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2013/12/02 02:24:23
Subject: Pyres of Petod Round 3: Fire in the Sky - 3,000 points Fully Painted armies+terrian. Lots of Pics.
Welcome to round 3 of Pyres of Petod!
If you are interested in seeing the other battles that will shape the Petod system then go check out the master link list thread;
Pyres of Petod: Chaos Ascendant
If you’d like to see the prequel campaign that led to these current dark days, then you’ll want to go and read Counter Assault on Saios: The Search for the Elendil Thrakul (I personally recommend the Sigismund’s Iron Fist batrep, as I think it’s one of our best)
Counter Assault on Saios: The Search for the Elendil Thrakul
However, if you've already seen that, or just want to witness epic battle as Space Marine forces do battle across the flaming hull of a Cruiser on a collision course with a Chaos flagship, then read on!
The Opening Fluff
Spoiler:
Though the attempt to free Gimat was an undertaking of no small matter, many Imperial Forces had been busy elsewhere in the sub-sector, and it was well that these vigilant guardians were on watch. For the treachery of Chaos knows few bounds, and Raven Guard observers were able to identify a powerful Chaos fleet making way for the planet Lurelli. It was quickly ascertained likely to be a major push for control of the Fusil Orbital Array, and a possible means of allowing the forces of the Thousand Sons to invade the nearby Shrine World of St. Eride.
The Raven Guard served as the first line of defense, their small picket fleet engaging the larger Chaos armada in multiple small actions. Due to clever maneuvers by Shadow Captain Lachlann they reaped a deadly toll, with multiple hit and run attacks, and ambushes such as the famed hidden minefield in the Talf asteroid belt being but a few of his notable victories.
Still, despite their best efforts, the Raven Guard lacked the firepower to turn the Chaos armada, which churned onward with fearsome and unshakable purpose. Still, their delaying battle served its needs, for when the Chaos fleet cleared the Talf asteroid belt it was met by a hastily scrambled force of Imperial war vessels and also nearly a full third of The Immortal Host ships in the sub-sector. The Battle of the Pyians Gulf was, to a certain extent, a victory for the Imperial forces, as they reaped a deadly casualty count amongst the Chaos forces. Still, despite their best efforts the armada continued to force its way through. In an emergency meeting Sub Commander Kilij of The Immortal Host and Shadow Captain Bran Lachlann agreed that the remains of the Imperial fleet needed to withdraw in good order and take up defensive positions around Lurelli and St. Eridae to gain needed fire support from the orbital defense systems.
Both Space Marine leaders also agreed on another stratagem.
The approaching Chaos armada was anchored around the firepower of the Retribution-class Battleship ‘Magnus’ Eye’. It was decided that to ensure the safe withdrawl of the Imperial fleet would require inflicting a grievous blow to Chaotic morale, and no finer target was visible. Under the supervision of Raven Guard ambush specialists, the Immortal Host Techmarines hurriedly transformed the critically damaged battleship ‘Spear of Vengeance’ into a flying bomb. They set the ancient vessel to appear damaged beyond repair, but as the Chaos fleet approached the hidden force of Space Marines left onboard activated its engines for one final purpose.
Full ramming speed – aimed at the Chaos flagship.
The Rules of Battle
Spoiler:
Adapted from IA 9 – Badab War Part 1
3,000 points of CSM/Daemons vs. 3,000 points of Raven Guard/Dark Angels
Boarding Action Mission.
Force Org The force orgs are modified as follows;
Chaos
2 HQ (1 required)
5 Elite (1 required)
5 Troops
3 Fast Attack
2 Heavy
Imperials (each)
1 HQ (required)
2 Elites
3 Troops (1 required)
1 Fast Attack
2 Heavy
So, at a glance the defenders have more troop and heavy options available and less fast, since they are fighting a holding/defensive option. Chaos has more of an elite build focused on speed and hitting power.
