General 40k Shinanigans

Posts tagged “campaign

Exciting new campaign!

That’s more than minor resistance!

So my local GW store (local=45 minutes away without traffic) started a campaign based on the leviathan series.  The store is the venue, though it was organized by a guy there named Stan.  He asked around and got the players than put it all together.  It is a total of 27 players.  Each player can play BFG or 40k or both.  Those that are interested in BFG but don’t have the ships can use the paper printouts he sent out.  It is a little varied because the breakdown consists of the following:

9 Nid players (3 playing BFG, 1 both, and 5 straight 40k)

4 Chaos players (1 playing BFG, 1 both, and 2 straight 40k)

1 Necron player (40k)

2 Tau (Both 40K)

3 Eldar (1 Playing BFG, 2 playing 40k)

8 Imperial (Knights, IG, Space Marine- 4 playing Both, 4 playing 40k only)

The concept is this.  The system is being invaded by Nids.  Necrons were already there, and I can’t remember the fluff behind the Tau or Eldar, but he spun it very well.  The Chaos forces are arriving to capitalize and seize the system amidst the chaos when the nids show up and alliances are forged between the smaller groups in hasty hand shakes as battle is joined…and those alliances are in no way binding…you make friends and then you shoot them in the face when there is less chance of you getting eaten.  I have elected to run straight BFG as the person with the most Chaos BFG there and I am the most into it for Chaos.  Each faction gets x points based on their positions and then get x reinforcements per month (1 weekend a month, for 4 months.  3 games per day).  The system has 5 planets and 1 starbase (where the fighting is amidst corridors and chambers, sort of like kill team).  Nothing is notional unless you don’t have a BFG fleet then the rule is that you can move I think 500 points per game to a different planet.  After purchasing the units, you may not even play with them as you send them to a planet controlled by a different commander.  This way, each planetary battlefield (2 6×4 tables, a total of 10 tables used) is run simultaneously.  The necron commander was actually bouncing between planets.  It went really smoothly and the BFG aspect was really awesome.

As the more experienced BFG player and also the only BFG player with models I got the lions share of points and got 2000 (a LOT but I figured I would be losing a lot and the between game and between week bump is not enough to build back up completely)

My flagship, a Despoiler Class Battleship (The Throne of Chaos) is captained by Tiberius Drusus, the warmaster of the successor chapter of the Word Bearers, Lorgar’s Knights with a CSM crew and terminators.  My flagship was 545 point.

Next was my Repulsive Grand Cruiser with CSM Crew (265 points) – Warpwrath

Styx Class Heavy Cruiser with CSM Crew (325 Points) – The Kingslayer

Chaos Devastation Class Cruiser (190 points) – Knight Of Damnation

Slaughter Class Cruiser with CSM Crew (200 points) – Night of Judgement

Slaughter Class Cruiser with CSM Crew (200 points) – The Brass Butcher

3 Idolator Class Raiders (135 points) – The Enlighteners

3 Idolator Class Raiders (135 points) – Iron Angels

That comes up to 1995 points, 18 launch bays, and a pretty solid list.  Lists were kept secret, and oddly enough (and unbeknownst to me, so were point values).  Then each team made a strategy and split lists and points, units, etc.  The chaos players elected for me to escort the bulk of transports and the other BFG player, Chris, to escort a small elite group of mostly a conglomerate of terminators with heavy support vehicles to the far side of a planet out of harms way to attack from the enemies rear (The planets were marked with markings that corresponded to side of table- ie, if you enter high orbit on this side, your transports could enter the fight (assuming they survived surface defense salvos, from a specific side).  Little did I know that while Chaos had 6000 points of 40k stuff and 3000 points of BFG, the Nids were getting a LOT more.  Like, a LOT.  Then Stan, playing GM, offered “intel” on the other teams plans and we could make minor modifications (we were using a dry erase board and magnets for a campaign map).

My fleet crashed into the imperial line and was generally doing some really ugly damage, I mean I was not only rolling hot but I laid a trap and he bought it and I lured all of his escorts way way too far out and picked his fleet apart.  Then the nids showed up.  Boy oh boy, did they show up.  Intel was wrong and the “minor risk of Tyranid presence turned out to be their main effort.

However, since BFG in my opinion is such a great medium for narratives over the next several months I will be telling the campaign in Narrative fashion.  It will focus around Tiberius, Furak (A boarding party sergeant aboard the Warpwrath), Dekevelus (A senior staff officer aboard the Night of Judgement).  Suffice to say, these will not be the only characters, but they will be the focal points…oh, and spoiler, not all of those ships survive.  Like, not even close.  I suspect this campaign is gonna be a LOT like game of thrones…shit dying EVERYWHERE!

Well, thanks for reading,

Looking forward to publishing the first episode,

KI

Advertisements

Deathwing against the Red tide

20120322-112027.jpg

So last night at the FLGS was the last night of the tournament. I was essentially an objective mission with only one objective in the center. He ran a DA Deathwing list and I ran a Khorne Heavy list (mainly because that is how the vet abilities fell). I ran, for 2000 points,

Bloodthirster w/ might and blessing (Had Preferred enemy)
Skulltaker
Masque

4 x Bloodcrushers w/ all options (Had Hit and Run)
4 x Bloodcrushers w/ all options

14 Bloodletters w/ fury of Khorne
10 Plaguebearers w/ Icon (also had furious charge and hit and run)
15 Daemonettes w/ Icon

Soul Grinder w/ Phlegm
DPoT w/ bolt, gaze, breath, armor, and master of sorcery.

He ran,

Belial
5 x THSS Terminators
5 x PF and LC Terminators
3 squads of 5 terminators with 3 PF, 1 CF, and 1 PW.

