CAMPAIGN STATUS
THE CAMPAIGN BEGINS

The Horus Heresy is cool. The background is cool, the novels are cool, and the models are cool. The models are also expensive, and I have bills to pay and a boardgame addiction. This project started with a question:

Can we do a Horus Heresy Campaign on a budget?

Given that some of us have crushing real life responsibilities and aren’t just massive man children we needed to make this as reasonable as possible to accommodate all of the wonderful folk we knock about with.

The initial thought was the ‘Tale of Four Gamers’ articles from the 90’s (Which have seen several iterations over the years) however, rather than base the monthly updates on points we’d set a monetary restriction.

Eventually we settled on a game plan: We would start with the Calth bundle at £225 and then restrict spending to £20 per month. The saving from the Calth box was too much to miss out on, and the resin components would offer a reasonable amount of variety. We set a date and gave ourselves about 8 months to scrape together the fundage. The initial total was amended to £240 for those who were pursuing non-Calth Rites of War.

I know what you’re thinking. £20 per month is ridiculously low, given that a single 10 man Heresy tactical squad clocks in at around £70. Given the funding restriction the plan has two stages.

  1. We will be playing a Victory is Vengeance campaign initially (around 450 points per player) This will keep games fairly balanced and to the budget.

  2. We will be painting only one unit per month. This allows for those of us who have not painted before to get to grips with techniques and for all of us to make the painting a passion project worthy of such expensive models. The units available for painting each month will be restricted so that no one has a significant gaming advantage and to allow those who have not played before to keep up with the rules. I.e. Month 1 is a single troops choice of up to 10 models.

Given these restrictions the initial Calth box will provide around 6 months of painting, allowing the £20 per month to accumulate while we work on existing models.

This blog is primarily a place for us to keep up to date with each others progress and share ideas, but if you stumble across it and feel inspired all the better!

Posted: 08/04/17 at 13:34 by: Joe (Raven Guard)
The Campaign is dead, long live the Campaign!

The Campaign is dead, long live the Campaign!

Its been a funny old year but after two years of Heresy there emerges, exhausted and bloody, a victor.

Loyalist Victory!

The Tigrus sector swung toward the Loyalists early on from a concentration on the Tigrus System itself. Despite intervention from the Warmaster himself, and a villainous last push from the traitors (Surprising all by actually locking Laeran in the final moments of the campaign) the Loyalists managed to secure and hold the Tigrus Sector.

The final moments of the Campaign were fought across two multiplayer battles. The first was Thousand Suns, Night Lords and Iron Warriors vs Raven Guard, Iron Hands and Dark Angels. 

The Traitors managed to lay low the Loyalist Typhon, and punish the Raven Guard hard on one flank, while the Loyalists hammered the traitor central line with massed firepower and drop podding Ravens. The turning point came when the Loyalists brought Magnus low, and through a twist of fate and the laughter of dark gods, managed to flaming overwatch the Night Lords Praetor to death. With all three traitor warlords defeated the remaining forces conceded victory to the Loyalists.

The second game saw Iron Warriors and Thousand Suns face off against Raven Guard and Iron Hands. With brutal losses looming on both sides, the skeins of fate saw fit to have the match fall to a draw, Simultaneously securing the Laeran system for the Traitors and the Impetus system for the Loyalists. 

It’s been an interesting learning curve running the campaign, with attendance being the most difficult thing to lock down. Early on I’d anticipated this and allowed for a vote on the most appropriate day of the month to accommodate folk, and restricted games once per month. Real life being the crippling hurdle that it is, alongside the insistence of the Traitor forces in hatching their own spawn has meant arranging games has been difficult and attendance has sloughed off in these closing months. Overall though its been a great season and moving forward there will be some amendments.

CAMPAIGN TWO: THE CAMPAIGNENING

Campaign 2 is going to be a lot more fast and loose with the games, allowing for more match ups. I’m in two minds whether to drop the map or not to reduce my own book keeping. Write ups will no longer be done by myself, again to reduce my own post-game work load. But can be loaded on by any victor for bragging rights.

I’m proposing a brief hiatus to brainstorm ideas/ give folk a breather. Friendly games in the interim to keep the juices flowing. The proposal for the new campaign is to run in three monthly escalation cycles. Opponents will be randomly generated but you will face the same opponent for three escalation games over three months [1250, 2000, 3000 respectively] the mission played and the deployment type will be universal and pre generated. Games can be played at any point within the month, to better accommodate folk, and it will be up to each pairing to arrange their matches. There will still be a ‘communal’ game once per month, for those that crave the adventure and camaraderie.

The three matches will allow for an overall winner of each section. Then the winners will be paired off, for another 3 round stage. The defeated will be matched with reducing points per stage until there is an overall winner. Then points per faction will be totalled to determine campaign victor! There are some more details to come but that is the overall gist. The aim is to start Campaign 2 in June/July.

Posted: 16/04/19 at 18:57 by: Joe (Raven Guard)
The Tigrus Schism: Month Twelve

The Tigrus Schism: Month Twelve

First strike of the New Year. The Campaign has been going in some form for almost two years now and is approaching its final stages. There are multiple ideas being discussed for ‘Next Phase’ including Heresy Kill Team and Titanicus. Watch this space. With several traitors having recently spawned progeny out in the real world, attendance has slowly been dropping. This will require a New Year reshuffle to better accommodate those with less time. This month actually only saw one Traitor arrive, but we have been looking to switch our Narik Dreygur Iron Warrior over to team traitor in order to help stabilise numbers. At the moment he is filling the gaps. With only one Traitor several defenceless victories were scored in the Impetus Sector and from the matches we had one victory for each team, not counting the friendly match between remaining Loyalists.

Traitors 1 Loyalists 4

Loyalist Victory.

Laeran:

Night Lords vs Ultramarines.

Bringing the fight to the enemy, the Ultramarines fought on a plain of ash and bone over a castle of blood. The Ultramarines started strong, using disciplined interlocking fire to shred the Night Lords from afar. Kurze joined the fight, but Ancient Telemachrus stepped up to the challenge, roaring his hatred at the traitor and holding Kurze off for several turns while Robute and his Invictus took the fight to the enemy on the plains. It all seemed lost for the Night Lords until Telemachrus finally fell. With the Dreadnought felled and Kurze free to run amok the balance shifted toward the traitors, scraps of units managing to hold in to their territory to seize victory.

Night Lords Victory

 

Tigrus:

Loyalist Locked

 

Impetus:

Iron Hands vs Iron Warriors:

Elements of Iron Warriors fighting for both the Loyalists and the Traitors are present in the Tigrus Sector making it extremely difficult for Loyalists, so grievously betrayed at Isstvan, to trust. Iron against Iron in the Impetus sector.  The heavy armour of the Iron Hands met the relentless infantry of the Iron Warriors on a battlefield riddled with trench networks. Despite the cover, the Open advance of the Iron Warriors allowed the Iron 10th to inflict significant casualties early game. It seemed a forgone conclusion however, unperturbed by such horrific losses, the Iron Warriors remaining inflicted a heavy toll on their enemy. The Iron Hands seized the victory, yet the IV Legion made a good account of itself, taking down the enemy Warlord in a gruelling close combat.

Iron Hand Victory.

 

Strategum: Blood Angels vs Raven Guard

In the simulator the Angels and the Ravens faced off, to better strategize against the enemy. Alvarex Maun failed to co-ordinate his forces and seize the initiative from the Angels, putting the Ravens on the back foot form the outset. Failure to utilise the plasma weapons in the opening phases saw the Blood Angels command tank survive. This wreaked havoc on the Ravens reinforcements and allowed the IX to deploy precisely to maximise their damage output, destroying Maun and his retinue. In the end the Ravens made a good account for themselves, destroying most of the major threats, however they never quite recovered from the opening strategies and unable to deal with manoeuvrability of the Blood Angels.

Blood Angel Victory.

Posted: 11/02/19 at 23:38 by: Joe (Raven Guard)
The Tigrus Schism: Month Eleven

The Tigrus Schism: Month Eleven

All the combat took part on Impetus this month as the Loyalists looked to reinforce the beleaguered Iron Hands

Impetus

Iron Hands vs Iron Warriors:

A clash of Iron vs Iron. The Iron Hands pressed the Iron Warriors sorely, bringing significant amounts of heavy armour. Though the Tyrants were well equipped to deal with Armoured foes, the outflanking proved their downfall and Plasma Predators seized exacted a heavy toll. Communications were garbled and objectives confused. Both sides had to retreat from the battlefield before they could resolve their grudge, vowing to meet again.

 

Iron Hands Victory.

 

Blood Angels vs Thousand Suns

The Angels took to the field, swiftly moving against the Thousand Suns heavy infantry. Despite the Psychic Prowess of Magnus’ Chosen the Blood Angels were able to use lightning assaults and the combat skills of their Praetor to wrest victory from the traitors.

Blood Angel Victory.

 

Raven Guard vs Iron Warriors:

The Iron warriors set up a bastion of firepower to prepare for the Raven Guard assault, little realising that the threat would strike from above. Quickly surrounded and without access to their Iron Havocs, the Ravens made short work of the defenders and disappeared into the night.

Raven Guard Victory

Posted: 11/02/19 at 23:24 by: Joe (Raven Guard)
The Tigrus Schism: Month Ten

The Tigrus Schism: Month Ten

Our Night Lord, in typical Night Lord fashion, has failed. We are still awaiting the Narrative report of our ‘Flight from Tigrus’ Big Game. This Event locked an entire planet in a Single day. A victory for the Traitors saw Laeran IV locked, bringing Traitors closer to total system dominance.

The Great Massacre of the Helion Plains (Laeran V).

The Night Haunter reaches the Loyalist lines while the Loyalist reinforcements are held in Orbit by Magnus' Sorcery

 

The Game was fought in Orbit as well as on the Ground, and saw no fewer than three Traitor Primarchs to one Loyalist. The battle in Orbit was eventually won by the Loyalists, but Magnus had held them back for far too long, buying the Traitors on the ground valuable time. On the ground, Loyalist Armour met traitor infantry and things were looking positive. Then Magnus’ reinforcements arrived. Loyalists scuttled the ship and part of it crashed on the battlefield but caused minimal casualties. The game went to time as the Raven Guard finally made planetfall, and just as the Warmaster himself seemed about to be overwhelmed, resulting in a Traitor victory.

The Warmaster himself steps from the wreckage of his Spartan into Loyalist guns...

Posted: 11/02/19 at 23:16 by: Joe (Raven Guard)
The Tigrus Schism: Month Nine

The Tigrus Schism: Month Nine

This month saw the aftermath of the locking of the Tigrus System: Zone Mortalis Missions. As the only Traitor forces available for the games were Nigh Lords, this was done as a narrative mission - a Loyalist assault on a traitor ship that was fleeing the now Loyalist Controlled System.

OPERATION 'GIFT OF FURY'

Operation 'Gift of Fury' consisted of a three pronged Multi Legion assault on the Capital Ship Legacy of Blood The assault would be to disable the ships functions to allow Orbital defenses time to manoeuvre. Attack would be launched at system mandeville point from the Raven Guard cruiser Avius Nox as it would be able to get close enough to launch insertion teams and withdraw.

 

Primary target would be the ships drives. These would need to be crippled to buy time for the System defenses. This task would fall to the Iron Hands. Their heavy units pushing through the enemy defenders with ease.

Terror squads prepare the defenses in near total blackness

Gorgon Terminators slaughter their way through to the Drives

OBJECTIVE ACHIEVED

Secondary target would be life support. Although Legionnaires can function without life support systems, the operation of Capitol Class vessels requires thousands of menials to operate basic ship functions. Lack of life support quickly cripples any vessel as essential functions such as shields and weapons cannot be maintained. This would fall to the Raven Guard, with several small insertion teams the target should be destroyed before the enemy even knew they were boarded.

Raven Guard support teams move in for the kill.

Detected by the Night Lords, the insertion teams take heavy losses, but not before achieving their objectives.

OBJECTIVE ACHIEVED

As the insertion teams would be small, and the vessel has a full compliment of VIII Legion Marines, a third insertion team would make a push towards the bridge, drawing the ire of the majority of ship defenders. This team would be Ultramarines, and consist of heavily armed veteran troops. Their objectives would be to cause chaos and then withdraw, taking as few casualties as possible.

Heavy casualties as the Ultramarines wreak havoc through the middle decks toward the bridge

DRAWN OBJECTIVE

Once primary and secondary objectives were complete, the remaining forces would withdraw to the insertion Thunderhawks and retreat leaving the vessel crippled in the void and vulnerable to the Loyalist Ships. However with both objectives complete the Iron Hands suggested the teams rendezvous and make a push for the bridge as there were rumours Captain Sevetar was aboard and such an opportunity could not be found wanting.

The Night Lords heavily fortify the bridge.

The Iron Hands struggle to breach the command chamber as time starts to run out.

The Raven Guard suffer several weapon malfunctions, and are cut off before they can link up with the Iron Hands.

After heavy losses and no gains the Loyalist forces withdraw from the bridge. With primary objectives complete the traitor vessel would be dead in the void. Yet Captain Sevetar would remain a thorn in their sides.

Posted: 10/11/18 at 16:52 by: Joe (Raven Guard)
The Tigrus Schism: Month Eight

The Tigrus Schism: Month Eight

The Campaign takes a dramatic shift in month seven. The Tigrus Sector is locked by the Combined forces of the Loyalists. This will shake up the future of the campaign and crowd the other sectors with fresh bodies. Firstly - the flight from Tigrus. The Traitors will flee the Sector and the Loyalists will pursue them, splitting both forces among the remaining sectors of Laeran and Impetus. This means next month will be Blood in the Void, as we all play Zone Mortalis games while the fleets move. There will also be a reckoning, as two months from now fresh forces will be able to capture a whole planet in a single day during a large scale multiplayer game….

Tigrus Schism Month Eight:

Loyalists: 3   Traitors: 2

The forces of the Warmaster press their advantage on Laeran, almost locking a second planet, while the Loyalists seize and secure the Tigrus sector and make small gains on Impetus.

Laeran:

All or nothing for the forces of the Warmaster on Laeran. Both the Sons of Horus and the World Eaters arrived, winning both matches and securing a strong foothold on Laeran I.

 

Game 1: Iron Warriors vs World Eaters

The World Eater Armour races toward their opponents, heedless of the weight of fire..

This was a brutal battle of attrition with both forces managing to seize their objective whilst simultaneously wiping out most of their opponents. The World Eater Armour surged forward into the guns of the Iron Warriors, carrying their frenzied cargo halfway across the battlefield before destruction meant they had to continue on foot. The tactical marines made it to their opponents first, and slaughtered all who stood before them, however the Butchers spend most of the game wading through the Jungle, and only bloodied their weapons at the very end. After a power struggle throughout the World Eaters threw down the enemy Warlord, securing a hard won victory.

Their Spartan destroyed, the Butchers proceed on foot, the Praetor being allowed to enact vengeance..

 

World Eater Victory.

 

Game 2: Sons of Horus vs Ultramarines

The Sons of Horus prepare to strike..

Both forces here were equally matched, both forces made use of a Primarch and a powerful bodyguard. The Sons of Horus focussed on powerful support units, while the Ultramarines went for units that could manoeuvre and seize battlefield objectives. Despite seizing the Initiative the Ultramarines could not cope with the might of the Warmaster’s forces, and a critical strike from a Lascannon exposed Robute and his honour guard before it was practical. With the Ultramarine Primarch still pulling himself from the wreckage, the Warmaster charged and there could be only one outcome. Despite a valiant defence, the forces of the Ultramarines were forced to make a tactical withdrawal, carrying their injured Primarch with them..

Surrounded and cut off the 13th Primarch falls...

Sons of Horus Victory.

 

Tigrus:

The Mechanicum, sensing the sector was close to victory, retreated to their forges and the Blood Angels entered the system after months in the Warp. Both Loyalist forces managed to secure victories, and in doing so, lock the third planet in the System. With the majority of planets now locked to a single faction, the Sector itself becomes locked and the bonus becomes global.

Game 3: Raven Guard vs Dark Mechanicum

Decapitation Strike!

The Raven Guard found themselves against an opponent that had continually given no quarter, and their previous encounters had been some of the most costly for them 19th on Tigrus. This time however they came prepared, and fate it seems was on their side. After seizing the initiative, the Ravens made brutal use of infiltrate, scout and deep strike to perform a surgical decapitation strike. Rather than focus on the enemy command they eliminated the most significant threat and then focused on the enemy troops, ensuring that the Traitor Mechanicum would not be able to hold any territory it secured. Having navigated around the enemy Djinn Sight, they were able to attack on all sides, and the Mechanicum forces could not recover from such a devastating initial blow.

The Thallax prepare to meet their doom as engines howl in the distance...

 

Raven Guard Victory.

 

Game 4: Blood Angels vs Dark Mechanicum

The Terminators do not fare well against the might of the Dark Mechanicum..

The Blood Angels also went for a surgical strike at the heart of the Mechanicum forces, however a castle’d deployment and piecemeal entry resulted in horrifying casualties for the Angels in the Initial Stages of the battle. This put them on the back foot and they had to fight tooth and claw to pull back from an almost crushing early defeat. However, with targets carefully prioritised, they managed to deal with the enemy command structure, and seize victory from the jaws of defeat.

Targets acquired, the Blood Angels begin their battle of survival..

 

Blood Angel Victory.

 

Impetus:

The 10th Legion were the second of the loyalists to face the Psychic might of the Thousand Sons. Despite some significant trepidation the Iron Tenth just managed to hold long enough to secure a victory, scoring another territory for the Loyalists.

Game 5: Iron Hands vs Thousand Sons

The Laser Destoryer tries desperately to slow the advance of its nemesis

The Iron Hands trusted to their armour, and allowed the Thousand Sons to go first. This allowed them to deploy in such a way to maximise their potential, all they had to do was weather the Storm… Turn one saw the Sons of Magnus cripple a Laser Destroyer, decimating the unit, and rendering them a shadow of their former effectiveness. However the responding volley was brutal, destroying several unit and the Warlord. The signs and portents must have created a ripple in the warp, as after this point the Terminator reinforcements arrived piecemeal, ensuring that a once unstoppable destructive force, could be eradicated piecemeal. Despite this fortune, it was not an easy victory and the Thousand Sons made the 10th pay in blood for every inch of ground.

Psychic might makes short work of the Vehicles of the Iron Tenth.

 

Iron Hand Victory.

Posted: 18/09/18 at 22:25 by: Joe (Raven Guard)
The Tigrus Schism: Month Seven

The Tigrus Schism: Month Seven

This month saw a shake up in how victories are scored and how battles are assigned. The planetary system was designed to improve narrative, with particular forces being assigned to specific sectors, creating bitter enmities and grudges between certain Legions. In practice however, due to turnout and reluctance on the part of both teams to move Legions between Systems, often the same players were fighting time and time again. To improve variety of opposition we are once again rolling for opponents. Before each match they will roll off to determine who’s territory is being fought over. From that point victories will be assigned to the sector fought over adding some spice and variety to both games and victories. Auto victories will still be allocated to any undefended territories, but hopefully opponents will be more varied.

Loyalists: 2  Traitors: 2

Laeran:

Once again the Traitors left Laeran undefended, allowing the Iron Warriors to seize another territory from the enemy.

Tigrus:

The Tigrus Sector was the focus of all the battle this Campaign month, with Loyalist forces from both Laeran and Impetus joining the fray. The Tigrus Loyalist veterans managed to beat the enemy back but the newly arrived forces were pushed hard and lost both their missions. The end result was a stalemate in the Tigrus Sectors with no significant gains made by either side.

Mechanicum vs Night Lords.

The Night Lords prepare to strike..