I'm not going to put a restriction for units - but that said the mission *is* taking place on the outside of a burning spaceship aimed to ram an enemy flagship...so...y'know, just try to pick stuff that makes fluffy sense. Dreads are probably good, so are skimmers, tanks and bikes probably not so much...
Rules
The table will be divided into quarters. The defenders will deploy first, picking their table quarter. They will also place three objectives 1 in their deployment zone, and 1 in each of the 'neutral' deployment zones. The attackers will then deploy in the table quarter opposite the defender's quarter. The defender takes the first turn, the attacker may try to seize as normal.
Any Troop or Elite unit that is not a vehicle, beast, or MC counts as scoring. All Walkers are *also* scoring. Any unit type that can score may contest.
The Attacker wins if they are in control of more objectives at the end of the game then the Defender.
The Defender wins if any other result is the case.
Night Fight is in effect for the first three turns until the lights of the Chaos flagship become bright enough to help see everything.
Surprisingly, fighting on the hull of a burning spaceship in the middle of a space battle is dangerous! aka Special Rules
- All weapons with the 'Blast' Special Rule cause an additional effect, if you pass your armor/cover save you must make an additional Str check, if they fail they are removed from play, jump infantry may re-roll the check if they fail. (the victim has been knocked off the ship and is lost in orbit!)
- All models with an AV value or 2+ armor saves count as 'Void Hardened' (they are built to fight in space)
- All weapons and attacks of Str 4+ gain the 'Rending' special rule, if they already had rending they now rend on 5+ Void Hardened negates this effect. (the risk of a damaged means of surviving in the void)
- At the start of each game turn roll 2d6 2-3 Hull Quake
4-5 Power Surge
6-9 No Effect
10-11 Wildfire
12 Structural Collapse!
Hull Quake The ship judders and shakes from its internal damage (all clear terrain = difficult, and all difficult terrain = dangerous for the rest of this turn)
Power Surge
The damaged systems of the ship spark and squeal, emitting flashes of electrical light or gouts of black smoke. (If Night Fight was in effect this turn, then now itis not. If it was not in effect, then now it is.)
No Effect
...no effect
Wildfire
The Chaos fleet fires indiscriminately upon the approaching Imperial vessel - they probably never liked who they sent over in any case. (D6+1 explosions are generated. Divide the table into quarters numbered 1-4 and roll d6 to target each blast, 1-4 is the appropriate quarter 5-6 is the center of the board. Each blast marker is targeted in the center of the board/quarter it hit and scatters 3d6. Each is a large blast marker Str 5 AP 5.
Structural Collapse!
Whether from the bombardment, the strain of the jury rigged Techmarine effects turning it into a flying weapon, or the perils of the fight atop it, part of the spaceship is crushing in on itself, or venting plasma, or being impacted by debris of another ship. (Divide the table into quarters numbered 1-4 and roll d6 to determine which section is collapsing, 1-4 is the appropriate quarter 5-6 affects all quarters. All models with a toughness score in the affected area suffer a Str 4 Rending hit. All models with an Armor Value suffer a Glancing Hit.)
The Armies
Spoiler:
Lachlann’s Unkindness – Raven Guard Shadow Captain Bran Lachlann (counts as Shrike)
10 Vanguard Vets (equipped with a variety of tools, notably a bunch of claws and melta bombs)
10 Assault Marines (1 Power Axe, melta bomb, and 2 Flamers)
10 Tactical Marines (1 Heavy Bolter and 1 Melta Gun)
10 Scouts (Sniper Rifles and a H.Bolter w. Hellfire)
5 Scouts (Sniper Rifles and a H.Bolter w. Hellfire)
1 Venerable Dreadnaught (Lascannon and DCCW)
1 Devastator Squad (3x Lascannon and 1x Missile Launcher w. Flakk)
1 Bastion w. Quad Gun
Ancient Aodh and Shadow Captain Lachlann intend to guard the bombs and ensure the mission’s success.
