How to find your way through the wreckage

Hi all, thanks for arriving and having a read of the articles on here. It is all a scrolling Blog however every article is labelled and titled as accurately as I can. Use the label list or article lists to go straight to what you want to read (if you haven't found it already!). I have added summary pages in the top bar, that will have all the direct links to related posts.

Enjoy!
GuessRange.

Friday, 21 December 2012

Battle Report: Warhammer 40k 1750 points Imperial Fists Vs Necrons / Chaos Space Marines (Round 2)



1750 Point Warhammer 40K Battle Report

(Round 2)

Imperial Fists


vs


Necrons/Chaos


A rematch against the army that defeated me previously. This should be very interesting this time round as now we have an idea of each others army and a lot will rest on the scenario and deployment that gets rolled up. Once more Chazz is facing off with his Necron/Chaos combo, whilst I have given a slight tweak to my list to include a few more good Marines to put onto the table.

Forces on parade are:

The Good Guys (Garrison drawn from Imperial Fists 4th Company)
Captain (Artificer Armour, Relic Blade, Jump Pack)
10 x Tactical Marines (Flamer, Plasma Cannon, Melta Bombs)
10 x Tactical Marines (Flamer, Plasma Cannon)
10 x Tactical Marines (Flamer, Plasma Cannon)
10 x Assault Marines (Sgt w/Power Sword, Melta Bombs)
2 x Storm Talon (Twin-Linked Assault Cannon, Typhoon Missile Launchers)
Predator (Lascannon sponsons, Twin-linked Lascannon turret)
Predator (Lascannon sponsons, Twin-linked Lascannon turret)
Thunderfire Cannon
Aegis Defence Line (Quad Gun)

The Bad Guys (Guys who steal Relics....)

(may be errors in the list details) - same list as last time
Necron Lord (Catacomb Command Barge, Warscythe, Mindshackle Scarabs)
1x Annihilation Barge
11 Necron Warriors
5 x Canoptek Wraiths (2x Whip Coils)
5 x Immortals (Night Scythe, Crytpek w/Abyssal Staff, Tesla Carbines)
5 x Immortals (Night Scythe, Cryptek w/Abyssal Staff, Gauss Blasters)

Chaos Lord (Power Weapons, Jump Pack, Mark of Slaanesh)
8 x Raptors (Aspiring Champion w/Lightning Claws, Mark of Slaanesh, Veterans of the Long War, Meltagun)
10 x Chaos Marines (Aspiring Champion w/Lightning Claw, Mark of Slaanesh, Veterans of the Long War, Plasma Gun)
10 x Cultists (Champion, Mark of Slaanesh, Autoguns)
2 x Obiliterators



So keen for a second crack at the champion we got underway with a pre-ruling of discarding any Relic scenario result.

Pre-Game

Scenario: Emperors Will (yeah...so single objective each...)
Deployment Type: Dawn of War (long edges)
Had a good spread of terrain with a ruined fort blocking the central lines of fire. The Objectives were slightly offset, so potential was there to play alternate flank-pinwheel type game. I got to pick the table edge and picked the side with the smaller distance to the fort, this would allow my long range weapons to deploy on flanks and have reasonable arcs onto the enemies forces. With only one objective each we would be forced to cross the battlefield to deny/seize the opponent objective, hold our own, and try and pick up the bonus VPs if we could. Chazz won the roll to deploy/first turn and choose to deploy and take that first turn. Every turn would get him closer to me and commence the assault. Once he had deployed I was struck by one of the sudden pre-game problems, a brain freeze on what to do to respond to him. Not a good thing as it means you are responding to your opponents plan, not generating your own. Ah well, these things happen.

So with all forces deployed here is where we are:

Deployment - The Objectives are the small blue round things.
Description for the Necrons - From the left is the Raptors and Chaos Lord. To the rear is the CSM squad with Wraiths in front. The Necron Lord on his Command Barge is central with a squad of Necron Warriors behind him. To the right is the two Obliterators and the Annihilation Barges. The Chaos Cultists were in reserve, along with the two Night Scythes and their Immortal Squads.

Description for the Imperial Fists - From the left is a full Tactical Squad followed by a Predator. Behind the Aegis Defence Line is two Combat Squads and the Quad Gun. A Fire Supprt Squad is to their right along with the second Predator. On the hill is another Fire Support Squad. On the far right is the Thunderfire Cannon. The Assault Marines and Captain are in Deepstrike Reserve, The two Storm Talons are in reserve as well.

I stole the initiative (thanks to superior Imperial Tacticians not getting bogged down in paperwork) and we got started.



TURN 1 - (no night fighting)



Imperial Fists Turn 1
IF Turn 1

After stealing the initiative the Imperial Fists opened up their gun line and began throwing out deadly fire across the battlefield. One of the Predators punched through the shielding of the Annihilation Barge immobilising and destroying one of its weapons. It still had a 24" reach but could no longer move to bring its guns to fire and would take no further part in the battle. The second Predator was only able to glance the Necron Lord. Wounds were placed on both Obliterators by Plasma Cannons and the Thunderfire Cannon almost completely decimated the Necron Warrior squad, killing six once a few of the mechanical warriors stood back up. An accurate Plasma Cannon shot vaporised three of the deadly Raptors. Despite its accurate firing system, the Quad Gun couldn't cause extra glances onto the Necron Lord.


Necron Turn 1
Necron Turn 1

Eager to avoid further casualties from their foes the Necrons and their Chaos allies swarmed rapidly across the battlefield. Unable to close into combat they postured themselves to land within the Imperial Fist lines and commence their slaughter.The two Obliterators were the only things to fire however were only able to kill a two marines their morphing Plasma Cannons.



TURN 2 



Imperial Fists Turn 2
IF Turn 2

Only one Storm Talon arrived and quickly made its way forward to target the now dangerously advanced Necron Lord. The subsequent strafing run destroyed the Command Barge forcing the Necron Lord to continue the battle on foot. Concentrated fire destroyed the Obliterators and shot down one of the Wraiths leaving a wound on another. (This would be the start of the Wraiths surviving immense firepower with their invulnerable saves). The Thunderfire Cannon finished its work and wiped the Necron Warrior squad off the battlefield.



Necron Turn 2
Necron Turn 2

Both Night Scythes arrive and charge across separate flanks. The right flank Night Scythe deployed its Immortals and Cryptek to clear out the Imperial Fist right flank. The Quad Gun was able to slew around and track onto the flyer destroying its acceleration controls but unable to bring it out of the sky. After trying to destroy the Fire Support Squad with their firepower the Necron Immortals assault into combat however are unable to achieve swift victory and commence a melee of attrition. The Wraiths phase themselves right next to the left flank Predator and easily shred its armour and occupants causing a sizable explosion claiming a nearby marine. The Raptors assault the Tactical Squad and butcher seven of the marines who resolve to sacrifice themselves as best possible.