The Night Lords finally brought Sevetar to the table, using him to infiltrate a huge blob of durable Tactical Marines, and making efficient use of deep striking Terminators to seize objectives and punish troops too far away from support. However, the Mechancum pushed forward with their easy access to monstrous creatures and after some attrition dragged down the Leviathan. With that pocket of resistance destroyed they swept across the field, stealing the victory from under the Night Lords.

The Leviathan refuses to die..

Mechanicum Victory.

 

Night Lords vs Iron Hands.

Night Lords strike swiftly at the castled Iron Hands

The Iron Hands deployed in a reliable castle formation, refusing the flank, yet this played into the Night Lords hands, allowing their infiltrating and deep striking troops to concentrate their attacks in a single place. The Night Lord Terminators managed to survive a volley from the Mighty Typhon, and in doing so spelled chainfisted doom for the Armour. The Night Lords Lightning was intercepted by the Iron Hands Missile team, but they failed to bring it down and it destroyed the Typhon in a hail of missiles. After that the Iron Hands were fighting a battle of attrition they could not win.

The Iron Hands make a push for the objectives, but too little, too late..

Night Lord Victory.

 

Thousand Suns vs Iron Warriors.

The Iron Warrior Havocs prepare to eradicate the enemy Volkites

The Thousand Suns made liberal use of Psychic mind bullets to destroy the Thallax and brutalise the Iron Warrior Veterans. The Iron Warriors also started strong, crippling both a Land Raider, the Volkite team and a Dreadnought. However, they could not capitalise on this and the Wounded remained functional for far too long. In the end brutal psychic attrition won the day.

'Iron without': The Contemptor ties up the Suns front line..

Thousand Suns Victory.

 

Thousand Suns vs Raven Guard.

For this match I decided to do a turn by turn summary. If you feel its worth the read let me know.

Turn 1:

Despite being geared toward a first turn strike the Raven Guard failed to grasp priority and first turn went to the Thousand Suns (No doubt due to some witchery) First turn saw the Culverins eradicate a tactical squad, and Psykers befuddle the veterans in the centre of the board, crippling their offensive power and forcing them to go to ground.

The Ravens attempted to strike hard, with the Mor Deythan wiping out the bulk of a Sekhmet Terminator unit, however, the Plasma squad suffered a mishap and went into ongoing reserves. The Spartan tank trundled forward and managed to destroy one of the Sons Land Raiders, forcing the Sekhmet Terminators to proceed on foot.

Turn 2:

The combined Terminators and Dreadnoughts in the centre of the battlefield poured fire into the Veterans and the Mor Deythan, the Mor Dethan were eradicated, and the Veterans fled further into the building. The second Land Raider disgorged its contents onto the only objective now held by the Raven Guard and opened fire on the Rhino, destroying it. The Terminators attempted to destroy the Spartan with Psychic Fire, but the resulting backlash melted one of their own and forced the unit to their knees, buying the Ravens Valuable time. On the opposite side of the battlefield the Sekhmets climbed from the wreckage of their Land Raider, augmenting their combat prowess with Biomancy, they charged forward and took vengeance on the Spartan.  

Psychic witchery brings low the mighty Spartan

The Ravens reinforcements arrived, the Fire Raptor launched missiles into the first Dreadnought, yet its shields held and it only lost a single hull point. The remaining fire poured into the Terminators to little effect. The Plasma team Pod finally arrived, and they swiftly eradicated the Volktie Culverins holding the Thousand Suns rear lines. The Raven Guard and Salamander Terminators, along with the Praetor, successfully charged and eradicated the Sekhments that had destroyed the Spartan, then fell back into cover. In the centre, the Veterans charged and destroyed the remaining Land Raider with Melta Bombs, suffering casualties in the explosion. Finally the second Tactical Unit managed to seize the initiative and charge the pinned Terminator Squad, Losing the combat but reducing the Terminators down to a single Marine.

Turn 3:

The Dreadnought and Praetor charged the plasma unit, killing several and forcing them to fall back. On the furthest flank, the Mortis Dreadnought opened fire on the remaining Terminators, killing several more and reducing the unit to three Marines. In the Centre, the remaining Sekhmet from the Praetors bodyguard used Psychic fire to explode the apothecary from within, and soul burning the remaining Veterans. The remaining Sekhmet unit prepared to unleash Psychic doom on the Veterans but instead opened a warp rift, killing all but one. The remaining Lightning Claw Terminator failed to kill any of the Ravens, but remained alive, denying the Raven Guard their objective.

The Fire Raptor killed the remaining bodyguard, and opened fire on the Mortis, knocking it down to a single hull point. The plasma marines and the veterans rallied and the Plasma Squad managed to take another hull point from the Contemptor. The remaining Terminators charged the Mortis Dreadnought, losing two of three to the overwatch fire, and failing to destroy the dreadnought with the power fist. The remaining Lightning Claw Terminator again managed to kill a single Raven, but the fight was still locked.

Turn 4:

The Contemptor chased the Plasma Unit and attempted a charge, failing. The plasma unit, despite scoring multiple hits via overwatch, could not penetrate the Dreadnoughts shielding. The Praetor moved back toward the centre, to pour fire into the veterans but failed to achieve anything. The single remaining Sekhmet Terminator used mind bullets to kill the Raven Guard Praetor pushing the Thousand Suns into a solid victory point lead. The Mortis managed to stomp the remaining terminator to death, but the Raven Tactical squad finally brought down the last of the Lightning Claw Terminators.

The Praetor is no match for mind bullets..

The Plasma team surged forward and destroyed the Praetor in sustained volley, and the Tactical Squad finally reclaimed their objective, swinging the points back in the favour of the Raven Guard. The Fire Raptor tried and failed to remove the final hull point from the Mortis Dreadnought.

By turn four only the crippled dreadnought remained for the Thousand Suns and they conceded defeat.

 

Raven Guard Victory.

Impetus:

Impetus was left undefended by the Traitors this month, having all their strength concentrated on Tigrus. This resulted in the resident Iron Hands securing another foothold and another territory.

Posted: 29/08/18 at 21:48 by: Joe (Raven Guard)
The Tigrus Schism: Month Six

The Tigrus Schism: Month Six

The 2250 stage is coming to a close and the conflicts have become more balanced as the forces of the Warmaster rejoin the fray. Some of these games were really tooth and nail, swinging toward victory at key points and keeping bystanders guessing throughout. Next month sees the next stage step up to 2500 points!

Tigrus Schism Month Six:

Loyalists: 2   Traitors: 2

Balance is restored to the victories, yet Tigrus remains in Loyalist hands..

Laeran

Sons of Horus vs Loyalist Iron Warriors

 

The Iron Warriors have held the line against great odds, and stoically defended the Laeran system. This battle saw them once again pitched against the Sons of Horus. Despite savaging the 16th’s Spartan in turn one, and shredding the enemy Praetor and his Justerin bodyguard in a vicious counter assault the Iron Warriors suffered a valiant defeat. The Sons of Horus made expert use of assault marines, surging forward and shattering the Iron Warrior lines, a blow they never recovered from.

The Spartan is shattered by a swift melta bomb attack

The last remaining Tyrant Terminator is hunted by Vengeful traitors.

Sons of Horus Victory.

 

Tigrus

Night Lords vs Mechanicum.

 

The Mechanicum made significant and dubious use of Auxilia allies and a knight household in an overt attempt to crush all opposition wholly. Despite this, the Night Lords managed to fell the Questoris, dragging it down with repeated grenades and chainfists. The Auxillia were made short work of, and they managed to avoid the more deadly Mechanicum troops. Despite this, the Alliance’s heavy armour carried the day, and the Night Lords were driven back.

 

Mechanicum Victory

 

Raven Guard vs Night Lords

 

The Night Lords started strong, seizing the initiative and pouring Volkite fire into a Tactical squad, reducing it to three Marines who promptly fled their cover, despite going to ground. Alvarex Maun and his Seeker squad were overwhelmed and destroyed by the Raptors, taking a HQ and a FA and first blood. The counter was equally destructive, seeing the Mor Deythan and Corax take vengeance and eradicate the Chaplain and his Raptors, with the Apothecary fleeing for his life. Turn two saw the Night Lords Lightning sweep in and unleash its payload into the unsuspecting Primarch. When the smoke cleared Corax had taken a wound and locked his sights on the flyer, tearing it from the sky. From that point on, things swing in the favour of the Raven Guard, leading to victory.

Maun and his Seekers are surrounded and destroyed....

...yet vengeance is swift and brutal

Raven Guard Victory.

 

Impetus

Alpha Legion vs Ultramarines.

 

This game saw the Alpha Legion make excellent use of infiltrate and outflank to completely surround and encircle the Ultramarines. Despite a valiant late game breakout attempt it was too little too late and the Ultramarines were overwhelmed.

The Volkites continue to devastate all enemies of the Alpha Legion

The Land Raider makes a break for the enemy deployment, but is intercepted..

Alpha Legion Victory.

Posted: 09/08/18 at 09:27 by: Joe (Raven Guard)
The Tigrus Schism: Month Five

The Tigrus Schism: Month Five

The 2250 stage is in full swing and the Tigrus Sector edges closer to being locked by the Loyalists. However the Loyalists are suffering in the other Sectors as a Consequence with Traitors making gains in the Impetus Sector, seizing a territory on a Loyalist planet!

Tigrus Schism Month Five:

Loyalists: 2   Traitors: 4

The forces of the Warmaster managed to swing the victory tally back in their favour, punishing the Loyalists for their previous victories

Laeran:

Once again, Laeran was left exposed by the traitors, allowing the Loyalists to seize additional ground.

 

Game 1: Iron Warriors vs Iron Warriors

The Loyalists again found themselves outresourced by their Traitor counterparts. The heavy armour and transports allowed the traitors to eliminate the more significant threats early on. Despite some success at dealing with the armour, the narrow streets allowed for concentration of Traitor firepower to win the day.

Narik Dreygur prepares his charges, little realising the impending threat...

The Traitors prepare to assault the Loyalist Bastion  

Traitor Victory.

Tigrus:

Balance was found on Tigrus, with both the Traitors and Loyalists clawing territories on fresh planets.

Game 1: Raven Guard vs Iron Warriors

The Iron Warriors hard deployed against the Raven Guard, refusing the flank and using their armour to refuse the flank. A lucky strike by the Ravens started the combat by eradicating the 4th Legion anti-aircraft capabilities. Though the Plasma Squad was swiftly eradicated, the damage was already done. Lucky strikes by the Veterans saw the Spartan and two Rhinos taken out simultaneously, and by Turn three, Corax was mopping up survivors. Rather than bleed to the last the Iron Warriors conceded the victory to the 19th.

After destroying the Arcus, the Iron Warriors prepare to exact their vengeance.

The Ravenlord dispatches his foes with cold fury

Raven Guard Victory.

Game 2: Dark Angels vs Night Lords

The Dark Angels managed to win the roll off and established themselves into positions to decimate the Night Lords...then the Night Lords seized. Losing a turn of firepower was a great blow to the 1st Legion, and the Night Lord flier refusing to show up for several turns actually benefited the Night Lords as they got to whittle down the enemy anti air options.

The Night Lords seize the initiative and surge forward towards the Dark Angels

With the Dreadnaught crippled, the Lightning is free to choose its prey...

Night Lord Victory.

 

Impetus:

The fury of the 10th was unleashed when their hatred got the better of them and they focussed on butchering the foe to the exclusion of all else.

Game 1: Iron Hands vs Word Bearers

This was a grudge match, with both forces seeking to capitalise on their mistakes from the previous game. The Word Bearers proved more durable, and managed to maneuver themselves into the heart of the Iron Hand forces. Despite heavy casualties swinging in favour of the Iron Hands, the Word Bearers managed to deny the objectives, pulling off a draw.

A clash of armour in the centre of the battlefield

The Melta team using the cover to their advantage. 

Draw.

Game 2: Ultramarines vs Word Bearers

The Ultramarines pushed hard against the Traitor Primarch, with the Praetor amazingly holding his own against the Emperor’s tainted son for a short time at least. The Ancient Dreadnought managed to tie up the Primarch for the remainder of the game, but by this point the damage was already done. Despite a valiant effort, the Ultramarines were defeated.

The Word Bearer Dreadnought makes short work of the Veterans..

The Praetor manages to buy his brothers some time...

 

Word Bearers Victory.

Posted: 20/07/18 at 23:30 by: Joe (Raven Guard)
The Tigrus Schism: Month Four

The Tigrus Schism: Month Four

Firstly, cursed real life responsibilities have seen my early summer flitter away, which is why we have the May Campaign update in July. Apologies. Month Four saw quite the mix up. Firstly we had our first shift in points to 2250. We therefore had Primarchs descending onto the battlefields to wreak havoc for the first time, with both the Word Bearers and the Raven Guard fielding their liege lords. The Iron Warriors traitor forces arrived in sector to face their erstwhile brethren, making quick gains and pushing the loyalists back.

Tigrus Schism Month Four:

Loyalists: 4   Traitors: 3

The forces of the Warmaster stole two victories for the Traitors, and the rest of team traitor followed suit, with only the Iron Hands managing to secure a draw.

Laeran:

The forces of the Warmaster left Laeran undefended this month, allowing the Loyalist Iron Warriors to make small gains despite previous attrition.

Game 1: Iron Warriors vs Iron Warriors

This game saw the Traitors seize the initiative and punish the loyalists heavily. The Traitors fielded exclusively heavy armour and the Loyalists were unprepared for such armoured might. The Loyalist Veterans managed to wreak some havoc but once the Castellax fell there could be only one outcome.

The Spartan levels its weapons at the only thing that can threaten it...

The Loyalist Dreadnought attempts to slow the Terminators...

The Veterans manage to mow down some of their enemy before succumbing 

 

Traitor Victory.

Tigrus:

Game 1: Raven Guard vs Thousand Sons

The Thousand Sons ventured into their first foray on Tigrus. After seizing the initiative Corax managed to take advantage of their scout moves to make a turn one charge. Good fortune saw the Raven Guard Primarch leap from prey to prey, and despite heavy fire, the Sons couldn’t recover.

The Thousand Sons are pinned by psychic backlash, buying th Ravens some time

But not nearly time enough...

Corax attempts to finish the final Terminator squad.

 

Raven Guard Victory.

 

Game 2: Iron Hands vs Iron Warriors

The Iron Hands came to the aid of the beleaguered Raven Guard on Tigrus. Despite the formidable firepower of the Typhon, they were pushed back by the Iron Warriors again seizing the initiative. With a full armoured charge the Warriors were able to crush their foes in short order.

The outflanking Iron Hands abandon the wreckage of their Rhino...

....against the odds survive but it is not enough.

 

Iron Warriors Victory.

 

Game 3: Raven Guard vs Night Lords

The Night Lords made the same mistake as the Thousand Sons, underestimating a Primarch. First turn saw ineffective fire from the Raven Guard plasma team, that were quickly eradicated. Corax managed to sweep through two units before getting trapped by a Terminator Command squad and Praetor. The Night Lords did come close to felling the Primarch, however he managed to fly from the combat, leaving them exposed to punishing gunfire.  

Night Lords surround and butcher the plasma team

Yet the trap is sprung

Done with the Praetor, Corax jets away allowing his forces the opportunity to gun down the leader of the Night Lords

Raven Guard Victory.

Impetus:

Game 1: Iron Hands vs Word Bearers

After losing the entirety of the Gal Vorbak to a thunderous shell, the Armoured might of the Iron Hands managed to crush a traitor Primarch, leaving him for dead during a nail biting thunderblitz. The outcome would have resulted in the destruction of either opponent, but fortune favoured the Iron Hands. After that loss it was just a matter of mopping up final resistance.

Lorgar stares down the oncoming Typhon

Outflanking Iron Hands attempt to finish the Terminators

The Diabolist spits defiance to the bitter end

 

Iron Hands Victory.

Game 1: Ultramarines vs Word Bearers

The Ultramarines were hard pushed to cripple the Spatran before it delivered its payload. In an unstoppable orgy of destruction, the Word Bearers Primarch more than made up for past defeat, slaughtering his way through the Ultramarine Terminators.

The Ultramarines attempt to encircle their most hated foe

Done with the first wave, Lorgar moves on to the second..

 

Word Bearers Victory.

 
Posted: 10/07/18 at 22:28 by: Joe (Raven Guard)
The Tigrus Schism: Month Three

The Tigrus Schism: Month Three

Month Three saw a huge swing in favour of the Traitors. With losses across all sectors the Traitors have secured their first planet and sector bonus on Laeran. Fortunately for the loyalists the Zone Mortalis games were escape runs and di not contribute campaign points and two of the games were Championed by other traitor forces, sacrificing the victory for a switch in players. Due to technical difficulties the campaign map updates were completed on a lower budget.

Tigrus Schism Month Three:

Loyalists: 1   Traitors: 5

The forces of the Warmaster stole two victories for the Traitors, and the rest of team traitor followed suit, with only the Iron Hands managing to secure a draw.

Laeran: 

Game 1: Iron Warriors vs Sons of Horus

This game saw the Sons of Horus hit with three precision Orbital Bombardments, eradicating the Iron havocs and pushing the iron Warriors onto the back foot which they never recovered from.

Relentless advance from the Warmaster's chosen.

The Praetor and his bodyguard stand true to their oaths.

Dreygur butchers his way through the vanguard of the force, but it is not enough.

 

Sons of Horus Victory.

 

Tigrus: 

Game 1: Mechanicum vs Night Lords

The Mechanicum went in bold and chose to forgo their Sector bonus. Ultimately the mobility of the Night Lords won out and the Mechanicum suffered a crushing defeat.

Is superior firepower a match for guile?

Night Lords are slaughtered by Mechanicum technology

Yet it is not enough, Guile and cowardice seize the day. 

 

Night Lords Victory.

 

Game 2: Traitor Mechanicum vs Raven Guard

The Traitor Mechanicum seized the initiatve, robbing the Ravens of their alpha strike. However their turn one almost turned the tide with a plasma unit hammering the Thanatar, but it was not enough, as the battle went on, the still standing and fully operational Thanatar made a mockery of the Raves, eradicating unit after unit. Despite having air superiority and impressive firepower, the Raven Guard were out of troops and out of time. A hard fought win for the Traitor Mechanicum.

The plasma team pod in to eradicate the biggest threat the Thanatar

Yet it does not fall

Air support does its job, but there are precious few Marines left to support.

 

Traitor Mechanicum Victory.

 

Impetus: 

Game 1: Sons of Horus vs Ultramarines

The Warmaster went up against the Ultramarines. A relatively new commnader was outmanouvered by the Sons of Horus, and despite hitting back, could not swing a victory. This was a champion game, and the Sons sacrificed the campaign point to claim the honour of victory.

The big guns of the Ultramarines stand ready to meet the Sons of Horus

Yet they are no defence against remoresless use of anti tank bombs

Sons of Horus Victory. [Champion]

 

Game 2: Night Lord vs Iron Hands

The Iron Hands were hit hard by the realisation that the Typhon is not a tank. and having it then miss the first few critical shots of the battle. It managed to destroy the Spartan before being cut open by traitor chainswords, and the Iron Hands were almost eradicated. Some last minute reserves managed to swing the defeat into a hard fought draw. Again, there are no Night Lords on Impetus, the campaign point sacrificed for the victory.

Shattered Legions ready to oppose the traitors no matter the cost

The Typhon levels its cannon and sets the drives to ramming speed

Yet it too, is brought low by chain and fist.

Drawn Combat.