The Immortal Host (Dark Angels) Sub-Commander Kilij (Counts as Belial)
3x Terminator Squad (assorted TH/SS, Assault Cannons, a Cyclone was out there too)
1x Deathwing Knights (all TH/SS)
Sub Commander Kilij, High Warden of The Immortal Host 1st Company
The Vagaries of Fate – Thousand Sons CSM w. Daemonic Allies Othrus the Mad (counts as Fateweaver)
Lord of Change
2x 20 man Pink Horror squads
3x 2 man Obliterator squads
2x 10 man Cultist squads
1x Thousand Son squad
2x Heldrakes w. Baleflamers
3x (2x?) Terminator Squads w. assorted plasma based upgrades
Othrus the Mad, a dragon-like beast that seems to warp reality around him takes flight through the gulf of space to lead the Chaos mission to disable the jury rigged explosive payload.
The Setup
Spoiler:
The battlefield will take place in the damaged remains of hanger 18, where the Raven Guard and Immortal Host are guarding the primary detonation devices.
Ancient fuel tanks and massive machinery of a bygone era litter the battlefield alongside a few remaining ships that the previous occupants of the ship left behind.
A killing field waiting to happen…
The Knights of The Immortal Host and Vanguard Veterans of the Raven Guard take charge of the middle of the battle lines, they know that Chaos will send forces to intercept the ship and dismantle it, and they will hold them here.
Devastator Marines prepare their heavy weaponry, fingers curling in anticipation as they line up their shots in the grim darkness of the shattered hanger bay.
Scouts take up position in one of the defensive gun emplacements, turning the anti-aircraft weaponry downwards to allow it to target any approaching foes on the deck.
“Aodh…abides.”
The Ancient takes up position by the primary detonation device, he will hold it with the determination of an eternal hero of The Imperium.
The battle line.
Here you can see all three of the bomb clusters. One in the lower left, another in the upper right, and the last in the lower right. He who controls the explosive devices will control the fate of this mission.
Space and time itself seems to twist and churn as creatures beyond reality enter this dimension – the forces of Chaos have arrived!
Cultists, protected by exposure to the coldness of space whip and corral the fearsome Hounds of Khorne, ready to send them forth to battle.
However, the Raven Guard are not to be caught unaware, they had arranged multiple hidden tunnels and bolt holes, and now additional troops appear from hiding.
The Scouts consider the Chaos forces as they prepare to move into firing positions.
The Assault Marines of Amethyst Wing dart forward to provide support, Sergeant Garbhan, known as ‘The Little Fury’, leads the way, intent to protect their fire base.
The Hounds ease forward, sniffing the air, sensing that prey is near.
Down the center line…
Lachlann and the Vanguard Vets of his company move to the left flank, securing themselves behind a massive plasma collection pod as they ready themselves for battle. He considers the Chaos forces and activates his internal voxx, “now,” he says softly.
The Battle
Spoiler:
Even as the battle is joined the entire ship judders and shakes from the impact of a full salvo broadside, Space Marines stumble and shake, but the magno clamps on their boots allow them to keep their footing and press the attack.
In a flash of light Sub Commander Kilij and elements of the 1st company arrive via teleport, dropping in with near perfect precision on pre-planned coordinates.
“We are Unforgiven!” The Terminators ready their weapons as the forces of the Great Enemy froth before them.
“Enemy is in position, The Host has halted their progress, gun them down.” Thus far the defensive ambush seems to be working as Lachlann had planned.
The Scouts and Terminators unleash a wave of firepower into the Khorne Hounds, felling many of the great beasts.
Some of the Raven Guard Scouts even snipe a few of the Pink Horrors, attempting to weaken the gibbering horde before it can work its witchcraft.
The core of the Chaos force though is unharmed, protected by row upon row of lesser vassals and the dim darkness of space, the two-headed dragon Othrus and the skull faced Lord of Change howl in eager glee, ready for the slaughter.