4 squads had a cyclone. 1 had an assault cannon.

He also ran a LR Crusader, a LR (normal), and a land speeder with multi-melta and rocket launcher.

I did not get my preferred half. I got my Plaguebearers, Daemonettes, Soulgrinder, and DPoT
Early game he deep struck his terminators (2 squads of them) and ran them. I deep struck, shot up one squad and managed to kill a single model. On his turn two (he went first) he did some more shtooting, and assaulted and destroyed the soul grinder. He had 2 terminators remaining after assault. During my turn I killed the rest with my daemonettes and DPoT. By his turn three everything had come on the table. I noticed he was holding back from the objective with his LC squad and his THSS squad (in LRs). So I destroyed the other three foot squads and then started to work on the vehicles. Belials squad got out and ran through the remaining 4 or 5 crushers, the last 3 bloodletters, and the skulltaker (as well as 9 plaguebearers….failed to roll a 1 or 2 on the Hit and Run…Ultimately, the LC squad, both land raiders, and half of belials squad fell to the Bloodthirster (who has been renamed “Seabiscuit” at the LGS). With the rerolls to hit AND WS 10, meaning his terminators only hit on a 5 and wounded on a 6 (or two in the case of THSS), and then had to crack his 4++ save. Ultimately, I ended up tabling him, but it was a really good game. This was my opponents first game in 5th edition and he had been limited on army selection due to his limited numbers of models owned.

Thanks for reading,
KI


Tag team daemons

20120315-111749.jpg
So last night I played the third round of a campaign which allowed me to completely modify my list from last weeks (See blog entry: Nurgle Defeated!?!) It was a team game of 750 points each and it was supposed to be on a ship so the walls were impassable and blocked LOS. There were lots of narrow corridors and hallways with two or three good sized rooms that ultimately turned into bloodbaths….

So, the mission was spearhead deployment, 5 objectives seize ground on a 4×4 table. Daemons deep striking reduced distance so as not to mishap on terrain but could mishap on units (friendly and enemy) same as normal. All attacks were also rending.

I fielded-
Bloodthirster w/ unholy might and blessings

4 Crushers w/ wound abuse stuff

2 squads of 5 bloodletters

8 flesh hounds

My partner fielded-

masque

2 squads of 5 pink horrors w/ bolt (one with changeling)

2 squads of 6 flamers

So of course, we do not get our preferred halves (neither of us, so a total of four squads to start). We went first and dropped one squad of flamers, one squad of horrors, and both bloodletter squads.

We deep struck towards the back, the opponents, running lots of infantry and two walkers and player SoB and VSM (with Sicarus…the guy with the roman plume on his helmet). We did some shooting, did some running. The went, moved, didn’t shoot at all (no targets). Our turn was to be glorious…until we epically failed…at everything. The two squads of bloodletters assaulted the walkers. Against the dread, I am not terribly surprised. However, I never even rended to TRY to hurt it. Agains the AV 11 penitent engine however I am disappointed that not a single hit got through. Oh well. The bloodletters agains the penitent engine died, against the dread only 2 died. We had gotten everything in from reserve except for the thirster and it just sat there. We killed a bunch of stuff with flamer attacks (a SM dev squad I think and the SoB command squad). There turn saw the death of most of one horror squad, the last of the bloodletters, the masque, and both squads of flamers.

Our third turn (we went first), we started to pick things back up. The thirster destroyed the penitent engine while the bloodcrushers arrived and moved in to help out, standing there cuz they just deepstruck. The hounds moved around and had a terrible fleet roll so they opted to stay out of combat. The full squad of horrors penetrated the dread twice and immobilized it and stunned it. During the opponents turn they killed the full squad of horrors, knocking my teammate to only one squad left on the table (which promptly sat on an objective so we COULD win). Sicarus assaulted the crushers…and died while inflicting no wounds.

Our fourth turn things looked very grim. To then we had killed 2 small squads and a walker and we had lost all but 4 (of 10) squads/units. The hounds moved and assaulted the seraphim to the south and the thirster plowed into the fray into some sister Vets. The crushers moved north to the objective still held by the enemy. The hounds attacked and rended enough to kill 3 of the four seraphim. They lost by three and ran, and were then swept. The thirster killed 3 sisters. That combat would last five full assault phases until he killed the SGT with a massive overkill of three wounds. They did manage to put one on the thirster, knocking him to only 2 wounds left. Their turn was movement and assault on the thirster with the sisters already in combat.

Our turn five saw the crushers moving out into the corridor to contest the enemy objective. The thirster combat continued. The hounds assaulted three SM holding an objective and killed two, winning by one. The assault persisted. Their turn six saw the sisters assaulting the crushers after shooting them with melta weapons and pistols. The assault failed and the sisters fell to the crushers letting them consolidate fully onto the objective and surrounding the last of the SM holding the northern objective. The hounds were assaulted by the last full SM squad, killing all but three, and suffered 2 wounds themselves as well as the SGT from the last squad. The assault persisted.

We had a turn six and seven.

Turn six of my assault phase saw the end of the sisters fighting the thirster. Hooray! Props to the nuns, they put up a fight. The crushers destroyed the SM to the north. During my assault phase the SM in combat with the hounds killed the hounds and lost one, leaving only the multi-melta and melta gun marines alive. During their turn they move onto the objective and fire at the thirster and fail to wound (one failed to wound roll, one save from the thirster).

At turn seven the thirster assaults the last two space marines and they fall to him on the assault.

We win a hard win with only a single objective held my 3 horrors.

The vet skills to come out were preferred enemy for the thirster and hit and run on the crushers. Should be handy with having furious charge and all. 🙂

So next game will be the final battle for the imperial fortress.

thanks for reading,

KI