him in some kind of Defensible Terrain where he is considered equidistant to all edges and could be attacked in melee by anyone in contact with said building. The Space Marine Warmaster got Martial Discipline which allowed units within 6" to shoot even if they fell back. It caused a bit of confusion as it also said they could FIGHT (as in, Melee) after falling back... which isn't really possible under the normal rules as you can't end a fallback in contact with enemy.... thus wouldn't be able to actually fight...? I have a feeling that will be errata or FAQ'd in the not-too-distant future!



Vanguard Detachment with the Captain, Landraider and three dreadnoughts. The Terminators were set up in the Teleportarium to Deep Strike.



Outrider and Battalion Detachments arrived on the other side of Throshi Station to catch the perfidious Eldar in a trap!



Farseer Thymiltelyir, leader of the warhost, commands a battalion with four units of Dire Avengers and a unit of Howling Banshees. He took up position in a ruined building (Defensible Terrain... ah... whoopsie...)



Warlocks Broelwyn leads a Spirit Host Heavy Detachment with three Wraithlords and a unit of five Wraithguard.



Other Tim and the table all set up.


TURN ONE



Oh! There they are! Terminators arrive from the Teleportatium, right next to one of the objectives! Mind you, they didn't STAY next to the objective - instead they charged straight at the building to assault the xenos within! (If the slow but inexorably relentless pace of a Space Marine terminator can be called "Charging"!?)

the Land Raider and Dreadnoughts also advanced at top speed towards Throshi Station.



At the other end of the battle the Wraith Detachment was also ponderously shuffled forward, all while laying down fire on the approaching marines. (One blast marker on a the Scout Squad)

The Marine Battalion returned fire and the Librarian leading them used Psychic Scourge to put blast markers on one of the Wraithlords. I happened to have a Perils of the Warp card and played that - which put a blast marker on the Librarian.



The Banshees swung around the side of the house to attack the Terminators while a squad of Dire Avenger flanked the melee in an attempt to reach the Objective Marker.



The Marine Outrider Detachment then laid down a world of hurt... The multimeltas from the bikes put a large Blast Marker on the Wraithlord with the Bright Lance. The Landspeeders put a Large Blast Marker on the Warlock. The Whirlwind Put a blast marker on the flanking Dire Avengers. Some missile from... somewhere...? out a blast marker on the Wrraithlord with the Missile Launcher (it may have been a Command asset...? This is what I get for writing this almost a week later!)

During the Damage Phase the Scouts and Terminators and Dreadnoughts all soughed off blast markers. The Librarian was Knocked Out though! The Dire Avengers passed their save, but failed morale and left.  The Farseer survived, but the Warlock leading the Wraith detachment was knocked out and two of the Wraithlords each took a wound - which we took to mean they were critically injured, but have since realized it was MORE than half wounds to be critically injured...

No one got any victory points, because no one was able to (or bothered to) get close enough to any of the Objective Markers. Now... it does say that the defender scores a victory point if both sides control an equal number of objectives... it COULD be argued that each holding zero is an equal number, but I felt that the number should be a positive integer to count... Any math/logic geeks want to weigh in on this...?


TURN TWO

The Marines got the initiative again.



My Deep-Striking Detachment of Rangers, Warp Spiders and an Autarch showed up. ON an objective! I used and Eldritch Tempest card to put a couple blast markers on a Dreadnought and another on the Landraider.

The Marine Outrider Detachment laid down the pain again, Dropping Large Blast Markers all over the place - on Rangers and two of the Wraithlords.



The Dire Avengers and Banshees stuck serious blows against the Terminator Squad. Then the rest of the Marine Vanguard detachment swooped in and joined the action!



The Marine's Captain roared up to attack Dire Avengers on his motorcycle! The Landraider fired on the Wraithlords from behind and scored hit on them (and used a Hunter Killer missile - a Command Asset Card - to score another). Other Tim played "Trophy Kill" on the Farseer and then the Terminators dropped a blast marker on him. The Dreadnoughts also poured fire into the ruin, but with little effect.



The Ranger/Warp Spider Battalion fired on elements of the Marine Outrider Detachment - hoping to keep them pinned down and away from the objectives!

The Marine Battalion Detachment advanced on one of the objectives and poured fire down on the Wraith detachment - scoring a blast marker on the Wraithguard. The Wraiths, in turn, advanced on the Marines firing and hoping to push them off of the objective.

In the Damage Phase one of the blast markers on the Terminators finally stuck - causing them one wound! Woo! Two of the Dreadnoughts were also wounded. The Attack bike squad took two wounds and was critically injured. The Space Marine Lieutenant, leading the Outrider detachment, was successfully sniped by Rangers.

The Aeldari lost their farseer to injury (+1 Victory Point for the Marines) along with a squad of Rangers and a Wraithlord. Another Wraithlord took a wound.

The Marines now l held two objectives to the Eldar's one, so they also scored a second victory point for that.