The Cultists weapons do little harm to the Terminators, but the plasma cannon wielded by the Hellbrute inflicts some damage. Felling multiple Terminators and even Sub Commander Kilij!
Some of the wounded Terminators teleport back out with Kilij, rushing him to the medicae, their brothers remain behind to still do battle though.
“All is Dust…all is Dust…all is Dust…”
The Hounds sprint forward, seeking the blood of a nearby squad of Raven Guard Scouts.
The battle is joined, but little damage is done.
A Rubric Marine staggers to the ground, his body half destroyed by his own plasma weapon, but the cost is worth it as his fellows unleash a withering hail of fire on the Terminators of The Immortal Host.
A surge of power sends sparks flying as huge guidelights flicker and crackle, as the darkness fades for a few moments the Space Marines raise their weapons, taking the moment of light to more accurately target their foes.
The Terminators advance, unleashing hell into the cultist lines.
Other Raven Guard pull back, rushing to aid their fellows in fending off the Hounds.
Lachlann and the Vanguard Vets move forward, their blades ready for battle.
Between the Termies and the firepower of the scouts, the Cultists are cleared out. Some shot down by bolters, others sniped from afar, a few blasted off their feet and tossed off into space to float helpless until the spells allowing them to survive in the vacuum expire.
“Victorius Aut Mortis!” Sergeant Garbhan and his squad rush forward, blades flashing as they engage the Pink Horrors.
Lachlann and the Vanguard meet a pair of Obliterators, they launch forward slamming into them like a hammer of wrath as they rush to battle.
Both squads of Raven Guard wipe out their targets with ease, and spread out to prepare for the Chaos response.
The Raven Guard, visible in the flare of the lights, seek what cover they can find.
“This doesn’t make sense,” murmurs Lachlann, “they should have sent more men, where are…”
His thoughts peter out as a shadow passes overhead, blotting out the thin light from the stars and the burning ships. The Heldrake’s mouth gouts with barely contained fires as it sweeps low over the battlefield.
“Aodh…abides.” The Venerated Ancient readies itself for this new manifestation of heresy.
A second Heldrake moves to join its comrade.
Chaos clearly has poor intentions for the Imperial firebase.
Othrus and two Terminators eye Amethyst Wing…
…as a wave of Screamers sweeps into view, the horrid creatures hurtling through empty space to join the battle.
The Quadgun’s defensive programing manages to clip one of the Heldrakes.
The Heldrakes reply by blasting gouts of flame across the Bastion, incinerating the scouts there.
They also blast most of the lascannons away.
A fresh mash of Pink Horrors gibbers with glee as it peels itself into view
They unleash waves of eldritch flames at the Knights, felling one of the great warriors.
Chaos Obliterators and Terminators appear and begin firing plasma weaponry at the Vanguard Veterans.
The Screamers sweep across Garbhan’s squad, slashing at the Raven Guard while Terminators fire upon them.
The Raven Guard survives, but their numbers are lessened.
The forces of Chaos have claimed over half the landing dock.
The damaged section of the Heldrake simply rebuilds itself.
The Helbrute bellows at it rushes towards Lachlann’s unit.
The Vanguard re unimpressed though, and even as it batters one of them they rush forward, attaching bombs and grenades to it, the blasts destroy the deformed mass of flesh and machine.
Immortal Host Terminators stomp forward, unleashing their firepower towards the Greater Daemons.
Lachlann spots the arrival of the Screamers and recognizes the danger of the quick moving daemons.
“Converge on my signal.” Lachlann summons Garbhan and Amethyst Wing forward as they charge towards the beasts.
The Raven Guard springs forward, smashing into the fell creatures, hacking and slashing as they slice them to pieces.
The Lord of Change howls in displeasure.
With the victory over the Screamers, the Raven Guard stand firm with many squads against the greater daemons, with Immortal Host terminators closing in.