TURN 3



Imperial Fists Turn 3
IF Turn 3

The Assault Marines arrive from Deepstrike however once again drift off target and away from the enemy assault forces. The second Storm Talon still doesn't find its way to the battle, however the first performs admirably veering into a dogfight with the left flank Night Scythe, downing it with explosive missile strikes forcing its planned Immortal Squad to return to reserves. The Fire Support Squad on the right flank digs in and conduct its running skirmish through the hills. The Chaos Lord finished his butchering session and left the broken bodies of the Tactical Squad in his wake as he advance on the Imperial Fist battleline. Despite nailing three Lascannon strikes on the Wraiths they pass all their invulnerable saves and are now positioned to assist with the destruction of the Imperial forces.



Necron Turn 3
Necron Turn 3

The Immortals that were now stuck in reserve failed to coordinate their new deployment plan and did not arrive on the battlefield. However their Chaos Cultist brethren did manage to scamper onto the field however warned about the terrible destructive power of the Thunderfire Cannon hid on the far side of a hill, unwilling to be cheap sacrifices (for now). The remaining Night Scythe powered down the table inflicting a monstrous amount of hits on the Storm Talon causing it to explode in an immense blast. The Chaos Marines occupying the ruins tried to fire into the Imperial Fist battle line however an over-charged plasma gun exploded, killing its owner and killing a single Imperial fist marine in the process. The Wraiths butcher their way through the Combat Squad manning the Quad Gun, causing them to withdraw off the table. The Raptors wipe out the Combat Squad standing right next to them and the Chaos Lord once again approaches the Quad Gun with a grin on his face. The Necron Lord charged the Assault Marines and despite Mindshackle Scarabs, the Captain held his nerve and cut the Necron Lord down in a single stroke. However some manner of force of will remained in the broken skeletal body which stood back up again.

TURN 4 



Imperial Fists Turn 4
IF Turn 4

The second Storm Talon finally arrives and despite taking a glancing hit from the Chaos Lord is able to kill three of the Raptors in return. All other guns aim at the Wraiths who once again, are able to shrug off an immense amount of wounds. The Assault Marines fly into the Chaos Marine Squad, culling the traitors swiftly before striding on towards the cultists. The Fire Support Squad continues to hold up however only one marine is left standing surrounded by the undying Immortals.


Necron Turn 4
Necron Turn 4

The second Immortal Squad finally marches onto the battle, defaulting to line abreast and striding directly down the middle of the table. The Night Scythe flies off the table unable to identify any targets. The Chaos Cultists are able to bring a single Assault Marine down with their fusillade of autogun fire. Once more the Chaos Lord rampages through the remaining Imperial Fist Marines killing them all. The Wraiths find the second Predator and once again cause it to explode, losing one of their own in the process. The combat on the right flank finally comes to an end as the last marine in the Fire Support Squad succumbs to the mountain of Necron Immortals scrambling around him. The Necron Lord charges into the Assault Marines, trying to prevent them from killing the Immortals and contesting the Necron objective. However whether by sixth sense, or battle hardened experience, the Assault Marines pivot and unload as a firing squad on the approaching Necron Lord. The Necron Lord collapses again. But once more, he drags himself back onto his feet, refusing to leave the battle. (This was getting ridiculous at this point and I basically gave up trying to kill him as it was a waste of time!)


TURN 5 - (no night fighting)



Imperial Fists Turn 5
IF Turn 5

The Storm talon continues its assault run and kills six of the Cultists harassing the Assault Marines below. Despite having the enemy Immortal squad in front of him, the Techmarine is only able to kill one of the Immortals with his Thunderfire Cannon. (I needed this to kill the Immortals, denying Chazz a troop choice to seize my Objective). The Assault Marines charges the Immortals who had just arrived. A flurry of chainswords, pistol shots, and the humming arc of power weapons left none of the Immortals alive to contest the Necron objective.



Necron Turn 5
Necron Turn 5

The Night Scythe returns to the battlefield and outflanks the Storm Talon, causing to crash to the ground. The Chaos Lord jumps back on the Quad Gun, eager to shoot enemies. The Wraiths charge the Techmarine however neither side is able to cause any damage. The Chaos Cultists seized in a moment of zealous frenzy, charge the Assault Marines. Recalling their days on the firing range, the Marines cut all of the remaining cultists apart, leaving only the Cultist Champion to foolishly charge forward to be decapitated by the Captain in a precise swing, slice, and recover. Assessing the battle the Assault Marines abandon the Necron lines and attempt to rush back and clear the Imperial Fist battlelines.

TURN 6 (game continues)



Imperial Fists Turn 6
IF Turn 6

With only a single opportunity to attempt to seize victory, the Assault Marines ignore the stubborn and ever-living Necron Lord and try to close the distance towards the Imperial Fist objective. The Techmarine continues to hold out against the wraiths, even managing to cause a wound on the beasts.


Necron Turn 6
Necron Turn 6

Realising the danger the remaining Necron and Chaos elements move to try and slow the advancing Assault Marines from reaching their objective. A lucky rending strike by one of the Wraiths sees the Techmarine collapse. The Immortals take up positions on the Imperial Fist objective, ready to claim victory

TURN 7 (we rolled, and then decided to play it anyway to see if victory could be snatched by a desperate sprint)


Imperial Fists Turn 7
IF Turn 7

With only a single moment to potentially claim victory in the jaws of defeat the Assault Marines launch themselves at the at Immortals. I roll a six for my charge distance, which is the exact distance from the nearest marines. Overwatch fire manages to cause a single hit. It causes a single wound. If I do not save it, my Assault Marines will be out of range, I will be unable to complete the charge, unable to contest my Objective, and subsequently lose the battle. I roll a two. The Assault Marine collapses and the Necrons use the precious last moments to seize the objective and teleporting from the battlefield, victory assured.


END OF GAME

NECRON VICTORY



Post Game

An awesome game that really swung back and forth! There were a lot of points where we were both crunching VPs to determine what we needed to do to claim a win/draw. In the end it came down to a few key moments in the very last moments of the game. Congrats to Chazz he played a really good game and constantly kept his goals in mind and didn't get too distracted with side problems. Some of the big changes I saw in his army was the effect of letting his Chaos Lord and Raptors get into assault with a 'critical mass' which resulted in them simply butchering half the army themselves. Last game a scout squad and single combat squad tied them up, but that was only because I had got them down to three models before assault to limit their attacks - lesson for next time! The other one was the Wraiths which previously I have been able to whittle down and reduce their impact in assault. This time, their super-charged invulnerable saves soaked up an amazing amount of firepower and really helped Chazz run the table. Last but not least, the Necron Lord....after he got up the third time, I simply didn't have the time or firepower to keep knocking him down and try and grab the victory...sooo frustrating, but sometimes that is how things happens.

All in all a really good game that provided lots of challenges and provided a few good learning points for both of us.

Thanks for reading and I hope you enjoyed it.

