The Four Strands Modeling, Painting, Gaming and Storytelling

28Feb/150

Gothic Demo at AFK – Stephen’s first game!

Before I begin with the battle report, I must show off a painting technique I saw at AFK.  A player there had a fantastic pre-heresy mostly Forgeworld Imperial Fist army.  He has a painting technique for the right-angled grooves in Space Marine vehicles that I found intriguing.  Here it is:

I had always thought to highlight the edges, but here you see that the edges are DARKENED.  I think it looks neat, and may try that on a future project...

But now, a BATTLE REPORT!

Recently, I've been cross-posting on the Battlefleet Gothic facebook group page.  (for those here from that, hi everyone!)  Stephen has long been a fan of Battlefleet Gothic, collecting a massive Imperial Navy fleet with a smaller Chaos fleet alongside it.  He's even painted it all!  However, for twelve years, NO ONE HAS PLAYED BATTLEFLEET GOTHIC WITH HIM!

That changed last night.  Stephen came prepared with a nice 1500 point list, but having never played, I convinced him to play my (all too familiar) training scenario.  Luckily for him, he had the ships to play the Imperial Navy without borrowing any of mine!

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Battlefleet Gothic training scenario - Modified Cruiser Clash

Bozeman - Chaos

-Slaughter class cruiser Swiftboat of Truth

-Slaughter class cruiser Traitor's Blade

-Carnage class cruiser Overkill, Chaos Lord (+2 Ld), re-roll.

-Murder class cruiser Domination

Stephen - Imperial Navy

-Lunar class cruiser, Commander (Ld 8), re-roll

-Lunar class cruiser

-Tyrant class cruiser

-Gothic class cruiser

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Setup:

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Turn 1 - Chaos

The Traitor's Blade (left side pictured) goes on Come to a New Heading to maneuver around a gas cloud.  Other ships fire at the Gothic class and take down its shields.

Turn 1 - Imperial Navy

The two Lunar class ships fire torpedoes at the Traitor's Blade.  Poor brace save rolls cripple it.  The Gothic and Tyrant fire torpedoes at the Carnage, but good brace saves protect against all but one damage.

Turn 2 - Chaos

Murder class and the Swiftboat of Truth go on Lock on, and damage the Tyrant class once, collapsing its shields with a lucky crit!  The Murder also turns its guns on the Lunar with the Imperial Commander, while the crippled Traitor's Blade attempts a boarding action.  A poor roll gives the Traitor's Blade two more damage.

Turn 2 - Imperial Navy

Tyrant class disengages.  The Gothic goes on Lock on.  Good brace saves protect the Carnage with the Chaos Lord and the Murder class.  The two Lunars gang up on the wounded Traitor's Blade, with one going on Lock on.  Ironically, the Locked On ship does nothing, while the braced Commander's ship does one more damage!

Turn 3 - Chaos

The Traitor's Blade disengages (whew!) while the other Slaughter class, the Swiftboat of Truth goes on Come to a New Heading to get behind the Gothic.  Other ships maneuver.

Turn 3 - Imperial Navy

Lunar without the Commander goes on Come to a New Heading, however the Commander's ship fails a Command Check, even with a re-roll!  The fleet wheels to face the remaining threats.

Turn 4 - Chaos

Slaughter class goes on Lock On while the rest go on Come to a New Heading to come about.  Fire gives the Gothic class FOUR damage, even through Brace!  Critical causes another Shields Collapsed result.

Turn 4 - Imperial Navy

Gothic disengages.  Commander's Lunar goes on Come to a New Heading while the other Lunar Reloads Ordnance and fires, leaving the wave just shy of the Slaughter.

Turn 5 - Chaos

Slaughter takes one damage by flying through Torpedoes without bracing, and gets up close and personal with the Lunar that fired them.  Brace saves all but one damage but it it critical and damages the Port side weapons!  This is TERRIBLE.  Other Chaos ships Come to a New Heading again.

Turn 5 - Imperial Navy

Commander's ship Reloads Ordnance, and the other Lunar repairs its Port weapons, too late to put them to use...

