Showing posts with label crusade. Show all posts
Showing posts with label crusade. Show all posts

Tuesday, 26 February 2013

Special Guest BatRep!


Welcome all to another battle report, this time against a special guest! If you enjoy the evil odour of the Great Unclean one, painting Chaos Space Marines in a mucky green scheme, and your best friends are a bunch of flies, you will know Nurgle Command from his blog and also his youtube channel. He's also known as Adam, and is one of the nicest guys you'll meet, especially being as he is a fellow Transformers fan!

We initially decided to play 1500, but Adam mentioned he wanted to fit a defiler in so we upped the points. More models, more fun! We rolled off for mission and got Crusade, with 4 objectives. I won first turn, but then Adam stole the initiative! Damn! Deployment in the following pictures.



Check out Adams Forgefiend, how disgustingly good is this? Adams army was a treat to look at and the battlefield looked great with two painted armies on. More of this please!


 So the first turn, Adam advanced with his force, with his defiler taking the only shot, kiling two Space Marines and making the other 3 members of the unit to run. Ouch! Knowing this would be a threat if not taken care of I tasked my combi melta toting sternguard to try and take this out and in true form they were upto the task.


I think my shooting elsewhere was pretty lacking, and caused no other damage. Killing the Defiler did however get me first blood, good start!



The Death Guard silently advance once more, the Forgefiend targetting my vindicator and taking a hullpoint off, also stopping it from moving and shooting next turn. The Deathshroud shoot at the sternguard and gun down two with their combi-bolters, but luckily Typhus' physic test was failed and saved them from certain doom for a turn.

Both of Adams plague zombies meet an end too, one in combat against two combat squads, and the other to a lot of shooting to clear them off the leftmost objective.


The Death Guard sorcerer deep strikes down next to my rearmost tactical squad, threatening my objective. If I could not get through his terminator armour I would be in serious trouble next turn when he assaults... and assault he does! Having to challange my Sergeant, I decline so I can at least try and overwhelm him The sorcerer goes first, hits, but fails to wound! After shooting him and getting him down to one wound I need to cause one more to strike him down... and I barely manage it! I get two wounds and Adam fails one of the armour saves. 


My Thunder Hammer terminators storm out of my Landraider and assault the forgefiend, wrecking it easily. They then consolidate over towards the hellbrute in an effort to clear the objective of the vile Nurgle followers.



Adam charges the hellbrute into the terminators, and with help from a weakening psychic attack which takes my guys down to ST and T 3, the combat spills into my turn where I finally get enough penetrations to wreck it. Then comes Typhus! He and his Deathshroud bodyguard swarm into my Termies, Typhus challanging my Chaplain, Orneus Gyozo. Gyozo strikes Typhus with his power fist, making the Nurgle leader stagger back for a second but then he sweeps his sythe and kills my chaplain outright. Warlord point to Adam! Both of our terminator squads take each other out, leading the dangerous Typhus free to contest the nearby objective and sluaghter the combat squad nearby. I tried to pour firepower into him but he just would not die! 


A couple of vindicator shots onto the Plague Marines holding the objective in Adams deployment zone. Over the course of the two turns however one plague marine survives and holds the objective. Yet another nurgle follower that will not die! 


Elsewhere I'm able to capture the middle objective and still control my own in my deployment zone.


The game ends and I've won 7-4. Fair play to Adam, he kept going even though his dice rolls were terrible, its not often I feel sorry for a Traitor! He is a great opponent though, and has already asked for a rematch in the near future to claim glory for Papa Nurgle. Any time, any place!  Go check out Adams blog and youtube, linked in the intro for more about his Deathguard, they really are a treat to look at and he's an entertaining fellow on youtube!

One other thing, I'll be announcing the winner of my giveaway tonight, I've had some great pictures and new followers and you'll all be in the draw, so eyes peeled!

Thursday, 29 November 2012

Crusade of Fire... I Have It!