TURN THREE

Holy CARP! The Eldar won the initiative! And... one additional card...

I did have a couple of Psychic powers however so I played those and used Quicken to move some Dire Avengers (make them fall back from the Captain, actually) and DOOM to put a blast marker on the Terminators...



The Dire Avengers and Banshees went first...



firing on the captain they scored one blast marker and the combined efforts of the Banshees and other Dire Avengers in the building put one on the Terminators.



The Marine Battalion Detachment mostly shot at the Wraiths, putting blast marker on the Wraithguard.

I played Court of the Young King on the Warp Spider and blasted the Bikes good - leaving a Large Blast Marker on them. The Sniping Rangers managed to add another small one.

The Outrider Detachment fired back - missing rangers, but putting MORE blast markers on the Wraith Lords and the Whirlwind dropped more on the Dire Avengers across the table.




I used Tears of Isha to remove a damage marker from a Wraithlord and then they charged into the Marine Tactical Squad to slap their around with their great big wraith bone fists.



the Marine Vanguard detachment fought back against the Dire Avengers and Howling Banshees - while the Landraider sniped at the Warp Spider with it's long-range lascannons.

Damage Phase

Another Squad of Dire avengers was lost and the Banshees left along with the Wraithlord with the Bright Lance - and the remaining Wraithlord (with he Scatter Laser) took a wound - things were looking grim...

The Marine Captain was taken out of action, however, and the Attack Bike Squadron was rendered combat ineffective. The Terminators made all their saves, however...

This time we both held ONE objective, so, being the defender I scored a victory point, along with a second one for taking out the Marines Warmaster (the Captain on the bike). We were now tied at 2 VP each!


TURN FOUR

The Space Marines regained the initiative.



The Vanguard detachment went first and used the SHOCK ASSAULT asset card to move fast AND do a bunch of shooting on the remaining Dire Avengers.



I made note of using the Force and Guide Psychic powers... but do't recall what they did, really... there was a Large Blast Marker on the Terminators when the dust settled, however...



I used Swordwind on the other end of the table (something about scoring double hits... can't remember if it was for a unit or full detachment...? or units within 6" of the Autarch...?) It looks like it allowed the Warp Spiders to leave two large blast markers on the Whirlwind, however!




The Outrider detachment hammered back, leaving blast markers on the Warp Spiders, Wraithguard, and a Ranger squad.

The Wraith detachment failed to do much at all...

Damage Phase



The Dire Avengers holding the Objective passed their save rolls... but failed morale and left - leaving the Objective no longer contested... mind you, the Marines had also advanced away from it, so they didn't hold it either...

The Warlock was also obliged to call it a day... but one last squad of Dire Avengers - in the building - held on!!

The Terminators once again ignored all blast markers.



At the other end of the table, the Warp Spiders took a wound



The Wraithguard took two wounds - which left it critically injured.



The Whirlwind took a wound.

AS we each held one objective I scored another putting me slightly in the lead - 3-2!

Unfortunately, at this point Other Tim had to leave... Not sure how a fifth turn would have gone... I have a feeling he would have taken the round... but that would have only tied things up...

Close Game - Good Fun!


Coming Soon to Tim's Miniature Wargaming Blog:

I've since played two more games and have game reports for each of them in the works...

I have loads of stuff on the painting desk... but haven't done much work since finishing the last of the Tempest Heavy Grav-Tanks.

I'm hoping to finish up some Necromunda gangs this week - and maybe a few 40K units that are short a few to make full strength... we shall see..
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I finished the last of my Tempest Heavy Grav-Tanks last night - just in time for this afternoon's game of Apocalypse against Other Tim.



A complete Super Heavy Detachment of Tempest Heavy Grav-Tanks (being used as Scorpions). The models are old Armorcast models, which I picked up off of eBay over the last year.



The latest addition.

I've decided to give each a name as it seems that's an aeldari thing to do... Like the names of their Titans, their names are rather long. The short version of this tanks name is "T'chylmylwynbil". The literal translation of the long name is "The Five-Legged Beast That Stalks Its Prey by Night, Which Lasts Forever"

Oh, those Eldar...

I have come up with names for the others as well....



This one is "Dilytichylmywil"  (again, the shorter version - or nick name). The full translation is "Flowering Plant with Excessively Large Sex Organs That Makes the Mon-Kee Blush, But is Very Sustaining and Tastes Good in Soup".

I assure you it's much more poetic (and makes more sense) in it's original Aeldari...



Finally, we have the Command Tank in the Detachment: "Mwalatacyndil" or "Dancer of the Daytime That Promises Fertility and Spins Eternally but Never, Ever Gets Dizzy"

Oh, just wait until you see the names of the Titans I have to paint!



The entire Warhost (so far!)