Turn 6 - Chaos

Murder goes on All Ahead Full to clear a gas cloud, but the Carnage fails a Command check, making it unable to Lock On!  Fire does no damage to the Lunar, despite three ships giving it everything.

Turn 6 - Imperial Navy

Commander's ship fires Torpedoes at the Chaos Lord's Carnage class, crippling it!  Despite having functional weapons, the other Lunar, being on Brace, holds fire to prevent the Torpedoes from having blast marker problems.

Turn 7 - Chaos

The fleet uses Come to a New Heading to wheel around.  The Murder class can't hit the Lunar that doesn't have the Commander.

Turn 7 - Imperial Navy

Commander's ship Reloads Ordnance while the other Lunar Comes to a New Heading.  Commander fires torpedoes at the Chaos Lord's crippled Carnage, but fails to hit.

Turn 8 - Chaos

Carnage with the Chaos Lord disengages.  Slaughter Comes to a New Heading.  Murder fires on the Lunar without the Commander aboard, but can't do much but lower shields.

Turn 8 - Imperial Navy

Imperial Fleet disengages.

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Final Score

Bozeman - 104.5

Stephen - 111.25

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WOW!  What a nail biter!  It came close at the end.  Stephen is super excited to really play this game, as he's wanted to for ages.  I'm glad I could oblige.  Hopefully next week I'm not working so we can play a different mission.

Next: a super secret project, some Epic Orks, and more Rules Compendium updates!

 

28Feb/150

Necrons vs. Dark Eldar – 510 pt. modified Cruiser Clash at Highland

Highland had their monthly meeting, but few showed.  Rob wanted more Gothic (will he catch the Gothic bug?) so he tried out my Dark Eldar, and asked that I play...

...Necrons.

Yes, THOSE Necrons.  How did he fare?  Let's find out!

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Bozeman - Necron Harvest Fleet, 510 pts

-Scythe class cruiser Awakener.

-Shroud class light cruiser Desert Whisper.

-Dirge class raider x2, Khopesh Squadron.

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Rob - Chosen of Shadow Dark Eldar, 500 pts

-Torture class cruiser Gift of Discord, Launch Bays

-Corsair class escort x3, Banes of Joy, Phantom Lances

-Corsair class escort x2, The Jesters, Impaler Assault Modules

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Mission: Cruiser Clash

Modifications: 510 point limit, added celestial phenomena, no restrictions other than those in fleet list, victory points.

Location: Inner Biosphere (one Solar Flare)

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Setup:

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Turn 1 - Necron Harvest Fleet

Before turn 1 begins, A SOLAR FLARE OCCURS!

All ships go on All Ahead Full.  Thanks to Inertialess Drives, the Scythe makes it all the way across the board and surprises the Dark Eldar.  One lance Corsair is destroyed.  The rest of the fleet moves up.

The Scythe surges ahead.

Necrons can be surprisingly fast.

Turn 1 - Chosen of Shadow Dark Eldar

Dark Eldar bombers bounce off of the Scythe, but Impaler Assault Modules disable the Lightning Arcs and prevent the Scythe from turning!  So close to the edge, the Scythe is in danger of disengaging involuntarily.  The entire Dark Eldar fleet goes on Come to a New Heading and turns fire on the Dirges, who brace to avoid damage.

Ancient enemy?  Hardly.

Turn 2 - Necron Harvest Fleet

Scythe goes on Burn Retros to avoid going off the board edge.  Dirges take out one more lance Corsair.  Shroud continues to advance.

HIT THE BRAKES!

Turn 2 - Chosen of Shadow Dark Eldar

Reloads give the Dark Eldar enough ordnance to put 2 damage on the Scythe, re-applying the repaired critical effect preventing it from turning.  Battery fire kills a Dirge despite Brace for Impact.

Turn 3 - Necron Harvest Fleet

Damaged, and unable to Burn Retros again, the Scythe chooses to move its full distance off the board to automatically disengage.  The surviving Dirge also disengages.  The Shroud goes on All Ahead Full to surprise the Torture cruiser Gift of Discord, causing 2 damage.

Turn 3 - Chosen of Shadow Dark Eldar

The Dark Eldar turn to face the Shroud.  Necrons choose to trust their armor, and lucky battery fire causes 2 damage, crippling the Shroud.

