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2014/12/26 22:19:03
Subject: Pyres of Petod Round 14: The Hammer, The Anvil, and The Fire (3,500 per side Apocalypse)
Pyres of Petod: The Hammer, The Anvil, and The Fire
Welcome to round 14 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 are ready to see the siege of a hive city with multiple Knights and Titans, then read on!
The Opening Fluff
Spoiler:
Inquisitor Luthor Dominatus stood quietly in the room, his grim face unmoving as he stared at the lone figure across from him. Ekatarina DuBray shifted uneasily, the pale noblewoman’s fingers plucking nervously at the edge of her fine silken robes. Luthor sniffed slightly in annoyance, as Ekatarina’s ghostly pale eyes met his.
“It could just have all been a trick, you told me yourself the xenos mind-witch was stronger and more skilled than you.”
“I know,” Ekatarina agreed with a small bob if her head.
“You don’t believe that, do you?”
“I do not.” Ekatarina’s eyes gleamed. “I saw it, the maw will open, and either Chaos will consume the sector or we will hold them at bay.”
A soft chime from the door caused Luthor to glance away from Ekatarina. Nero Jaxx, one of his Inquisitorial henchmen entered the room, ushering in Captain Harry Paget. The tall and square shouldered Imperial Guard Captain looked a bit worse for the wear, his fine, black, bushy, whiskers slightly caked with ice, his burnished breastplate marked with a few extra scorch marks and bloodstains. Still, Harry managed a casual smile even though it looked like his eyes were assessing the situation in the room very carefully.
“Captain Paget, I am glad you could join us,” Luthor motioned him to sit next to Ekatarina. “I am pleased that you survived the ambush of your expedition and managed the trek back across the ice wastes.”
“Not a trip I would advocate,” offered Harry with a shrug, waving away Luthor’s compliments, “but the lads really did the hard work, all I had to do was point the way, y’see, barring that odd duel with the giant metal murder machine, no bother at all, what?”
“I am glad you feel that way, Captain,” Luthor smiled and even the indomitable Captain Paget paled slightly at the sight, as most did. “You see, I have need of your services to usher me and my men to Iunden, where we shall be meeting up with the Immortal Host fleet.”
“I see,” Harry brushed some of the snow off his whiskers as he considered this, “may I inquire as to why?”
“I,” Luthor glanced at Ekatarina, “I believe we need to aid an unexpected ally against a greater evil.”
“Iunden is the most protected and secured planet in the entire system,” Harry’s eyes darted about a bit as though he was considering something. “The trip there should be easy and safe, but if you feel you need my escort I cannot deny you.”
“That is good, for the escort will not be easy nor safe, currently the planet is under siege by Chaos forces, it is one of the most deadly warzones I have ever seen.”
“Oh,” Harry Paget nodded slowly, and Luthor found himself uncertain how to read his facial expression, “but of course it is…”
=====================================
The Rules of Battle
Spoiler:
The Hammer, The Anvil, and The Fire
The mission will be played between two teams of two players each.
The board setup will be two tables, one player from each side will be in charge of each table representing their forces.
Board setup
Regular size Apoc table. We’d do a wall separating it into ‘interior’ and ‘exterior’ Hive elements. As far as deployment goes we will use the standard Apoc angle deployment – this would show the battle at some stage wherein Chaos had already breached some walls and had troops entering the
Victory Conditions.
5 objectives, 2 in each deployment zone and 1 that is worth 2 points in No Man’s Land. Control of the objectives would be worth one point at the end of each game turn. All units would count as scoring. Ties would be decided based on the relative points of the given units holding the objective . Objective Secured is in effect.
The 5 Objectives also all have special rules connected to them.
Chaos/Ork
GROT SPOTTER – The Orks have placed some ‘really ‘uge dakka’ guns on a distant ridge and are firing for effect (and fun) upon the Hive. As long as the Chaos/Ork forces control this objective than each of their shooting phases will include a free bombardment type attack. It will be 6 shots, generated via the cloverleaf, Str 6 Ap 4.
PLAGUE CIRCLE OF NURGLE – Chaos worshippers have created a plague worship point in veneration of Papa Nurgle. For every model slain during a given player turn roll d6, for every 4-6 rolled give the Chaos players one Plague Zombie model. At the start of the Chaos player’s turn they deep strike in a unit of plague zombies consisting of all that they earned over the previous turns, this deep strike will not scatter as long as line of sight can be drawn from either the Plague Circle *or* any Chaos sorcerer (or Prince?) model.