Asuryani Battalion Detachment - Beil-Tim Fleet (as Biel-Tan) 
HQ 
Farseer - 4 PL War Master
Warlock - 3 PL

Troops
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL

Elites
Howling Banshees (5) - 5 PL


Asuryani Battalion Detachment - Beil-Tim Fleet (as Biel-Tan) 
HQ 
Autarch (+ Warp Jump Generator) - 6PL - Warlord

Troops
Rangers (5) - 5 PL
Rangers (5) - 5 PL
Rangers (5) - 5 PL

Fast Attack
Warp Spiders (10) - 12 PL


Asuryani Spearhead Detachment - Beil-Tim Fleet (as Biel-Tan) 
HQ 
Warlock - 3 PL - Warlord

Elite
Wraith Guard (5) - 8 PL

Heavy Support
Wraith Lord (Bright Lance) - 6 PL
Wraith Lord (Missile launcher) - 6 PL
Wraith Lord (Scatter Laser) - 6 PL

Asuryani Super-Heavy Detachment - Beil-Tim Fleet (as Biel-Tan) 
Lords of War
Tempest/Scorpion Heavy Grav-Tank - 30 PL
Tempest/Scorpion Heavy Grav-Tank - 30 PL
Tempest/Scorpion Heavy Grav-Tank - 30 PL

Total Power Level (so far): 180


Coming Soon to Tim's Miniature Wargaming Blog:

Probably some Game Reports of the last two games of Apocalypse - and possibly the one from this afternoon.

On the painting front...? Hard to say... Part of me is super-stoked to paint up some Eldar Titans!! On the other hand I've loaded my painting desk with a number of small groups of things to paint that will finish off units and stuff - low hanging fruit, if you will - to fool myself into a sense of accomplishment and actually getting things DONE!
We'll see...
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Finished up just in time for my next game of Apocalypse! (Just need to finish up the last one and they can be fielded as a complete Super Heavy Detachment!)



An Eldar Tempest Heavy Grav-Tank from Armorcast.



Another View



The two of them together!

The next one will have a light turquoisy-blue...



Here they are with a few other models to get a sense of scale. At some point I might make a base for them and raise them off the ground a touch to look a little bigger/taller and like they're floating a little bit...?

Coming Soon to Tim's Miniature Wargaming Blog:

I played a game of Apocalypse last night with Other Tim and another one this afternoon with Orion... so hopefully I'll get some game reports posted for those...

After that...? I think I'll crank out the last Tempest and THEN I'll get cracking on some Necromunda. I'd wanted to start a (trail) campaign THIS weekend so I could wrap it up before September when I play to run another with a few more people...
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After Sunday's first crack at the apocalypse, everyone was anxious to have another go... and... since it's summer holidaze... We played another game on Monday. This one went a bit quicker and we played, more or less, to it's conclusion.

While the Thaestalyrdaes Craftworld was defending the ruins of Belylath, another fierce battle was brewing elsewhere on the Exodite World of Elamdavar around the desert settlement of Gilfahith.... Here the forces of the Biel-Tim fleet and Rainbow Warriors Contemporary Dance Company faced another invading horde of Hivefleet Haemorrhoid!

FORCES

Combined Aeldari Forces 

Asuryani Battalion Detachment - Beil-Tim Fleet (as Biel-Tan) 
HQ 
Farseer - 4 PL War Master
Warlock - 3 PL

Troops
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL

Elites
Howling Banshees (5) - 5 PL


Asuryani Battalion Detachment - Beil-Tim Fleet (as Biel-Tan) 
HQ 
Autarch (+ Warp Jump Generator) - 7PL - Warlord

Troops
Rangers (5) - 5 PL
Rangers (5) - 5 PL
Rangers (5) - 5 PL

Fast Attack
Warp Spiders (10) - 12 PL

Asuryani Spearhead Detachment - Beil-Tim Fleet (as Biel-Tan) 
HQ 
Warlock - 3 PL - Warlord

Elite
Wraith Guard (5) - 8 PL

Heavy Support
Wraith Lord (Bright Lance) - 6 PL
Wraith Lord (Missile launcher) - 6 PL
Wraith Lord (Scatter Laser) - 6 PL

Asuryani Super-Heavy Auxiliary Detachment - Beil-Tim Fleet (as Biel-Tan) 
Lord of War
Tempest/Scorpion Heavy Grav-Tank - 30 PL


Harlequin Battalion Detachment - Rainbow Warriors Contemporary Dance Company
HQ
Troupe Master - 4 PL - Warlord

Troops
Troupe (5) - 8 PL
Troupe (5) - 8 PL
Troupe (5) - 8 PL

Elites
Solitaire - 8 PL


Harlequin Vanguard Detachment - Rainbow Warriors Contemporary Dance Company
HQ
Shadowseer - 7 PL

Elites
Death Jester - 5 PL
Death Jester - 5 PL
Death Jester - 5 PL

Total Aeldari Forces: 182 Power Level



The Forces of Hivefleet Haemorrhoid

Tyranid Battalion Detachment - Hivefleet Haemorrhoid (as Leviathon)
HQ
Flyrant - Warmaster - 11PL
Broodlord - 6PL