GuessRange

Monday, 17 December 2012

Project: Imperial Fists 4th Company - Landspeeders

Imperial Fists 4th Company - Landspeeders


Okay this little part of the 4th Company was designed to complement the overall feel of the other elements going into the company. By this I mean, there are no other bikes, so I am not going to take scout bikers and there had to be some form of long-range/fast scouting/travel available. I found that Landspeeders provided me the best solution to this, and potentially if I had some flyer elements in later will provided the start of a cohesive aerial-support force.

Now I already have one Landspeeder which I painted up to 'prove' the process before I jumped doing all of them at once. However this was an older kit so there were some differences that provided challenges. These models look great once they are done up, and are very flexible on the battlefield. On we go...

Step 1a - Undercoat.

Step 1a
An ongoing process I am using for my vehicles is to undercoat them on the sprue. This ensures that I get a undercoat on 99% of the model, not just the visible parts. This make it a lot easier to paint in a non-assembled/semi-assembled method and when putting it together you don't find spots on the model which have been unfortunately missed.
Once again I am using a Skull White spray undercoat on all parts of the model.
When complete, I clip all the parts off the sprues. Then begins the laborious task of cleaning up mold lines, sprue scraps etc. I really don't like this part of the hobby (I don't think anyone does!). However, once we get past this stage, everything becomes far more interesting! Assembly and painting now possible without finishing the model and finding embarrassing plastic lines where there shouldn't be (ok sometimes one or two slip through...shh..).

Step 1b - Assemble basic component

On the Landspeeders there is actually very little that can be assembled without causing difficulty with paint, however the parts that can are: The weapon components can be put together, the dashboard can be put on the roof frame and the guide lights/underslung harness can be put on the base. Looks something like this:
Step 1b


Step 2 - Block Base Colours

Essentially this is blocking out the major colour areas prior to going through and adding detail/highlights etc. Less focus on perfection and more about coverage/consistency of the paint scheme. 
Step 2

Step 3 - Other Colours

This is mostly done in the above step, on these Landspeeders the only other colours are the leather chairs these based with Mournfang Brown. The green aquilla on the front has a Caliban green base. And Mephiston Red is used to base any red lights/buttons/targets that need to be picked out. Not a large colour palette on these models.

Step 4 - Metals

A generic base coat for the metal at this stage. Add some touch of water to the brush to allow the paint to spread easier across the larger flat surfaces.
Step 4

Step 5 - Second Level Colour

There really is only a few detail spots that get the extra colours. On the leathers seats, Skrag Brown is used to add some depth to the colour. A lighter shade of green is used on the upper parts of the aquilla. Khorne Red is used to brighten colour on the red spots. Some parts of the metal also receive a coat of Nuln Oil if they are too bright/don't fit the rest of the overall metal look.

Step 5A - Paint Tidy Up

This is an ongoing process. I should probably be a neater painter and avoid this completely, however balancing speed of painting versus small mistakes is a constant challenge.

Step 6 - Second Assembly

This is where the main body of the Landspeeders is assembled to provide the rest of the frame for detailing, weapon placement, and crew attachment. The stands here are just attached to provide and indication of completion. This model really comes together quickly once its bits and pieces are made ready to go.
Step 6

Step 7 - Markings and Transfers

I am using the same marking scheme from the first Landspeeder I painted up as the concept scheme. So a simple Chapter Marking, Company Number, and Assault member allocation is detailed. Nothing too fancy, no hand-script or anything. There is certainly space for finely detailed work to be done on the model, however that is something I would will schedule for later/if at all.
Step 7


Step 8 - Assembly
Just a quick note - the crew follow the same painting pattern as any of the other members of the company, so have Chapter shoulder pads, markings etc. This is to have all models in the army synch together once its complete, to create a cohesive whole.

In addition to the above details I have magnetized the under-slung  pintle and doors to provide me the best flexibility of options - this will be the general theme for all of the other vehicles I will be putting together.




These two pictures show the pre-finished magnets on the weapon mounts. I wasn't sure about the magnets till later, but they probably would be better sculpted into the areas earlier in the assembly - lesson for next time. These are using 3mm x 1mm magnets. 








This shows the profile the magnets add to the weapon mounts. Nothing too outrageous. The pintle weapon does clip down onto the slide-frame, however I left it free to demonstrate the magnet angles.







These are the magnets used on the door frames. They support the Typhoon Missile Launcher weight easily. The trick with these is to get the angles right on the door hinge so that is is always 'pressing' in towards the frame in order to complete the connection with the inside magnet. A further trick is to make sure that all the doors/weapons are interchangeable - ie all the magnets are set up so that they all work together and you can hot-swap weapons as required to adjust for the future.













So here are the finished pair of Landspeeders we have worked through




And this is the finished Landspeeder Squadron! (Huzzah!)




Well we finally got there but they are all done now. In the future I may buy some spare Typhoon Launcher parts so that potentially I could kit out all three at the same time. However, until I finish off some more of the core Company elements I will put that on hold. At this stage the last Assault (Fast Attack) element to be painted is the second Assault Marine Squad, so they will get precedence.

Thanks for reading, I hope you noted my mistakes and ways you can do things better! It is all a learning process.



GuessRange.

Sunday, 16 December 2012

Battle Report: Warhammer 40k 1750 points Imperial Fists Vs Necrons / Chaos Space Marines

1750 Point Warhammer 40K Battle Report


Imperial Fists 


vs


Necrons/Chaos Space Marines


Back into the swing of things I have had another battle with Chazz. Recently he became the 2012 Champ for the ADF so I figured I would have my work cut out for me as he was bringing his winning army to the table. After even such a short break as well as mixing gaming systems, it is tricky to keep track of all the rules so there may be a few fudges here and there to keep the game going. Overall, we are getting better/faster at playing the games which is good progress as we both are deciding to get more into the tournament scene next year.

Forces on parade are:

The Good Guys (Garrison drawn from Imperial Fists 4th Company)
Captain (Artificer Armour, Relic Blade, Jump Pack)
10 x Tactical Marines (Sergeant w/Power Fist, Flamer, Plasma Cannon)
10 x Tactical Marines (Sergeant w/Power Fist, Flamer, Plasma Cannon)
10 x Assault Marines (Sgt w/Power Sword)
2 x Storm Talons (Twin-Linked Assault Cannon, Typhoon Missile Launcher)
Predator (Lascannon sponsons, Twin-linked Lascannon turret)
Predator (Lascannon sponsons, Twin-linked Lascannon turret)
Thunderfire Cannon (Still going strong!)

The Bad Guys (The Bright, Cheerful, Happy Necrons and Chaos Marines)
(may be errors in the list details)
Necron Lord (Catacomb Command Barge, Warscythe, Mindshackle Scarabs)
1x Annihilation Barge
11 Necron Warriors
5 x Canoptek Wraiths (2x Whip Coils)
5 x Immortals (Night Scythe, Crytpek w/Abyssal Staff, Tesla Carbines)
5 x Immortals (Night Scythe, Cryptek w/Abyssal Staff, Gauss Blasters)

Chaos Lord (Power Weapons, Jump Pack, Mark of Slaanesh)
8 x Raptors (Aspiring Champion w/Lightning Claws, Mark of Slaanesh, Veterans of the Long War, Meltagun)
10 x Chaos Marines (Aspiring Champion w/Lightning Claw, Mark of Slaanesh, Veterans of the Long War, Plasma Gun)
10 x Cultists (Champion, Mark of Slaanesh, Autoguns)
2 x Obiliterators


Onwards we go.