The Daemon Princes fall back, the Lord of Change slightly wounded, and Othrus unwilling to risk itself overmuch.
Even as they fall back another vagary of the battlefield springs to the fore – a bombardment from a nearby Chaos battleship smashes down on the battlefield, huge explosions raking the ground.
Aodh abides.
This shot scatters well clear of the Pink Horrors.
Lachlann’s squad (who had been hit with Hallucination and locked in place) narrowly avoids another blast.
The Scouts likewise avoid any damage due to a friendly scatter.
They then proceed to use the lights of the now fast approaching Chaos flagship to help them line up their shots as they cut down one Terminator with a sniper round, while another is blasted off the deck by a Hellfire round and sent hurtling away into space with a loud howl of outrage.
Chaos is still doing okay, after all, they have a very important unit of scoring Pink Horrors in Quadrant 2…oh, what’s that, Chaos just rolled for the Structural Collapse effect on Quadrant 2?
There is an ominous sounding creak, the Pink Horrors scuttle about, looking uncertainly for this new danger…
With a flash of light and a soundless roar in the vacuum of space, plasma explosions rock the area as girders from above come crashing down atop the squealing daemons.
The battlefield is torn asunder as the Pink Horrors try to scramble for safety.
Almost half of their squad is destroyed and banished back to the Warp.
Othrus and the Lord of Change move forward, unleashing fell magics upon the Terminators of the 1st Company. But the Space Marines know no fear, and hold their line in the face of madness.
The weakened Vanguard and Termies still present a major threat to Chaos.
The Scout Squad upon this catwalk is torn apart by a Heldrake as it swoops back into battle.
Both Heldrakes unleash gouts of fire down on the Raven Guard securing the bomb, attempting to destroy their foes.
The Greater Daemon assaults the Terminators.
The battle is fearsome, but neither side can gain an advantage.
A quick overview.
From the other side of the table.
Thus ends the battle due to time (4 turns completed)
=================================================
This bomb is held by the Raven Guard.
Here the Pink Horrors still cling desperately to their objective.
But…Aodh abides. Despite some last minute attempts by Chaos to blast him off his objective, the Venerable Dreadnaught proves impervious.
Imperium Wins!
The Ending Battle Review
Spoiler:
Overall I think we were all really happy with the scenario – it was highly cinematic and though the extra effects certainly affected the battle they didn’t seem unfair at any point and no one side was overly bitter about the effects (really, at the end of the day, the total toll of damage was 1 Deathwing Termie lost to the Hull Quake, and 6-7 Pink Horrors to the collapse. Both sides lost some bodies to the effects of the rendings and being knocked off into space, but usually the rending didn’t seem to matter and there were probably only a handful of extra wounds inflicted via the knocked into space rule. There was 1 Raven Guard who benefited from being Jump Infantry and getting the re-roll, so he was knocked loose but managed to jet back.
Imperium MVP I have to say it was the Space Marine Scouts. Not only did their Hellfire Bolters and Sniper Rifles inflict some pretty immense damage to the enemy forces (shooting down Oblits, Termies, wounding a Greater Daemon, and killing handfuls of Hounds, Cultists, and Pink Horrors) but they also really worked as solid objective holders and between their infiltrate and scouting thanks to being Raven Guard (amongst the most awesome of chapters FYI…despite that really weak HH novel…) they really helped lock up Chaos in a corner and secure the win.
Potential alternate would be the Termies. They didn’t actually inflict as much damage as you might hope…but those suckers absorbed damage like no one’s business. Between them and the Vanguard Vets/Assault Marines Chaos was probably firing something like 10 shots per wound inflicted – they really helped anchor the lines.
Imperium WTF Uh…I guess the Quadgun, weirdly enough. It was almost never in range, barel hit anything, and for its one big moment it barely managed to scratch a Heldrake, and then the Heldrake just healed and went on about its day.