Troops
Hormagants (10) - 2PL
Genestealers (5) - 5PL
Ripper Swarm (3) - 2PL

Heavy Support
Mawloc - 7PL
Carnifex (+ Chitin thorns) - 6PL
Toxicream - 8PL


Tyranid Battalion Detachment - Hivefleet Haemorrhoid (as Leviathon)
HQ
Tyranid Prime - 6PL

Troops
Termagant (10 - with Fleshborers) -4PL
Termagant (10- with Fleshborers) - 4PL
Tyranid Warriors (3) - 3PL

Elites
Venemthorpe (3) - 4PL

Fast Attack
Ravenors (3) - 5PL

Heavy Support
Tyranofex - 11PL


Air Wing Detachment - Hivefleet Haemorrhoid (as Leviathon)
Fliers
Harpy - 9PL


Super-Heavy Auxiliary Detachment - Hivefleet Haemorrhoid (as Leviathon)
Lord of War
Hierophant Bio-Titan - 95PL


Genestealer Battalion Detachment (Finnegan's contribution to the game) 
HQ
Broodlord – 6PL

Troops
Genestealers (10) – 9PL
Genestealers (10) – 9PL
Genestealers (10) – 9PL

Finnegan’s Genestealers Power Level: 33
Ian’s Total Power Level: 188
Tyranid Total: 221
(If they'd had six more points, they'd have had 25% more than us and we would have gotten TWO points every turn we held equal or more objective markers!)


THE GAME

SET-UP



Setting up our forces.



Once again Eldar are facing an invasion force of Tyranids on the Elamdavar exodite world.



The Harlequins held the Aeldari right flank.



The centre and left were held by Asuryani of the Biel-Tim Fleet and one of the Exodite's Waithknights.



Finnegan's Genestealer Horde - mostly miniatures from his Space Hulk game - supplemented by a few extras I picked up for a Kill Team, but then, more or less, passed on to him.



Ian's horde of Chitinous Critters from Hivefleet Haemorrhoid.


TURN ONE

The Forces of the Aeldari won the Initiative roll and then we placed some order and generated some command assets and were off! To kick off the Action Phase we used a Command Asset Card called "Trophy Kill" and played it on the Bio-Titan... I think it allowed us to re-roll ones...? Or all misses...? Gah! I can't remember now, and don't have the card handy...



To start things off the Death Jesters of the Harlequin Vanguard Detachment unleashed a fury of fire on the horde of Genestealers opposite them... leaving one blast marker on one unit...



We were starting with our shooty detachments, hoping they'd flinch and advance with their maneuver detachments and bring them within range of ours to charge!



The Tyranids first action was to activate one of their Battalion Detachments and cram almost the entire battalion into this one Building (Defensible Terrain). I'm not sure why? As the attackers, they really needed to really be more aggressive and MOVE and seize objectives. We STARTED the game sitting on three (of the six) to score - all we had to do was tie the Tyranids and WE'D be the ones scoring victory points at the end of the round!



I think the Termagants tried firing on the Wraithknight, but that didn't really work out for them.

The Wriathknight then charged straight up the street and chopped the Tyranofex to bits. (Ian had been bragging about his latest toy, and how it was going to wreck some of our big stuff... so we made sure to take it out first...). She left three large blast markers on it (that destroyer ability on the Titanic Ghostglaive is bad-ass!) with only a 6+ save and three wounds, it would not be long for this world...

The Harpy swooped across the battlefield dropping spores (and a blast marker) on one of the harlequin troupes, and attacked another directly, but they dodged it's slow and ungainly blows.



The Tempest then blew a couple holes in the Bio-Titan.

The Tyranids played a command asset card called "Laserburn" - they rolled to put blast markers on about 5 or 6 units, but failed all but one - the Farseer.

Having learned his lesson from yesterday's game, the Bio-Titan came trundling out of it's corner shooting... and dropped a pile of blast markers on the Tempest... If I'm going to have to face this beastie on a regular basis, I'm going to have to get the others painted... or the Eldar Titans...



The Aeldari Wraith Spearhead detachment was the next to move... All fired on the Bio-Titan, but it was the Wraithguard, with their Wraithcannons, that actually scored a wound and because they have the Destroyer ability they left a fourth large blast marker on there!



The Tyranid battalion detachment with the Flyrant then piled in around the Wraith knight and laid the boots.... or... tentacles to it - leaving two large blast markers.

The Dire Avenger Battalion opened up on the Termagants in the building opposite, but their fire had little effect on the cowering critters.



With only the one detachment left to activate, the Tyranids decided to charge forth... The one detachment that didn't really NEED to act aggressively - because they were already ON an Objective marker, left it and charged at the Harlequins to try and shift them off of theirs... unfortunately they couldn't get far enough.



The Harlequin Battalion detachment - with all their Troupes - viciously attacked the Genestealers. Their attacks left five blast markers on two units and a single one on the other.