Posted: 19/05/18 at 00:25 by: Joe (Raven Guard)
The Tigrus Schism: Month Two

Month Two saw our first Zone Mortalis games as the forces of the Warmaster redeployed across the Sector. There was hard fighting on all fronts, With solid Loyalist domination of Impetus, and little to no gains across Tigrus and Laeran. Another planet was locked for the Loyalist forces, and the Ultramarines and Word Bearers arrived in the sector. A good month of gaming all round and several interesting and close fought games.

Tigrus Schism Month Two:

Loyalists: 5   Traitors: 4

The Mechanicum also arrived in force for the Loyalists here and the Traitor Mechanicum forces moved Sector to face them. Meanwhile the Alpha Legion slid effectievly into the gap on Impetus.

Laeran: 

Game 1: Iron Warriors vs World Eaters

This game started off brutally with everything to play for, but went to time ending in a bitter draw, and the potential for a future Grudge Match...

Kharn and the Butchers live up to their name...

Drawn Combat.

 

Tigrus: 

Game 1: Alpha Legion vs Raven Guard. [Zone Mortalis]

The Alpha Legion headed for the Impetus Sector, and despite heavy casualties, managed to achieve their objectives and successfully flee the Sector, leaving the Raven Guard licking their wounds. Canny play from the Alpha Legion and dedicated focus on the objectives won the day.

Raven Guard deployed and ready to repel boarders around the ship's drives

The Alpha Legion thing nothing of incinerating the ship's crew, valiant in the face of superhuman terrors.

The Dreadnought duel is swift and brutal, with each machine reducing the other to a wrecked hulk.

Alpha Legion Victory.

 

Game 2: Dark Angels vs Night Lords

The Dark Angels and Night Lords being bitter enemies this game was long and protracted, when the dust settled the Night Lords had seized victory, pushing back against the Loyalist hold on Tigrus. Highlight being the virtually unkillable Night Lord Land Raider.

The Dark Angel line prepares to open fire.

The tenacious Land Raider loses the first of its weapons..

Night Lords prepare to meet their doom

Night Lords Victory.

 

Game 3: Mechanicum vs Mechanicum

The Traitor Mechanicum could not allow Tigrus to be held by their Loyalist Brethren and moved form Impetus to intercept. However, they were wrong footed and suffered a crushing initial defeat....

At the request of Praetorian Dorn and Primarch Corax the Decosan League mobilised to rendezvous with the loyalists in the Tigurus system. Entrenched on the worlds of Tigurus III and IV the traitor mechanicum forces only known as the Forgefane made ready for the coming conflict. Unaware of the horrors they were to unleash senior commanders of Space Marine legions briefed Elder Archmagos Jalius on the enemy.

Suspecting the forces of a space marine legion the sounds of marching automata reassured the Archmagos of the Forgefane that reinforcements were arriving albeit not expected but a most welcome addition.

Only the horizon turned a hue of black and gold not red.

Almost as soon as contact was made Thallax bearing the gold and black crashed into outerguard of thralls. The Ferrox combat augment proving the art of flesh craft worthy of turning a blind eye to its squeamish ethical implications. The thralls were cut down indiscriminately, carapace armour no protection against the heavy chainblades and savage strength of the cyborg shock troops.

Meanwhile advancing darkfire castellax suported by a Krios Venator tracked the lone Vulturax. Protocols hardwired not to cease firing til its cortex signature was no more.

At range two Thanatars dueled, helix plasma mortar against Sollex heavy lascanon. Whilst the thralls of the league stalked the manufacturing facilities. Lobotomised and reanimated from the mortal dead of the League's enemies the horrific blend of specimens the flesh craft could produce was a sight to behold.

And finally Elder Archmagos Jalius Gatix and his decosa pattern castellax bodyguard entered the fray, rapidly advancing across the battlefield. Mercilessly gunning down the Forgefane Thallax only to then scale the command bunker with the ease the beasts of a forest could scale trees.

Having finished off the enemy thralls the Ferrox Thallax assesed the field for a new target. Allowed a level of independence to act on self assessment they spotted the lone archmagos. Jetpacks engaged the seven Thallax crashed into the Archmagos kicking him off his abyent, chainblades whrilling furiously the Thallax went into a frenzy hacking, punching, tearing, kicking at the archmagos reducing him to chunks of meat only to carry on until red pulp was left.

The battle clearly swinging in favour of the loyalist the surving magos Dominus barricaded the top level of the command building and surrounded himself with the surviving darkfire castellax. Hidden Vorax dispatched to hunt down the League's thralls only to be intercepted by darkfire castellax.

In desperation he closed his eye using his mind to reach out across the neuronetic web. The Dominus attempted to burn out the circuitry of the battle automata of the League only to be confronted by the consciousness of the Elder Archmagos. In a battle of wills the elder defeated the aspirant. The dominus bleeding heavily from what was left of his mortal brain from the failed attempt.

Using this oppurtunity Jalius reached out across the battle group and unleashed the forbidden protocol 'The Rite of the Beast'. Instantly his bodyguard Castellax usually somewhat graceful given their size flew into a state of rage. Smashing down the barricade and bullzdozing into the darkfires knocking them to the floor and bludgeoning them with their two fists over and over again whilst a second would tear into the hard reinforced glass used to protect its brain processors.

Jalius crept slowly across the walkway his servo tendrils priming. The voidian sceptre crackling in blinding blue light. The Dominus having come round from its brain damage temporarily raised its power axe in salute, the duel was short lived falling to a single sweep from the voidian sceptre just had so many before like wheat before the scythe.

His victory complete Jalius looked down below at the carnage his force has wrecked. Ferrox Thallax cold bloodedily euthanising the wounded and fleeing.

'Adequate' he thought to himself turning away from the balcony.

Loyalist Mechanicum Victory.

 

Game 4: Raven Guard vs Night Lords

The Night Lords, fresh from their earlier victory, came out guns blazing, and made huge gains in the early stages of the fight. However, a dogged grasp of the objectives and the arrival of reinforcements saw the Raven Guard seize victory from the grasp of defeat.

An overconfident Maun is unable to stand against the fury of the Raptors

Reinforcements including Kasati Nuon 'The Oathkeeper' prepare to take the fight to his former brothers

A trap is sprung, the final reinforcements eradicate the terminators, securing victory.

Raven Guard Victory.

 

Impetus: 

Game 1: Mechanicum vs Ultramarines. [Zone Mortalis]

The Ultramarines, freshly arrived to the Sector, were in the way of the departing Mechanicum fleet. Bitter corridor to corridor action saw the Mechanicum push rapidly through the defenders and easily make their escape. 

The former hero prepares to sell his life once again in defence of the ship.

The Melta team arrive to punch a hole in the traitor machines

The final obstacle is about to be overrun

Mechanicum Victory.

 

Game 2: Alpha Legion vs Iron Hands

The Iron Hands were graced with the presence of Alpharius himself, and a huge amount of supporting firepower. Despite suffering near total losses, they proved that the flesh in this instance was weak. A close fought match with the Iron Hands coming out bloody but victorious. 

After the perils of the warp ravaged Impetus the IH marched forwards with new reinforcements aiming to seek and destroy the Mechanicum who so savagely destroyed them before. The IH eventually settled in a small abandoned town where the destruction of previous war zones have clearly left it's mark. However upon arrival aiming to attain resources to continue this brutal campaign death was waiting for the Iron Hands. From out the sky poured down a drop pod releasing a dreadnaught. Behind the IH troops came terminators. Ahead rolled a whirlwind and high above on a roof lay the humming of 10 vulkite culverans. It was a trap. A trap sent by the Alpha Legion. Destruction followed with the Alpha Legion gunning down Iron Hands where they stood. Reinforcements were called in with the predator nearly whipping out a unit, problems still lay with 'coordinates' sent to the melta squad in a rhino to blow the whirlwind up. Yet when it arrived at the battle the whirlwind was far in the distance but appeared to have halted. Above the squad the IH saw Alpha Legion standing on the roof of the building firing their weapons at the Gorgons below. Using this opportunity the melta saw an objective point under the stairs of the building where they held out including a late barrarge from the whirlwind.

Upon the field the Iron Hands followed their orders to secure the objectives. Autek Mor held the objective but bravely marched through the firepower of the Alpha to secure another objective. On doing so leaving the Gorgons to hold another objective only to come face to face with Alpharius himself. They held their own for as long as possible even destroying the squad accompanying the primarch but they were no match for him and ultimately lost. However in doing so gained overall victory by following orders and securing the objectives.

Iron Hand Victory.

 

Game 3: Ultramarines vs Word Bearers

With garbled news from Calth, the Ultramarines forces came together to destroy their common enemy. The Word Bearer forces, though powerful, could not contest the overwhelming firepower brought to bear. With the theoretical being vengeance, and the practical being an excessive amount of missiles. 

Despite sabotage and misdirection from the traitor Primarch Alpharius two combat ready elements, both survivors of the horror of Calth, of the Ultramarine Chapter finally combined to make planet fall on Impetus. Hearing over the allied Vox of a recently defeated and demoralised Word Bearer force the Ultramarines knew that there would be more of their hated enemy nearby and send out scouting parties to try and locate these traitorous foes so that they could have bloody revenge.

It was not long before the scouts found a suitable force and informed the leading Praetor of their location. In a decimated part of a nearby city the battle brothers waited for their foe. With the Master of Signals taking position with a heavy support squad it was not long before the enemy was spotted. The battle started with the Word Bearers charging ferociously at their former brothers. Daemon possessed forms charged forwards hoping to engage in close combat whilst a melta team in a rhino tried to close up within range. Unbeknown to the Word Bearers the Ultramarine force consisted not only of a detachment of heavy weapons but also an elite unit of cyclone armed Fulmentarus Terminators and the Honoured Telemechrus. With additional fire support provided by an Arcus Support Tank rockets and heavy shells fell upon the charging force with devastating effects. The enemy dreadnaught was immobilised within the first salvo leaving it helpless out in the open to be targeted at will. Were it not for its advanced shielding it would’ve been destroyed within minutes. The rhino was also dispatched in swift fashion with its surviving melta team reduced to one man within moments.

The Word Bearers refused to break under this intense fire holding a distant objective and with a lone terminator squad firing Autocannon shells into the flank of the Ultramarines force causing casualties to the loyalist terminators. With battle fully engaged the Master of Signals unleased a deadly barrage from space. By the Emperor’s will the barrage was accurate to within a foot of the enemy. Half a squad of marines were instantly wiped out with more casualties avoided due to the durability of the enemy sergeant’s Artificer Armour deflecting the remaining shrapnel.

With the arrival of veteran reinforcements for the Ultramarines the battle turned from bad to worse for the traitor force. Objectives were held and enemies were, in true Ultramarine style, systematically picked off. A small melee was fought between the enemy commander with his retinue and a squad of veterans but this was the last desperate combat the Word Bearers before they were forced to withdraw.

Credit needs to be given to the lone survivor of the melta team who, in the dying moments of battle, charged forwards to hold his objective even in the face of almost certain death at the hands of a Praetor. With the Praetor unable to reach him the objective was secured and he managed to escape to fight another day.

Ultramarine Victory.

Posted: 18/05/18 at 20:50 by: Joe (Raven Guard)
Tigurs Schism: Month 1

Month 1 saw an unprecedented turnout with Seven games played across multiple players and sectors. Seeing how the 2k games are working it looks like we are going to need more tables in future. This month saw the first turnout for our new mechanicum player (fielding Solar Aux until his army is painted) and both the Warmaster and Praetorian striding into the fray.

Tigrus Schism Month 1:

Loyalists: 4  Traitors: 2

The Campaign deployment was kept secret from both teams until decisions had been made, which has led to some interesting match ups and champions being fielded. Next month may well see the first Sector move and accompanying Zone Mortalis game.

Laeran:

Game 1: Sons of Horus vs Iron Warriors.

This game had the Warmaster face off against our newer Iron Warriors player. By all accounts it was not pretty. The Warmaster seized a victory for Laeran as was his due

Iron Warriors: Please, I was so close to forgetting.   

 

Sons of Horus Victory.

 

Tigrus:

Game 2: Dark Angels vs Alpha Legion

The Alpha Legion were the first traitors to make use of a LoW, using the sexy Alpharius conversion. The game was a close one going down to the wire, with Dark Angels emerging victorious.

Dark Angels:  Terminators took their revenge on the Veterans as they failed a morale test and ran straight into them and took two shots from a plasma blaster, melting him into oblivion. Tactical squad managed to hold out against a Dreadnought (that refused to die easy, after getting two glances with krak grenades and hanging on with 1 hull point, rolled two 6++ saves) long enough to allow a Rhino Melta to take him down after 3 rounds of fighting ( vexilla kept me from running off the board. And late arrival of Vets in Rhino turned into a good thing as they outflanked and cleared all enemy forces from the enemy Deployment Zone, again another melta armed rhino doing work. It exploded his Whirlwind Scorpius, landing me 7 Victory Points to the final score. Terminators sacrificed themselves to hold up Alpharius for a couple of turns, even heavy volleys of plasma from the Repeater Marines were not enough to remove the Primarch.

Dark Angel Victory.

 

Game 3: Raven Guard vs World Eaters

This game was another horribly close one and World Eaters a terrifying to a shooting army.

Raven Guard: I got lucky when his Spartan blew a track making his 10 man Butchers unit footslog. This allowed me to concentrate fire on everything else while they arrived. However when they did arrive….true to their name they butchered three entire units in quick succession. Fortunately the game ended before they could continue to wreak havoc.

Raven Guard Victory.

 

Game 4: Solar Aux vs Sons of Horus

This game was pretty grim by all accounts. The Solar Aux was fielded by an experienced tournament played who had it to hand while he builds a list that isn’t horrifying for his Mech. That much armour was always going to be tough to beat. The Sons took a heavy pounding and conceded turn three.

The game wasn’t scoring as Aux aren’t a faction in the campaign currently.

Solar Aux Victory.

 

Game 5: Imperial Fists vs World Eaters

The Praetorian himself took on the World Eaters. For a relatively inexperienced player the traitors did well again, but got held up by a couple of lucky die rolls. Highlight of the match was Kharn nearly taking down an Imperial Knight single handedly, but then getting crushed by a lucky roll. That fight decided the course of the match.

Imperial Fists: Highlight -  Kharn vs the Knight

Imperial Fists Victory.

 

Impetus:

Game 6: Iron Hands vs Mechanicum

This was always going to be a tough game, Mechanicum can be brutal and are in the hands of a good player. The terrain was not favourable and when the ambush deployment was rolled...

Iron Hands: Highlight - Tough choice could be after two rounds of shooting only having 1 Tactical guy left or maybe my Castellax trying to blow itself up 3 or 4 times or maybe my Predator through the power of the machine spirit completely missing 3 shots. No I’ll have to go with Mor and the Gorgons killing (I believe) the Vorax and then munching through the zombie things for nothing. I hate that flying bug with haywire.

Mechanicum: The Vultarax stratos-automata saved my bacon that game. Seeing as the mission made all your tanks scoring I had an uphill battle if you wanted hold your zone and no man's land.

Mechanicum Victory.

 

Game 7: Custodes vs Mechanicum

Custodes vs Mechanicum, two non legion forces, both considered powerful armies. I’d have enjoyed the opportunity to watch this game. When the dust had settled the Custodians were victorious.

Custodes Victory.

A strong start for the Loyalists, with the traitors about to seize one planet and another up for contention. Next month should be interesting.

Posted: 08/03/18 at 22:14 by: Joe (Raven Guard)
THE CAMPAIGN CONTINUES

The Horus Heresy is cool. The background is cool, the novels are cool, and the models are cool. The models are also expensive, and I have bills to pay and a boardgame addiction. This project started with a question:

 

Can we do a Horus Heresy Campaign on a budget?

The simple answer is:

YES!

It's been slow going. A little bit here, a little bit there, monthly progress bumps, budget edits to factor in how you can make use of plastic if you need to. However, ultimately those of us who came together over 18 months ago to start saving now have around 2000 points of heresy era forces.

So what worked?

Painting:

The ‘one unit per month’ restriction has worked wonders for most of us (and frustrated a few) I’m a slow painter, easily distracted, and the sort of person that sees an army of sprues and thinks ‘fuck that’ and never touches it again. The one unit per month thing has helped instil a little discipline, and has proved manageable, with around one night per week given over to a little painting. I think this is the most models I have ever painted to a high quality and I think all of us are proud of our work.

The fact that it is only one unit per month meant that we imposed a ‘only painted models’ (circumstances dependent)/ severe penalties for unpainted. Which has resulted in our games always looking good, and some lovely photos to go with the Campaign update. Our Dark Angel player is new to the hobby and was spoiled by this high quality. The horror stories of his first trip to our FLGS and the ‘seas of grey’ still amuse.

Warhammer World:

The decision to play all our games at WHW was a contentious one, that split the group a little. Ultimately we are just over an hours drive away. The pro’s are: good tables to match good models, adventure of a day out, dirty food, and the opportunity to avoid Forge World postage costs. The disadvantages are: time and travel, particularly for those with commitments, (Even once a month can be a struggle sometimes.), cost of fuel, low frequency of games for those that can do more.

Budget:

£20.00 per month has frustrated some folk with more disposable cash, and has meant some choices have been avoided for budget reasons. It has also presented odd quirks, like points effectiveness being a factor. (Only one Speeder or Tarantula turret as a monthly choice for example) It has also ‘punished’ players who made choices early on that they regret, and frustrations of wasted months on dedicated transports.

However, it has meant that as long as the money has actually been put aside, none of us have struggled to afford things for our army, and most of the more game dominating options have been avoided until we are all at a point where our options are flexible enough to handle it. We all have relatively balanced armies!

Blog:

Anyone that has ever organised anything will tell you it’s like pulling teeth. The blog and the Campaign have been no different so far. Some folk take to it well, wanting to show off their progress for both painting and army. Some have yet to post. The temptation is to break fingers until people comply but generally this is frowned upon. Big thanks to our master of subterfuge for actually creating a webspace for us to share.

Ultimately this past year has been a resounding success, and we have several fledgling Legions joining the fray in 2018.

So what now?

 

From the thirteenth month the way choices are restricted is changing. The minimum is still £20.00 per month. However, now we all have armies, we are opening the floodgates a little, from a drip to  a trickle.

Going forward people can make use of either the old restrictions OR the new criteria:

Spend limit: £0.00 - That’s right, the spend limit is now waived. Balance should really have been achieved by this point, so we now have the option of adding things in that perhaps were not cost effective. For those that want to keep the budget restrictions, that works too. Particularly for our new starters.

Unit limit: We are still restricted to one unit, but no longer one box. (Wait What?) Previously the restriction was one box one unit. So if I wanted assault marines, I could get FIVE for my choice (one standard pack) or if I wanted to split a 10 man squad into two different 5 man choices, say, a heavy weapon and a seeker squad, I couldn't. This is still the case. However, the restriction is now one UNIT so I could take 20 man assault unit as a monthly choice, or a 10 man terminator unit, or a 3 Tank Predator Squadron. In addition: You may also add a dedicated transport (as long as it does not have a separate unit entry) and up to one character to your monthly choice. This allows a little more flexibility of choice for those with either big bucks or those wanting to rejig their forces.

Summary: So each month you may select on unit of any size, a dedicated transport and a character if you wish with no cash limit. Minimum spend for budget is still £20.00

Example: Month twelve sees the Dark Angels take a 10 man heavy weapon team, a rhino, and a chaplain. The Word Bearers choose a 10 man Terminator unit, but cannot select the Spartan as a transport as it is also a Heavy Support Choice. They add a Diabloist as a character.

New Year New Campaign

We also have a new Campaign started, which is far more strategic than the previous ViV Campaign and has additional tactical elements. Hell, it may be getting its own site, you never know.

 
Posted: 20/02/18 at 22:12 by: Jon (Alpha Legion)
The Campaign Continues

The Tigrus Purge.