Ouch!

Turn 4 - Necron Harvest Fleet

Lightning arcs from the Shroud do little to the Torture.

Turn 4 - Chosen of Shadow Dark Eldar

Brace for Imapct saves the Shroud from more damage.

Turn 5 - Necron Harvest Fleet

Amazing battery fire despite being crippled and on Brace causes the Torture to take 2 more damage, crippling it and applying a Prow critical result.

Turn 5 - Chosen of Shadow Dark Eldar

Phantom lance causes 2 damage to the Shroud, reducing it to a drifting hulk.

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Final score:

Bozeman - 100

Rob - 554

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...AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

I haven't had a loss this bad since I first got into 40k.  That's a 454% margin of loss.  Plus, Rob scored more victory points than the game was worth.

Necrons can't split up or they get picked off.  Plus, charging forward was stupid as it left me in a position to get forced off the board.  I also set up weird, splitting my forces so that Rob could refuse the flank.  Rob got screwed by the Solar Flare, but recovered nicely.

Next: a game at AFK!

28Feb/150

A piece of history: Battlefleet Gothic promo board decoration

Behold.

I've got some battle reports for the past few days to write up, expect them later tonight.  However, this bore no further waiting.  Pictured above is Dan, one of the owners of the fine establishment AFK Games in Holt, MI.  In his hands is a piece of gaming history.  Back in the 90's when Battlefleet Gothic was new, GW gave out plexiglass table decorations that had been airbrushed with artistic starscapes, as a promo for Rogue Traders to get people into Gothic.  I had no idea these existed until yesterday when Dan showed me the one he had hidden in his store room.  This is part of a game I dearly love.

Perhaps one will go on ebay one day... probably not though...

Enough self pity.  To writing!  Expect not one but TWO Battlefleet Gothic reports, one from fabled Highland and one from our hometown folks at AFK!  Stay tuned!  To the website.  You can't really tune a website.

24Feb/150

T’au Il’porrui Eir O’ran light cruiser

That's the last of my Tau capital ships!  Big thanks to Joshua who borrowed this fleet for my Tau campaign and graciously did all the legwork to name the ships.  Well, now his names will live forever.  Coming up next: Tau Escorts, a visit to my peeps in Highland, and HOPEFULLY I can get a Friday off so I can visit AFK and get some 40K on a regular basis.  Stay tuned!

15Feb/151

Battlefleet Gothic – Marines vs. Tyranids – A Long Time Coming

I've been on a Gothic kick, and just coincidentally my good friend John who got me into Gothic came into town.  We weren't going to play anything due to a delayed start from inclement death weather, but John sort of pulled a huge guilt trip and I set up my old dusty table I bought from the closing Games Workshop Novi.

John decided to play his new Tyranid fleet, but they were packed in the same case as his home made Ork Roks, so I snapped this pic:

John's Tyranid fleet is only half complete, so he used some paper cutout proxies.  As much as I like models, I have to admit they look good.

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Scenario - The Raiders

Battlezone - Deep Space

Tyranid defenders are at -1Ld for the first 4 turns

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John - Tyranid Hive Fleet 2501 - 1500 points (Defender)

-Two Hive Mind Re-rolls

-Hive Ship, upgrade to Ld 9, Prow Feeder Tentacles, Thorax Bio Plasma, 3x Port/Starboard Bio Plasma

-Hive Ship, upgrade to Ld 9, Prow Feeder Tentacles, Thorax Launch Bays, 3x Port/Starboard Launch Bays

-Cruiser, Prow Massive Claws, Thorax Massive Claws, 2x Port/Starboard Bio Plasma

-Cruiser, Prow Massive Claws, Thorax Massive Claws, 2x Port/Starboard Bio Plasma

-Cruiser, Prow Massive Claws, Thorax Massive Claws, 2x Port/Starboard Bio Plasma

-Kraken x6, Massive Claws

-Escort Drone x7, 6x Bio Plasma, 1x Fire Ship

-Escort Drone x7, 7x Bio Plasma

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Bozeman - Azure Flames Space Marines - 750 points (Attacker)