DAMAGE PHASE

During the Damage phase, two units of Genestealers disappeared - significantly diminishing the strength of the detachment holding the Tyranids left. The Bio-titan also failed two saves and took two damage! half way to critical damage - one quarter of the way to being dead!

The Tempest failed to save ANY of the hits against it and took four wounds!! Then it failed morale and decided they'd had enough and limped back to the rally point hoping to escape with their crippled vehicle and live to fight another day! It was a blow, to be sure... but I was really happy with this outcome - I LOVE that single model units actually have a mechanism where they have to take morale tests and can leave the table because of them - and not just fight to the death... always!!!

The Wraithknight also failed one of it's saves, and then failed morale giving it a second damage token...

At the end of the Turn the Eldar were holding three objectives and the Tyranids were only holding one...? so.. Victory Point to the Eldar - only needed to keep this up for two more turns and we'd WIN!


TURN TWO

Eldar AGAIN won the initiative.



I brought in an entire deep-striking battalion, that had been held in reserve at the beginning of the game! They immediately seized the objective marker the Genestealers had given up when they advanced on the Harlequins.

The Rangers in the Battalion all fired on the Genestealer's Broodlord, but only scored a single blast marker. The Warp Spiders unleashed a torrent of mono-filament wire at the Hormagants with their Death Spinners - this left them with one large blast marker.



While the Carnifex, Broodlord and Genestealers continued to lay the boots... er... podomeres...? to the Wraithknight, the Toxicream fell back and shimmied down the road towards one of the Objective markers.



meanwhile the herd of hormagants swarmed the Warp Spiders - it was Bug-on-Bug! Their spiny-stabby- bits left a large blast marker on the Warp Spiders (but they'd just shrug that off later in the damage phase...).

the Wraith Spearhead detachment unloaded on the Bio-titan again collectively leaving two large blast markers - two of the Wraithlords did one small each - which converted into a large, and then the Wrarithguard did a large on e on it's own because DESTROYER weapons! It definitely got the big bugs attention!

I feel like a Psychic Ability Command Asset card played some role in this...? "Guide", perhaps?



The Great Nibbler shambled forward and finally made contact with Eldar troops - and laid down the PAIN!!! OUCH!!! (mental note - stay out of the way of the Great Nibbler!)



Because the harlequin troupe that had been engaged with the Harpy last turn had fallen back when they were activated, the Death Jesters of the Harlequin Vanguard detachment opened up on it - perhaps the sun was in their eyes, though, as they only managed to give it one little blast marker...



The remians of the Genestealer Battalion (the Broodlord and one unit of Genestealers) fought desperately to say in the game... but could not land blows on the lithe Harlequins. The harlequins, however, went next and laid the smack down pretty hard on the Genestealers and Broodlord.



One troupe even charged back in against the Harpy and inflicted a large blast marker on it!



Another Troupe surged forward to seize the objective abandoned by the Hormagants when they ran off to fight the Warp Spiders. We now controlled FIVE of the six Objective Markers!!



Using a Command Asset card, the Tyranid warriors swarmed out of the building they'd been occupying and the moved again to assault the building across from them containing the Farseer and two Dire Avenger units... but didn't actually succeed in doing anything to them...

The Termagants all fired on the Wraithknight and we much more successful - scoring five blast markers (which turned into two large and one small)

The Wraithknight, in turn, cut the Carnifex with it's Titanic Ghostglaive and shot up the Broodlord in contact with it - because Titanic units can do that!

The Dire Avengers then fired on the Tyranid Warriors and did a few blast markers on them...

DAMAGE PHASE



Things thinning out a bit...

To start with, the Wraithknight failed one save and then failed morale and, misreading the data card (looking at Attacks instead of Wounds) Keira declared the Wraithknight to have shuffled off this mortal coil... and rolled to see if it blew up... and it did... and the damage it did in doing so was enough to knock out the Broodlord and Genestealers!

Elsewhere the Bio-Titan took another wound. The Toxicream, Carnifex, Hormagants and Finnegan's Genestealers each took one damage was well. The Tyranid warriors, The Harpy and Finnegan's Broodlord were also knocked out.

the Wraithguard took two wounds and failed morale - removing it from the table. One of the Wraithlords was taken out of action and a second was critically damaged... a unit of Rangers also fled with some wounded back into the Webway.

The Eldar, however held FIVE of the six Objective Markers and scored a second Victory Point. As there are only five points that can possibly be earned in this game (on per turn for whoever holds the most objective markers), we just needed to hold onto half of them for one more turn to guarantee victory!!


TURN THREE

AGAIN with the Eldar Initiative!



At the top of the round, the Mawloc arrived 0 bursting up through the ground and attacking one of the Death Jesters.



Some ravagers also popped up near one of the Objective Markers.