Pre-Game

We rolled up the battle using the standard rules. The Relic with a Hammer and Anvil Deployment. We had played the Relic once before and I had sneaked away with a very close victory so Chazz was keen to reclaim the archeotech previously stolen.  I won the deployment zone choice and chose the Eastern edge (for the purposes of Battle Chronicler). I also won the choice of first turn, and took it. Setting up I was going to be in a very difficult position to grab an early victory as I just didn't have the mobility to race forward, steal the relic and scamper back to my own lines. Needless to stay, not the ideal scenario for me.

So with all forces deployed here is where we are:
Deployment - Hammer and Anvil, Scenario - The Relic


Description for the Imperial Fists - Thunderfire Cannon and Predator at the top. Both Tactical Squads deployed as Combat Squads/Fire Support Squads across the middle. Second Predator with Scouts and Quad Gun behind Aegis Defence line at the bottom. Storm Talons, Assault Marines with Captain in reserve.

Description for the Necrons - Necron Lord on Command Barge at top with Annihilation Barges next to him. Wraiths arrayed in front of Chaos Marine Squad. Chaos Cultists lurking in a ruin. Necron Warriors south of them. Two Obiliterators on the hill, with the Raptors and Chaos Lord on the southern flank. Two Night Scythes with their Immortal and Crypteks in reserve.

Chazz failed to steal the initiative, however we did end up with a first round of night fighting.
(Side note - due to a BC fail on my behalf, the Relic was placed as a piece of terrain...which I couldn't move easily...so it is mostly simply described where/who has it...don't worry it makes sense..)


TURN 1 - (Night fighting)



Imperial Fists Turn 1
Turn 1 - Imperial Fists

A relatively quiet opening turn with only the two tactical combat squads moving forward in an attempt tot close with the relic in the middle of the table. Despite the best quality of targeting systems the northern Predator was unable to scratch the Necron Lord on his Barge. A lucky Plasma Cannon shot took out an Obliterator with the southern Predator zeroing in to vaporise the remaining one, claiming first blood. The scouts went to town on the Raptors opposite them, firing the Quad Gun on ground fire, and all the sniper rifles. They were able to take down three of the dangerously fast killers, and put a wound on the Chaos Lord.

Necrons/CSM Turn 1
Turn 1 - Necrons/CSM

The Necrons swiftly moved forward with the Wraiths landing atop the Relic ready to carry it away. The Necron and Chaos shooting was fairly uneventful, though one of the plasma gun bearers managed to melt themselves (ah the Dark Gods are fickle). Whether by lag in their command programs or scenting blood, the Wraiths surged forward to assault the Combat Squads, abandoning about the Relic they had just claimed. They butchered the two closest with the others falling back to expose the wraiths to the Imperial Fist firing line.



TURN 2 



Imperial Fists Turn 2
Turn 2 - Imperial Fists

The Captain and his Assault Marines arrive, however wander a good way from their deepstrike target and end up stranded far in the back lines of the enemy forces. One of the Storm Talons arrives and begins an attack run on the Necron Lord threatening the artillery line. The Combat Squad rallies and coordinates its movement with its brother squad to bring firepower to bear on the exposed Wraiths. The combined strafing run of the Storm Talon and the Lascannons from the Predator cripple the Necron Command Barge which explodes, leaving the Necron Lord stranded on foot. The scouts continue their shooting spree of the rapidly approaching Raptors killing three more of them. The remaining firing line targets the wraiths, whittling them down to only two remaining models.


Necrons Turn 2
Turn 2 - Necrons/CSM

One Night Scythe arrives and deploys its Immortals with their Cryptek right next to the Assault Marines exceptionally vulnerable after their deep strike. They proceed to melt all nine of the Assault Marines and put two wounds onto the Captain, now in dire straights. The Wraiths move back to the Relic they had previously abandoned. The Raptors launch themselves into the scouts, gleefully butchering half of them, but unable to make them flee. The Necron Lord charges the Techmarine manning the Thunderfire Cannon and unleashes his Mindshackle Scarabs and watches as the Techmarine's servo-arm reaches over and tears the Techmarine's heart out.


TURN 3



Imperial Fists Turn 3
Turn 3 - Imperial Fists

The second Storm Talon arrived and followed along the previous firing pattern to target in on the Necron Lord in case the lead flyers couldn't kill him. It needed have bother as the first Storm Talon punctured multiple holes through the Necron Lord who despite his technology would not stand again. Free of the threat the newly arrived Storm Talon and the Predator focused their fire and brought the Annihilation Barge down in a fiery explosion, killing one of their brethren marines as collateral damage. The Fire Support squad near the squads charged into assist their dangerously outmatched juniors, however three of their four wear cut down upon arrival by the Chaos Lord, only killing one Raptor in return. The Captain eager to reclaim some glory charged the Necron Immortals, challenged the Cryptek who died swiftly. The remaining immortals unsure what to do, attempted a fighting withdrawal but were cut mercilessly down by the Captain. The Combat Squads in the middle of the table continued their running battle with the Wraiths, cutting down the Wraith carrying the Relic, leaving it just out of reach.



Necrons Turn 3
Turn 3 - Necrons/CSM

The second Night Scythe arrived and cruised down the table to bring its guns to bear on the southern flank of the firing line but was unable to cause any damage, clearly re-articulating its targeting matrix for the new battlefield. The implacable Necron Warriors stomping through the middle of the battlefield cut down three of the Marines chasing the Relic and escaping Wraith. Clearly disorientated from the bloodbath previously the Chaos Lord and his Aspiring champ were only able to cut down a single scout, who stubbornly refused to yield to the traitors.

TURN 4 



Imperial Fists Turn 4
Turn 4 - Imperial Fists

Both Storm Talons veered to face the opposing Necron Night Scythes  The northern Storm Talon was able to bring its target crashing to the deck, narrowly avoiding more friendly collateral damage. The southern Predator was able to pick the last Wraith off as it attempt to close once again with the Relic. The two remaining Marines in the centre of the table charged the Necron Warriors, desperate to buy time for their brothers to follow up and claim the Relic. The Captain, supported by covering fire from the Lascannons of the northern Predator tore through the Traitor Marines in front of him effortlessly. However, once again he was alone and exposed in front of the enemy guns.



Necrons Turn 4
Turn 4 - Necrons/CSM

The second Night Scythe pivots to cast vengeance upon the Northern Storm Talon, as well as deploy its Immortals with their Cryptek to destroy the Marines approaching the Relic. Unable to damage the Storm Talon, they were still satisfied by the vaporisation of the two marines at the hands of the Cryptek's Abyssal staff. The cultists, inspired by a dark frenzy were able to cause a single wound, which finally managed to find a weak point in the Captains heavy battered armour, bringing his righteous path of slaughter to an end. The lone Sergeant fighting the Necron Warriors could not hold out and was brought down by their sheer weight of numbers. The single Scout and Marine continued duel with the Chaos Lord and his aspiring champ, trying to stop the pair rampaging into the gun line. The scout, unable to keep up with his opponent was finally brought down, leaving one Marine, bravely fighting on.