-Zeraf Antonius, Master of the Fleet (Ld 10), 2 Re-Rolls, Honour Guard (aboard the Honor)

-Strike Cruiser Honor, Extra Shield

-Strike Cruiser Duty, Extra Shield

-Strike Cruiser Courage, Extra Shield

-Strike Cruiser Vigilance, Extra Shield

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Setup:

Turn 1 - Azure Flames

Two squadrons, the Honor with the Duty and the Courage with the Vigilance come in from the right side, both squadrons going on Lock On.  Fantastic battery fire and poor Kraken brace saves destroy the entire Kraken squadron.  Bombardment cannons and twenty four torpedoes destroy the paper Cruiser.

The Hive Fleet, massing to attack this system, is surprised by Space Marines!

Four Strike Cruisers do some serious damage.

Turn 1 - Hive Fleet 2501

Dead cruiser drifts forward, other cruisers and escorts go on Come to a New Heading to respond to the Space Marine threat.  Carrier Hive Ship launches 8 fighters, and they perform various CAPs.  Thunderhawk Gunships move out.

The Tyranids, caught napping, begin the lengthy process of turning around.

Thunderhawk flights away.

Turn 2 - Azure Flames

Both squadrons Reload Ordnance.  One Escort Drone is destroyed by Thunderhawks, causing a Brace.

Turn 2 - Hive Fleet 2501

Escort Drones with the Fire Ship go on All Ahead Full.  Thunderhawks hit the Hive Ship, causing a Brace and disabling the Feeder Tentacles.  Woo.  Carrier launches 8 more fighters.

Thunderhawks sow confusion in the Tyranid fleet.

Turn 3 - Azure Flames

Fleet moves up.  Poor bombardment cannon rolls do nothing to the Escort Drones, but scare them into a Brace.  Torpedoes cause three damage to the Hive Ship and one damage to the Cruiser.  Thunderhawks cause three more effects to disable the Feeder Tentacles on the Hive Ship.  During the Ordnance Phase, some Tyranid Fighters arrive a bit late.

It's time for... MORE TORPEDOES!

Turn 3 - Hive Fleet 2501

Cruiser pulls up and fires, doing one damage to the Honor.  Rest of fleet continues to wheel.  Several fighters are voluntarily removed so that the Carrier Hive Ship can launch 8 Assault Boats.

Turn 4 - Azure Flames

Both squadrons go on Lock on.  Fire removes four Escort Drones from one squadron (including the Fire Ship) and one from the other.

Turn 4 - Hive Fleet 2501

Close enough to fire, the fleet pulls off major manuevers to fire every gun they can.  The Honor is crippled.

Turn 5 - Azure Flames

Fleet disenages.  The squadron with the Honor almost fails, but a re-roll gets them safely away.  Game over.

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Final Score

Azure Flames: 366

Hive Fleet 2501: 149

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Post Game: I could have won on turn 2 by disengaging.  However, that would have been boring.  This result had a smaller margin of victory, but was much more in-keeping with the fluff.  After all, the Space Marines would try to hurt the Tyranids as much as possible before they got too far in-system.  John had all of his ships facing towards the left of the setup picture above, so I came in from the right.  My nimble Strike Cruisers outmaneuvered his Tyranid space cows.  Escort Drones and Cruisers have a 45 degree turn.  Ugh.  The Raiders is a tough one for the Defender.  You need to be facing every direction, and you need fast maneuverable things to respond to any threat.

Coming up next, more Gothic and perhaps some 40K from Highland!  I also hope to go back to AFK this coming Friday, unless something happens.  Stay tuned!

13Feb/153

Battlefleet Gothic Compendium 4.0

http://fourstrandshobby.com/battlefleet-gothic-compendium-2010-update/

The link above (and the handy one in the sidebar to the right) links to my Battlefleet Gothic Compendium.  I have updated it in a major way for a third time, making this the fourth iteration of the compendium.  In truth, this was done months ago, but I couldn't upload the front cover until now due to file size shenanigans.

Here it is, in all it's glory:

The new 4.0 version has the following features:

-Full bleed front cover, for aesthetics.