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I picked up the new Warhammer 40,000: Apocalypse rules yesterday... and some Data Cards... and fancy dice... (But I didn't buy the new movement trays, because I made my own! I need to make a bunch more now, though!).

Originally we planned to have Just a family game on Sunday... Finnegan and I could play my Imperial Engines along with a detachment or two of footslogging Imperial Guard against the combined might of the Grrrlz Aeldari (Amanda's Drukhari, Keira's Asuryani and Harlequins). But then we thought we might invite others over to play as well and ended up inviting the kids' friend Ian over along with his massive horde of bug-things.


BACKGROUND

The exodite world of Elamdavar is in dire peril! An unforseen invasion of the Tyranids of Hivefleet Haemorrhoid has begun! The Thaestalyrdaes Craftworld, who have strong ties to these exodites, were among the first to respond.

A raiding party of Drukhari also seem to have showed up... Sometimes they find if valuable to stay in their cousins "good books"... and there were many horrendous monsters present they could capture and take back to the fighting pits of Commorough or drain of essence to manufacture their vicious poisons..

The forces first met in an extensive ruin overgrown with jungle...


FORCES

Combined Forces of the Aeldari

Drukhari Battalion Detachment - Cult of Strife
HQ
Lelith Hespirax – 5PL

Troops
Wyches (10) – 4PL
Wyches (10) – 4PL
Wyches (10) – 4PL


Drukhari Outrider Detachment - Cult of the Crimson Wave
HQ 
Succubus – 4PL

Fast Attack
Reaver Jet Bikes (12 +4 Balasters) – 20PL
Hellions (10) – 5 PL
Hellions (10) – 5 PL

Drukhari Total Power Level: 51


Asuryani Vanguard Detachment
HQ
Jain Zar – 8PL

Elites
Howling Banshees (5) – 5PL
Howling Banshees (5) – 5Pl
Howling Banshees (10) – 12PL


Asuryani Battalion Detachment - Elamdavar Guardian Defender Militia
HQ
Farseer – 4PL
Warlock (1) – 3PL

Troops
Guardians Defenders (10) - 3PL
Guardians Defenders (10) - 3PL
Guardians Defenders (10) - 3PL



Asuryani Battalion Detachment - Thaestalyrdaes Craftworld
HQ
Autarch – 5PL
Avatar of Khaine – 10PL

Troops 
Dire Avengers (10) – 7PL
Rangers (5) – 5PL
Rangers (5) – 5PL

Elites
Wraithblades – 7PL

Fast Attack
Swooping Hawks – 7PL

Heavy Support
Wraithlord - 7PL


Assuryani Auxiliary Super Heavy Detachment - Biel-Tim Fleet
Lord of War
Scorpion Heavy Grav Tank - 30PL


Assuryani Auxiliary Super Heavy Detachment Thaestalyrdaes Craftworld
Lord of War
Wraitknight – 21 PL


Asuryani Total Power Level: 148


Aeldari Total Power Level: 199



The Forces of Hivefleet Haemorrhoid

Supreme Command Detachment
HQ
Flyrant - Warmaster - 11PL
Tyranid Prime - 6PL
Broodlord - 6PL

Elites
Venemthorpe (3) - 4PL


Battalion Detachment
Troops
Termagant (10 - with Fleshborers) -4PL
Termagant (10- with Fleshborers) - 4PL
Ripper Swarm (3) - 2PL

Heavy Support
Tyranofex - 11PL


Spearhead Detachment
Troops 
Hormagants (10) - 2PL
Genestealers (5) - 5PL
Tyranid Warriors (3) - 3PL

Fast Attack
Ravenors (3) - 5PL

Heavy Support
Mawloc - 7PL
Carnifex - 5PL?
Toxicream - 8PL


Airwing Detachment
Fliers
Harpy - 9PL


Auxiliary Super Heavy Detachment
Lord of War
Hierophant Bio-Titan - 95PL



Genestealer Battalion Detachment (Finnegan's contribution to the game) 
HQ
Broodlord – 6PL

Troops
Genestealers (10) – 9PL
Genestealers (10) – 9PL
Genestealers (10) – 9PL

Finnegan’s Genestealers Power Level: 33
Ian’s Total Power Level: 187 169
Tyranid Total: 220 202

Or, at least, that's what he'd said he was bringing... after getting all set up and ready to deploy troops, he realized he'd left FOUR UNITS at home!? We went ahead with the Tyranids being the attackers (and later, when I counted things up, they STILL had more points than the Eldar... So, it was all good. We didn't use Ruses or Instant Death rules.


THE GAME

I have to apologize in afvance for the quality of the photos... despite playing in mid afternoon, the lighting in the basement is atrocious. This is one of the things that will hopefully be rectified during the renovation that will be happening over the summer...

The scenario I ran was a little uninspiring - I used the basic Apocalyptic Assault scenario straight out of the rulebook. It seemed simple and straightforward and good enough for learning the game.

SET UP



The Boyz all set up and ready to rumble.