Imperial CHAPEL OF SANCTITY – The invasion happens to be along a path that threatens an Imperial chapel sacred to the Machine God and The Emperor. As long as the Imperium protects and holds this shrine/chapel then all Imperial Units may re-roll failed morale checks.
VOID SHIELD GENERATOR – Part of the defensive works for the Hive, as long as the Imperials control it the Generator creates exactly 1 void shield with an 18” radius of effect, that automatically regenerates at the start of their turn.
No Man’s Land THE MAIN GATE – the ultimate goal, whosever controls the gate will either allow their army in, or prevent an army from invading. As such the Main Gate is worth 2 points for being held. In addition it has ample supplies to aid the defense/be used in offense. Any unit currently holding or in contention of the Main Gate may twin-link their weapons due to the ample ammunition stockpiles there.
Stratagems Each army will have a special set of themed stratagems and be disallowed the use of others that do not come as part of a formation.
Chaos/Ork DA BOYZ ARE ‘ERE! - Once per game, any charge moves made by Ork units in a given assault phase are doubled.
INITIAL PLAGUE BOMBARDMENT – At the start of the Chaos players first turn roll a d6 for every Imperial non-vehicle unit on the board. On a 1-3 nothing happens. On a 4+ the unit is hit by 2d6 Str2 AP4 hits as the poisons of Nurgle go to work on them.
Imperials
RAVEN GUARD SNIPERS - every shooting phase the Imperial players may resolve a shooting attack by a hidden group of Raven Guard Snipers (BS 4, 10 Shots, AP 4, Sniper 4+) on any unit within the walls of the Hive. If a unit is half in and half out the snipers may fire upon the unit but may only wound models wholly or partially within the walls. Disputes are to be settled with a device to mark a straight line and repeated comments of 'looks to be on this side of the walls to me'.
BLESSINGS OF THE OMNISSIAH – with Chaos having claimed control of the Iunden Killswitch the orbital defenses have been disabled. Foolishly the Orks and Chaos forces bypassed those defenses, certain of their impotence. That said, Imperial Techpriests have been hard at work on the defense system, and they hope to have an answer in time…
In every Imperial shooting phase after the first roll a d6 and add the turn number to it. On any result of 5+ the Techpriests have managed to restore enough power for a single shot from one of the orbital defense systems. The Imperial players must immediately fire a 10” Str 10 AP 3 Ordinance Blast that scatters without BS reduction.
Victory is decided by the number of points acquired from holding objectives.
The Armies
Spoiler:
Due to time constraints (and, with this being Apoc – space constraints) there are no pre-setup army pictures, sorry! :(
The Setup
Spoiler:
The vast walls of Iunden have been battered at for some time, but remain steadfast and strong.
Outside lies a frozen, ashy, waste…that may or may not conceal skull piles
Barring the odd gaping hole or two, the Imperium is pretty safe behind the walls.
That said, the wall of men and steel inside may be the biggest deterrent to the Chaos attack.
The front gate is defended by an Adamantine Lance, as well as heavy armor from the Black Templars and Imperial Guard.
Heavy Weapon teams fill the upper catwalks, while ready troops muster in the plaza below.
The Knights stalk forward through the maze of the Hive, readying their weapons for war.
The Imperial Fists stand in defense of the Hive as well, readying their lascannons as they secure the Imperial Chapel.
Below them the Guard also secure the building, making it safe for a Manticore to fire its deadly payload.
Out front the conscripts mill around as a Basilisk secures itself in firing position.
The colors of the Allied 1st fly proudly as a command chimera parks near the Void Shield Generator.
More Heavy Weapon Teams find firing positions along the outer wall, readying their autocannons as they search for targets of the coming attack.
A Macro Cannon emplacement outside of the walls is secured by the Imperial Guard while the Fists take charge of some lascannon weapon emplacements.
Leman Russ tanks also rumble into place to help anchor the fortress, supported by some infantry elements.
The Grot Spotter slinks into position, confident that his well-made shield will protect him.
The dark ritual circle waits, ready and ominous.
The Battle
Spoiler:
The attack of Chaos and their allies starts suddenly, heralded first by the sudden appearance of Heldrakes that come sweeping over the walls in a flaming burst of danger.
Next appears a formation of Soul Grinders, already starting to fire upon the Imperial lines.