-Table of contents inside front cover for organization.

-All files now updated to 2010 Compendium, including rules updates and lists such as Eldar Iyanden Fleet.

-Fixes for all files for spelling, rules accuracy, and readability, especially for tables.

-Scenarios, Campaign Rules, and Planetary Defences split into separate sections, and printed on different color paper to differentiate.

-Imperial Navy and Space Marines are now two different sections with different colors, as they are different "races" in Gothic.

-Chaos Daemonship rules are now 1/2 of a page rather than one paragraph for ease of explanation and accuracy.

-Several minor fleet lists added, for completeness sake, such as Ork Pirates of the Cyclops Cluster and Eldar Gothic Sector Corsairs.

-Major update for Tau including special character Kor'O'Mesme and 2010 rules for modified Kroot Warspheres.

-Expanded Tyranids due to page count purposes.  Vanguard fleet list now completely pointed out, and Evolution of the Hive Mind is a well organized table rather than paragraph form.

-Moved Leadership table to inside cover, and Boarding table and modifiers to back cover.  Now, all resources neccesary for setup are on the inside back cover, and all tables for play are on the outside back cover.  This allows easy access to tables without page flipping.

 

As with all my home made compendia, the following goes: I did not create any of this content.  It all came from the Battlefleet Gothic Main Rulebook, Armada Rulebook, and 2010 update.  This compendium merely condenses approximately 450 pages of rules and fluff into approximately 80 pages of rules in outline, bullet point, or table format.  If you want to print this for yourself, you are welcome to do so.  HOWEVER, PLEASE DO NOT SELL THESE FILES OR ANY PRINTS MADE FROM THESE FILES FOR ANY REASON.  Thank you, and have fun!

 

27Jan/150

Gothic Time at Highland!

Some people bring the mountain to Mohammed.  I brought the Gothic to the Highland Library.  Ian and Sean had my classic demo game, here are some highlights:

The setup: a classic Cruiser Clash.

First blood to Sean: the Imperials let loose a wave of torpedoes!

The ordered battle lines descend into a furball.

Ian gambles and loses: the Carnage class cruiser with the Chaos Lord stays too long after being crippled, and explodes!

Ian's Chaos gets a thrashing, and withdraws; victory to Sean and the Imperium!

...while they were experiencing Gothic for the first time, Rob and I played Space Marines vs. Tau Kor'or'vesh.

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Mission: The Bait

Location: Outer Reaches

Pursuers: Bozeman - Azure Flames Space Marines

-Strike Cruiser Vigilance, Extra shield

-Strike Cruiser Sacrifice, Extra shield

-Strike Cruiser Duty, Extra shield

Pursued: Rob - Tau Kor'or'vesh Shan'al Shi'ur Commerce Protection Fleet

-T'au Lar'shi'vre Shi Kais "Protector" class cruiser, T'olku configuration (PURSUED SHIP)

-T'au Lar'shi'vre Aloh Shoka "Protector" class cruiser, Vior'la configuration

-T'au Il'porrui Sh've Mont're "Emmisary" class light cruiser, Sa'cea configuration

-T'au Il'porrui M'yen Lar'shi "Emmisary" class light cruiser, Sa'cea configuration

-J'karra La'rua, "Mirror squadron" consisting of 2 Kir'shashvre "Castellan" escorts

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Setup:

Turn 1 - Tau Shan'al Shi'ur

The Shi Kais turns and launches fighters and missiles.

Turn 1 - Azure Flames

All three Strike Cruisers go on All Ahead Full, launch Thunderhawk gunships.

Turn 2 - Tau Shan'al Shi'ur

A squadron of the Protector Aloh Shoka and Emmisary Sh've Mont're comes on from the board edge, launches fighters and missiles.  A lucky shot removes a wave of Thunderhawks.

Turn 2 - Azure Flames

Sacrifice Reloads Ordnance while Vigilance and Duty go on All Ahead Full again.

Turn 3 - Tau Shan'al Shi'ur

The newly arrived squadron takes up station by the small planet.  Failure to reload prevents more launching.  Turn not pictured.