I made a post about the upcoming Crusade of Fire campaign book, and how I was tempted to get it. Well, I'm very happy to say I've obtained a copy two days before release! I've had a flick through, and I'm pretty impressed thus far. Theres several pages of backstory, of which I'm yet to read but the basic structure is set in a part of space that no-one has been able to access... until now. A Crusade has been sent to reclaim it yet as they enter local space... Chaos and Xenos are there too. Intriguing!



As you can see, the cover is pretty darn nice. Nice to see a Hellbrute depicted in a pose that isn't like the model... Hopefully a boxed poseable version of him soon!


Each commander gets to pick an overall 'Grand Warlord', and these traits give you campaign points. There are Servants of Ruin, the Chaos forces, Crusade of Fire, Imperium, and then the Prophets of War which represent the Xenos can choose which table to pick, Campaign points can be granted for killing or capturing enemy HQ's, capturing objectives and so on depending on which trait you roll.


I had to take a quick snap of these, Kevin Chin's Imperial Fists are sublime. The guy has 9 dreadnoughts and two full boarding marine squads, totally suiting the Imperial Fists! 


Also included are rules for dogfighting with flyers, and they seem interesting. Whether I'll get to use them I'm unsure as not many flyers are at club, so we shall see. From what I've seen though they could be a good bit of fun. 

Speaking of fun...


The Arena of Death is a place to save your captured commanders and characters. If you win, you can escape. If you lose, then you're probably dead! As you can see from the above picture, you get bonuses for attacking from the side or rear, and you also get bonuses via 'Roar of the Crowd' tokens which you earn from how well you do. There are also some cards to photocopy and print which give you certain actions to use. It looks like a heck of a laugh and I'm hoping to rope some of the guys at club into having a go and maybe doing a videoblog on it. We shall see!

Many people may look at the book and wonder "why couldn't this have been in White Dwarf?" Well, it may have been possible and it wouldn't surprise me if they had thought of releasing it in this way initially. It works really well though as a book, although the £25 price point may put some off. If you're into campaigns and want something designed for 40k, this could well be for you. Seeing the participants armies is great, I could look at others armies all day! They go through the different games, add rules for fighting in Daemon worlds, for me its worth the money. If you're not a campaign person, then this probably won't be for you. For me though its a good little pick up. Lets hope people at the club can be persuaded to get involved!

Saturday, 17 November 2012

Crusade of Fire: Campaign Book.

"Crusade of Fire"
 
 
"Crusade of Fire is a campaign system for Warhammer 40,000 that enables you to join the campaign to control the Corvus Sub-sector. Whether you choose to join the Crusade of Fire itself, the foul Servants of Ruin or the bloodthirsty Prophets of War, the fate of the sub-sector lies in your hands. 







This 96-page, full-colour hardcover book features exclusive artwork and a host of dynamic new rules. As well as the campaign system itself, the book contains rules that can be used in any Warhammer 40,000 game, from massive multi-player scenarios fought in low-gravity environments or in bunkers deep below the ground, to expanded rules for Flyers. It also features rules for playing games in the gladiatorial arenas of Commorragh as well as for fighting battles on the surface of a Daemon World.



Crusade of Fire also features the story of nine hobbyists as they play through the campaign, including detailed battle reports, fantastic army showcases and turn-by-turn accounts of their conquest."



So where did this little beauty come from? I'd heard mutterings about some more rules for flyers, and we've seen the rules for fighting on more random batlefields in White Dwarf several months before 6th edition was released... so perhaps we should have seen this coming? What does it mean for us 40k gamers though.

First of all, campaign rules made for 6th edition are a god send. We've tried a campaign at our club, and it fizzled out after a wee while as people either had little success or just became bored. This could help give meaning to our games regardless of how good or how well you've done. Expanded rules on other parts of the game will hopefully n ot just add variety, but give us more reason to come up with our own ideas for rules in games. Something I like about members at the Tredegar Reavers is that most of us are up for creating our own little scenarios or rules or even little events that happen in games. Serious games are had, but we never let fun escape out of the window. This is something I shall be picking up, I love anything that expands the universe of this game and if it can add to the games I play in its well worth the pick up.