Chaos MVP Probably a toss up between the Greater Daemons and the Heldrakes. The Imperial side managed to clip two wounds onto the Lord of Change, and 1 hull point off a Heldrake (later IWNDed off) and nothing else. Really, neither army really had good tools for dealing with so many fliers and we pretty much just ended up playing for the objectives and trying to minimize the damage they did, but if the game had kept going probably they would have eventually wiped us out on Turn 7-8 or something.
Chaos WTF Oddly and unusually for a losing side, I’m not sure anything really performed *badly* for Chaos. He did suffer a bit because my cover dice were singing when he tried to overcome my Assault Marines, but that’s not because any of his units did poorly. The Dread got krumped, but laid out some Termies and a Vanguard first. The Oblits did well, the Horrors did fine.
I guess I have to give this to his DSing squad of Termies – they Periled and Marcus went and stuck them in a far back corner where a few of them died, then they sort of wandered up, took a few potshots at some Raven Guard, and suffered heavy casualties from some Scout shooting. But, really, unless the game went to Turn 7+ they were never going to matter in any way. Functionally they were useless for their points, which probably makes them the worst thing out there for Chaos.
Closing Fluff
Spoiler:
Lachlann’s arms felt like lead weights, and blood caked his claws, but still he fought on. Next to him stood Ancient Aodh, his lascannon had been torn off his body, but he still wielded his Dreadnaught claw with deadly force, grabbing spitting and hissing Pink Horrors off his armored body before crushing them in his claw or hurling them to the deck to be ground to paste beneath his armored feet. Around him Lachlann’s Unkindness fought side by side with the towering grey armored shapes of the Immortal Host 1st Company.
Lachlann had many mixed feelings about the Immortal Host over their actions during the Saios campaign, but was forced to admit he liked Sub Commander Kilij and his men, they were noble warriors who had agreed without hesitation to the mission that would save the most lives even if it was not streaked heavy with foolish honor.
“Sir!” Sergeant Garbhan moved forward, his power axe cutting down a howling daemon as he took up position alongside the Shadow Captain. The small in stature sergeant was stained with blood and pieces of his armor had been torn off by claws or charred and pitted by foul Chaos sorcery, but he still stood firm. “We are reaching the terminus point, it is time to teleport out!”
Lachlann glanced over the approaching daemons, beyond them the stars were blotted out by the massive shape of Magnus’ Eye, the ancient Chaos battleship befouled with vile and insane iconography. He nodded to Garbhan and moved over to the Terminator who had assumed command when Kilij had been forced to withdraw due to his injuries.
“It is time to withdraw,” he voxxed.
“Understood. Take your men first, we shall hold the rear.” They had suffered many injuries in the battle and Lachlann understood their desire to prove their commitment. Besides, it made sense for the lighter scout and Assault elements of the Raven Guard to withdraw first. He led his men back, signaling for the teleport homers. The deck of the Spear of Vengeance was buckling and shaking even as the distorted energy of the teleportarium took hold of them.
The Immortal Host fought a cold and slow retreat, timing their final withdraw with near suicidal precision. The last Terminator of the 1st Company calmly flipped the detonation switch even as he blinked out of existence. The warheads were armed, and mere seconds later the bulk of the Spear of Vengeance crashed into the side of the Chaos flagship, an explosion flared as the darkness of space lit up like a torch, and the defenders on Lurelli let out an uplifting cheer at the sight of the spreading wave of fire in the sky.
The moment of joy was to be short lived however.
The Chaos attack had been blunted by the victory.
It had even been weakened to the point that there was now a chance for the defenders.
But Chaos had arrived at Lurelli, and the Shining Sapphire of the Sub-Sector was soon to be engulfed in war.
========================================
The cup of recaff was set down in front of her and Farseer Diyneer bowed her head in thanks to the servant…well…the slave. It was distasteful to think of the matter in that way, but it was the truth of it. On her Craftworld those who followed the Path of Service did so to understand themselves and gain knowledge and enjoyment in fulfilling the needs of others. But here, in this place, it was considered beneath an Eldarith to deign to serve another, and thus slaves were forced to do the work.