Tyranids' Spearhead and Auxiliary Super Heavy Detachment (Hierophant Bio-Titan) across from the Aeldari Auxiliary Super Heavy Detachment (Tempest/Scorpion Heavy Grav Tank)



The Howling Banshees of the Aeldari Vanguard detachment led by Phoenix Lord Jain Zar! Behind them, part of the Battalion detachment of Aspect Warriors from the Thaestalyrdaes Craftworld.



A large Outrider Detachment of Reavers and Hellions from the Cult of the Crimson Wave and a Wraithknight from the Thaestalyrdaes Craftworld.



Heavy Hitters face off... the Tempest Heavy Grav Tank in one corner, and the Hierophant Bio-Titan in the other (backed up by a Tyranofex)


ROUND ONE



The Forces of the Aeldari got the initiative in the first turn and selected one of their Auxiliary Super Heavy Detachments to go first - the Tempest/Scorpion Heavy Grav Tank. They'd given in the Aimed Fire orders so it unleashed a torrent of fire from it's Twin Pulsar Cannon - scoring three blast markers (which turned into one large, and one small blast marker).

The Tyranids then activated THEIR Auxiliary Super Heavy Detachment and the Hierophant Bio-Titan fired back with it's Dire-Biocannons - scoring three LARGE blast markers (Destroyer Weapons! Yikes!)

And then it was a game of "who's going to flinch first?" Most of the forces on the table were pretty focused on close assault - but none were within charge range (well... okay... IF Amanda had give her Outrider Detachment an Assault order, they could have all been in contact with enemy on their first move!) so all were waiting for someone else to move first, so they could charge in and attack them (unlike regular 40K both sides don't automatically fight in a separate close combat phase - you move, then you attack - if the target has already activated that round, it's not going to be fighting back!)



So Amanda hadn't given her Outrider Detachment an assault order. She instead gave them an advance order and decided to activate them next. They swooshed out into the middle of the table, surrounding one of the objective markers (I made a mistake and told her she couldn't actually contest it, as they were fliers - it's actually only AIRCRAFT that can't hold objectives... In the end it didn't matter).

The Reavers and Hellions blasted away with their Splinter Rifles and Splinter Pods (which were mostly ineffective against the heavier targets in the immediate vicinity, the blasters on the Reaver Jetbikes managed to tag the Toxiccream twice, leaving it with one large blast marker.

The Tyranids then activated their Spearhead Detachment and the Toxiccream and Carnifex charged into the Reavers!



They left a mark, for sure - each dealing one large blast marker. The Genestealers and Hormagants just moved about. Strangely the Hormagants that had set up in a building - an area of "defensible terrain" that had an objective marker in it - moved out of it...? I guess they were still within 6", and therefore contesting it... so...?

The Aeldari next activated the Battalion of Local Guardian Defender Militia - moving one unit marginally closer to an objective...



The Tyranids had to move SOMETHING next, so Finnegan charged out with his Genestealers and moved to take control of an Objective.

The Aeldari then activated the Vanguard Detachment of Howling Banshees led by Jain Zar - to try and shift those Genestealers off of the objective - as the Genestealers were Troops from a Battalion Detachment, they had the Objective Secured ability - meaning, unless there was an enemy unit with the same ability, they would control the objective regardless of how many enemy detachments were also within 6"!

So this single unit of Genestealers held the objective despite there being THREE units of Howling Banshees AND a Phoenix Lord also within 6" of it.

Battalion Detachments and Objective Secured, FTW!



The Tyranid Air Wing Detachment (a solitary Harpy) flew out into the middle of the battlefield and took a few pot shots at the WRaithknight. They missed - or at least failed to wound/leave blast markers.



Keira activates her Battalion Detachment of Aspect Warriors from the Thaestalyrdaes Craftworld. Starting with the Rangers who moved out of the building their occupied at the beginning of the game.

The Avatar of Khaine marched up and gave the Harpy a couple of good hacks - leaving it with two large blast markers, The Wraithlord blasted the Flyrant with a Bright Lance, others moved up a bit.

The Supreme Command Detachment activated next. The Flyrant charged in to attack the Banshees and the Broodlord ran into the woods to cower...



The Wraithkniht strode forward and cleaved the Harpy good - leaving THREE more large blast markers on it! It would not be surviving this round!



What a mess! An glorious, epic, roiling mess!
 

Ian moving up his Battalion Detachment of Termagants, Ripper Swarms and a Tyranofex. The Termagants took some pot shots at the Hellions, with little effect.



Finally the Wyches moved up and secured a couple objectives at their end of the table and attacked the Carnifex, leaving it with one small blast marker.

Then came the Damage Phase - wherein is determined what all those blast markers mean!?

The Harpy was knocked out of action... five large blast markers meant five saves with a d6 and needing an 8+ to succeed... bye-bye flying beastie. the Toxiccream took one wound as did one of the units of Hellions. The Reavers were hit pretty hard and took THREE wounds - critically damaging the unit (half attacks) they DID pass their morale test though!