Daemon princes descend from the skies, though one of them sort of derfs up his appearance and is tagged by an interceptor weapon and forced to land unceremoniously atop this tower.
The other princes are less hampered.
Terminators appear in a flash of light, their weapons already finding ample targets around the Macro Cannon.
“Grant them all Nurgle’s blessings!”
A full combined platoon squad is reduced to naught but a tiny handful of cinders after the Heldrakes make their presence known.
The terminators down a tank and cut apart some of the Imperial Guard in the resulting explosion.
Daemon princes of Slaanesh get to work summoning forth daemonettes within the walls.
The Nettes quickly scamper towards some nearby meat.
The Soulgrinders had torn apart men and machines in their initial arrival, but now the Knights storm forward to seek vengeance.
The Knights pick out their chosen victims.
The Imperial Guard troops move forward, ready to test their mighty flashlights against Termie armor.
Overhead there is a roar of air as Vendetta gunships move in to engage the daemon princes.
“Aim for the heretical bits!”
“They’re all heretical!”
“Then you shouldn’t miss.”
The Imperial Guardsmen move forward to deal with the Nettes.
In a wave of concentrated lascannon fire, the threat of Fateweaver is removed from the board.
Combined fire from the Macro Cannon, guardsmen, and tank, whittle down the Terminator numbers.
“In the Emperor’s Name!”
The Knights charge.
The Soulgrinders put up a fight, but are overcome by the fury of the Knights.
“Oi! Dey went and stomped da small Chaos stompies!”
“Dat’s too bad, now dere are less targets ta hit with all our dakka, prepare ta fire!”
“At whot?”
“At whotever’s in front of us, waaaaagh!”
A pair of custom Ork Stompas trundle onto the battlefield, their weapon batteries already starting to fire even as their gunners try to figure out whose side they’re on.
“Dakka dem all an’ let Gork sort dem out, dat’s whot I always say.”
The Knights promptly declare forward facing shields…
The other Ork Stompa leers in glee, as below it a Slaanesh prince lingers amongst her summoned minions who had just survived some hits from the Manticore.
The Imperium’s defensive line suddenly feels a touch less secure.
Daemon princes fly over the walls and a Keeper of Secrets materializes upon the field. Meanwhile on eof the Ork Stompas fires its full payload upon a Knight and tears apart the Imperial walker with cruel ease.
Obliterators had also ported in, and added their firepower to the Knight’s woes, taking apart another of them.
Outside the walls things were not much better. A Heldrake unleashed gouts of flames upon heavy weapon teams, stripping them off the wall while summoned daemons scampered about claiming objectives.
The Nettes assaulted the Imperial Guard Platoon, but after a devastating overwatch only one of them managed to reach the lines, and she was cut down by bayonets and rifle butts.
The Imperial reserves are small in number this round…but large in threat, Venox Venetor storms forward, turbo-lasers charged.
The Imperium unleashed hell upon the Stompas. A direct Macro Cannon hit following a barrage from the Manticore strip it of shields and hull points, and then a full attack from the Vendettas finish it off in apocalyptic fashion.
In a cruel twist of ‘I totally hate you’ the dice gawd dictates that the exploding Stompa staggers directly into its mate.
The devastation amongst the Ork Stompas is finalized by the arriving Warhound titan, which unleashes a full barrage into the second stompa and finishes it off.
“Don’t get too proud, ‘umie, we’ll be back for anuvver go!”
A large mob of plague zombies gets to say hello to an arriving Hellhound, and the Basilisk lends a hand with its flamer as well.
Pask in his usual tank of choice, and a squadron of Leman Russes rolls onto the field to help press the Chaos flank.
Lysander and some Imperial Fist Terminators drop onto the dark altar, intent on stopping the zombie plague.
They easily deal with the Chaos forces there, and remove the threat.
Commissar Steele and his Ogryn engage some Obliterators, dealing harsh justice to them for the downing of the Knight.
An overview of the battlefield near the end.
Inside the courtyard, the battle is a bit more furious, though it is only barely being anchored by the daemon princes.
Imperial troops still swarm about beneath the towering war machines.
The Chapel has remained fairly safe, as the Imperial Fists pour firepower into the flyers whilst conscripts battle Obliterators below.
Making judicious use of ObjSec, run orders, and a casual disregard for individual lives, the Imperial Guard Command Squad here was able to maintain control of the Main Gate objective throughout the game.
The imposing Macro Cannon structure proved near impervious to damage, and would send out sorties of infantry to harass Chaos forces trying to hold objectives outside the walls.
It also proved effective in dropping multiple shots upon forces trying to claim the gates from the outside.
With the loss of the stompas, the Chaos incursion from this side of the board was severely blunted.
The multitude of disposable Imperial Guard troops served well in bogging down more elite Chaos troops.
Some even found good success in killing their chosen targets.
Others…well…found success in that ‘bogging down’ concept, at least.
They are remembered as heroes in the annals of the Imperium though!
The Chapel never fell, as Imperial forces held it till the bitter end.
The Ogryn also proved a solid bulwark for the claiming of the courtyard, as few could oppose their mass of attacks with multiple Commissar support.
In the end, the game was called after it became clear that Chaos could not catch up to the Imperium’s lead on controlled objective points.
The Imperium wins!
The Ending Battle Review
Spoiler:
Imperium MVP There were a lot of models working well for us in this game, from the heavy firepower of the Macro cannon and Warhound, to the focus absorption of the Knights. That all said, I actually think our real MVP was ‘the infantry mooks’.
Chaos entered into the game with a plan of owning the psychic phase, and they really did so well (I think they had, at some stages, something like 30 dice to our 4). They then worked the summoning game, and adding in the piles of spawned zombies they got, they were dropping out a lot of models for a while. They also did quite well in killing our potent stuff, dropping Forgeworld tanks, Leman Russes, Knights, and more with relative ‘ease’. That said, the Imperium really won the day with just boots on the ground holding objectives. Those mook troops were what secured the victory.
Imperium WTF I’m going to go with the Sicarian Battle Tank here. It was a casualty Turn 1 against the Soul Grinders and accomplished absolutely nothing in the game. A bit of a hard rap for it, and that Grinder formation that allows assaults after DS is pretty powerful, but still…not a lot of work out of that relic Pred there.
Chaos/Ork MVP
Heldrakes I think – which is never a shock, they’ve probably earned MVP records a few times this campaign. They showed up early, hit hard, and proved nigh invincible even with our AA batteries and other gear. I’m honestly thinking that only 1-2 Heldrakes were lost during this entire campaign, and John fielded them a lot. They remain, as ever, a really nasty creature to deal with, and always able to inflict devastating casualties with their flame breath.
Chaos/Ork WTF
My conclusion here is actually the daemon princes as a whole. At around 300 points a pop these guys really needed to pick up the army on their shoulders and run with it. The problem was, even with 6 (7?) of them on the field, in addition to Fateweaver, they never really managed to do much. Yes, they did own the psychic phase and yes they did summon up a nice spread of daemon gribblies to help out. But they did basically no damage at any point and their summoned gribblies were, on average, blasted off the board each turn. Making their full contribution, basically, creating a bit of a distraction. Not optimal, methinks, for the point expenditure – compare to the Stompas or even the Grinders, who for similar point drops caused a lot of mayhem and wrecked some face to boot.
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.
2014/12/27 01:59:51
Subject: Re:Pyres of Petod Round 14: The Hammer, The Anvil, and The Fire (3,500 per side Apocalypse)
Said Ork player had to leave immediately after blowing up the imperial Knights, one shoting the Spartan with the gaze of Mork or Gork, lifts dropping a predator and rhino, and shooting down a valkryie... Thise Stompas were beastly. Unfortunately (or luckily) the agreed come back to wife time did not include the two hour start delay so as far as I'm concerned the Stompas were never destroyed. In fact I may flag the original post to insure that my memory of them is unsullied.
Armies -
2014/12/27 05:10:31
Subject: Pyres of Petod Round 14: The Hammer, The Anvil, and The Fire (3,500 per side Apocalypse)
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.
2014/12/27 12:37:09
Subject: Re:Pyres of Petod Round 14: The Hammer, The Anvil, and The Fire (3,500 per side Apocalypse)
I will admit it has been a long time since I can remember remotely celebrating an event like that - the dice were so hot for Jake and I that I literally couldn't believe it. Everything worked out perfectly for killing those Stompas - it was as though we couldn't fail to do it.
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.
2014/12/29 14:54:35
Subject: Re:Pyres of Petod Round 14: The Hammer, The Anvil, and The Fire (3,500 per side Apocalypse)
I definitely agree about the daemon princes. They certainly had a negligible impact.
The fact that they have to wait a turn after landing to assault really limits their effectiveness. If we could have used them to assault, the game could have been a bit more bloody. As it is, we only tend to get in two or three turns in these big games, so...
More ground units, however would not have helped much. With us facing a Macro cannon, Warhound Titan, three Knights, a Manticore, a basilisk, vendettas, and multiple Russes, our ground forces were annihilated as soon as they appeared.
The Heldrakes, oblits, and soul grinders did quite well, however.
I need more oblits, methinks...
This message was edited 1 time. Last update was at 2014/12/29 14:56:30
Armies:
2014/12/29 17:34:34
Subject: Pyres of Petod Round 14: The Hammer, The Anvil, and The Fire (3,500 per side Apocalypse)
Chaos Legionnaire wrote: I definitely agree about the daemon princes. They certainly had a negligible impact.
The fact that they have to wait a turn after landing to assault really limits their effectiveness. If we could have used them to assault, the game could have been a bit more bloody. As it is, we only tend to get in two or three turns in these big games, so...
More ground units, however would not have helped much. With us facing a Macro cannon, Warhound Titan, three Knights, a Manticore, a basilisk, vendettas, and multiple Russes, our ground forces were annihilated as soon as they appeared.
The Heldrakes, oblits, and soul grinders did quite well, however.
I need more oblits, methinks...
Knights are only an issue to infantry they can assault. I will agree that the Macro Cannon was a sizable threat to any infantry - but I do think there was enough LoS terrain in this game to have a go of it - a strong push in on that breached wall section of the board could have given you the boots to claim/contest the gate.
I will admit I am of the belief that total null deployment in Apocalypse is never really a good idea. The trickle in effect is not as bad in Apoc, but at the same time the raw amount of firepower that an enemy army can pump out is pretty massive.
Maybe just run 2x that Grinder formation?
SBG wrote: That was a great looking game! Good photos too!
Thank you very much sir, also big props to Chaos Legionnaire who put together a really epic city for us to battle over, the benefit of great terrain to a batrep cannot be overstated.
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.
2014/12/29 22:21:44
Subject: Re:Pyres of Petod Round 14: The Hammer, The Anvil, and The Fire (3,500 per side Apocalypse)
So when are we internet folk given a new campaign to enjoy viewing your high quality reports?
They always look good and great format
And great game, close but the impirial line held. Plus the titan drove back the ork hevies with brutal efficiency.
This message was edited 2 times. Last update was at 2015/01/02 15:55:49
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.
2015/01/02 19:03:37
Subject: Re:Pyres of Petod Round 14: The Hammer, The Anvil, and The Fire (3,500 per side Apocalypse)
Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/ Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.
2015/01/14 11:30:38
Subject: Re:Pyres of Petod Round 14: The Hammer, The Anvil, and The Fire (3,500 per side Apocalypse)
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.
2015/01/15 00:57:51
Subject: Pyres of Petod Round 14: The Hammer, The Anvil, and The Fire (3,500 per side Apocalypse)
Great! I'll be looking forward to a campaign full of Orky mayhem.
Oh, and I should also mention that I greatly appreciate the photo battle reports. I enjoy them much more than videos. I think people often do videos just because they take less work than photos, even though the result is normally not as good with videos, in my opinion.
Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/ Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.
2015/01/15 01:22:44
Subject: Pyres of Petod Round 14: The Hammer, The Anvil, and The Fire (3,500 per side Apocalypse)
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.
2015/01/16 17:40:06
Subject: Pyres of Petod Round 14: The Hammer, The Anvil, and The Fire (3,500 per side Apocalypse)
The storyline and twists and turns you come up with make for a really enjoyable read every time.
I also enjoy photo reports more than videos, maybe it's because I can spend longer savouring every moment rather than trying to rewind a video on YouTube. And with those great models you can't not love the pictures.
Glad to hear the orks will be getting a run out, these reports encouraged me to get my own ork army up and running, they seem like so much fun to play.
2015/01/16 22:02:45
Subject: Pyres of Petod Round 14: The Hammer, The Anvil, and The Fire (3,500 per side Apocalypse)
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.
2015/01/17 04:25:08
Subject: Re:Pyres of Petod Round 14: The Hammer, The Anvil, and The Fire (3,500 per side Apocalypse)
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.
2015/01/17 22:59:45
Subject: Pyres of Petod Round 14: The Hammer, The Anvil, and The Fire (3,500 per side Apocalypse)
Well if I won the lottery and could afford just to do as I liked, I have a near full company of templers with a special joy of smiting orks :-)
I'll be interested to see this new campaign :-)
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.