Turn 3 - Azure Flames

Vigilance boards Shi Kais while the other strike cruisers provide support fire.  Despite help, a poor boarding roll loses the fight, as Tau Battlesuits storm the Vigilance, doing one damage.

Turn 4 - Tau Shan'al Shi'ur

Emmisary cruiser M'yen Lar'shi and J'karra La'rua Castellan Squadron arrive, damaging Duty.  Squadron by the planet damages Vigilance with battery and lance fire.  Turn not pictured.

Turn 4 - Azure Flames

Duty lines up and boards Shi Kais.  Despite poor support from the other strike cruisers, a good roll causes four damage, crippling Shi Kais.

Turn 5 - Tau Shan'al Shi'ur

Shi Kais disengages.  The rest of the fleet damages Duty and cripples it.  Turn not pictured.

Turn 5 - Azure Flames

Duty disengages.  Vigilance reloads ordnance and severely damages M'yen Larshi with an amazing torpedo roll.  Sacrifice boards the Sh've Mont're and causes one damage.

Turn 6 - Tau Shan'al Shi'ur

Unable to get targets in their sight if they move, the Castellan Squadron goes on Burn Retros and turns on a dime.  M'yen Lar'shi disengages.  The capital ship squadron damages Vigilance, causing a Bridge Smashed result!  Turn not pictured.

Turn 6 - Azure Flames

Sacrifice Reloads Ordnance and blows up the Castellan squadron.  Vigilance tried to disengage, but fails.

Turn 7 - Tau Shan'al Shi'ur

The capital ship squadron tries to finish Vigilance, but Vigilance barely survives.

Turn 7 - Azure Flames

Vigilance disenages.  Sacrifice reloads ordnance and smashes the Sh've Mont're with torpedoes and Thunderhawks.  Poor torpedo rolls spare the Aloh Sho'ka.

Turn 8 - Tau Shan'al Shi'ur

Squadron, having braced for impact, can't damage the Sacrifice.

Turn 8 - Azure Flames

Sacrifice reloads again.  Torpedoes and Thunderhawks cripple the Aloh Sho'ka, and fire from batteries and Bombardment Cannons reduce Sh've Mont're to a drifting hulk.  Game ceded.

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Stay tuned next week, as more players have requested Gothic!  Plus, stay tuned for more Tau ships painted!

26Jan/150

T’au Il’porrui Lynu Kar’tyr “Emmisary” class light cruiser

One more light cruiser to go, and then it's on to the escorts!  Next: BATTLEFLEET GOTHIC AT HIGHLAND!

14Jan/150

T’au Il’porrui M’yen Lar’shi Emmisary Class Light Cruiser

In truth this was 95% done, but I was too busy (and lazy) to put the finishing touches on tonight.  On another important note, Testors brand matte varnish will "dry" to a shine at 5 degrees Fahrenheit, and then become matte when warmed to room temperature.  Fun fact!

Next: another Tau light cruiser, and the Battlefleet Gothic stuff in action at Highland!

31Dec/140

The Sharpest Weapon: a short story followed by a battle report.

A low growl emitted from the Chaos Lord's axe.  The Daemon within had not tasted blood in quite some time.  He felt a pull on his emotions, but brushed the sensation aside.

Soon, my pet the Chaos Lord thought.  Hearing this, the axe increased the sensations of hunger.  The Lord once again crushed the sensation, but the axe continued to growl.  The growling increased as a Herald of Tzeentch approached.  The axe shifted and twisted in his hand.  He tightened his grip.

"You seek the artifact, mortal?" It spoke.  It's voice was both melodic and grating.  Worse, it could not maintain eye contact.  The eyes kept growing, moving, and disappearing.  One even went down the creature's gullet.

"I seek many things, servant of the Shaper of Ways.  This artifact is but one."

The Herald emitted a sound that may have been laughter.  "The artifact is sought by many.  Slaves to He Whose Light Brings Pain come.  Few in number but with a resolve to match your own."  The Herald's mouth twisted into a spiral grin.  "Astartes."