Checking all the objective markers the Aeldari controlled three, and the Tyranids controlled three. Normally whoever controls the most gets a single victory point. If it's a tie, the victory point goes to the defender - so one victory point to the Aeldari!


ROUND TWO

Now, by the time we were done Round One, it was almost 5pm... I an had arrived at 1pm... We didn't actually get started rolling dice and pushing toys around until almost 2:30... Mind you, there was a LOT of rule explaining and re-explainging... and RE-re-explainging...

Ian's dad was coming to pick him up around 5:30, so I was ready to just call it, but everyone else was interested to see how much of a second round we could get in in the next 40 minutes, so...



GRRRAAAAAWR!? a Mawloc burst up from the ground and... failed to damage anyone... anything but a one on a d12 would have put one or more blast markers on an adjacent unit... he rolled a one...



The Swooping Hawks dropped out of the sky to harass the flank of the Genestealers.

Keira used a Command Asset Card called Eldritch Tempest and put blast markers on the Flyrant and a Genestealer Unit.

The Aeldari had the initiative again, and so they started with the Aspect Battalion. The Avatar of Khaine cut the Flyrant with The Wailing Doom - leaving another pair of blast markers on the enemies Warmaster! The Rangers and Wraithlord fired on Genestealer units, leaving another blast marker on each.



The Tyranids started with activating their Spearhead Detachment. The Hormagants, Genestealers, and Carnifex all attacked the Wyches on the Objective - but for all their attacks only left one large blast marker on them. The Toxiccream attacked the Reavers though and let them with a blast marker - if they didn't save THAT one, it would be bye-bye Reavers!



The Mawloc also shimmied over and jiggles its chitinous hide in the Reavers general direction, but they seemed to take no notice...?



Then Amanda pulled a little coup with her Wyches - one unit charged both units of Termagants while another slipped into the Building the Hormagants had vacated to seize the objective marker there! now in control of FOUR of the six objectives - when, as defenders, they really only needed to hold three to gain victory points each turn.



The Hierophant spat another pair of blast markers onto the Tempest Grav-Tank... and took few shots at Lilith Herspirax, but totally missed...

The Guardian Defender militia shuffled around a bit to solidify their hold on a couple objectives.

Turns out the Spearhead detachement - the only ones close enough to potentially attack the Wyches that seized an objective from them.... had an Aimed Shots order! So they just stood their and poured fire into the building... but I think only did one blast marker - as they're holding defensible terrain they only need a 6+ on a d12 to slough that off!



The Wraithknight then charged forth and slashed the Toxiccream with it's titanic Glostglaive, nearly cleaning it in twain (three large blast markers!)... unfortunately it spurted toxic cream all over and that left a blast marker on the Wraithknight.



Keira rolling that damage against the Toxiccream.



Finnegan's Genestealers went next and charged the Swooping Hawks and Wraithlord - leaving a large blast marker on each...

... and that was it - Ian's dad showed up and he had to leave. In that 40 minutes we got through over half the detachments. Still not super fast, but faster than the first round had gone.

I'm hoping to get in a few more games this week as I'm going to have to disassemble that big table  in the basement fairly soon for the renovations to go ahead.

TOUGHTS

I like it. I feel like this could easily become my go-to for 40K gaming.

I like the building/defensible terrain rules - simplified and streamlined and it feels a bit more like cover matters in this. I think I may have put a little TOO much out - as it was a little ward to maneuver around and it seems only Infantry, Swarms and Beasts can enter them...? Which meant none of the walkers (from wraith lords to titans!?) or most of..
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In preparation for some Apocalyptic action this weekend, I finished up the first of my (three) Eldar Tempest Heavy Grav Tanks the I have. this first one, I picked up last fall, I picked another up a month or so ago... and the third, well... it's still in the mail. But I figured I might as well get three so I could field a full Super Heavy Detachment with them.



An old Eldar Tempest Heavy Grav Tank produced by Armorcast under license from GW.

Now, there aren't any rules for a Tempest Heavy Grav-Tank anymore... but there is the Scorpion, which is armed with a "Twin Scorpion Pulsar" so I figured that's close enough...



In it's day it was a pretty big model... compared to the original rhinos and the Falcon's that armorcast made... now... I guess it's still bigger than the current plastic Falcons, so... hopefully I can still get away with it!

When I actually finish painting one of the Falcons I have, I'll post some pictures of them together for scale.


Coming Soon to Tim's Miniature Wargaming Blog:

Played our first Apocalypse games - with the new rules - this afternoon, so hopefully I'll get a brief report up about that. (Only got through one and a half turns - mind you I was the only one that's read the rules... and most of the players haven't even played THAT much 40K.... and I read them when I was super tired... so there was a lot of looking up of things.. but it was fun and once we've got the rules down, I think we'll be able to crank through some seriously epic games in a MUCH shorter period of time.

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