TURN 5



Imperial Fists Turn 5
Turn 5 - Imperial Fists

The Storm Talons vector in and almost succeed in wiping out the entire Necron Warrior squad, but leave one standing, and two of his fellows warriors get back up, still securing the Relic. The lone Marine is finally destroyed by the Chaos Lord who splits from his Raptor bodyguard to jump on the Quad Gun. The remnants of the firing line try and bring down the Immortals and any target left in their firing arcs, but are unable to inflict serious casualties.



Necrons Turn 5
Turn 5 - Necrons/CSM

The Night Scythe moves to the east, outside of the firing line, its mission complete. The Immortals stomp towards the enemies shooting them, trying to increase the body count of the Marines. The Chaos Lord in a Slaanesh driven by a fit of pleasure unleashes with the Quad Gun on the southern Storm Talon, but is only able to glance it. (Ironically, if he had destroyed it, I may have been able to crash into his warriors, killing them who were holding the Relic and potentially he could have lost the win...ah the Dark Gods are fickle :) ) The Raptor Aspiring Champion tried some grenade practice before charging into the rear armour of the Predator, slicing through it like cheese with his lightening claws (rolled 3 sixes...ouch).

TURN 6 



Imperial Fists Turn 6
Turn 6 - Imperial Fists

The Imperial Fist Tacticians began commencing contingency operations to minimise the damage. Targeting vectors were sent through for the Chaos Lord and Raptor closest to the supply lines. One of the Storm Talons was able to reduce the Quad Gun previously under Imperial Fist control to rumble, leaving the Chaos Lord exposed, however the second was unable to meet the manoeuvre required to bring its firepower to bear and the Chaos Lord managed to survive. The northern Predator pivoted and took sight of the Raptor that had destroyed its twin, subsequently vaporising it three pulses of Lascannon fire. The sole Fire Support Squad remaining opened up on the Immortals approaching seeking to deny the Necron forces any more of the victory and were able to bring down three of them.



Necrons Turn 6
Turn 6 - Necrons/CSM

The Necron Warriors continued to skulk in the ruins with their precious Relic, positive algorithms passing communications back to the command chain, awaiting more orders. The Immortals continued their march towards the marines, killing all but one of the Marines that had been shooting at them.

The Necrons had won the day.



Post-Game

Okay, a fantastic game! Yes, it is the Relic scenario, which I know many people don't like. However it does shake it up from the usual armies. Chazz had a great army that really played well together. This obviously paid off for him at the ADF tournament, and I was glad I had a chance to face it on less competitive terms! Okay, thoughts and comments:

Movement: A tough game given that with a narrow field it all surges towards the middle. I didn't have the mobility in the army to rush forward, put enough forces on the relic to enable me to seize it, or swoop in later game to steal it. This was my first real game with flyers and I still have some work to do on how best to use them.
Shooting: Not too bad, overall I didn't have a turn where I completely failed at shooting, so I was always able to cause some damage. As much as I like the plasma-cannons I think I may need to switch them out for something more likely to get more hits...we will see. 
Assault: So...who needs an assault squad, all I need is a single captain! Alas he lost his assault squad brothers (shields) and was vulnerable to be brought down. If he had passed that one armour save, I possibly could have torn through the cultists and into the Necron Warriors, and probably forcing the draw....ah well. Oh and yeah, the scouts and combat squad got killed by the Raptors and Chaos Lord....except they held them up for 4 full turns...that is a very fair trade!

Overall - a really good game and I will be having another in the very near future. Hopefully a few more tweaks to the army and we will see what happens!

Hope you enjoyed the battle, thanks for reading!


GuessRange.

Tuesday, 11 December 2012

Project: Imperial Fists 4th Company - Assault Marines


The Imperial Fist 4th Company - Assault Marine Squads


Every Battle Company is decreed to have two Assault Marine Squads as part of its force organisation. Often these are actually employed in five man squads in order to provide maximum flexibility to the Company Captain. 

For the Imperial Fists 4th Company, the Captain is all about taking the fight to the enemy and will often deploy alongside a personal bodyguard drawn from one of the Assault Marine Squads. The plan for now is to finish the two full squads with basic equipment before moving onto specialist models. These will either be special weapons (Plasma or Melta), as well as up-kitted Sergeants with Powerfists or Lightning Claws.

At this stage I am in the process of finishing off the first ten, however due to some zealous modelling a few years ago two of the models (previously used as Sergeant I think) are kitted with dual swords/axes.

The painting process is no change to the basic infantry painting. It is easier to access some areas, harder to reach others, but otherwise is exactly the same method. For the Assault Marines, from start to nearly finish looks like:
Undercoat through to Pre-Base

The two Sergeants are currently:




The current ten Assault Marines look like this:




Once I get a start on the painting some of the other squads I'll be getting started on painting the second Assault Marine Squad. Once they are completed I will update this post with the final results. These are what I consider battle-worthy/table ready paint jobs. It is the overall look I am working towards, not master-class brilliance on the models. Perhaps in a few years I may revisit-redux the models up to a better standard (if my painting improves..)

Thanks for reading.

G.R.

Monday, 10 December 2012

Out of the Maelstrom

Out of the Maelstrom


Greetings All!
Well I am back and in short order will have kicked the lackeys back into gear and more articles should be shortly appearing. Within a day the Assault Marine article will be finished then I will be jumping onto the Landspeeder article. I am hoping to have a game scheduled so a Battle Report should follow.

Anyway, I'm back to the production line!

GR

Monday, 5 November 2012

Caught in the Warp

Hi All,

Apologies for the delay in scheduled posts. Due to work-travel commitments I have been unable to finish off the articles that were supposed to be released.

However, to hold you in anticipation these are the planned articles that will be out before Christmas:

- Imperial Fists 4th Company - Assault Marines
- Imperial Fists 4th Company - Land Speeders
- Imperial Fists 4th Company - Special Weapons
- (Bonus) Imperial Fists 4th Company - Character Introductions

- Battle Report: Imperial Fists vs Chaos Space Marines
- Battle Report: Dark Elves vs High Elves (Episode III)
- Battle Report: Dark Elves vs Skaven

If there is a particular Battle Report/Match-Up that you would like to see, let me know and I will try and organise it.


Thanks for reading.

GuessRange

Saturday, 20 October 2012

Battle Report: Warhammer - Dark Elves vs High Elves - 2500 pt - Ep 2


2500 pt Warhammer Fantasy Battle


Dark Elves (The Good Guys...Best and Baddest Award 2507IC) - Me


Vs


High Elves (The Outcasts...Lost on the Way Home) - Swordmaster

Episode II - Attack of the Swordmaster

A rematch! Let civil war reign! Swordmaster has graciously agreed to a rematch between our forces in honour of the unending enmity between our two points of view. In the spirit of ongoing forces there are few changes to the armies. Both armies were previously revealed and will do battle against their well known foes. Once again we will be using Universal Battle for the conduct of this clash. Battle Reports will be submitted using our favourite Battle Chronicler.

But onwards to the forces arrayed for battle:

The Good Guys (In the most evil way possible)
High Sorceress Melith (Level 4, Darkstar cloak, Crystal of Midnight) - Dark Magic
Master Horkrim (BSB, Heavy Armour, Great Weapon)
Assassin Kalil (Rune of Khaine, Extra Handweapon, Repeater Handbow)
Assassin Sharik (Rune of Khaine, Extra Handweapon, Repeater Handbow)

20 Corsairs (Full Command, Repeater Handbow)
20 Corsairs (Full Command, Repeater Handbow)
16 Repeater Crossbowmen (Musician)
8 Dark Riders (Musician, Repeater Crossbows)
5 Harpies

20 Black Guard (Full Command, Banner of Murder)
5 Cold One Knights (Full Command, Standard of Discipline)
8 Shades (Repeater Crossbows, Great Weapons)

3 Reaper Bolt Throwers

The Bad Guys (Vauls Outcasts)
Archmage (Staff of Solidity) - High Magic
Noble (BSB, Heavy Armour, Shield, Great Weapon, Dragon Helm, Reaver Bow)

10 Archers (Musician)
10 Archers (Musician)
15 Lothern Sea Guard (Full Command)
15 Lothern Sea Guard (Full Command)
10 Swordmasters (Musician, Bladelord, Amulet of Light)
10 Swordmasters (Musician, Bladelord, Talisman of Loec)
10 White Lions (Musician, Standard, Banner of Eternal Flame)
10 White Lions (Musician, Standard, Gleaming Pennant)
5 Dragon Princes
5 Dragon Princes
5 Ellyrian Reavers (Spears)
5 Ellyrian Reavers (Spears)

Great Eagle
Great Eagle

1 Eagle Claw Repeater Bolt Thrower

Only minor changes to the armies, notably Swordmaster was testing out the High Elf Eagle Claw Bolt Throw.

Pre-Game

The map selected was a SmithF creation for use in his UB Tournament coming up over summer. Talking through the table:
Hills - infinite height
Forests - magical, soft cover, infinite height
Buildings - from left to right, 2 levels, 3 levels, 1 level. Blocks LOS for units, not hill unless within 1"
Pond - magical river

The Dark Elves had been busy looting and burning their way through a nice little High Elf village and subsequently deployed on the northern edge. (Dark Elves won the roll for edge).

Magic Spells:
High Elf Archmage rolled: 2,3,4,5 (+0). Dropped 3 for 1. Translates to: Drain Magic, Shield of Saphery, Curse of Arrow Attraction, Fury of Khaine, Flames of the Phoenix.

Dark Elf High Sorceress Melith rolled: 2,2,3,6 (+0). picked 4, dropped 3 for 1. Translates to: Power of Darkness, Chillwind, Doombolt, Bladewind, Black Horror.

Dark Elves won deployment roll and order was:
Dark Elves: Reaper Bolt Throwers, Repeater Crossbowmen, Corsairs, Corsairs, Black Guard, Cold One Knights, Dark Riders, Harpies, Shades, Characters
High Elves: Archers, Archers, Eagle, Eagle, White Lions, Sword Masters, Lothern Sea Guard, Dragon Princes, Ellyrian Reavers, Eagle Claw, Dragon Princes, White Lions, Sword Masters, Lothern Sea Guard, Characters.

Only vanguard move was the Dark Riders who received orders to spy on the High Elf left flank.
Deployment

First turn roll was a draw (even with +1). The High Elves won the second by a narrow single point.



Turn 1

High Elf Turn 1


Movement: The High Elf had formed an imposing Cavalry Wing on the left flank and rode forward in battle line to start surrounding the Dark Elves pillaging the village. High Elf infantry marched forward gaining sight of their wretched kin and the carnage they were causing to the innocents still alive in the village. 

Magic: Sensing the fickle nature of the winds of magic, the High Elf Archmage disciplined himself casting Fury of Khaine the Dark Elf Cold One Knights. Despite causing serious damage the heavy amour and thick skin of the Cold Ones kept all of the Heavy Cavalry upright. Shaping the magic once more the Archmage tried to place a curse on the Heavy Cavalry but his efforts were deflected by his Dark Elf opposite. Determined  to cause damage the Archmage tried to cast Flames of the Phoenix but the spell evaporated before it could form. (Triple one to cast!). 

Shooting: Seeing the Archmages' difficulty the Elf Noble lifts his bow and with ease cuts down one of the Cold One Knights. With a wave to the Archmage, the Noble then orders the Eagle Claw and Archers to focus their fire on the Dark Elf Black Guard cutting down four of the elite infantry.


Dark Elf Turn 1


High Sorceress Melith uncased her Crystal of Midnight on the High Elf Archmage who despite his training could no longer remember how to cast his Drain Magic spell.

Movement:  The Dark Riders carried out their orders and came face to face with the High Elf Cavalry Wing. The Harpies, flapping alongside them got distracted and landed in front of a small horde of High Elf infantry they had not been expecting. The Shades swiftly moved in to kill the occupants of the outlying farmhouse, taking delight in finding fresh victims. The Repeater Crossbowmen occupied the large house on their left flank prepared to occupy a fire position. The eastern Corsair unit moved around to position themselves against a stone wall in a good defensive position. 

Magic: Feeling the rippling nature of the magic pools of power, Melith giggled in delight and flicked a Doombolt at the nearby White Lions killing four. Shocked at the damage they almost withdraw, however the screams of innocent High Elves in the farmhouse firmed their resolve. Calling on the Black Horror Melith killed another two White Lions. Happy with the casualties she quickly threw Chillwind at the eastern White Lions unit however the quick cast did not allow the spell to form properly and it only claimed a single While Lion. Concentrating and draining the pool of magic Melith tried to cut them to pieces with Bladewind however the High Elf Archmage had stored his strength and was able to nullify the damaging spell..

Shooting: The Repeater Crossbowmen were able to pepper the White Lions in front of them but the heavy cloaks stopped any of the damage causing casualties. The Dark Riders and Shades focused on the Lothern Sea Guard next to the High Elf Cavalry, culling a full rank of the infantry. The Reaper Bolt Throwers fail to coordinate their target firing at both High Elf Archer units. One of them breaks, however the other holds it ground.


Turn 2

High Elf Turn 2



The full strength Cavalry Wing storms forward into the Dark Elf right flank. 

Movement: One of the Dragon Prince unit charge the Dark Riders in front of them who flee, but are crushed under the hooves of the Dragon Prince steeds. The four White Lions charge at the Shades in the farmhouse, trying to save the innocents suffering within. The western Sea Guard unit charges the harpies who hold their ground, still confused by the appearance of the infantry. The rest of the Cavalry Wing follows the charging Dragon Princes. The Archers rally and reform their shooting line. The other High Elf infantry units continue to consolidate towards the farmhouse.