"Children."  The Lord answered.  "I have fought the Long War for ten millennia.  What have these lapdogs to the False Emperor ever accomplished?  All they have built will be dust.  I will stoop to honoring them by adding their skulls to the Skull Throne.  Then I shall take the artifact."

"Taking for you, yes, but secrets the artifact holds.  Dark secrets that bind this world."  The Demon's eyes became big, like a child full of hope.  "Perhaps you would share them?  I can be of much use."

"Enough prattle." The Lord swung his axe, pointing the head at the Daemon.  "Serve me and I will consider your request.  Cross me and my pet will feast on your essence for a thousand years."

The Herald grew a beard made of green fire.  It stroked the beard with a gnarled, clawed hand.  Thoughtfully.  Twice.

"Acceptable."  It gurgled.

"Good.  Show me where these Astartes are."

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"Advance patrol to His Hammer II."

"This is Captain Leonidas.  Go ahead."

"We have found the Archeotech.  The signal has led us to a ruined manufactorum.  However, there are Traitors here from the XII Legion.  They outnumber us two to one and are aided by foul demons."

"World Eaters?  Engage them at once.  The Emperor will be your shield, and I will personally come to your aid."

"Sir?"

"The World Eaters have taken many good friends from me.  I intend to pay them pack in kind.  One last order, Sergeant."

"Yes, my lord?"

"Make them mad."

"...am I to understand that you want us to anger them, my lord?"

"You heard me.  Taunt them.  Make them unable to see the visors over their own eyes.  This is not a request."

"...I think I have just the thing, sir.

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Smoke plumes from loyalist Rhinos approached.  Now was the time.  The Chaos Lord began to broadcast, as he had done so many times before, the last thing the loyalists would hear.

"Servants of the False Emperor!  Rejoice this day, for you shall find the greatest glory you have ever known.  Your blood will be spilled in glorious battle and your skulls will be placed upon the throne of Khorne.  For eternity, your skulls will join with the honored slain.  Come!  Spill blood with us!  Exult in the worship of Khorne!"

The Chaos Lord had given this speech to hundreds of thousands of opponents, adversaries, and victims.  He had been met with defiance, zeal, terror, and occasionally, delight.

He had never heard such derisive laughter.

Man and daemon screamed as one, creating an unearthly howl that would deafen a god.  The axe in his hand came alive with rage, and shook violently in his hand.

"CHARGE THEM!" He bellowed.

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Bozeman - Azure Flames Space Marines (Salamanders)

-Captain Leonidas of the 1st Company (counts as Vulkan He'Stan)

-Command Squad, Company Standard, Apothecary, Company Champion, Power Axe, Flamer, Meltagun

--Drop Pod

-Tactical Squad x10, Veteran Sergeant, Power Fist, Combi-Flamer, Flamer, Multi-Melta

--Rhino, Extra Armor

-Tactical Squad x10, Veteran Sergeant, Power Fist, Combi-Melta, Flamer, Multi-Melta

--Rhino, Extra Armor

-Ironclad Dreadnought, Ironclad Launchers, Chainfist

--Drop Pod

-Land Speeder x3, 3x Multi-Melta

-Stormtalon Gunship, Typhoon Missile Launcher

-Bike Squadron x3, 2x Meltagun

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Kyle - World Eaters with Chaos Daemon Allies

-Chaos Lord, Axe of Blind Fury, Blood Crusher, Mark of Khorne, Chaos Gift

-Bloodcrushers x3

-Land Raider, Combi-bolter, Combi-plasma

-Khorne Berzerkers x10, Power Sword, Chaos Gift

-Khorne Berzerkers x5, Chaos Gift

--Rhino, Dirge Caster

-Hellbrute, Multi-melta

-Cultists x20, Mark of Khorne, Chaos Gift

-Dark Apostle, Sigil of Chaos, Mark of Khorne, Chaos Gift

-Pink Horrors x11

-Herald of Tzeentch, Psyker Mastery 3, Disc of Tzeentch.  Psychic Powers: Mental Fortitude, Invisibility, Hallucination, Psychic Shriek

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Mission: The Relic

Points: 1500

Board Setup

Forces Set Up

Cultists in the Forest for first turn protection, ten Berzerkers in the Land Raider.