“You are not pleased?” The voice was as cold as ice, and though the woman that spoke was of pristine beauty, it was a beauty as harsh as her voice, a clinical perfection of a carved sculpture, but as unfeeling as the alabaster it may have been cut from. Eyes of fathomless green watched Diyneer carefully, and even the Farseer found herself wondering how much those eyes could see.
“I mean no offense, please do not mistake my lack of familiarity with your customs as a judgment upon them.”
“DO YOU THINK WE CARE IF YOU JUDGE US!” This was bellowed from the towering and muscular woman who had been pacing around the edges of the room like a caged sabrecat. Her purple cape billowed around her blue armor as she stormed forward, eyes crackling with barely restrained rage. Gilgard, one of her Dire Avenger bodyguards, stepped forward, placing himself between the Farseer and the approaching warrior woman. It almost looked comical if it wasn’t so deadly, for she was taller than Gilgard, and easily half again as broad of the shoulders, she looked like she could have probably snapped him in half, and seemed about to do exactly that until her icy sister snapped her fingers sharply.
“You must forgive my sister, Brizelya is tense by habit.” Those peering green eyes glanced at Brizelya carefully, and the tall and imposing amazon glared back, her entire body taut and quivering like a drawn arrow ready to be released. Still, after a moment she shrugged slightly and took a step back.
“Yes, my apologies, Farseer Diyneer.” Brizelya snarled the words, and when she said ‘apologies’ it practically dripped with hidden venom. “My sister, Ghul’katcha, is correct. I am often…tense.”
“Take no worries,” offered Ghul’katcha, “her icy demeanor shifting slightly as she smiled, and though it was a perfect smile, with perfect teeth, on a perfect face, Diyneer felt a cold knot of unease in her stomach. “Let me assure you, though her company now may be distasteful, for this mission of yours you will be most appreciative of Brizelya’s talents. Well…I suppose she only has one talent, but she is quite good at it.”
Brizelya snorted in disgust as she spun on her heel and started pacing around the room again.
“I will admit though,” Ghul’katcha shrugged slightly, “I do not think your plan is wise, are you and the Elendil Thrakul not safer here, with my fleet?”
“The agents of the Great Enemy follow our every footstep, and we cannot remove the Elendil Thrakul from this sub-sector,” Diyneer spoke softly as she considered the cup of recaff in her hands. “I have seen visions, and I am certain, I must take the Elendil Thrakul to Iunden, it is the most defended stronghold of the mon’keigh. If I can get it there, hidden, then the Great Enemy will come for it, and be forced to battle his way through the thickest of the mon’keigh defenses, if that doesn’t weaken them enough for you to finish the job then we can try running and hiding again, if needed, but we need to do something to lessen their power.”
“As you wish.” Ghul’katcha Maerett leaned back in her chair and motioned for her slaves to bring her some wine. “The True Kin will continue to aid you in this matter, you can trust us in this.”
“I trust you as much as you may trust your own family,” answered Diyneer carefully.
Ghul’katcha lifted a perfect eyebrow as she smiled at Diyneer over the rim of her wineglass. “Exactly right,” she laughed slightly, and this time it didn’t sound fake, “finally you are learning how to play the game properly. Maybe you’ll live after all.”
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
2013/12/03 03:33:19
Subject: Re:Pyres of Petod Round 3: Fire in the Sky - 3,000 points Fully Painted armies+terrian. Lots of Pics.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
2013/12/04 21:45:01
Subject: Pyres of Petod Round 3: Fire in the Sky - 3,000 points Fully Painted armies+terrian. Lots of Pics.
A great report with enjoyable and inventive rules, Kudos for whipping them up so quick. Now you've got me excited to finally see the Farseer and her newly acquired ''Allies'', Thor's famous Dark Eldar on the prowl!