After Isstvan, war embraced the Galaxy like never before. Isolated pockets of heresy and resistance began their own bitter struggles to strangle the sudden enemy in their midst. Outposts, cities, planets and sometimes whole sectors erupted into unforgotten conflict that saw brother claw the eyes from brother, in an orgy of destructive fervour. Remote Legion forces, joint garrisons, shattered Legion forces from Isstvan and tactical groups all found their own wars to fight. Resources were sought and clutched suspiciously to the breast of the victor. Groups of Legionnaires, often in mistrustful truce, waged wars of necessity merely to survive; while others sought to aid those in need, or crush what resistance remained. These schisms soon embraced the entire known Galaxy in war.

One such conflict took place far to the Galactic east, in a sector of space fallin under the Aegis of Ultramar, but not yet cut off by the Ruinstorm. The Forge World of Tigrus was the closest supply point for several known sectors on the very edge of Imperial space. When the Mechanicum in the Sector cascaded into brutal civil war, it drew Legions and forces from surrounding sectors, keen to tip the tide of conflict in favour of their faction, or merely to suckle at the teat of war.

First to be drawn into the conflict were the nearby Impetus and Laeran Sectors, each having a complement of occupied Legion Worlds and Planetary outposts. Survivors of Isstvan had already arrived in the Tigrus sector and it was word of the Warmaster’s betrayal that had initiated the conflict as the Shattered Legions sought to resupply.  Rumour and hearsay were rife and all feared that with Terra being fortified, the Eye of the Warmaster may soon fall over Tigrus, drawing more Legions into the fray.

RULES:

Campaign Phase:

The campaign will have a 'campaign phase' between monthly games. All ultimate decisions are made via the Warmaster and Praetorian, how they choose to divide this power is at their discretion, but their word is law. Initial deployment of forces across the three warzones is key. Both will be getting a brief soon.

Once assigned to a warzone, a legion must prosecute the enemy they find there. (This means that initially you may be restricted to fighting certain Legions.)

Moving Sector:

Once per campaign phase an overlord can select one of his Legions to move to another sector. This legion must fight and WIN a Zone Mortalis mission against one of the resident defenders in order to move to a new zone of the Warmaster/Praetorian's choosing. (This could be to redress imbalance, prosecute grudge matches, or find other opponents.)

Gaining Territories and Sectors:

At the beginning of a game campaign session all players record in secret which planet they will assign their victory to.

NOTE: You may not assign to a locked planet (all territories have been seized by the enemy)

Upon victory a player reveals their choice and the territory is allocated. If a planet has neutral territories victories must first be assigned there. If a planet has all its territories claimed, you may seize one from the enemy. Victories are assigned at the end of the day. Victories from both factions on the same planet will cancel each other out . Any additional victories assigned to a planet that becomes locked are lost.

Example: Tigrus IV has one Loyalist territory and no Traitors at game open. There are two Loyalist victories and one Traitor victory assigned to that planet that day. The first two victories cancel each other out leaving one Loyalist victory remaining . This leaves two territories to the Loyalists and one to the Traitors.

Fixtures:

As everyone is assigned to a sector, you can only be assigned games against folk in that sector. Games are assigned as follows:

The faction with the most ATTENDEES in a sector chooses first match up, the factions then alternate choosing matchups until all players are assigned a game.

Example: Three Loyalists and three Traitors are assigned to a single sector. On match day, only two of the Loyalists show up, but three of the Traitors do. The Traitors having numerical advantage, choose the first matchup. The Loyalists choose the second, and the Traitors choose the third.

 

Functionally this means often people will be playing more than one game, and encourages balance in sector choices.

Example: In the above scenario, as there are only two Loyalists, one will be forced to play two games. This choice will be down to the Traitors because they get third match choice.

Champion in my Stead:

It may happen that a player is in a scenario where they are the defender, facing multiple engagements, and they cannot play more than one game; either due to time, effort or energy. In this scenario, upon agreement with their faction leader, they may nominate a champion(s) to fight in their stead. This champion may play the game on their behalf, however if the champion wins, there is no effect, if the attacker wins, they score a point as normal.

Once a champion(s) has been selected, the opponents decide the matchups. An individual cannot be nominated as champion more than once per Campaign Day. In the instance that multiple champions must be nominated, they must be different players.

Note: It is not possible to nominate a champion if you are only playing a single game.

Example: Crowcroft is the sole defender but must leave by midday. He is faced by three Traitors. As per the normal rules, the traitors choose the first matchup. Crowcroft then nominates two champions to fight in his stead, choosing Pete and Patrick. Crowcroft, Patrick and Jon (Traitor) win their games. Crowcroft and Jon's victories are recorded normally, however as Pete is a champion, his victory is discounted.

Sector Bonuses:

Each sector we are fighting over comes with specific bonuses. If a faction fighting in a sector has the majority of LOCKED planets (own all territories on a planet to lock it) then your forces in that SECTOR gain the sector bonus in all their games.

 

Example: Pete has managed to get a cheeky victory lock on a two pop planet in the Laeran sector. This gives the Loyalists a single planet, whereas the Traitors do not yet have one. All Loyalists in that sector (Pete and Parko) now gain the sector bonus. The following month the Traitors win two victories, getting the final territory on two planets and swinging the bonus over to the Traitors.

If the majority of PLANETS in a sector are locked by a single faction, the faction gains the bonus permanently for ALL forces. The Sector is locked and the defeated faction scatters to the remaining sectors. After losing factions are assigned (Their choice not the Faction leaders) The victorious faction Leader, allocates his remaining forces.

Example: Despite Petes earlier successes the Traitors lock the Laeran sector. Pete chooses to go to Tigrus, while Parko chooses to fight the Dark Mechanicum who are in Impetus. Phil (Being Warmaster) chooses to assign both of his victorious factions to Impetus. Because he can.

Impetus:

Bonus: Logistics - You may add or subtract one from the roll for mission deployment type

Tigrus:

Bonus: Material - You may add or subtract one from the roll for mission being played

Laeran:

Bonus: Training - You may add or subtract one from the roll on the Warlord table.

 

Winning the Campaign:

The Campaign ends if either:

  • All planets are locked

  • 2/3 Sectors belong to a single faction AND the majority of TERRITORIES in the remaining sector belong to the same faction.

Victory is calculated by the number of TERRITORIES held, with a +1 bonus for a locked planet and a +3 bonus for a locked sector.

NOTE: This may mean it is possible to lock two sectors and still lose the campaign.

 

Warmaster/Praetorian Brief:

You have to make the initial deployment of forces choices. You may discuss this with your Legions if you wish, however, ultimate decisions come down to you. You will be assigning each player to a single sector out of the three available. It is important to split your players as evenly as possible based on likelihood to turn up. Assign players based on the Sector bonuses you wish to command.

ExampleVodrey is likely to turn up almost every session, if he was paired with Hartveld in a single sector you would likely have an opponent (Hartveld has attended a total of two sessions.) If you chose instead to assign Hartveld and either of the Toms to a sector there would likely be no one to defend it.

 

If a sector has no defenders on game day the other faction gain one auto victory per Legion in that sector. Additionally, they will play pick up games against available Traitors. So a failed defense could result in a potential four victories for a side. YOUR DECISIONS ARE IMPORTANT! Exceptions can be made in the case of extreme weather/ family emergency etc.

It is entirely possible that one Legion may have to face two players on a single game day. This will either be a single ‘allied game’ or two separate games. Either way two victories will be recorded. In an allied game where the allies lose, they would effectively lose twice. All three players have to agree if the game is to be an allied one and allies must adhere to the Rules as if the list was built for a single player.

Breakout:

If a Legion has a bad matchup in their sector, fancies a change, or wants to fight a specific opponent, they can petition for campaign dispersal. ONCE PER SECTOR, in the month before the campaign game, you can nominate a Legion to attempt a breakthrough. This can only be a single Legion and choices must be weighed as it can leave Sectors vulnerable. The chosen Legion must also, where possible, play a standard game that month in their new sector.

To leave a sector the nominated player must play a Zone Mortalis game (1000 or 500 points - moving player’s choice) as the attacker. This game must be pre arranged and they can choose the defender from any of the available opponents in that sector that weekend. Defenders MUST defend if physically there.

In order to give the ZM game set up time, your breakout (if any), chosen defender,  and target destination must be declared a week before the event. YOU MAY ONLY CHOOSE A DEFENDER THAT HAS TICKED IN TO THE EVENT. You can drop this in secret the campaign arbitrator and both will be revealed a week before the event.

If the attacker wins, they translate into warp without issue, breaking out. If the defender wins, the attacker translates, but not before losing a territory to the defenders.

Upon completion REGARDLESS OF VICTOR, the attacker will arrive at their destination and will be free to match up in the new sector that weekend if time allows.

If a breakout is critical or simply if that player suspects they will lose the mission, again at your discretion (not the players.) You may elect friendly forces to lend support. For each force supporting, you allocate one automatic LOSS to the sector (As ground forces are withdrawn) However that force may add a free 250 points of ELITES to the ZM mission in a 1000 point game and 125 points in a 500 point game.

Example: Vodrey, Tom and Hartveld are prosecuting the Tigrus sector. Tom wishes to breakout, but YOU do not feel confident in his abilities to defeat his opponent (wasting the Faction Breakout this month) You take the hit, assigning TWO losses to the Tigrus sector, but adding a full 500 points of forces to his ZM game. Both Hartveld and Vodrey bring 250 points of elites along for the encounter. All three players must also play their own games this month, but with the additional forces it is likely the breakout will be successful.

 

Posted: 12/02/18 at 22:17 by: Joe (Raven Guard)
Campaign Month Ten: Breakthrough

Month 10 saw the return of a healthy gaming number, with four games played and another escalation to 1750 points. This was our final casual game before the next leg of the Campaign proper, our 2000 point stretch.

Month 10 Gaming:

Loyalists: 1  Traitors: 3

Traitor Victory!

The traitors were on form. One close victory followed by several crushing victories saw a healthy boost for the traitor players. Generally better setup and tactics all round, and the dice gods were not at all even in their blessings.

Game 1: Raven Guard vs Mechanicum.

This game had the Mechanicum seize the initiative and went downhill for the Ravens from there. The Mechanicum strategy was tactically sound and that combined with horrifying rolls finished in a 13-2 victory. Failing three 2+ saves on the first wound and a fourth on the second wound, as well as failing two charges of 7” despite fleet were the high(low)lights. Good fun though.

Its only seven yards! The traitors are ours....

The Mechanicum ultimately destroyed all Raven Guard troops on the field. The Ravens did manage a counter with some nice outflanking, finishing a Thallax Cohort and wiping out a unit of Vorax but it was too little too late.

Outflanking Ravens decimate the Vorax, but are soon cut down themselves.

Machine of the match went to the Domitar, that  weathered 1500 points worth of shooting before it finally fell.   

 

Mechanicum Victory.

Game 2: Iron Warriors vs Night Lords

The Night Lords infiltrate and Pod in to worm the Iron Warriors out of their burrows

In the dim alien pre-dawn, Night Lord infiltrators and drop troops surrounded a core of loyalist Iron Warriors fortifying a derelict urban junction. The traitors' aggression couldn't carry them through the withering volley of krak missiles and assault cannon shells they met, and a terminator assault out of a Night Lords Land Raider that had evaded fire by hugging the ruins was, against the odds, resisted and crushed by the Iron Warriors' own Tyrants. The final obliteration of the Land Raider by a preternaturally placed darkfire pulse secured a decisive Iron Warriors victory owed as much to discipline as to fortune.

Narik Dreygur and his 'Wall of Iron'

Iron Warrior Victory.

Game 3: Iron Hands vs Sons of Horus

As always the Executioner exacted a heavy toll.

The Iron Hands Spartan raced across the red sands to unleash it's passengers into the Sons Of Horus ranks. Taking fire from all directions the Ramps lowered and out charged the Gorgons and the Warlord. This struck fear into the Sons Assault marines and they fled out of sight leaving the gorgons stranded with nowhere to turn. Realising the Iron Hands mistake, the Sons Commander ordered that every gun was to be aimed at the Gorgons in chance that they would be annihilated. Each and every one of the mighty Iron Hand warriors fell and the Warlord was mortally wounded to find shelter in a nearby building. Not realising his own mistake the Sons Commander looked across the battlefield to notice the Iron Hands had taken up positions over the objectives. It was too late. Most of the Iron Hands lay dead on the battlefield. The Sons Of Horus commander was satisfied with the smallest of victories but couldn't shake that the Iron Hands had nearly snatched victory from his grasp. Another dead enemy but truly knowing that the Iron Hands had fought with honour and not crushed like the Salamanders and Raven Guard. Entering the Land Raider he knew that he would respect any Iron Hand in future battles.

The outflankers are swiftly surrounded and removed. Thier glorious intervention short lived.

Sons of Horus Victory.

Game 4: Alpha Legion vs Space Wolves

Alpha Legion sneak into position.

The Wolves swarmed across the battlefield and took a huge toll on Alpha Legion forces by the time they finally arrived on foot. However the Alpha Legion has out-deployed and outmanoeuvred them. Securing the enemy objective with a crafty deep striking Terminator unit secured a victory for the traitors.

Highlights were the Dreadnought duel in the centre of the table. Culminating in the loss of the Alpha Legion Contemptor to two of its kind and Alpha Legion deployment; and outmanoeuvre shenanigans, seeing a combination of infiltrate, outflank and deepstrike secure victory.

The Wolves lose none of their savagery in Iron form. 

 

Alpha Legion Victory.

Posted: 09/02/18 at 20:50 by: Joe (Raven Guard)
Campaign Month Nine: Retribution

Month Nine had us thin on the ground for both factions. December is a busy month for all, added to that was the complication of heavy snow all weekend and on the day of gaming. Four of us braved the predictably clear roads to geek Mecca in Nottingham for another round of gaming. This time at a health 1500 points.

Month 9 Gaming:

Loyalists: 2  Traitors: 0

Loyalist Victory!

After months of the Traitors having better tactics, better plays or better luck, the Loyalists finally come out on top. Two games played this month, and both were tight fights. Pressure was kept up by the traitors on both fronts, but the Loyalists managed to win the day..

Game 1: Raven Guard vs Night Lords.

Game highlights were the Raven Guard Lightning wiping out a whole squad of Raptors and then finishing the Praetor with missiles just before he got into combat and decimated the troops on the ground.

The Night Lord terror squad lived up to its name, slaughtering the Seekers and causing them and Maun to flee from the building they had secured.

Despite surrounding the Raven Guard and winning first turn the Night Lords were confounded as the XIX seized the initiative. After a drop podding Melta team immobilised the Land Raider the game quickly turned in the Ravens favour.

Raven Guard Victory.

 

Game 2: Iron Warriors vs Iron Hands

Game highlights included head of the Gorgon allowing the Iron Hands to surround and eradicate huge chunks of Iron Warriors.

The Iron Warriors countered with out flankers of their own and made an effective counter assault, wiping out the Predator and the Tactical Marines.

This was a tight game and came down to the wire with a single kill point securing Victory for the Iron Hands.

Iron Hand Victory.

Posted: 15/12/17 at 00:33 by: Joe (Raven Guard)
Campaign Month Eight: Galaxy in Flames

This was another brutal month for the Loyalists, and they couldn't even blame hangovers. Points were upped to 1250, and the games are beginning to feel more dynamic, as armies are starting to really diverge from each other. Next month will see the total at 1500, ready for our 2k campaign in July.

Month 8 Gaming:

Loyalists 1 Traitors 4

Traitor Victory!

Game 1: Alpha Legion vs Mechanicum 

Technically these are both traitor players, but the Mechnicum took the mantle of Loyalist for this match. The game was a brutal slog, with some serious attrition. However the brawl in the middle swung in favour of the Alpha Legion and they seized the victory.

Alpha Legion begin to dominate the Battlefield 

The Terminators and the Domitar prepare for a gruelling multi turn battle.

Game 2: World Eaters vs Iron Warriors

This was the Baptism of Fire for our World Eaters player, who borrowed figures while he builds his own. Iron Warriors got to play the Loyalists. Punishing firepower against a charging combat army with little cover had a brutal impact, however, the World Eaters used the wreckage of their Land Raider to great effect. The game finished in a tie, despite the final World Eater sergeant finally succumbing to his wounds and the World Eaters being wiped from the table.Madness.

The Firepower of the Iron Warriors has whittled down the World Eaters to a handful of frothing maniacs.

One lone XII Legion sergeant refuses to die till the last.

Game 3: Sons of Horus vs Raven Guard

This Game featured the army of our new Warmaster, who will be bringing SoH to future events. The Raven Guard deployed overconfidently and paid for it. The SoH made excellent use of outflank and concentrated firepower to ultimately table the Ravens.

The one moment of triumph for the Raven Guard was Maun wiping out an Assault Squad on his own.

A failed charge and cunning tactics from the Sons spell the end for the Raven Guard.

Game 4: Night Lords vs Iron Hands

Another brutal game, with very few units left on the table at the end. The Night Lords lured the Iron Hands into the open and eliminated their heavy hitting units, and the Iron Hands managed to block their own tactical units on the first turn. However the executioner reaped a toll in revenge.

A defensive deployment from the Iron Hands.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Mor is finally brought down by the combined might of every surviving Night Lord.

Posted: 05/12/17 at 23:54 by: Joe (Raven Guard)
Campaign Month Seven: After Isstvan

Month Seven was the first opportunity for all players to flex their armies and test their mettle in actual matched point games under the Age of Darkness rules. Games were a fixed 1000pts per side and opponents were randomised. As this was the first real test of ‘actual’ gaming it was interesting to see how the games played out. After the ViV plans most players monthly choices were muted so that actual legal army lists could be built, so there were not too many horrifying surprises to be had.

Month 7 Gaming:

Loyalists: 2  Traitors: 4

Traitor Victory!

Having moved to standard games the bookkeeping side of things was nonexistent and players could focus solely on outwitting their opponents and bringing equal forces to bear. As it turns out this resulted in a pretty decisive swing in favour of the traitors. This may or may not have been impacted by the fact that several loyalists were still drunk at the time of gaming….

Game 1: Raven Guard vs Night Lords.

Game highlights were the Raven Guard Veteran Sergeant using ‘Death or Glory’ to bring the enemy Land Raider to a screeching halt.

The Night Lord terminators performed spectacularly, first causing a fear check to be failed and then proceeding to kill or rout all but one of the Raven Guard units.

Despite taking the early lead the Raven Guard suffered heavy losses toward the end of the match and seized defeat from the jaws of victory.

Night Lord Victory.

 

Game 2: Alpha Legion vs Dark Angels.

Game highlights were the Dark Angels eradicating the Alpha Legion Rhino as soon as it arrived on the battlefield, forcing the melta team to proceed on foot.

For the Alpha Legion the crowning moment came from a lowly veteran marine surviving despite the odds, by going to ground and relying on the luck of the cruel dice gods. This single marine managed to hold an objective and secure victory for the Alpha Legion. Although it did turn out that some rules were misinterpreted...

Alpha Legion Victory.

 

Game 3: Iron Warriors vs Custodes

Game highlights included a bold charge into the Custodes by the combined Tyrant Terminators and Dreadnaught being resisted and the Custodes turning the tide. The Iron Warriors put up a stoic fight, managing to bring down a custodes squad with weight of fire but it was not enough. Not nearly enough.

Custodes Victory.

 

Game 4: Thousand Sons vs Blood Angels

The Blood Angel/Thousand Sons game was a smaller match due to the Blood Angels only having one squad and borrowing some forces to play their very first game. The Thousand Sons generously forwent the use of psychic powers to make the initial game less complicated however this was to their detriment and the Blood Angels managed to achieve a crushing victory.

Blood Angels Victory.

 

Game 5: Fallen Angels vs Salamanders

The Salamanders fared badly this game due in part to some misunderstandings of the forces involved. The Highlights for the Fallen were eradicating the Salamander forces to a man.

Fallen Angels Victory.

 

Game 6: Iron Hands vs Mechanicum

Game highlights included the Iron Hands finally destroying the Magos and Castellax in close combat after a gruelling and protracted combat that had lasted the majority of the game and cost the lives of the Gorgons and most of the life of Autek Mor. However, when the dust had settled the Mechanicum had seized the victory while the combat was a distraction in the centre.

Mechanicum Victory.

Posted: 08/11/17 at 23:51 by: Joe (Raven Guard)
Deliverance

Month 6 heralded the end of our Victory is Vengeance campaign. It was a fun way to start out and play smaller games, but as our forces have grown it has felt like time to move on. Everyone is itching to start playing full games and make use of their forces in full, and the newer players want to start getting their teeth into ‘proper’ games. Those of us who started in month one have around 1000 points each painted and ready so the next few months are going to be games around that mark while we cool down before a bigger (1500 point?) campaign.


 

Month 6 Gaming: Deliverance

We’ve never played a structured narrative scenario as a group before so this was an exciting conclusion to the campaign. Thematically the game represents the Raven Guard forces escaping the World Eaters on Isstvan and concluding that horror story in the Legion history. For our campaign we had several more legions involved but wanted to get the core similar. We have a Raven Guard player but our World Eater played hasn’t started yet, so we needed to borrow some Twelfth Legion forces and an Angron. The Raven Guard have a sneaky Corax painted up (outside of budget as yet) and so we had the core forces. As this is a structured game we each built a single 3000 point force (One Traitor, one Loyalist) according to the mission brief. For the traitors this was a standard force organisation chart, but taking each Traitor Hero from VIV and Angron as HQ choices for free. For the Loyalists they had no force organisation, and the same character allowance plus Corax.

According to the mission, all non HQ traitor forces entered ongoing reserves when destroyed, representing the hordes converging on the Loyalists. The Loyalists had to get forces into the centre of the board for evacuation, and try to survive long enough to win. The game was victory point based.

Loyalists: 23  Traitors: 17

Loyalist Victory

This game was really tense from the Loyalist perspective, as every loss was felt. Sacrifices needed to be made to slow down the enemy and target priority was essential.The Traitors felt wholly in control from the start, however momentum heavily shifted as the Loyalist centre managed to hold longer than expected.

Deployment

The Traitors had to deploy first as they got first turn in the scenario. Their forces were spread across the board and presented an intimidating sight, with Angron and the World Eaters holding the centre ready to charge into the Loyalists and deny them access to the evac zone. The Iron Warriors held one flank with Tyrant Terminators and Veterans, while the Night Lords and Mechanicum anchored the other with a mixture of Raptors, Thallax, Castellax and a Land Raider. The rest of the traitor forces held the centre. Boradly the plan was simple: Ranged units on the flanks, while the centre was pushed by stabby whirly death.

The Loyalist deployment was fraught with tough decisions. Traitor first turn meant a punishing round of shooting from cyclone missiles and twin linked lascannons, so units were deployed in cover where possible. The Raven Guard could squeeze into a little more cover thanks to infiltration, allowing tight groupings of Loyalist troops. Most of the Loyalists were deployed on the right flank opposite the Iron Warriors. These included Seekers, Veterans, Fire Drakes, Dark Angel Heavy Bolters, a Land Raider and an Iron Hands Castellax, in addition to the wounded Primarch Corax. There were a few central units in the trees ready to slow down the traitor advance as much as possible and then a small wing on the left flank comprising of Iron Hands and a Raven Guard Dreadnought. The plan was to refuse the flank on the left, hold the right and push forward toward the end game, using the Firedrake Terminators to hold the line long enough to allow a wounded Corax to come and finish the traitor primarch. A single squad of Dark Angel Veterans outflanked, due to both cramped deployment and flexibility.

Turn 1

The World Eaters scouted forward, getting terrifyingly close to the Loyalist front line. The Loyalist had two Vigilators who both attempted to sabotage the Iron Warrior Dreadnought to no effect. Then the Loyalists put on their best wince faces as they braced for destruction…….until the Salamanders seized the initiative!

This was an opportunity not to be squandered. Although the majority of loyalist troops would be out of range, they took the opportunity to try and deal with some of the most terrifying threats. The Imperial Fist Dreadnought and combined fire from the Raven Guard whittled down one of the World Eater Rampager squads, and took the Tyrant squad down to two terminators. The Dark Angel Heavy Bolters punished a Sons of Horus Assault Squad, reducing it to two models and causing it to flee.

The Assault Marines rallied and hit in a nearby building. Then the Traitors bombarded the Loyalist building with the Master of Signal’s Ordinance. This killed several Raven Guard Veterans and Seekers, causing the Veterans to flee. Although Corax was hit, his armour prevailed. They then whittled down the Raven Guard Tactical Squads in the centre, causing one to flee.

Turn 2

This turn began with morale checks. The almost full tactical squad fled from the table, scoring first blood to the Traitors. The Veterans managed to Rally and make it back into a firing position. The remaining Raven Guard Tactical squad in the centre pulled back, ready to face the traitor charge and allowing the Firedrakes and Gorgon Terminators to move up in support. This turn saw fire poured into the World Eaters, killing some, but not enough. One of the remaining Tyrants was killed, leaving a solitary Cyclone launcher remaining. The Dark Angels arrived on the left flank, and poured fire into the Magos, wiping him from the field and scoring the first points for the Loyalists. The Salamander Land Raider got a lucky shot off on the Iron Warrior Contemptor, killing it instantly. Finally the Raven Guard Dreadnought emerged on the left flank and removed a hull point from the Night Lord Land Raider with its Graviton Guns.

The Traitors were ready to strike. Both the Raptors and Angron’s Rampagers surged up the middle into charge range with two Terminator squads close behind. Heavy fire was poured into the Gorgons, Fallen Angel Heavy Bolters killing one. However the resulting saves blinded the Raptors, rendering them ineffective. The Land Raider and the Tyrant Terminator poured fire into the Imperial Fist Contemptor, knocking it down to one hull point and immobilising it. The Land Raider immobilised itself in the Grav storm and lost a second hull point, so the Praetor bailed out and charged toward the Imperial Fist Vigiliator. More combined fire from the Land Raider and the Thallax reduced the Raven Guard Dreadnought to one hull point, and the Castellax shredded most of the Dark Angel Veterans.

Close combat was brutal. The Dark Angels were all but extinguished on the left, yet the sergeant managed to fell one of the Castellax with his Thunder Hammer. Angron charged the Raven Guard, who stood defiant, killing a Rampager in overwatch and passing their fear test. Angron butchered them to a man before they could raise a single strike.

With both Dreadnaughts on one hull point, two Raven Guard Tactical Squads butchered and Angron storming the middle, things were looking Grim for the Loyalists.

Turn 3

This was the turning point. Corax pushed out of the cover toward the World Eater Primarch. The Fire Drakes and the Gorgons moved forward to meet the enemy. The second Fire Drake squad in the Land Raider surged toward the central melee. The Raven Guard Dreadnought moved to charge the chainfist armed Praetor. Another hull point was knocked off the Night Lord Land Raider from concentrated fire. All remaining fire was poured into the Rampager squad around Angron, reducing it to a single furious World Eater.

The Gorgons charged the blinded Raptors. Their infirmity was their doom, and the Gorgons slaughtered them to a man. The Raven Guard Dreadnought charged the Praetor and his armour could not save him. In the centre, the Firedrakes charged Angron, prepared to sell their lives dearly to attempt to wound the Primarch enough that Corax could finish the job. As each of Angron’s attacks was capable of killing a Firedrake despite their two wounds they would be lucky to even wound him. Angron attacked first, dealing eight wounds to the Drakes….which were all saved due to their Drakescale shields and a lot of luck. The counter attack managed to deal a mighty four wounds to the Primarch, and in that single phase crippled the morale of the traitor forces. The Dark Angel Sergeant was unceremoniously hacked to bits by the remaining Castellax.

The Traitors were reeling from the destruction, but bolstered by immediate reinforcements. Renewed Raptors and Rampagers surged up the centre, while another Contemptor marched onto the Right flank. The Terminators moved in to support the stricken Primarch, who failed his will not die roll. The remaining Assault Marines and Tyrant Terminator, realising he was not a target anymore, began to move forward toward the Salamander Land Raider. Shooting began with the Land Raider killing the Imperial Fist Vigilator. Another Gorgon Terminator was felled by the Fallen Angel Heavy Bolters, but no one was blinded by the reactive armour. The Thallax avenged the Night Lords Praetor by disposing of the Raven Guard Dreadnought.

The Tyrant and the Assault Marines attempted to destroy the Land Raider but all attacks failed.

The Terminators joined the assault. Sons of Horus with a Primus Medicae and a Fallen Angel squad with Calibanite War Blades. The Firedrakes could not endure such brutal overkill and were killed. The Terminators regrouped, forming a protective cordon around the World Eater Primarch, ready for the inevitable counter charge of the second Salamander Squad.

Turn 4

Orbital Bombardment form freshly arrived Loyalists dealt with the remaining Rampagers and again wounded Angron who was now down to one wound.

Loyalist forces were thinning and the consensus was that they would not last much longer than this turn. If evacuation did not come soon, the Traitors would win, despite any successes this turn. Priority had become dealing with Angron. With so many Terminators, Lord Corax chose discretion and moved toward easier prey. The Firedrakes and remaining Gorgons moved to try and deal with the Terminators, buying the Loyalists more time. The Imperial Fist Contemptor, freshly repaired by the Iron Hands Forge Lord, marched toward the extraction zone along with the Iron Hands Castellax. The Night Lords Land Raider finally went down to the Castellax, an the rest of the Loyalists poured fire into Angron. After several unsuccessful shots the Raven Guard Vigilator and Seeker squad took aim and concentrated fire finally brought down the Primarch.

The Firedrakes and Gorgons charged the enemy Terminators. Wiping out the Fallen Angels squad but finally losing the last of the Gorgons.

Corax charged the final Tyrant terminator, killing him with a flurry of strikes. The Salamanders Praetor killed the final Assault Marines and both Loyalists consolidated toward the extraction zone. This had been a successful turn for the Loyalists. Angron dead had pushed their victory points ahead, but they were now surrounded and vulnerable.

The traitors had one last chance to seize victory, as Deliverance was at hand. Concentrated fire was poured into the Salamanders Land Raider, with the Thallax getting the killing blow. The Night Lords Raptors used bolt pistols to fell the Salamander Chaplain. All remaining fire was poured into the Firedrakes, finally their armour failed and two died to weapons fire. The final charge saw terminators and Rampagers take on the remaining Firedrakes. Assault manage to kill two more, but retaliation took out the Sons of Horus Primus Medicae.

With that, the Remaining Loyalists had found salvation. Deliverance was theirs.  

 
Posted: 19/09/17 at 23:57 by: Joe (Raven Guard)
CAMPAIGN UPDATE

 

Big Boy Games!

So: We are now approaching month SEVEN! of the campaign. That's seven units each, the core of an army. After last month we dropped the majority of the ViV ruleset, our characters have come far, and we have moved to a standard sized game, to avoid imbalance. With that in mind the majority of folk are itching to play the game 'properly' to get a handle on their armies and get used to squad based games, particularly those who are new to Workshop games. As a consequence we will be wrapping up Victory is Vengeance in September, month seven. This will be the concluding match, the 'Deliverance' mission. The Loyalists have a narrow lead in the campaign, however Deliverance is a punishing mission so it remains to be seen how the campaign will pan out. 

 

With the campaign complete we are going to move to a 1000 point standard game format. This will continue for a few months then we will start the next leg of the campaign. 1000 points allows us to make use of Rites of War, build heresy army lists and have a play around with our forces. Those who are starting out, or a few months behind will be able to EITHER: Ally with another player with lower points to make up the 1000 OR borrow troops to build their army up to the required points.

All games will use the missions from the Heresy Army List so we can familiarise ourselves with the game format.

 

Posted: 09/09/17 at 13:15 by: Joe (Raven Guard)
Murder Raid

Month 5 Started to show armour and the counters.as well as the Dreadnaughts from the previous month we started to see Melta Bombs on Veterans, Missile Launcher teams and even a Land Raider. The ViV ruleset has been stretched as far as we can take it and the majority of us have enough forces to start playing proper games. This will allow our newer players not to establish too many bad habits and for some Rite of War use. Consequently month 6 will be the end of our Victory is Vengeance Campaign with the advent of Deliverance.

Month 5 Gaming:

Loyalists: 3  Traitors: 2

Campaign Score: 1 (Positive for a Loyalist victory.)

 

Having dropped the majority of ViV extra rules games ran a lot more smoothly as mistakes were not made with ammo or armour rolls. Some confusion on dreadnaughts stats and whether Cortus pattern can deny objectives (Under the Heresy ruleset they can) Some frustration at ‘individual’ units and some pretty impressive dreadnaught action.

 

Game 1: Dark Angels vs Night Lords.

 

Lucoryphus crouched next to the hulking form of the Land Raider. Ever since the death of the Iron Hands it had felt like his forces were afflicted by some malaise, intricate traps were broken, ambushes were spotted and time honoured tactics of death and destruction were failing him. He could sense that his men were beginning to find him weak, another loss and one of the curs would surely try to put a knife in his back and assume command. He was shaken from his melancholy by the sight of a single file column marching directly toward his position. They had no idea he was here, the Land Raider powered down to avoid detection. A cursory glance showed the enemy did not have a single anti-armour weapon in their meagre forces. He smiled. This would be a slaughter...

Game one was a Supply Raid using the Engagement set up. The Dark Angels brought a mixture of Tactical and Terminator Marines and the Night Lords brought out the big guns with a Land Raider and a small complement of Terror Marines. The Game was several turns of Dark Angels slowly wading toward an impenetrable Land Raider and being picked off one at a time. It all came to a head in the last turn with the Night Lords surging forward to seize an objective from the Dark Angels and claim victory. However, disaster struck! The Night Lord officer charged into two Plasma Armed Terminators and in a phenomenal display of bad luck took two overwatch shots to the face and was killed outright. With their Leader down, the Night Lords did not have the men to stop the Dark Angels claiming the objective and securing the first Loyalist win for the day.

 

Habakuk crouched and examined the corpse. Some sort of leader clearly from the stylings of his armour, however there were no identifying markers for rank or position. He sneered: Such lack of discipline the VIII were used to prey that panicked, not used to dealing with coordinated opponents that fought back. Even in the heat of battle they were prepared to turn on their own. He had watched the Night Lords pour from the assault ramp of their tank, ready to support the charge of their leader, and attack that he grudgingly admitted his men may not have survived. However, once they saw their leader charge they stopped and watched him fall. Their treachery had ultimately cost them their lives, Habakuk mused as he rose to his feet, what could account for such disloyalty? Maybe some sort of Gene flaw, that would explain the hell of the past few months. His men needed to get off this rock and bring his findings to the Lion.

 

Dark Angel Victory.


 

Game 2: Alpha Legion vs Iron Warriors.

 

No time for planning, Barathrum needed to react if he and his men were going to survive this. They were taking fire but there had been no enemy on the auspex. He quickly fed targeting data to his artillery, hoping to deal with the missile fire streaking in from the nearby hill. “Report! How many hostiles? Legion Ident? Get this building secure and into firing positions!” Ancient Gharak lowered his ironform toward the captain +Have faith Captain, I will deal with this filth+ The dreadnaught strode from the building and the machine purr of an assault cannon firing at full speed brought their position some reprieve. ‘Sir, visual contact confirmed, the enemy...its the XX...

Game two was a Supply Raid using the Strike set up. The Iron Warriors are playing as a Post-Isstvan Loyalist branch and this was their first game using their own figures and playing for the Loyalists. They brought several Veterans and a Kheres armed Dreadnaught to the fight. The Alpha Legion fielded Several Terminators, a Missile Launcher team and a handful of Veterans. The Iron Warriors secured first turn but due to a breakdown in communication, game it to the Alpha Legion. The first turn managed to remove a hull point from the dreadnaught and allowed the Terminators to advance closer to the Iron Warriors position. The Iron Warriors had a string of bad luck, with their artillery strike failing to hit anything and their Veterans being caught in cover with poor fields of fire. The Alpha Legion peppered fire into the dreadnaught repeatedly, finally bringing it down when it was in charge range of their remaining Veterans. The Iron Warriors Dreadnaught accounted for almost all of the enemy casualties and I suspect will see further action. By the end of the game the Alpha Legion had completely eradicated all Iron Warrior forces.

 

‘For the Emperor!’ The Alpha Legion had executed the ambush perfectly. The Blue Viper sneered, their leader did not even realise he was beaten, marching toward the Alpha Legion, pistol firing even at the end. Such heroic nonsense. Such waste. Though the dreadnaught had given them pause. It had weathered for more missiles than any dreadnaught should have been able to, and finally stopped just six feet from the XX, it remained standing in its defeat, torso sagging. His men quickly weant about their duties. By the time they were done this would look like an ambush by the enemy, and the Iron Warriors would be incensed. His face broke into a smile that never reached his eyes...

 

Alpha Legion Victory.

 

Game 3: Raven Guard vs Sons of Horus

 

Strike and fade. Strike and fade. The Grey Raven had gambled that the enemy could not bring armour into this ravine. He watched the Contemptor stride through his improvised mines, they detonated harmlessly, shrapnel pinging from its chassis, audible even from this distance. This was going to be tight. If the Sons escaped they could get out of the jamming zone and report the location of the Ravens, yet he had no reliable way of dealing with the huge construct approaching his position. ‘All units, target their leader. Decapitating strike. Then fall back to exit points. Do not linger. Victorus Aut Mortis.’

Game three was also a Supply Raid using the Engagement set up. The Sons of Horus brought a Contemptor and a mix of veterans and tactical marines. The Raven Guard brought veterans and seekers. The Ravens gained first turn and chose to infiltrate all units. The Sons of Horus set up in cover securing one objective and ready to push a second, making use of outflank on the Veterans to attempt to seize or reinforce a flank objective. The Raven Guard infiltrated on to two objectives and used a a small contingent to go and contest or capture the third. The Loyalists had no reliable way of damaging the Contemptor and had to trust to individual squads to keep the objectives secure. The Vigilator’s sabotage could not have gone worse, doing no damage at all to the Contemptor. Turn one saw the Sons of horus main squad and hero eradicated by concentrated fire and things looked grim for the Sons. The outflanking veterans poured fire into the Vigilator’s unit, killing several before being destroyed in turn by Seeker ammo. However, the Sons held their objective, wiping out the Raven Guard contesting forces, and the Contemptor stole the show, slowly eradicating Raven forces including the Grey Raven and contesting the final objective to secure a draw.

 

The dreadnaught surveyed its handiwork as a call came over the vox. Dead ravens lay around it. ‘XVI survivors report, this is squad gamma’

++I am the survivors, the Ravens bled us. I suspect they put more faith in their plasma than was healthy++

‘what of their survivors? Apothecary Grimain?’

++Several escaped, I could not kill them quickly enough. I believe I took down their leader, though I see no corpse. If anyone has survived on that hill it will be Grimain, he’s a tenacious old bastard.++

‘We need to report their position to command, the nest must be close, if we’re lucky we might finally be able to rejoin the Warmaster.’

++Agreed, though something is jamming my transmissions. We should grab the apothecary and get back to higher ground.++

The remaining Sons of Horus marched from the ravine, the wind howling at their backs. The end was in sight.

 

Draw.


 

Game 4: Thousand Sons vs Imperial Fists

 

Amun Ra reached out with his sixth sense. The empyrion was turbulent, disturbed by the emotion and chaos of what had transpired on this wasteland of a planet. He had no idea what had transpired here but the oppressive atmosphere pawed at his senses, creating a burning sensation behind his eyes. He could hear the psychic aftermath. The screams of the dying. They had disengaged with the Wolves, and he had thought about trying to contact his Primarch or any other forces but an intuitive sense of foreboding had stayed his hand. Whatever was happening was worthy of caution. An unprovoked attack by his allies, the Wolves had come for them and whatever betrayal had found the Sons he could sense the same here. His thoughts had wandered, he focussed, using his mind to scan the surrounding area. There! Minds like stone, yet filled with anger. Amun Ra could not read thoughts but could sense emotions and purpose. This mind was close, and it was resolved to murder brothers, such hate! He opened his eyes ‘there is an enemy nearby brothers, I do not know who they are, only that they seek the destruction of fellow marines. We must see that they fall before we do...

++IMAGE REMOVED FROM RECORDS++

Game Four was a Supply Raid using the Engagement set up. The Thousand Sons brought a plethora of terminator armoured marines against an Imperial fist dreadnaught and a handful of legionaries. The Thousand Sons started strong by eradicating most of the enemy forces with a devastating psychic shriek. However, they missed a vital charge that could have secured victory due to some rules confusion. This allowed the Imperial Fist Contemptor to again steal the show, accounting for almost the entire enemy force with brutal Kheres Pattern Assault Cannon fire, securing a narrow victory for the Imperial Fists.

 

Vayl wiped the blood from his nose. The witch powers of the enemy had melted the minds of half of his men, the rest, including himself, were left stunned and bleeding, even their superhuman metabolisms struggling to cope with the aftermath of the psychic attack. If it weren’t for Ancient Marxan they would all have been killed. The dreadnaught had marched forward to protect the stricken fists and slaughtered the rest of the traitors with his cannon, his fists and his fury. Vayl needed to get back to terra with his message. The Thousand Sons were active, and they were traitors.

 

Imperial Fists Victory.

Posted: 09/09/17 at 12:51 by: Joe (Raven Guard)
BUDGET?

Penalty disguised as benefit?

The budget is there to create a level playing field. To make sure that those with money can't use it to increase thier flexibility and so those with tighter wallets can compete at the same level. It also has the added bonus of resricting purchases allowing more time for super cool painting and everyone getting their models done. This has worked out a treat so far, game pics are great, updates are great and we all have similar forces. 

However.

However.

However, there is a kink. Restricting the budget forces folk to shy away from pretty forgeworld models else they'll get a disadvantage. If I want a pretty Forgeworld Landraider Proteus because its beautiful and I want to settle down with it and raise a family it'll cost me £92. £106 if I want pretty doors on it. Conversely a plastic land raider will cost me £45 so if I want to maximise my budget I can get two slightly less pretty raiders for the price of one. Leaving the pretty one on the shelf and being slighlty sad inside. For those on a budget this is great. For those with more disposable cash in penalises saving for 'Heresy era' vehicles.

As a consequence. Effective now AND retroactively. If you want a forgeworld model and there is an IDENTICAL equivalent. You can budget for plastic even if you use resin. This will in the main effect vehicles. If its on the list and you want the resin version this is the budget value.

Restricted Changes list:

  • Land raider £45
  • Predator £35
  • Dreadnaught Pod £22.50
  • Contemptor £35
  • Rhino £22.50
  • 5 Assault Marines £25
  • Deathwind Drop Pod £22.50

As others are thought of we'll add them to the list 

Posted: 11/07/17 at 16:17 by: Joe (Raven Guard)
HOUNDS AND HUNTERS

Month three of gaming brought big guns to the fight and started to show overbalance in the forces. Dreadnaughts are horrible! Superb gaming but some fights were a little one sided. I suspect month five will see some serious anti vehicle weapons added to the forces!

Month 4 Gaming:

Loyalists: 4  Traitors: 1

Campaign Score: 0 (Positive for a Loyalist victory.)

I feel that less mistakes were made all round this time. Some interesting post game revelations and some great turnarounds. Discussion was had about campaign imbalance after losing streaks and so changes are afoot! Action points and ammo rolls were forgotten, which is becoming pretty standard..

Game 1: Imperial Fists vs Night Lords.

Lucoryphus was incredulous. The Alpha Legion had provided the coordinates for the last of the Iron Hands but here instead was a phalanx of Imperial Fists. Imperial Fists! What in the flaying pits of Nostromo were they doing on Isstvan? He would be having a ‘serious word' with his ‘allies’ if he made it out of this mess. Surround and slaughter, this was the Night Lords way. A dreadnaught would do them no good after a swift Melta strike. With a hiss his Raptors launched into the air…

Game one was appropriately Hounds and Hunters using the Stand Off set up. The Imperial Fists brought a Contemptor Cortus with Kheres Pattern Assault Cannon and a wedge of Terminators. The Night Lords had Terror Squads and Raptors. Speed and stealth are excellent allies but against such durable foes would prove difficult to wield effectively. The Imperial Fists deployed as close to the enemy deployment zone as possible, moving forward in a wedge to secure the objective while the dreadnaught advanced toward the enemy. The Night Lords deployed encircling their foe, with a single Raptor with a Melta Gun being the ace in the hole. This game was going to be an uphill battle for the Night Lords. If they could pop the contemptor with the melta, or an encircled krak grenade they could use their superior numbers to make the loyalists pay. This was not to be. The Melta Raptor was shredded by the Assault Cannon and with him gone, opportunity died. The Night Lords were driven back in a crushing defeat.

Ancient Marxan would have smiled if he still had a face. The congealing flesh stump that remained of his body twitched in its amniotic tank. The constant pain of his phantom limbs and organs grated at his nerves but it was worth it for this. He had heard the Night Lords had a reputation for stealth and subtlety yet here was an VIII Legion ‘Raptor’ squad wading into his guns. His sensors flashed red as they detected a weapon capable of penetrating his armoured hide. A decoy tactic? Some sort of trap? He raised what would have been his right arm and his machine senses felt the warm glow of overheating barrels. When the gun smoke cleared he surveyed the charnel pit in front of him. ++Captain Vayl: Target eliminated. No further threats detected. Flank secure.++

Imperial Fist Victory.

Game 2: Iron Hands vs Iron Warriors.

++Data Sending++ Captain Barathrum surveyed his opponents. He took no pleasure in killing fellow Astartes. His Primarch willed and Barathrum obeyed. ++Acknowledged. Target aquired.++ Over the years he had developed a grudging respect for the tactics of the Iron Hands. That they were continuing to fight after such a crushing defeat he found fascinating. ++From Iron Cometh Strength++ He gave the old Terran salute of fist to chest as the whistling of artillery heralded the destruction of the Iron Hand emplacement.

Game two was a Supply Raid using the Strike set up. The Iron Hands deployed largely in cover, wary of the enemy artillery strike. Both forces were similar, with the Iron Warriors having the advantage of veterans over tactical marines but having less terminators and Tartaros pattern instead of Cataphractii. The Iron Warriors set up securing two of the three objectives with the Iron Hands holding one. This game was full of twists and turns. By the end of turn one the Iron Hands had taken brutal punishment, losing most of their forces to bombardment and heavy weapons. They marched their Gorgons forward, straight into the melta guns of the enemy. By the end of turn two the Iron Hands were reduced to one terminator and the Iron Bastard, surrounded on all sides. and a handful of tactical marines trapped in a bastion and out of position. By careful use of action points and relying on Cataphractii plate and power fists the Iron Hands managed to swing a crushing defeat into a pyrrhic victory.

The Iron Bastard surveyed the destruction around him. He had succumbed to fatalism again. The rage and frustration burned behind his eyes. He had entered this fight expecting to die, surrounded on all sides. Yet he still lived. The remnants of the Iron Warriors fled the battlefield. This was unavoidable. His men were injured and dying. Hit hard, hit fast, with overwhelming force, these were the tenets of the Iron Hands, yet he no longer had the forces with which to prosecute warfare in this way. As his servo arm aided him in clearing the rubble from his fallen comrades he began to reflect. Survival would require alloys over iron...

Iron Hands Victory.

Game 3: Raven Guard vs Alpha Legion

The Ravens were done. They might be able to strike and fade, but it was difficult to fade from an artillery strike. The XX data was sound, the Ravens had very little capable of dealing with heavy armour, a few plasma guns at best. The Alpha Legion would clip those wings and the bird would be found stranded and weak. Tactical Dreadnaught suits were in position and the Raven Guard would not expect conventional deployment tactics. Keep your enemy uncertain and off balance. This was the key to victory. Confusion, uncertainty, and the application of excessive force.

Game three was also a Supply Raid using the Stand off set up. The Raven Guard gained first turn and chose to infiltrate all units. The Alpha Legion set up in an aggressive forward formation blocking multiple avenues of infiltration. This game hinged on the Whirlwind Scorpius held by the Alpha Legion. The Ravens had very little that could deal with it and its firepower is devastating. The Vigilator’s sabotage could not have gone better, removing two hull points and preventing the vehicle from firing first turn. This was a game changer. As the points sink was significant, being crippled first turn swung the game. The Raven Guard seekers made quick work of the enemy infantry despite cover and Cataphractii saves. The Alpha Legion sergeant managed to slice his way through several ravens including the Sergeant, and contest an objective, however it was not quite enough for a draw and the game ended 2:1 to the Raven Guard.

The Grey Raven was still, motionless, one with the terrain. All of his men were in position. The XX had brought heavy armour to the fight. This was a problem. But problems could be solved. It had been difficult to source explosives so he had improvised. Astartes armour power plants contained generators that could provide the kind of blast he needed with the right tweaks. The rumble of tank tracks came closer. He triggered the detonator and trusted that with Milvus’ outflanking team it would be enough.

Raven Guard Victory.

Game 4: Mechanicum vs Dark Angels

Habakkuk watched the scavengers scouring the battlefield. Like crows round corpses the Mechanicum were stripping the battlefield dead. He would not let it stand. His veterans were trained to take out weak points and his terminators had weapons that could rival any twisted machine. He would make them pay for their defilement.

Game Four was a Murder Raid with the stand off set up. The Dark Angels were holding the advantage on paper, with poisoned and sniper weapons, as well as high ap plasma they could negate the mechanicum advantages and with the enemy fielding so few troops they could snatch a win against a more veteran player. However this was not to be. The veterans took heavy losses despite the cover, and suffered from pinning. Though his weapons were effective, spitting his fire among multiple targets was to prove his downfall, as the mechanicum maintained fire efficiency and recovered wounds each turn. This was a game of attrition that even terminators could not endure. The final Dark Angel fell at the end of turn 5.

+++SITUATIONAL UPDATE 33155-1+++

++Parameters++  Salvage of Invictus pattern Cataphractii Plate.

+Input+ Legion Plate identifier: I Legion.

+ERROR+ No order for I Legion personnel at Isstvan site.

Sub-Query: [known I Legion vessels operating near Isstvan system]  

+Input+ No record found

++Update++ I Legion presence added to records

Sub-Query: [known Legions added to record since initial conflict]

+Input+ I, VI, VII, XV Legions reported on surface

+Analysis+ I legion forces terminated

Sub-Query: [remove I Legion from record?]

INSUFFICIENT DATA

++Output++ Successful salvage of 3.8 Tactical Dreadnaught Plates.

+++SITUATIONAL UPDATE 33155-1+++

Mechanicum Victory.

Game 5: Night Lords vs Space Wolves

Asmund-Ulf could smell the stink of the traitors. VIII Legion scum, copper, sweat, cordite. They had suffered injury, interesting. He allowed them to stalk closer with a smile revealing his elongated canine. Like a pup they were making an ameteur folly, did they not know a wolf was at its most deadly when cornered?

++IMAGE REMOVED FROM RECORDS++

Game Four was another Supply Raid with the encirclement set up. The Space Wolves had little cover, and no AP 2 weapons outside of the dreadnaught. Late in the day a few mistakes were made on setup. The Wolves forgot that they blocked infiltration and the Night Lords set up on the assumption that the Dreadnaught could not enter the second level of a building. The Night Lords quickly butchered their way through almost all of the space wolves, leaving three models on the table at the end of the game. However one of these was a Dreadnaught. Despite the chance to infiltrate the Night Lords had lost enough objectives for the Wolves to seize victory from the jaws of defeat. This was a game that came down to the wire and highlighted the terror of Dreadnoughts in this campaign. Props to our Night Lord player for volunteering to take a second game against a second dreadnaught.

 

Lucoryphus was dragged from the building. His armour torn and bloody. *I say we slit his throat and be done. Twice he has led us to defeat in as many days* The armour on the ground stirred and Lucoryphus growled, his words wet with fresh blood. *I welcome you to try it cur, and I will take your tongue, hands and eyes. I will leave you here mewling with the loyalist dogs. I suggest you help me up before I make good on my threat* There was a pause, before Lucoryphus was lifted to his feet. Despite his words he was severely injured and knew he needed to see an apothecary. Damned dreadnaughts. Two skulls he had been denied. He would have to reassess the quality of his men before the next battle...

Space Wolf Victory.

Posted: 11/07/17 at 15:24 by: Joe (Raven Guard)
HOUNDS AND HUNTERS

Grimain smiled. The first good news in weeks. Despite the fact his Command Rhino was starting to feel more like a prison than a base of operations, things were beginning to turn in his favour. If this continued he may even be able to lead the Sons of Horus against the stragglers, or at least have one of his officers commit to the fray. The Mechanicum and the Alpha Legion and Night Lords all reported successful strikes against loyalist holdouts, their objective not to salvage but purely to murder their erstwhile comrades. He had yet to hear from the wider Iron Warriors forces, though his agents did report lost contact with a siege officer. Angron’s Savages were still travelling the wastes as a mob, chasing shadows, but there was little do be done in that regard. If this carried on he may even be able to leave this blasted rock and join the march for Terra…

 

Alpharius stared at the report. Of course, it was his designation rather than his title, but it paid to keep your allies a step behind in these times of mistrust. Careful plans undone, his agents in the X Legion had been captured by the Night Lords, tortured and killed. The vox broadcast was now on loop across the depression and this grated on his nerves. Still, better they fell to the Night Lords than him reveal the extent of the Alpha Legion infiltration. Alpharius smiled, he didn’t want ANY Legion discovering agents now did he...

 

Milvus rubbed his hand across his face. Even with the physique of an Astartes he was bone tired. Maintaining contact with any surviving loyalists would result in a swift and brutal decapitation, So the survivors were forced to operate as independent cells with little or no contact. It reminded him of his youth in the prison,  if some were caught, others could fade or strike where necessary. He sighed and absentmindedly scratched the black carapace connector at the base of his neck. They were all weary. Despite successes they were low on supplies, ammunition, medical equipment. There was still no sign of the Primarch, though that would be expected even if Corax was still fighting. Milvus had finally relinquished the burden of command to Callun Strix, a former Seeker whom the traitors had dubbed ‘The Grey Raven’. Their paths had crossed during an attempted decapitation strike on an Iron Warriors artillery officer. Milvus winced as he reflected how close he had come to death. He had underestimated the tenacity and skill and the subsequent bombardment had nearly cost him his life. He would not be making the same mistake again, and the burden of the fallen sat heavily with him. The traitors had been hounding loyalist forces all over the mountain passes, their intel was too good to be the work of the Iron Warriors or even the Sons of Horus. Strix reasoned it must be the work of the XX, so the Raven Guard had set out not as the hounded, but as the hunters. They may die here on Isstvan, but they would make the traitors pay before they were done...    

Posted: 11/07/17 at 13:05 by: Joe (Raven Guard)
CAMPAIGN UPDATE

++CAMPAIGN UPDATE++

After much deliberation and the weekends gaming just gone we're gonna do some serious tweaking to the campaign. This is largely to do with the discussion about downward spirals, but also due to the newer players getting more familiar with their lists and realsing they could make different choices. 

As of now the campaign rules are updated thus:

  • All games are 350 points
  • All games have a character pool of 150 points added (so in reality are 500 point games)
  • Your character pool has one Leader that is fixed and a pool of up to THREE officers that can be swapped and changed between games (still within the 150pts) for a total of FOUR heros in the pool and up to 3 at any one time in game. This gives you the oprion to be flexible and meet the needs of your objectives each game.
  • Your character limit in a game is 150 points so technically you dont have to include your leader, but action points cannot be gained and you are still limited to THREE models in a game.
  • Supply points are gone
  • Action points stay
  • Officers remain dead after a battle, and contribute no points in the next game. In game terms this is an action point penalty on your next game but has no other effect
  • The unit creation and merging rules remain (split your units however you wish down to one model if needed)
  • All other rules gone. (ViV version of Overwatch etc)
  • Campaign victory rests on the final score: Positive = Loyalist victory, Negative = Traitor victory.

This is a working ruleset and may be adjusted if we spot issues. It will balance the forces with only minor Action Point penalties for losses of Officers. Victories still contribute to the campaign. Overwatch penalty to close combat troops removed, ammo penalty to ranged troops removed. 

Because of the significant shift in rules ALL players get a hard reset on their characters build and points. All injuries and bonuses accrued so far remain. These need to be updated asap.

Posted: 11/07/17 at 12:48 by: Joe (Raven Guard)
EXTERMINATION

Month three of gaming brought our Heros and Leaders to the fray, along with bitter rivalries and heroic last stands. Again excellent gaming all round, some close matches and some crushing errors for some of our newer players. I suspect defeat will not come as easily in future.

Month 3 Gaming:

Loyalists: 1  Traitors: 3

Campaign Score: -3 (18 for a Loyalist victory.)

After last month we amended victory points in campaign games to be awarded for UNIT kills rather than model kills and supply points to be awarded by WOUNDS removed rather than models in kill games. Couple of mistakes made, forgetting Fearless and Cameleoline, forgetting Iron Warrior bonuses and forgetting to make use of Action Point rerolls.

We have also added the Hero role: Martyr as follows.

Martyr:

You gain ONE action point if your character takes at least one hit in a turn.

You gain TWO points if your hero takes a wound in a turn.
You gain FIVE points if your hero dies or is removed as a casualty (i.e. flees the battlefield)

 

Game 1: Iron Hands vs Night Lords.

Thanatos Tyr could smell the stink of traitors on the wind. The whore son Night Lords had been following them for days. No more hiding. No more games. The Iron Hands would take the fight to the enemy and make them pay in blood. He knew his warriors were with him, the rage of the Iron Tenth would see the traitors bleed for their transgressions…..

….As another of the tenth fell Armian Castus turned to his mentor: ‘Sir you have to fall back, warn the others! The two Iron Hands leading... it was a trap... it must be Alpha Legion, don’t let the other survivors make the same mistake! We will hold the line’ With a barely perceptible nod, the Iron Bastard gave the order to fall back. ‘The flesh is weak brothers. Die well’

Game one was a Murder Raid using the Engagement set up. The Iron Hands deployed in a corner with clear lines of fire, to better make use of fury of the legion to punish the traitors. The Night Lords as close as possible to their enemy encircling them using infiltrating terror squads. Iron Hands got the first turn but the Night Lords got a seize roll using Action Points and stole it! This game hinged on the Iron Hands ability to whittle their opponents at range and then bring their durable leader to bear on the enemy command. Again, if the Night Lords could make combat and outnumber, the combination of preferred enemy and talent for murder would allow them to eradicate their foe. The Iron hands would get maybe two rounds of shooting and an overwatch shot before the combat began.

The game lasted four turns and the Iron Hands made some advances, trusting to the iron over the flesh. They were punished hard for some early mistakes and the final blow came with a failed morale check taking a hearty squad and the Hero off the table. Had they passed the check they may have been able to level the field, but the Night Lords carried the day.

Lucoryphus almost stopped in his tracks. The Iron Hands had abandoned the hill, they had fired on full auto, and marched toward them. The last time he had seen such madness, such fury, was with Angron’s twelfth on the killing fields of the Urgall Depression. No matter, if they wanted to hasten their demise, so be it. His sergeants had been loathe to actually engage the Iron Bastard in combat and had allowed him to flee the field. He would no doubt lead them to more prey anyway.

Night Lord Victory.

Game 2: Ultramarines vs Mechanicum.

Syrus motioned his Cataphractii forward. Theoretical: The Mechanicum have access to support level weapons and equipment beyond his current knowledge. Practical: Proceed with caution and gauge the enemy capability before committing troops.

Game two was a Murder Raid using the Engagement set up. The Ultramarines deployed largely in cover, split into units of two, trusting to their 2+ saves. The Mechanicum deployed into two squads, the Thallax in one and the Castellax and Magus in the other. This game relied the Ultramarines being able to make it into close combate, where the Mechanicum’s durability would be forfeit against the power fists. If the Mechanicum could keep them at range they could punish the terminators and rely on their high toughness and wounds to keep them alive.

This game was a pleasure to watch. The Ultramarines played a cautious game, holding back, conversely the mechanicum surged forward, each player apparently playing to their own weak spot. Mechanicum fire was predictably brutal, the 2+ save seemingly ineffective against the most basic weapon. However the combi-bolters did manage to cripple the magos. Of the three terminator squads, one died at range, two made it into combat. The first managed to weaken the Castellax before being eradicated. The second managed to bring the magos close to death before falling. With just the praetor left all seemed lost. Yet this Hero would not die. He took out the Magos and the Castellax before finally succumbing to fire from the thallax. Pyrrhic victory to the Mechanicum.

 

+++SITUATIONAL UPDATE 33154-2+++

++Parameters++  Salvage of Invictus pattern Cataphractii Plate.

+Input+ Legion Plate identifier: XIII Legion.

+Input+ No order for XIII Legion personnel at Isstvan site.

Sub-Query: [known XIII Legion vessels operating near Isstvan system]  

++Update++ Salvage operation at 67% efficiency.

+Input+ Legion Plate currently occupied

+Analysis+ Removal of occupants will expedite process

+Process+ Exterminate

++Output++ Successful salvage of 6.2 Tactical Dreadnaught Plates.

+++SITUATIONAL UPDATE 33154-2+++

Mechanicum Victory.

Game 3: Raven Guard vs Iron Warriors

They had been hunting the Raven Guard for days. Ever elusive this was becoming tiresome. Barathrum’s orders were simple. Wait for coordinates from the main force and call in the bombardment. He had set up a defensive cordon. If the Ravens fled the battle through this ravine they would find the guns of the IV waiting.
‘Sir! Contacts’ An angry grunt from his second officer Mehmet
‘Position?’
‘All sides, we’re surrounded.’

‘Bring the thunder.’ Argyve Barathrum began to feed targeting data to the artillery...

Game three was also a  Murder Raid using the Spearhead set up. The Raven Guard gained first turn and chose to infiltrate all units. The Iron Warriors set up a defensive formation on a hill with large fields of fire and forward enough to block convenient infiltration. The Raven Guard chose to split into three units and deployed surrounding the enemy. The potentially game changing bombardment wiped out all but 3 of the large tactical squad. Though this was devastating if it had been targeted at the Hero this would have been a very different game. The Raven Guard continued to snipe away at their opponents throughout the game. When the Iron Warriors were down to low numbers they made a desperate charge to try and pick off the Ravens in close combat but were counter charged and after an attritional combat were wiped out. This game was close. The Raven Guard set up somewhat arrogantly as the Iron Warriors were commanded by a player new to the game. This deployment almost cost the game and the Iron Warriors will prove to be aggressive opponents in future.

‘The First Axiom of Stealth is to be other than where the enemy believes you to be.’ The Grey Raven they were calling him. So be it, he would make the traitors fear that name. Milvus had the Iron Warriors main force going in circles back in the wastes. The main target was here at the end of his scope. Take out the line officers, watch the others panic, fade into the darkness. This Iron Warrior was relatively new to command and taking him out would impact morale. After this next hit he would have to start drilling the other survivors. They may not be able to outnumber the traitors but they would bleed them every step of the way.

Raven Guard Victory.

Game 4: Alpha Legion vs Dark Angels

Habakkuk was incensed. They had been betrayed. The damned Iron Warriors had taken weapons belonging to the Lion in good faith and turned them against the agents of the Emperor’s justice. His men had lost their shit but managed to land on Istvaan. Traitors? Loyalists? It was good practice to be distrustful of all others given the circumstances. Alpha Legion agents had been spotted. Habakkuk would seek them out and get the answers he sought be it by sword or gun.

Game Four was another Murder Raid with the encirclement set up. Both players were still relatively new to the game and this was quite an exciting match to watch. The advantage was to the Alpha Legion who used infiltrate, veterans and terminators, however the Dark Angels had some veterans and acid round heavy bolters. The match came down to the wire, with the Alpha Legion seizing a victory 4:2. Highlights were the Dark Angel Chaplain not charging into combat, but then saving face by taking two plasma shots and living.

The Viper smiled. It wasn’t often that he was surprised and yet here were the first Legion where no first Legion should be. Better to err on the side of caution and wipe them out, go through the transmissions later to try and piece together the information. They were surrounded and with no access to heavy support his Terminators would make short work of them. He switched his vox to open transmission ‘For the Emperor!’.

Alpha Legion Victory.

 
Posted: 19/06/17 at 23:11 by: Joe (Raven Guard)
EXTERMINATION

Lokas Grimain looked at the dataslate and sighed. The soft light from the consoles inside the Damocles command Rhino illuminated a weary face, lined with stubble and bisected diagonally by a large, ugly, scar from eyebrow to chin. He reflected that this assignment was important, it had come to him directly from the Warmaster himself, but hunting the remnants was beginning to rankle.

Ostensibly he was in charge of the whole operation, with all the authority of the Warmaster. In practice, the Legions recognised his authority as they chose. For a start, Angron had point blank refused to leave the surface until ‘every foe has died a warrior’s death at the end of my axes, do not get in my way’ the entire twelfth Legion was rampaging around the wastes as a single unit, chasing shadows, and Grimain was not about to try and command a primarch that even the Warmaster struggled to keep on a leash.

The dataslate contained the latest intel on loyalist holdouts, so far the only co-operation he'd had was from the Alpha Legion. He had no idea of their numbers or disposition and they generally refused to answer any vox calls. He didn’t even know who was leading them.

The information was dated two days ago and marked the location of a potential Iron Hand holdout. It was the same group that the Eighth had been tracking when they suffered embarrassing losses to an ambush. He supposed he’d let Lucoryphus chase that bone. There was no love lost between the Sons of Horus and the Night Lords. In Lokas’ opinion they were an undisciplined rabble that relied too much on cheap tricks to get their victory, and when those tricks failed... His eyes glanced over to the casualty report, still, Lucoryphus had proven an able tactician and Grimain was beginning to value his advice.

The Death Guard had proved stoic and uncompromising in the face of the overwhelming assault they had faced. They were providing updates and regular communication, so there was that. Their forces were rotating back to the Sons for debrief and reassignment.

To further complicate matters, one of the Mechanicum adepts that had spent the past week scouring the depression for wreckage had suddenly demanded a combat assignment. It was beginning to feel like juggling live grenades and while Grimain did not begrudge command, he knew his heart was not in it. Perhaps that was why getting the intel together had taken him so long.

He stood and exited the rear ramp to be greeted by his men. Extermination was going to be hard.

Posted: 23/05/17 at 17:22 by: Joe (Raven Guard)
EXTERMINATION

Month two of gaming brought our Heros and Leaders to the fray, along with bitter rivalries and heroic last stands. Again excellent gaming all round, some close matches and some crushing errors for some of our newer players. I suspect defeat will not come as easily in future.

Month 3 Gaming:

Loyalists: 1  Traitors: 3

Campaign Score: -3 (18 for a Loyalist victory.)

After last month we amended victory points in campaign games to be awarded for UNIT kills rather than model kills and supply points to be awarded by WOUNDS removed rather than models in kill games. Couple of mistakes made, forgetting Fearless and Cameleoline, forgetting Iron Warrior bonuses and forgetting to make use of Action Point rerolls.

We have also added the Hero role: Martyr as follows.

Martyr:

You gain ONE action point if your character takes at least one hit in a turn.

You gain TWO points if your hero takes a wound in a turn.
You gain FIVE points if your hero dies or is removed as a casualty (i.e. flees the battlefield)

 

Game 1: Iron Hands vs Night Lords.

Gallan Tyr could smell the stink of traitors on the wind. The whore son Night Lords had been following them for days. No more hiding. No more games. The Iron Hands would take the fight to the enemy and make them pay in blood. He knew his warriors were with him, the rage of the Iron Tenth would see the traitors bleed for their transgressions…..

….As another of the tenth fell Armian Castus turned to his mentor: ‘Sir you have to fall back, warn the others! The Alpha Legion lured us into a trap here, don’t let the other survivors make the same mistake! We will hold the line’ With a barely perceptible nod, the Iron Bastard gave the order to fall back. ‘The flesh is weak brothers. Die well’

Game one was a Murder Raid using the Engagement set up. The Iron Hands deployed in a corner with clear lines of fire, to better make use of fury of the legion to punish the traitors. The Night Lords as close as possible to their enemy encircling them using infiltrating terror squads. Iron Hands got the first turn but the Night Lords got a seize roll using Action Points and stole it! This game hinged on the Iron Hands ability to whittle their opponents at range and then bring their durable leader to bear on the enemy command. Again, if the Night Lords could make combat and outnumber, the combination of preferred enemy and talent for murder would allow them to eradicate their foe. The Iron hands would get maybe two rounds of shooting and an overwatch shot before the combat began.

The game lasted four turns and the Iron Hands made some advances, trusting to the iron over the flesh. They were punished hard for some early mistakes and the final blow came with a failed morale check taking a hearty squad and the Hero off the table. Had they passed the check they may have been able to level the field, but the Night Lords carried the day.

Lucoryphus almost stopped in his tracks. The Iron Hands had abandoned the hill, they had fired on full auto, and marched toward them. The last time he had seen such madness, such fury, was with Angron’s twelfth on the killing fields of the Urgall Depression. No matter, if they wanted to hasten their demise, so be it. His sergeants had been loathe to actually engage the Iron Bastard in combat and had allowed him to flee the field. He would no doubt lead them to more prey anyway.

Night Lord Victory.

Game 2: Ultramarines vs Mechanicum.

Syrus motioned his Cataphractii forward. Theoretical: The Mechanicum have access to support level weapons and equipment beyond his current knowledge. Practical: Proceed with caution and gauge the enemy capability before committing troops.

Game two was a Murder Raid using the Engagement set up. The Ultramarines deployed largely in cover, split into units of two, trusting to their 2+ saves. The Mechanicum deployed into two squads, the Thallax in one and the Castellax and Magus in the other. This game relied the Ultramarines being able to make it into close combate, where the Mechanicum’s durability would be forfeit against the power fists. If the Mechanicum could keep them at range they could punish the terminators and rely on their high toughness and wounds to keep them alive.

This game was a pleasure to watch. The Ultramarines played a cautious game, holding back, conversely the mechanicum surged forward, each player apparently playing to their own weak spot. Mechanicum fire was predictably brutal, the 2+ save seemingly ineffective against the most basic weapon. However the combi-bolters did manage to cripple the magos. Of the three terminator squads, one died at range, two made it into combat. The first managed to weaken the Castellax before being eradicated. The second managed to bring the magos close to death before falling. With just the praetor left all seemed lost. Yet this Hero would not die. He took out the Magos and the Castellax before finally succumbing to fire from the thallax. Pyrrhic victory to the Mechanicum.

 

+++SITUATIONAL UPDATE 33154-2+++

++Parameters++  Salvage of Invictus pattern Cataphractii Plate.

+Input+ Legion Plate identifier: XIII Legion.

+Input+ No order for XIII Legion personnel at Isstvan site.

Sub-Query: [known XIII Legion vessels operating near Isstvan system]  

++Update++ Salvage operation at 67% efficiency.

+Input+ Legion Plate currently occupied

+Analysis+ Removal of occupants will expedite process

+Process+ Exterminate

++Output++ Successful salvage of 6.2 Tactical Dreadnaught Plates.

+++SITUATIONAL UPDATE 33154-2+++

Mechanicum Victory.

Game 3: Raven Guard vs Iron Warriors

They had been hunting the Raven Guard for days. Ever elusive this was becoming tiresome. Barathrum’s orders were simple. Wait for coordinates from the main force and call in the bombardment. He had set up a defensive cordon. If the Ravens fled the battle through this ravine they would find the guns of the IV waiting.
‘Sir! Contacts’ An angry grunt from his second officer Mehmet
‘Position?’
‘All sides, we’re surrounded.’

‘Bring the thunder.’ Argyve Barathrum began to feed targeting data to the artillery...

Game three was also a  Murder Raid using the Spearhead set up. The Raven Guard gained first turn and chose to infiltrate all units. The Iron Warriors set up a defensive formation on a hill with large fields of fire and forward enough to block convenient infiltration. The Raven Guard chose to split into three units and deployed surrounding the enemy. The potentially game changing bombardment wiped out all but 3 of the large tactical squad. Though this was devastating if it had been targeted at the Hero this would have been a very different game. The Raven Guard continued to snipe away at their opponents throughout the game. When the Iron Warriors were down to low numbers they made a desperate charge to try and pick off the Ravens in close combat but were counter charged and after an attritional combat were wiped out. This game was close. The Raven Guard set up somewhat arrogantly as the Iron Warriors were commanded by a player new to the game. This deployment almost cost the game and the Iron Warriors will prove to be aggressive opponents in future.

‘The First Axiom of Stealth is to be other than where the enemy believes you to be.’ The Grey Raven they were calling him. So be it, he would make the traitors fear that name. Milvus had the Iron Warriors main force going in circles back in the wastes. The main target was here at the end of his scope. Take out the line officers, watch the others panic, fade into the darkness. This Iron Warrior was relatively new to command and taking him out would impact morale. After this next hit he would have to start drilling the other survivors. They may not be able to outnumber the traitors but they would bleed them every step of the way.

Raven Guard Victory.

Game 4: Alpha Legion vs Dark Angels

Habakkuk was incensed. They had been betrayed. The damned Iron Warriors had taken weapons belonging to the Lion in good faith and turned them against the agents of the Emperor’s justice. His men had lost their shit but managed to land on Istvaan. Traitors? Loyalists? It was good practice to be distrustful of all others given the circumstances. Alpha Legion agents had been spotted. Habakkuk would seek them out and get the answers he sought be it by sword or gun.

Game Four was another Murder Raid with the encirclement set up. Both players were still relatively new to the game and this was quite an exciting match to watch. The advantage was to the Alpha Legion who used infiltrate, veterans and terminators, however the Dark Angels had some veterans and acid round heavy bolters. The match came down to the wire, with the Alpha Legion seizing a victory 4:2. Highlights were the Dark Angel Chaplain not charging into combat, but then saving face by taking two plasma shots and living.

The Viper smiled. It wasn’t often that he was surprised and yet here were the first Legion where no first Legion should be. Better to err on the side of caution and wipe them out, go through the transmissions later to try and piece together the information. They were surrounded and with no access to heavy support his Terminators would make short work of them. He switched his vox to open transmission ‘For the Emperor!’.

Alpha Legion Victory.

 
Posted: 08/05/17 at 19:32 by: Joe (Raven Guard)
PLANETFALL

So, our first foray into the VoV rules and the Campaign proper! Was an ace day of gaming, and I'm pretty sure everyone enjoyed themselves. The Campaign games balanced out with the Loyalists and Traitors gaining equal victories, so we decided to play a larger scale game that tipped the campaign in the favour of the traitors!

Month 2 Gaming:

Loyalists: 3  Traitors: 4

Campaign Score: -1 (18 for a Loyalist victory.)

We did make a few mistakes along the way, not realising that Fury of the Legion required you to remain stationary (though the revised overwatch rules in VoV compensated for this somewhat) and one game treating out of ammo results as a game length effect rather than a turn one. We have also started to conclude that due to 'model' rather than 'unit' death being a victory condition, ad hoc units are rarely useful unless you want ablative armour for a particular model AND that close combat is incredibly risky given the changes to overwatch. Possible change to the rules could revise the model/unit distinction, giving some leeway to set up and deployment tactics....

Game 1: Raven Guard vs Night Lords.

Karax opened his eyes to see his clawmates looking down on him with disdain. He could feel the warmth of fresh blood pouring from his nose and the copper rich taste brought a bloody grin to his lips. The VIII were not known for their jovial demeanor, yet even among their brethren those afflicted with his 'condition' were regarded as melancholy and bitter and treated with barely disguised contempt. The vision was always the same: Sable armour. Muzzle flashes. Pain. His sergeant dragged him to his feet:

"Next time you embarrass yourself like that I'll have Malachi here slit your throat and I'll have your head as a trophy myself"

Karax continued to grin, he couldn't shake the feeling they would all be crowfodder soon anyway....

Game one was a Murder Raid using the Strike set up. However as both forces were infiltrators that had no impact. The Raven Guard deployed in a firing line, in the open, in the corner, the Night Lords as close as possible to their enemy. Night Lords got the first turn and as there were no Heroes, there would be no seize roll. This game hinged on the Night Lords outnumber rule. If they could make combat, and outnumber the Raven Guard, the combination of preferred enemy and talent for murder would allow them to eradicate their foe. Conversely, if the Raven Guard could whittle their numbers down, the Night Lords would lose any advantage. With only one turn of shooting before combat it was all in the rolls....

This game ended up terrifyingly one sided and the Night Lords were eradicated to a man by the end of turn 3.

The Night Lords had taken the bait. Though their tactics did bear some similarity, Milvus had always had a little contempt for the methods of Curze's sons. They were headed directly toward the downed thunderhawk and the broken and wounded within.

"force without justice is tyranny"

Milvus whispered the mantra under his breath as his squads took up firing positions on the ridge. Today the traitors would pay.

Raven Guard Victory.

Game 2: Sons of Horus vs Salamanders.

The frustration was welling up again, the fiery rage of Nocturne's sons. The Firedrake wanted to watch something burn, anything really, but preferably a damned traitor, or the oathbreaker that dared to have claimed the title of Warmaster. They had marched for several hours now and were approaching the cusp of the Urgall Depression.

"Vulkan lives brothers, I know it in my core. We find him, and slay any traitors, no matter the cost."

The Salamanders had lost all cohesion and had begun to spread out, each nursing his own personal fury. Individually they were fire and brimstone made manifest, killers beyond compare, but also vulnerable to massed fire....

Game two was a Supply Raid using the Stand Off set up. The Salamanders deployed individually as there were only four of them, trusting to their 2+ saves, securing a single objective at deployment. The Sons of Horus split into three six man veteran teams, as marksmen they had the sniper rule, for dealing with terminators. This game relied on some clever maneuvering from the Salamanders. If they could hug the cover and secure objectives out of sight, it would force the Sons of Horus to move forward into charge range, where the Firedrakes could easily decimate a squad....

This game was a slaughter. With the Salamander missing the significance of the objectives, and trusting to his armour, he marched to his death, each Firedrake dying before they had chance to swing their hammer. This game again showed the brutality of VoV overwatch. The Game ended 2:1 to the Traitors.