Magic: Seeing the fate of the White Lions who had been left out in the open and subject to High Sorceress Meliths magic, the Archmage swiftly cast Shield of Saphery on the Swordmasters in the firing line of the Dark Elf mage and Repeater Botl Throwers. With a brave smile the Archmage casts a hesitant Flames of the Pheonix on the Corsairs with the Dark Elf mage in it. The spell gets away from him and is cast with Irresistible Force. The spell causes six casualties, but horrified by the magic over-pressure they flee into the forest behind them. Holding up his now burnt-out Staff of Solidity the Archmage tosses it over his shoulder and picks up a more sturdy stick from the ground.

Shooting: Continuing his target practice, the Noble picks off another Cold One Knight, and directs the Eagle Claw to follow his lead, which punctures another. The Archers try their luck shooting at the Black Guard  however their heavy armour is not even scratched. 

Combat: The Sea Guard chop down four of the Harpies, however are unable to catch the last of the Harpies which scampers through the farmhouse to escape. Clearly still suffering the after effects of a recent drug fuelled sacrifice, the Harpy stops in front of the thundering Cavalry Wing. The White Lions charge into the farmhouse and find two Shades torturing an innocent family. They quickly cleave them with their axes but when they rescue civilians find themselves surrounded by grinning Shades, who fall upon them carving them into pieces. The White Lions and the civilians are not seen or heard from by the High Elf units outside again.


Dark Elf Turn 2


Movement: The Harpy continues to foolishly flee in front of the High Elf Cavalry Wing. Melith whips and scratches the Corsairs back into formation. The two Cold One Knights consider moving but decide to hold back. The Black Guard and Corsairs on the left flank both move forward to try and close the distance with the High Elf forces which deployed at range from the High Elf village.

Magic: High Sorceress Melith, seeing the intimidating Cavalry Wing charging towards her turns and starts hurling magic at the armoured masses. Her Black Horror spell is snuffed into nothing by the High Elf Archmage. A poorly cast Doombolt only blackens one of the heavily armoured Dragon Princes. Summoning a horde of blades to find a gap in the armour, Melith is able to cut down two of the Dragon Princes with Bladewind. Flicking a Chillwind at the stubborn cavalry Melith claims one more. Distracted by causing pain on her foes, Melith almost forgets the flames which are burning around her. Drawing upon the well of dark magic she crushes the flames with a toss of her head. [Swordmaster reminded me- very generous of him, very forgetful of me].

Shooting: With targets sitting out in the open, the Repeater Crossbowmen tried to wipe out the White Lions sitting in the middle of the battlefield, but are only able to kill two of the fierce warriors. The Repeater botl Throwers are directed by Melith to eliminate her Dragon Prince target so she can claim credit for wiping them out. Knowing what disappointing her would entail  the Bolt Throwers perform very well, carving the Dragon Princes apart, and even inflicting some casualties on the Ellyrian Reavers behind them. The Shades pitch in from the farmhouse and are able to cut down the rest of the Reaver unit near them. Only the bitter memories of lost loved ones who had lived in the village kept the nearby Lothern Sea Guard from withdrawing after the Reavers were wiped out.


Turn 3

High Elf Turn 3



Movement: A weakened Cavalry Wing continued to lead the wheel into the depth of the Dark Elf right flank, threatening to completely roll through the rear of the Dark Elf lines. Seeking to follow after the White Lions who disappeared into the farmhouse a unit of Swordmasters charged in to do battle with the insidious Shades. The White Lions move forward to pressure the core of the Dark Elf battle line. The Great Eagles position themselves to prepare to charge the Dark Elf war machines next turn and spend this turn providing a distraction to the Bolt Thrower crews.

Magic: A surge in the winds of magic allows both mages to channel additional strength. A Shield of Saphery is cast undefended on the White Lions now vulnerable in front of the Dark Elf lines. A curse is cast, again undefended, on the Cold One Knights. Assuming the Dark Elf High Sorceress was distracted the High Elf Archmage tries to cast Flames of the Phoenix again. A sudden surge from the Dark Elf Melith blast against the spell. Holding onto the magic for dear life, the Archmage feels the spell slip through a narrow gap in the magical defense and form upon the Corsairs and the Dark Elf mage again. The flames cause another three casualties on the diminishing corsairs. 

Shooting: The Nobles' target practice is ruined as his shots bounce of the Cold One Knights think armour. The Eagle Claw and Archers are directed to fire upon the fresh Corsair unit approaching, inflicting four casualties. 

Combat: Scattered through the farmhouse the Shades are unable to ambush the Swordmasters who cut them down to the last.


Dark Elf Turn 3


Movement:  Annoyed at the constant ping of arrows land around them the Cold One Knights charge the White Lions in front of them, arrogant in their ability to kill their inferiors. The lone Harpy continues its stuttering flight away from the battle. The Black Guard wheel to assist frustrated by being out of position. The Corsairs in the forest reform to face the High Elf Cavalry Wing. The Corsair unit on the left flank continues its rush towards the High Elf Archers, desperate to get into combat and out of the open firing range. The Repeater Crossbowmen found a High Elf hiding in a panic room and get distracted and stay put entertaining themselves.

Magic: Melith lashes out furiously at the Cavalry Wing in front of her. Casting Chillwind kills a Reaver but the follow up Bladewind is dispelled. Hurling a Doombolt at the Reavers, Melith wipes them out completely. Wickedly happy at the destruction, Melith senses the strength of the High Elf Archmage and draws deeply on the dark pools of power casts and full strength Black Horror on the Dragon Princes in front of her. However only two of the mighty warriors fall to the magic. [Rolled six power dice, no Irresistible Force, lucky!]

Shooting: The Corsairs loose their repeater handbows at the Great Eagle that landed in front of them and treated it like a dart board, swiftly killing it with a horde of small bolts. One of the Reaper Bolt Throwers cuts down another Dragon Prince. The second Reaper cuts down the Great Eagle in front of the farmhouse and despite its terrified scream it releases as it dies, the surrounding units hold fast. The third Reaper kills four of the Lothern Sea Guard in the centre of the battlefield. 

Combat: White Lions swing quickly and cut down the arrogant Cold One Knights, with easy access to the Repeater Bolt Throwers now available. 


Turn 4

High Elf Turn 4


Movement: With free access to the Dark Elf war machines the White Lions charge forward but the deceptively step ground slows their charge and they are unable to make it into combat. The remaining Dragon Princes swing around through the forest to support the While Lions and prepare for a charge into the Dark Elf war machines. The Archmage declares the farmhouse to be the new fighting point and moves in to secure sight on his opponents. The Swordmasters out in the open swing around to protect the flank of the building. The Sea Guard in the centre of the table swiftly reform to shoot at the Corsairs stranded in the open. 