2013/12/05 08:56:42
Subject: Pyres of Petod Round 3: Fire in the Sky - 3,000 points Fully Painted armies+terrian. Lots of Pics.
ALEXisAWESOME wrote:A great report with enjoyable and inventive rules, Kudos for whipping them up so quick. Now you've got me excited to finally see the Farseer and her newly acquired ''Allies'', Thor's famous Dark Eldar on the prowl!
Indeed, I'm even working on painting up an official 'Diyneer' model at the moment, as well as toying around with an official Harry Paget conversion as well (it's a shame I can't find anything that's an officer running in terror while firing over his shoulder - which would be the true representation). But, yes, I am certain my DE will be showing up soon enough.
aliusexalio wrote:That was a great battle, too bad you ran out of time!
Yeah, though I think the time thing would have worked to only solidify the Imperial's situation. There were a couple of Templar Knights about to stomp in the Pink Horrors, and between the Raven Guard shooting and the remaining Assault Marines, I suspect it would have been easy to kill the last two Termies. At that point Chaos would have had no scoring units left on the board and even if the Heldrakes and Princes had tabled us (a possibility I suppose) the Imperials wtill would have won.
Mostly you can blame MarcusScipio though, he's the one who had to leave early
ansacs wrote:Excellent batrep. I look forward to the continuation.
Another game should happen in December, we're already trying to pull together the bodies for it.
Ricter wrote:Great job.
Thank you very much! Thanks for reading and commenting.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
2013/12/05 21:00:31
Subject: Re:Pyres of Petod Round 3: Fire in the Sky - 3,000 points Fully Painted armies+terrian. Lots of Pics.
In my defense, game was over. Think The Lord of change was not going to win combat against those five termies or the next four I could of thrown in there... The Deathwing knights would of ground down the horrors and with daemonic instability only a double would of let them really win.
Armies -
2013/12/06 00:11:50
Subject: Pyres of Petod Round 3: Fire in the Sky - 3,000 points Fully Painted armies+terrian. Lots of Pics.
Great report - I especially enjoyed the shots of the structural collapse.
My group has tried a couple of Cold Void games - we were playing marines vs. Nids which didn't work that well. I think marines vs. MEQ is a better fit.
Marcus Scipio wrote:In my defense, game was over. Think The Lord of change was not going to win combat against those five termies or the next four I could of thrown in there... The Deathwing knights would of ground down the horrors and with daemonic instability only a double would of let them really win.
Well, also probably John wouldn't have gone into that assault in the first place if the game wasn't being called over that turn.
That said, I do agree about the Pink Horrors, as I said, I figured we were going to wipe his scoring units in our next round pretty much assured, and at that stage it was our game regardless of anything else. I would have given him fair odds to table us with enough extra rounds though.
Gordy2000 wrote:Great report - I especially enjoyed the shots of the structural collapse.
My group has tried a couple of Cold Void games - we were playing marines vs. Nids which didn't work that well. I think marines vs. MEQ is a better fit.
Anyway, it clearly worked for you guys!
Yeah, the structural collapse came at a critical moment and it was exciting - we were all like a bunch of little school kids setting up the devastation of the moment for the cameras.
I remember that Nid vs. MEQ game - yeah, I think ours came out a bit better in balance. All three participants were told the setup and were encouraged to build fluffy to the situation. I think besides the Cultists we managed, and heck, I can accept that the Cultists had a spell on them allowing them to survive.
Thanks for the kind words sir! And I also see Game 11 is up in your Shadow of the Hive Mind series, so now I'll have to find some time to sit down and enjoy that.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
2013/12/07 18:53:39
Subject: Pyres of Petod Round 3: Fire in the Sky - 3,000 points Fully Painted armies+terrian. Lots of Pics.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
2013/12/11 20:37:30
Subject: Pyres of Petod Round 3: Fire in the Sky - 3,000 points Fully Painted armies+terrian. Lots of Pics.
Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts
MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum.