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2012/11/22 17:56:12
Subject: 12000 Points, Ultramarines vs. Orks/Necrons. Lots of pics (not safe for dialup)
Last weekend, several south-suburban Chicago gamers got together for a large themed battle.
Somewhere on a burnt-out ork infested desert world Gymnopedie IV , an ancient evil has awoken. Ordos Xenos Inquisitor Jasok Hane discovered evidence of a Necron tomb while pursuing routine surveillance and redirection of the orks native to the world. Resolved to stop the Necrons before they get up to full-power, the Inquisitor requests aid from Marneus Calgar of the Ultramarines, who commits fully a quarter of the Chapter to the task.
The Necron Ressurection Core is located in the middle of a valley pass in a large mountain range. Inquisitor Hane has discovered the existence of four entry obelisks that can be used to access the Necron tomb, however, the ravages of time (and ongoing warfare of the orks) have destroyed two of these obelisks, preventing their use.
The Marine's plan calls for 3rd company to land a short distance from the valley, on both sides of the mountain range, and establish a perimeter around the Necron Core, warding off the native Orks. Members of the Ultramarine's First Company, along with Inquisitor Hane and a few squads of Deathwatch Marines will then arrive and attempt to gain access to the tomb world, where they will place demolition charges to prevent the Necron tomb world from fully awakening.
Throughout the duration of the mission, the Ultramarines 6th Company (Bike-mounted) will be used as a mobile reserve, seeking to exploit openings and shore up any ork breakthroughs.
------
The Rules:
Spoiler:
- Obelisks work as transports - You embark into one and disembark into one in the tomb world. Necron models may choose which tomb-world Obelisk they disembark from. Any Imperial or Ork units using the Obelisks will randomly determine which tomb-obelisk they arrive from. Once disembarking from an obelisk, the transported models may not shoot or assault further that turn. This means only units that can legally use a transport can use the Obelisk, so no bikes or vehicles. (Dreadnoughts are okay, as they can embark on stormravens)
- It is not possible to Deep Strike into the tomb unless a model with a teleport homer is already down there. Without this guidance, the risk of teleporting into solid rock is too great.
- The mountains are invisible in the pictures, as they're where the cut-out on the table is. Line-of-Sight cannot be drawn through the cut-outs, but indirect fire can go over the mountains, and flyers and jump units can take a short-cut over the mountain if they can end their move on the other side.
- There's an Ultramarine teleport homer that crashed into the desert. If controlled by the Imperial side, all Imperial Deep Strikes scatter only 1d6.
- There's a crashed Aquilla lander. If the Imperial forces can get to the cockpit, they may use a radio inside to call down an extra Orbital Bombardment each turn.
- The Green Necron Orb will allow the Necron player to use an Orbital Bombardment if controlled by a Necron unit. It is also considered the Necron table edge.
- Necron summoning core and power generators are AV14 with 4 Hull Points (for purposes of destroying them) Any Necron unit within 6" of the Summoning core is Fearless.
- To speed things up, we used 5th ed wound assignment (i.e., pick who dies after the roll, so that we didn't need to micro-manage model placement within units) for shooting attacks.
- Any destroyed vehicle was removed from the table for simplicity, and replaced with a crater.
- Marines deploy and go first, barring stolen initiative.
- Reserves as normal for Apocalypse: Half show on turn 2, half on turn 3.
The Tables
Spoiler:
The desert wastes of Gymnopedie IV:
The Necron ressurection complex:
The Armies:
Imperial Invasion Force
Spoiler:
Ultramarines 1st Company Marneus Calgar
10 Sternguard in Drop Pod
10 Tactical Terminators (2 Hvy Flamers)
10 Tactical Terminators (2 Missile Launchers)
5 Assault Terminators
Ultramarines 3rd Company Captain of 3rd Company
Librarian of 3rd Company
Command Squad in Razorback
6 Tactical Squads in Rhinos
2 Devastator Squads in Rhinos (1 Heavy Bolters, 1 Plasma Cannons)
2 Assault Squads
Ultramarines 6th Company Captain 6th Company (Khan rules)
Biker Command Squad, including Chaplain, and Librarian)
2 Tactical Squads in Rhinos (deployed alongside 3rd Company)
2 Devastator Squads on Attack Bikes
6 Tactical Squads on Bikes
Ultramarine support elements 20 10th Company Scouts
Land Raider Redeemer
Land Raider Godhammer
Land Raider Achilles
Techmarine w/ Thunderfire Cannon
2 Predators (1 Tri-lascannon, 1 autocannon/heavy bolter)
Chaplain Dreadnought
Warboss in Mega Armour
Warboss
2 Big Meks w/ forcefields
1 Big Mek w/ Forcefield and powerklaw
1 Pain Boss
2 Warbosses on Bikes
4x 6 Warbikers w/ PK Nobs
2x 7 Nob Bikers w/ Various stuffs
45 Lootas, in 6 squads
4x 30 shoota boyz w/ rokkits & PK Nobs
4x 19 Slugga boyz incl. PK Nobs
15 Burnaboyz
4 Battlewagons
1 Battlewagon w/ deffkannon
6 Killa kans w/ grotzookas
2 deff dreads w/ all combat arms
2 Looted Leman Russ Tanks (Allied IG)
1 Looted Basilisk
1 Looted Leman Russ Demolisher
1 Fighta-bommer
2 Dakkajets
1 Big Squiggoth w/ Kannon
1 Kill-blasta
1 Stompa
The Players
Spoiler:
Unfortunately one of the players had to drop out at the last minute due to getting sick, so the Imperial players had to handle half the battle each.
SparkeyG - Ultramarine Captain, makes all his saves.
Ken,ran the other half of the Ultramarine armies
Side Xenos is at full strength
Art, played the Necrons, made all the Necron terrain and took photos
Tommy, checks out the beer, played half the orks.
Redbeard, played the other half of the orks
Consulting Generals.
Snacks!
Spoiler:
What battle doesn't need good snacks.
The Healthy (apart from the bacon dip):
And the unhealthy, theme cookies, made by Mrs. Redbeard, and beer, made by Redbeard.
On to the Battle
Deployments
Spoiler:
We actually did deployment a couple of nights before the game, so as to get maximum gaming time on the day of the battle. I recommend this for anyone planning an Apocalypse game who can leave models set up overnight like this.
The Marines have 12" deployment zones on each table corner. The Orks deploy in the 4x4 section in the middle of each table side, and the Necrons deploy in the 4x4 valley section.
The Ultramarines split 3rd Company, and the two Tactical 6th Company squads between the four corners:
Northeast:
Northwest:
Southwest:
And Southeast:
The Orks deploy with at least one Battlewagon full of Slugga boys to meet each corner, putting long-range fire towards the middle of the board:
The Shoota Boyz deploy into buildings:
With lootas deployed on top of them:
And the Necrons deploy to protect their Obelisks
Ultramarine Turn One
Wait a second...
The Xenos roll to steal the initiative...
Xenos Turn One
Spoiler:
The Xenos steal the initiative, throwing the Ultramarine's plans into disarray! Rather than being able to advance 3rd company to screen off the Obelisks, now 3rd Company are sitting in the open, with the weight of the undamaged Ork forces pounding on them in their deployment zone. Things just got real for the Imperium.
The whole damn city will be coming down on top of them... We just lost the initiative. - Blackhawk Down.
The Killblasta unloads on a squad of marines...
All the walkers advance, presenting must-kill threats:
The Stompa fires it's Supa-gattler thing...
... and doesn't roll doubles - firing only ceases due to lack of targets!
Lootas kill the Thunderfire cannon...
But the other one on the Achilles survives:
All-in-all, the Xenos first turn takes a horrific toll on the Marines. The Southeast table edge is decimated with only an unarmed rhino surviving. The Marines don't return here... The North sides of the table fare the best, with most of the Tacticals, Devastators and the Achilles able to return fire to the Northwest, and the assault marines to the Northeast able to mount a charge on their turn...
Ultramarines Turn One
Spoiler:
Badly surprised by the Xenos response to their invasion, the Emperor's Finest grimly fight on, hoping their reinforcements will arrive soon...
Assault Marines to the Northeast prepare to charge the Necron Warriors guarding the Obelisk:
The southwest is quiet, as the surviving marines get into their rhinos and bunker down.
To the northeast, a lone meltagunner and his rhino fight bravely. The Rhino guns its engines and rams the killa kan. The kan survived, and chewed through the rhino in the assault phase. The lone meltagun failed to damage the battlewagon.
The Deffdread and closest Kan to the Achilles are turned into smoking rubble, leaving the deadly thunderfire cannon free to fire at lootas in cover - none survive.
Xenos Turn Two
Spoiler:
Xenos reserves start showing up. Four units of nearby ork warbikers ride into battle, gunz blazing!
But most of the reserves are Necrons, as more warriors, barges, and flying croissants appear on the battlefield.
The remnants of the Southeast corner are destroyed, leaving this approach uncontested.
To the Northeast, only a few marine stragglers hang on.
The Northwest corner holds on...
But the devastators are killed.
Doomscythes and destroyers combine to put three structure points on the Achilles
A Spider, Killakan and unit of lootas pile into the Assault marines to the Northeast.
And the Marines are fought off...
Ultramarines Turn Two
Spoiler:
The Marines concentrate their reserves to the southwest, near one of the functioning Obelisks. Bikes, and a Landraider roll in...
While the Sternguard and Deathwatch Deepstrike into position.
Imperial Air Defenses show up to the Northwest, along with anouther land raider and some more bikers.
The east table is quiet, the west table is where the action is...
The Sternguard and Deathwatch focus on Necron warriors...
The Imperials also call down their airstrike!
Lots of robots fall down... lootas just die...
Xenos Turn Three
Spoiler:
The rest of the Xenos reserves have to arrive this turn. Most are deployed to the west, with one unit of Nob bikers held for the east, just in case...
Kans and dred go after the last of the Marines to the northwest
But the west is where the fight is going down...
The Stompa and other eastern units start heading that way...
Boyz pile out to assault the deathwatch.
Burnaboyz in their wagon prepare to roast a biker squad.
And the ork flyboyz start dropping bomms on marines!
Devastation is wrecked where the Demolisher and Burna wagon showed up...
The Sternguard are shot, and their droppod eaten by scarabs.
Necron Praetorians assault the deathwatch with Chaplian Cassius...
The slugga boyz win their fight with the deathwatch.
To the southwest, it's bike-on-bike combat.
But with the nobs rolling in, odds aren't in 6th Company's favour.
Ultramarines Turn Three
Spoiler:
It has all been an elaboate feint - the rest of 6th company arrives to the Northeast!
As do the first-company terminators, heading for the functioning Obelisk.
There's some shooting, but nothing as relevant as the Marines preparing to enter the Necron Base.
Xenos Turn Four
Spoiler:
All available xenos forces scramble to intercept the terminators!
Boyz pile out of buildings!
And the flyers in close pursuit...
You've got one on your tail, Luke
The stompa lines up its shot...
Direct Hit!
Ultramarines Turn Four
Spoiler:
But Marneus and his Assault retinue make it through the Obelisk!
As do two other members of First Company...
6th Company continues to intercept the orks that might interfere with the Ultramarine mission.
The Battle for the Resurrection Core
Spoiler:
At this point, after over 8 hours of dice rolling, the battle shifts to the battle for the core. Having lost the initiative means that fewer Ultramarines made it than expected, but with Marneus on duty, anything is possible.... He did single-handedly kill 100,000 orks remember...
The Brave Few...
Necrons funnel towards the invaders...
Wraiths get there first.
The two tacticals don't fare so well.
And most of Marneus's retinue is killed...
But he fights on!
Through spiders...
And Scarabs...
He's killed the Scarabs, but took a wound, and lost his 2+ save... (most of what's left is AP2 anyway though)
Through Lychguard...
Boss Monster!
And another Spider...
Marneus hits 5 times, but fails to wound once, so the next turn, he dies to the Tomb Stalker...
Wait, we forgot he gets to re-roll wounds! He kills the Tomb Stalker.... only to die to the last unit of wraiths instead...
Falling down is the same as being hit by a planet — "I paint to the 20 foot rule, it saves a lot of time." -- Me
ddogwood wrote:People who feel the need to cheat at Warhammer deserve pity, not anger. I mean, how pathetic does your life have to be to make you feel like you need to cheat at your toy army soldiers game?
2012/11/22 18:46:58
Subject: Re:12000 Points, Ultramarines vs. Orks/Necrons. Lots of pics (not safe for dialup)
This was an excellent battle report, exalt'd
Man, those ultramarines had it rough though!
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.
2012/11/22 20:36:57
Subject: 12000 Points, Ultramarines vs. Orks/Necrons. Lots of pics (not safe for dialup)
Think this was my most favourite battle report ever, it's what Warhammer is all about - lovely minis, great terrain, home brewed beer and ork head cookies. I think the marine players need to save up for a titan though, that gargant was devastating.
2012/11/23 06:46:02
Subject: 12000 Points, Ultramarines vs. Orks/Necrons. Lots of pics (not safe for dialup)
Great batrep! I enjoyed seeing the Ultramarines get punished.
It is easier to extinguish the light within, than to dispell the darkness that surrounds without
DR:70S+++G+++M++B+++I+Pw40k88/f#-D+++A++++/fWD120R++++T(Pic)DM+
2012/11/24 02:47:13
Subject: Re:12000 Points, Ultramarines vs. Orks/Necrons. Lots of pics (not safe for dialup)