Lord with Bloodcrushers central, 5 Berzerkers in Rhino, Horrors hiding behind terrain.

Bikes on my right (picture left), Tatsquad with combi-flamer in Rhino, Tatsquad with combi-melta in ruins.

Land Speeders on the right, opposite enemy forces.

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Turn 1 - Chaos

Lord and Bloodcrushers charge forward, bypassing the main objective.  Land Raider and Rhino move flat out.  Hellbrute moves up right side.  Cultists run after the Land Raider.  Herald advances and casts Invisibility on the Rhino and Mental Fortitude on the Lord and Bloodcrushers.

SKULLS FOR KHORNE!

A wall of hate advances.

Turn 1 - Azure Flames

Land Speeders pop out and explode the Land Raider, killing one Berzerker and five cultists.  Ironclad Dreadnought arrives via Drop Pod.  Melta and bolter fire kill the Bloodcrushers escorting the Chaos Lord.  Bikes move up and cause one penetrating hit on the Hellbrute, stunning it.

Pop goes the Raider!

The Lord gets a new friend!

Turn 2 - Chaos

Cultists and Berzerkers charge and destroy the Land Speeders.  Chaos Lord charges the Ironclad, causing two glancing results, but is killed outright in the process.  Five man Berzerker squad and Rhino take lucky bolter shots and kill the two Bikes with meltaguns. The Tzeench Herald fails to cast Invisibility on the Lord.

Land Speeders are chopped to bits!

The Dreadnought played too rough with his new friend, and so goes looking for new ones.

Turn 2 - Azure Flames

Leonidas and the Command Squad arrive by Drop Pod and bake a few Berzerkers and Cultists.  Ironclad kills a Berzerker with a melta shot, then charges and whiffs all his attacks.  Lone bike glances the Chaos Rhino with a Krak Grenade.  Tactical Squad in the ruins advances on the objective.  Stormtalon arrives from reserves and kills the Herald of Tzeentch. Multi-melta firing from Rhino Hatch explodes the Hellbrute.

Leonidas gets into the thick of it.

The Ironclad treats these new friends with care.  He doesn't kill a single one!

The Herald dead, the Objective is clear.

Turn 3 - Chaos

The Berzerkers and Cultists charge Leonidas and the command squad.  UNBELIEVEABLE overwatch kills 5 of the 9 Berzerkers.  Sub par attacks and amazing armor save and feel no pain rolls save all but one Command Squad member, and kill about a third of the Cultists.  Rhino backs up to menace the objective.  Ironclad kills one Berzerker.

CHAAAAAARGE!  ...wait, uh oh...

BEEP BEEP BEEP BEEP...

Oops!  One friend down...

Turn 3 - Azure Flames

Combat rages as Leonidas kills several Berzerkers.  Tactial squad in Rhino moves up.  Tactical squad by objective secures the objective, and pops the Chaos Rhino.  Turn not pictured.

Turn 4 - Chaos

The Pink Horrors emerge to try to get the objective.  Ironclad kills another Berzerker.  The fight with Leonidas continues, as more Berzerkers and cultists die.

Horrors, AWAY!

MOAR HUGS!

Turn 4 - Azure Flames

Leonidas and the squad finish the Bererkers and cultists.  Tatsquad and Stormtalon finish the Pink Horrors.  Ironclad finishes the Berzerkers.  Tabled.

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Post Game Analysis: I haven't had a victory this one-sided since the old days of Mary Mayo when playing against Lexington's Orks.  Kyle had an ABYSMAL time on the left side of the board.  He should have been able to kill Leonidas and the Command Squad, and then menace the Tactical Squad as they holed up in their Rhino (that was my plan).  Instead, the Command Squad broke the Khornate wave and survived with one casualty.  I also got lucky when Invisibility failed, making the Khorne Lord actually killable by the Ironclad.  The only thing Kyle should have changed is that the Pink Horrors should have been right behind the Lord to go get the Relic.

Stay tuned: there will be painting done soon, as well as (hopefully) batreps from AFK.  Keep an eye out next month, as I'm going back to Highland for BATTLEFLEET GOTHIC!  You heard right!  See you then!