Sarmenus shook his head. He had never seen such callous disregard for their own safety in Legiones Astartes. The Salamanders were foolish not to join forces with the Warmaster, but if this was how they fought then maybe it would be for the better. The Sons had been on a scavenging mission when the enemy had materialised from the ash mists. At first, he admitted to himself, there had been some trepidation as the hulking figures had borne down on the Sons of Horus, they showed no acknowledgement of the valuable ammo and equipment on the bodies that they strode over, only a desire to close quarters and shed blood. An admirable trait for Angron's Dogs perhaps, but in Sarmenus' eyes that was the kind of tactic that would win Horus this war. He welcomed it.

Sons of Horus Victory.

Game 3: Thousand Sons vs Space Wolves

Hûnn fought the rising bile in his throat as the sickening disorientation of warp travel left his body. Those thrice damned sorcerers had one last trick it seemed, no matter, the judgement of the Emperor himself and the Vlka Fenryka was upon them! As his eyes came into focus he sniffed the air, something was amiss, they were no longer in Tizca, maybe not even on Prospero any longer. He checked his equipment the bolter in his hand felt tainted by the warp but his blade was still strong. Ahead he spied the enemy and letting forth a great roar, he charged toward his foe. There would be questions yes, and later possibly even answers, but for now: only judgement.

Game three was also a Supply Raid using the Stand Off set up. The Wolves split into three packs of four, and had two powerfists between them. The Sons had five Cataphractii terminators, individually spread. This game was finely balanced, with both sides making a good account for themselves. The Sons psychic bolts took their toll on the wolves though and at the end of the game they both claimed one objective each. As an aside this game would have probably swung in favour of the loyalists had the wolves not denied themselves ammo for the entire game. Lessons were learned.

Abasi felt the embrace of the empyrean leave him and his powers felt rejuvenated. His father had intervened and pulled them into its healing embrace rather than let the Wolves destroy all that they had stood for. The attack had been savage and unprovoked. Maybe the Wolves had finally given into their bestial nature and come to destroy that which they did not understand. As he took in his surroundings he realised something had gone awry, his Pavoni brothers were largely missing, only those four closest to him remained. He stretched out his senses to commune with his companions when he heard the snarl. It seemed the Wolves were here too, he raised his sorcery-blessed bolter and pulled the trigger...

Drawn Match.

Game 4: Alpha Legion vs Iron Hands

The terminator bore no unit markings but the teal blue of his armour betrayed his allegiance. He stood over the corpses of two Iron Hands Legionnaires, his head was bowed as if in contemplation as his brother legionary approached.

"The Iron Hands flee, our trap has failed."

"So it would seem"

"The Harrowmaster will be displeased. We failed our orders."

"Did we now? We may have failed *your* orders"

The second legionary removed his helmet and raised a single brow inquisitively.

"Consider this: It will take several days for the Iron Hands to regroup. Single legionaries in the heraldry of the X will be welcomed as the heroic survivors they are."

The legionary smiled knowingly, replaced his helm and collected his plasma gun. As he turned his helmet ruptured from the inside as a single bolt round punched through the back of his head.

"For the Emperor"  Alpharius spoke the words only to himself.

Game Four was appropriately Hounds and Hunters with the encirclement set up. Both players are new to the game and this was quite an exciting match to watch. The advantage was to the Alpha Legion who used infiltrate, veterans and terminators, whereas the Iron Hands had only tactical marines. Through a combination of luck and lack of game experience the match came down to the wire, with the Iron Hands scraping a narrow victory 9:8 but losing out on supply points.

The damned Alpha Legion had been shadowing them for days. Aeris had no evidence to substantiate this thought, but he knew it was the case. It was almost as if the traitors gave off a stink that gave away their presence, though this was not the case. His bionic leg was seizing now on a semi-regular basis. With no workshop or tools he had no way of fixing it, and his armour was that badly scratched it was a wonder you could even make out the Iron Hand on his shoulder pauldron. The Alpha Legion may have their tricks, but so do we. The Iron Bastard had set him a challenge.

'The flesh is weak, prove your strength to me by ridding us of this burden.'

Aeris would set a trap of his own. He knew the traitors would be monitoring the vox so sent out a short burst: 'The Iron Hands would gather their strength in one place before moving out.' then he would simply wait for the XX to arrive and butcher as many as he could before scattering his forces. The plan was simple and brutal. He knew the XX would seek to make this a killing blow, that really, that there was little chance of success or survival, but if he did not bleed them now at a place of his choosing; they would bleed him at a place of theirs.

Iron Hands Victory.

Game 5: Ultramarines vs Death Guard

Servius drew his plasma pistol and waited. The Dirus had been on secondment to the IV Legion when they had word of the Warmaster's betrayal. One XIII Legion vessel among the great fleet to crush the traitor rebellion before it started. One XIII Legion vessel standing defiant against a fleet of turncoats. One XIII Legion vessel evacuated, spilling it's astartes cargo down onto the doomed world of Isstvan V. One XIII Legion vessel shattering under traitor guns, even as Servius' thunderhawk braved the traitor guns to reach planetfall. They had made for the hills to try and scrape together some semblance of order. Theoretical: They were all going to die here. Practical: They would take as many traitors with them as they could. The Death Guard were coming, Servius raised his plasma pistol and waited.

Game five was also a Supply Raid using the Stand Off set up. Both forces were smaller, having only their month one troops to draw on. They also deviated from the rest of the games by making use of squad sergeants. Both forces used veterans and split into two ad-hoc units. This game was brutal. The Ultramarines drew first blood with a well placed Krak Missile. However, the Death Guard lived up to their resilient reputation, losing only a single model and wiping the Ultramarine forces out to a man the final ultramarine fleeing his objective after punishing sniper fire from the Death Guard.

Khelg crushed the helm of Guilliman's sergeant under his boot as he took aim. It gave him some satisfaction that the Ultramarines had fallen so easily. They prided themselves on their tactical acumen, yet here were the lowly Death Guard showing the mighty XIII that war was uncompromising. The bolt shell hit home, taking the Ultramarine in the centre mass and felling him instantly. His squad had weathered the fire as they always did. There were injuries of course, but the Death Guard would endure. They always did.

Death Guard Victory.

Game 6: Loyalist vs Traitor.

Game six was at this point, somewhat predictably, also a Supply Raid using the Stand Off set up. This was a resounding traitor success. On one flank they managed to deploy distract a large chunk of the loyalists, and when the loyalists finally went for the objectives the Death Guard endured, holding the line. On the other flank, massed fire from the Sons of Horus veterans managed to decimate the bulk of the loyalist forces, who spend far too long loitering and exchanging fire in the open. Meanwhile the Alpha Legion managed to rout the Iron Hands, forcing them off the board. By turn 5 the Ultramarines, Salamanders, Space Wolves and Thousand Sons had been entirely eradicated and the game was declared for the traitors. Highlight of the match was a single Thousand Sons terminator with a lightning claw surviving three rounds of combat with a firedrake.

VIII LEGION AFTER-ACTION REPORT

Posted: 25/04/17 at 00:29 by: Jon (Alpha Legion)
PLANETFALL

The sky was on fire.

Sergeant Milvus's solid black eyes stared up at the wreckage of the Garuda, his face betraying nothing of the conflicting emotions that all the survivors were experiencing. The flight from the Garuda had been frantic, although the majority of the initial wave of traitors had fallen, they had bought time for the Alpha Legion to disable the bridge and lock down the bulkheads. Frantic transmissions from chapter serfs trapped behind reinforced doors as the ship blazed around them had been broadcast incessantly, amidst calls for orders and exclamations of betrayal. As far as he was aware the Iron Hands and Salamanders had evacuated in the remaining Raven Guard thunderhawks on the starboard side of the stricken Cruiser along with a handful of the remaining Ravens. The rest had been cut off alongside Milvus on the Port side, and with the Port thunkerhawks planetside with Captain Gaviidae the sergeant had to commandeer an abandoned VIII Legion Stormbird to evacuate to the surface.

That had been nearly seven hours ago. With the Garuda disabled, the traitors had presumably left it to drift into a low orbit, eventually crashing through the atmosphere above him like an omen from ancient myth. Entry burn caressed the hull of the two kilometre vessel as it lurched sideways into the atmosphere, creating a fiery glow that illuminated the horizon.

His original plan had been to take the ad hoc squads he had under his command to join the Primarch in the Urgall Depression, that was until frantic orders from Drop Commander Maun had been broadcast on all channels:

"We are trapped! Taking heavy fire from VIII, XVII, XX, and IV legion forces. All available XIX transports to evacuate the depression. Priority is the Primarch. I repeat, Priority is the Primarch." 

Their descent had been relatively unremarkable, with so much traffic headed to the main battle and the fact that the Stormbird bore the heraldry of the Night Lords had given the loyalists some much needed reprieve. The dropship had made a combat landing out in the wastes to the south, the Raven Guard had disembarked swiftly, and the pilot had headed toward the evacuation zone to help their beleaguered Primarch. There had been no contact since. 

With no cover and no way of contacting the majority of the loyalist forces Milvus' team had headed north toward the Southern Urgall Hills to try and establish a defensive base of operations, or encounter any far reaching recon teams. Almost six hours after Planetfall they had some success; the XIX encountered a downed X Legion thunderhawk almost forty-two kilometers North of their initial dropsite. There were a mix of X, XVIII and XIX survivors aboard, most had severe injuries to attend and, without an apothacarion, several would not live to see another battle. A gruff Iron Hand in modified Cataphractii plate had informed them that this landing site was no longer safe and he was heading out to a more defensible position. Milvus had made inquiry as to the fate of the wounded. 

"Those that cannot fight will die. Ferrus is dead, what meaning have the lives of a handful of cripples? Their time is already done. The VIII shot us down, it is only a matter of time before they arrive in number and I have better things to do tonight than die." 

There was a cold logic of attrition to those words, bereft of hope. As the Iron Hands made for the shattered valleys to the south east, Milvus resolved to scout the area, leaving his Apothecary to tend to the injured. If he could gather intel on the enemy, or even other survivors he could use it. Failing that, the downed thunderhawk would make an excellent trap with which to amush enemy kill teams. As dusk began to settle on the valley, Milvus refelcted on the first axiom of stealth: "be other than where the enemy believes you to be." and looked to the sky.

The sky was on fire.

Posted: 24/04/17 at 20:21 by: Joe (Raven Guard)
FORWARD PLANNING

So as most of you are aware there is a staggered paint/game schedule that allows for a slow campaign escalation. It's been mentioned in places a few times but I thought I'd summarise here so we all have access to it. The staggered painting schedule achieves two things:

1. It makes painting managable for all.
2. It makes the gaming balanced.

By updating your progress on the blog and your thoughts about the coming month(s) we all get to prepare for any shennanigans. If you rock up in month 6 with a Spartan your opponent should have had ample time to plan some sort of counter. Its really important that you are building a structured army from the get go and not just tailoring a force for the Victory is Vengeance campaign as that campaign will end and we will start playing proper games in the new year. As a consequence you need to have a 'Rite of War' in mind and talk about that in your updates (as an example I believe at least one person is going for Pride of the Legion and therefore has an all terminator/veteran force. You can't just throw Terminators into month two without restricting your games later on.) Equally, month three allows for a HQ choice. So by month four your games can inclue the VoV characters as you will have painted your HQ and 2 x Sergeants allowing for your optional 3 choices. (As Calth and most of the FW character bundles include two characters month three lets you blast both of these out.) By the end of August we should have exhausted the Calth box and be starting to work on things picked up in the monthly budget.

A note on conversions: A lot of us have extra gubbins around to do sexy conversions. For the most part this isnt an issue but if you are doing something try to approximate it in the budget. I.E. if you convert a sexy Chaplain from spare bits, most power armoured characters are in bundle deals at FW for £22-34 so for a custom character budget for £15. If you have a custom version of a unit, budget for the actual forgeworld prices. (I.E. Customised Justerin Terminators would fall in the budge at £39 for 5) This allows you to do summat super sexy or work around a model you dont like without giving you unfair budget advantage. If its weapon swaps etc it's not an issue, just make mention of it in your posts (as seen in the Ultramarine post.

So: The schedule so far.

 Month  Painting   Gaming
March Troops NA
April Troops Troops
May HQ(s) 2 x Troops
June ANY 2 x Troops 1x HQ(s)
July ANY 2 x Troops 1x HQ(s) 1 x Any
August Troops 2 x Troops 1x HQ(s) 2 x Any (END OF CALTH)
September ANY 3 x Troops 1x HQ(s) 2 x Any
October ANY 3 x Troops 1x HQ(s) 3 x Any

 

After October we will examine the Campaign and decide whether or not to continue or scale it up into regular games.

Posted: 24/04/17 at 18:49 by: Joe (Raven Guard)
VICTORY ABOARD GARUDA

Victory was assured… It had to be, for if we were to fail, the fate of the galaxy would ultimately succumb to Chaos.. Or so we were told, and who am I to question?

Our first strike at Isstvan V should have been easy. No-one was expecting what was about to unfold, and with the backing of the Emperor’s Children and Night Lords, we were a force to be reckoned with. We started out by infiltrating the ship and making our way to the main hub. I don’t know if we tripped an alarm, or if someone warned them, but it wasn’t long before we had Raven Guard and Iron Hands blocking our path at every entry point. This was it.. All of the years of intense training was for this; and it all became clear.

It didn’t matter that we now had a large force between us, and our objective. We were Alpha Legion. Alpharius himself was leading us. We would cut them down, or die trying. My team managed to get into position to sneak up on an unsuspecting group of Raven Guard, they were easy pickings.

We took one of them out before they even noticed us, but they instantly returned fire. It’s true that adrenaline takes over during a firefight, because I don’t know exactly what happened next, but suddenly I was alone. I could see my fallen brothers down the corridor; a tangled mess of body parts, mixed of friend and foe. It looked like we took down their sergeant, so that had to count for something; But I was still alone, and cut off from the rest of the boarding party.

“I am Alpha Legion” I thought to myself. I was going to complete our objective. I made my way further into the ship, the gunfire and screams in the background getting quieter with each step, but then after a sudden increase in gunfire, silence fell. Was it over?

From the distance, echoing through the corridors, came a loud, chilling cry. “HYDRA DOMINATUS!!”

Victory.


Primarch Alpharius Omegon

Posted: 13/04/17 at 20:02 by: Jon (Alpha Legion)
THE FALL OF THE GARUDA

Game one: Traitor Victory!

Despite horrendous casualties the traitors managed to secure a healthy victory, in no small part due to the Alpha Legion's shenanigans!

Deployment:

The Emperor's Children secured the main hub with their deployment, maximising fields of fire.

The Raven Guard and Iron Hands were split into small fireteams surrounding the entry points to the room.

The Alpha Legion deployed a squad behind the loyalist lines.

The Salamanders and Night Lords contingents were kept in reserve.

Tactically the traitors had some real advantages here. They had elected to use larger squads with the Alpha Legion. (3 models) While this was less flexible it also significantly reduced the amount of kill points the loyalists could steal. The Kakophoni had set up with excellent fire lanes and the loyalists would have to brave the guns to attempt to destroy the enemy AND to break through to the objective zone. Keeping the Night Lords in Reserve also allowed them to outflank.. The Loyalists were split into smaller fire teams (2) to maximise the impact of infiltrate and to not waste any potential kill shots by pouring too much fie into a single unit, this was to prove costly.

Early Game:

Turn 1 saw very little action. The Alpha Legion managed to snipe out a Raven Guard and took some hits in return. However, by turn 2 the traitors had secured a kill by wiping out the Raven Guard sergeant with Alpha Legion plasma. The Iron Hands had returned fire killing another Alpha Legion and the remaining marine fled into the shadows.

The Night Lords outflanked with a huge 5 man team, butchering two Iron Hands and securing the enemy deployment Zone. However, the Salamander Captain was in close pursuit.

On the Traitor half some shots were exchanged, with minimal casualties. Raven Guard and Iron Hands reinforcements put serious pressure on the second Alpha Legion team, taking out two with combined bolter and plasma fire.

Mid Game:

Here things started to get bloody. The Night Lords managed to cripple the Salamander, but were wiped out to a man.

In the centre, The Emperor's Children gunned down several legionnaires forcing a Raven Guard plasma gunner to retreat and entered combat with both Raven Guard and Iron Hands. The Alpha Legion and Iron Hands exchanged fire to little effect. The Traitors were losing more men, but pulling ahead on kill points.

End Game:

The Iron Hand sergeant and his bodyguard had failed for several combats to cut down the two Kakophoni that they were engaged with. In a horrifying case of poor luck they were both struck down and killed. They were avenged by the rallied Raven Guard plasma gunner. After an impossible combat, a Raven Guard engaged with the Kakophoni sergeant was joined by two Iron Hands and the Emperor's Children were finally eradicated.

The sole traitor presence was two solitary Alpha Legionnaires. The first was the survivor from the early game, still hiding in the shadows, securing the enemy deployment zone. The final traitor was the Sergeant, who proceeded to kill the Raven Guard who had survived so long against the Kakophoni sergeant and cause the two Iron Hands to fall back. The loyalists needed one more turn to push the enemy deployment zone and finish off all but one of the Traitors. It was not to be.

The game ended turn 5 with a solid traitor victory.
Traitors: 8
Loyalists: 4

Posted: 12/04/17 at 18:08 by: Joe (Raven Guard)
The Garuda

Game One

The opening of our campaign is a team game using the Victory is Vengeance ruleset and the Void Stike mission set up from Blood in the Void. This represents the fall of the Raven Guard vessel 'Garuda' in low orbit of Istvaan 5. (145 points per player)

The Garuda

 

The Garuda was a variant of the Dauntless Class Light Cruiser retrofitted at Kiavhar. Like all Raven Guard vessels it’s void shields could be modified so that they provided only minimal protection, but at the benefit of making the vessel nearly undetectable either visually or by sensors. It took only a few minutes for this adjustment to be made.

The Garuda had enough firepower to fight off a determined attack by escort-sized ships, and could hold enough supplies to remain autonomous for months at a time. It forewent the traditional armoured prow of the Legion Fleets, balancing this lack by being substantially faster and more manoeuvrable than a full size Imperial cruiser. Due to the need for power savings, and to conserve supplies, the Garuda had about half the shielding and turret cover of a full size cruiser, but given its expected opposition this was sufficient protection.

The Garuda had respectable weapons batteries on either side, and an option of a full cruiser class compliment of torpedo tubes in the prow. A furious set of Lances were set to fire past the ship's prow on any enemy coming too close. This devastating array of weaponry, combined with its speed and manoeuvrability, had ensured that an enemy Captain who carelessly overlooked The Garuda based on its size never made the same mistake again. The effectiveness of the Garuda was even more apparent when paired, or operating alongside an escort squadron, often shadowing the escorts in stealth mode and striking when an enemy senses an easy target.

The Garuda had a flight deck refitted to accommodate two squadrons of the newer pattern Thunderhawk Gunships in lieu of the original legion Stormbirds.

The Garuda carried a single Raven Guard Talon, comprising of 100 Space Marines at full strength and their equipment. At the time of the dropsite massacre the Talon was commanded by Captain Illyrio Gaviidae and comprised of 83 active Marines 14 Auxilliary staff and 3 wounded.

When the traitors struck the majority of the Raven Guard were planetside with Captain Gaviidae. However, as well as the few remaining Raven Guard there were several other Legions co-ordinating join operations from orbit. Records recovered show that the senior officer was a Salamanders Captain and his bodyguard, along with a contingent of Iron Hands under ‘The Iron Bastard’ and an unknown number of Alpha Legion. Ship records also log legionnaires from the Ultramarines and Space Wolves legions however this is likely data corruption as a result of the Alpha Legion scrapcode.

Posted: 09/04/17 at 22:40 by: Joe (Raven Guard)