Magic: The Dark Elf High Sorceress had forgotten the Phoenix flames again and this time they surged and seared through the Corsair Reaver and five of his brethren. The Archmage casts Fury of Khaine and claims another of the Corsairs. Realising the mistake, Melith is finally able to concentrate and suppress the dangerous flames. [Swordmaster well within his right not to remind me a second time. Only way to learn a lesson properly is to suffer the results]

Shooting: The Noble orders all shooting into the nearby Corsair unit and they cut down eight of the marauding criminals. 


Dark Elf Turn 4


Movement: The Black Guard were finally in position and charged the stranded White Lions in the Flank. They tried to flee but were hacked down with relish by the Black Guard chasing them. The Corsairs make a desperate dive forward to try and reach their Archer foes. The Archers flee and force a dislocated halt to the charge, once more leaving the Corsairs stranded in the open. The lone Harpy finally flees off the table.

Magic: The winds of magic blow strong. Just as Melith reaches out to case her first spell, the power evaporates as if just air. Melith is shocked to lose so much power and casts about for something to hurt.

Shooting: The Corsair repeater handbows cannot scratch the Dragon Princes in front of them. The Repeater Crossbowmen, finished with their distraction line up and with great accuracy use the Dragon Princes to create pin-cushioned corpses. Once again the Reapers are unable to coordinate their attacks. One of them shoots at the Archers still holding their ground, killing two of them but unable to convince them to flee as well. The other two shoot at the Sea Guard facing the Corsairs in the open but are only able to kill three of the warriors.


Turn 5

High Elf Turn 5


Movement: The Sea Guard next to the farmhouse swing around to bring the bows into sight with the Corsairs hiding in the forest. The Archers rally and rejoin the battle.

Magic: The Archmage once again tries to cast Flames of the Phoenix on Melith and her Corsairs. however the Dark Elf is clearly tired of the flames and quashes them totally. However she is then unable to resist as her unit is cursed and Fury of Khaine sweeps through causing devastating casualties.

Shooting: The Sea Guard now with a juicy and vulnerable target in front of them loose and kill the remaining Corsairs, and wound the Dark Elf mage and Assassin. Once again the Eagle Claw, Sea Guard and the Noble loose at the Corsairs who are now depleted to four warriors.


Dark Elf Turn 5


Movement: The Corsairs declare their suicidal charge into the archers and lose one to shooting, leaving them with only three warriors. The Black Guard swing around to face the farmhouse, contemplating a charge in to clear out the High Elves within. Melith and Assassin Kalil move into the Black Guard unit for protection. The Repeater Crossbowmen finally leave the devastation of the village behind and begin to trek across the battlefield.


Magic : Melith reaches once more for the winds of magic but once again they dissipate before she can cast anything.


Shooting: All three Reapers aim at the Sea Guard who had killed the Corsair unit, however were only able to kill six annoying warriors. 

Combat: The Archers bravely start cutting down the Corsairs but as they go to finish them off, Assassin Sharik leaps out and in moments cuts each of their throats. Distracted by the flying blood he overruns, but not enough to clear him of the battlefield. 


Turn 6

High Elf Turn 6


Movement: .Eager to kill the Dark Elf mage the Sea Guard near the farmhouse charge the Black Guard. Assassin Kalil snipes one as they charge in. The archers conduct a swift reform, and level their bows at the lone Assassin. The Noble, his work down, steps into the farmhouse to confer on the clean-up with the Archmage. The Sea Guard reform to face the Dark Elf Reaper Bolt Thrower, aiming to shoot one to pieces.

Magic: The Archmage sends magic flying each effort is dispelled. Finally he manages to squeeze a curse onto one of the Dark Elf war machines.

Shooting: The Archers neatly pick off the Assassin wandering in the open. The Noble coordinates with the Sea Guard to open up at range in an attempt to kill the crew of the cursed Reaper. Wounding it, the Eagle Claw is able to reach out and finish the job.

Combat: The Sea Guard manage to inflict a single wound on the High Sorcerss Melith before Assassin Kalil steps in and dissects them all.


Dark Elf Turn 6



Movement: Unwilling to invite disaster, Melith orders the Black Guard to stand their ground and let here raze the building to the ground with magic.

Magic: Arrogantly confident Melith casts a simple Doombolt which comes alive with Irresistible Force. The magic cascades around her in a monstrous miscast. Nine of the Black Guard are vaporised, and Melith is broken by the magic, collapsing before she could be dragged into the Realm of Chaos.

Shooting :The two remaining Reapers try to decimate the last Sea Guard unit but could only puncture two of them, leaving them alive with two warriors.



End of Game


RESULT - High Elf win 12-8.

Post Battle Wrap-Up

A bloody, knock-down, drag-out battle.
Massive thank you to Swordmaster for both the game, and surviving a constant barrage of questions and problems I ran into. Loads learnt about the game and both armies. A topsy-turvy game made for a number of stressful-frustrating situations, and I am glad we finished the game. We were also plagued by a number of UB problems. This caused our focus to constantly be broken and really dragged the game out.

So let's look through the phases. 
Movt- Swordmaster was surprised to get the first turn, but given our deployments neither of us gained a lot. A focused deployment by Swordmaster on almost a single half of the table meant a number of my units were now stretched out. Looking back through. The use of a very solid Cavalry really unbalanced my army, not helped by my deployment. Shelling up in the forests and building also meant that Swordmaster had a very hard to kill army come late-game.

Magic- First Rule - REMEMBER REMAINS IN PLAY SPELLS!. The first time Swordmaster kindly reminded me before it was too late. I said I needed posted notes then. I forgot again. Tsk tsk shame on me. I had a reasonable first 3 turns and then its all stopped. Apart from a few dispels, me mage may as well have not been there. Not blaming anyone - except 'Gatti' an audience member, cursed my magic phase the left the audience box. After that, my magic stopped. Coincidence? I think not. Hmmm. Perhaps too superstitious. :) lol.

Shooting- During the game I thought I kep the pressure up and forced a lot of panic tests. Except High Elves always get a re-roll of their leadership against Dark Elves. I caused a single unit to flee, despite nearly every other unit testing at least 4-6 times through the game, some twice every turn. Need to re-think this phase entirely. Writing this report I realised some basic strategic mistakes which I will be tucking away for use later. I may share these offline or in a less public forum, can't give away cunning plans too easily!

Combat- Hamstrung myself with poor movement phase which cost me my Cold One Knights. Also facing such a fast Cavalry Wing. I probably could have repositioned alot better to face it down rather than rely on magic and shooting.

Overall- As I said a bloody game. In the end my Dark Elves threw themselves away. If Assassin Sharik had run off the table, and Melith not go nuclear it would have been a draw. Nothing more. Swordmaster had a lot of points left on the table despite only a few units. A very good game to him. This brings us to 1-1 however for now we will be resting the civil war to recover, reset, then maybe down the track go again at it.


I hope you all enjoyed reading. Feel free to leave comments on the forums or here. Any questions I will do my best to answer them.

GuessRange.