Welcome to the Berks Warhammer 40k Club!

Click here to visit our forums.

Wednesday, March 31, 2010

The Reverse Double Envelopment Strategy, Part I

by Inquisitor Lord Aki
Inquisitor Aki had only one simple task: keep the three squads in the center of the table alive to the end of the battle.

Aki and the Hambali 501st Regiment, The Jokers, fought against the Tau Firestorm Sept in Round Three of the Pillars of Hatred Campaign. The mission was the Stop the Ritual mission from the Daemonhunter codex with a couple of minor changes.

Keeping three squads of guardsmen alive for an entire game is difficult. So the only solution was to surround them with armor!

I took Riddler and Wise Crack out for a spin with their Demolisher Cannons and sponson plasma. Bad Humor, my seasoned Battle Tank, also came with me because, let's face it, fielding a Guard army without a basic Leman Russ Battle Tank is like a woman leaving home without her purse.

The Wolf, my old-school Banewolf, came out to play with a hull mounted multi-melta. Siabolst Ghan, the shady Primaris Psyker, hid in a Chimera with a platoon command squad that was pimped out with meltas. Sgt Barnes, the Marbo wannabe, was lurking around somewhere. And Aki was also there in his new ride: the Inquisitorial Rhino with twin storm bolters. He had two Mystics and an Acolyte riding with him.

The three squads in the center of the table weren't able to do anything except stay in their circle formations. They did have Chimeras, which were all decked out with multi-lasers, hull mounted heavy bolters, and pintle weapons.

The Firestorm had a whole bunch of Battlesuits, some Firewarriors, two units of those annoying gun drones, a couple units of those Kroot savages, and a Hammerhead.

I had to deploy within 18" of the center of the table and the Tau deployed from a short table edge. The trick was he didn't have to decide which table edge until I was done deploying.

So I made a circle around my troops. I had a pretty good idea he would deploy on the side of the table that had more buildings, but spread my tanks around just in case I was wrong. Besides, I also knew he was going to deep strike some units, and the "backfield" area was nice and open for that purpose.

And here are the military tactics: an Envelopment is when you attempt to surround your enemy coming from one side. A Double Envelopment is flanking your enemy from two or more sides to surround them.

The Reverse Double Envelopment is when this is occurring TO you instead of BY you.
On the first turn one Kroot squad started running up one side of the battlefield and the second Kroot squad took the other side. There were buildings on both sides that was covering their advance. Everyone else simply advanced and started unleashing hell.

The Hammerhead started shooting at the Demolisher, Wise Crack, but didn't scratch the paint. I breathed a sigh of relief with this opening salvo. Not because he didn't destroy my tank, but because he shot at it instead of my troops.

In a game with strange objectives you can either play the objective or play against the opposing army. He chose the "play against the opposing army" tactic, which meant that he was going to miss the objective: destroy my troops.

Instead, he tried to destroy my army.

He did take vengeance on the command squad with my army's HQ choice in it. Blew the Chimera up, then mowed down the veterans inside. Only Ghan and a single guardsman stood in the crater when it was all done - and Ghan only had one of his two wounds left.

Then it was my turn to shoot.
The Wise Crack's Demolisher Cannon took out an entire squad of Stealthsuit-wearing Tau. Bad Humor's Battle Cannon barked, scattered, and all but missed. It did manage to hit a drone. Ghan wound up to use his Lightning Attack but got sucked into the warp. I'm thinking of retiring him for a while.

Everything else missed. Everything else. You have to imagine how many shots three fully loaded Chimeras can pump out (three multi-shot weapons on each). The all missed.

It was at that moment that the thought of actually losing this battle entered my mind as a possibility.

Stay tuned for part two...

Tuesday, March 30, 2010

Painting Challenge: Colin's Eldar

Colin G is slowly working his way up on the Painting Challenge board with these three points towards his Eldar army.

Monday, March 29, 2010

The Berks Warhammer 40K Group

If you are new to the Berks Warhammer 40K Group, new to this site, or just forget how things work within the group, then you should be reading this.

The Berks Warhammer 40K Group is an informal group. There are no “rules”, membership requirements, or anything like that. We do not meet at any set time or place. There are no army requirements for general game playing. The only thing we ask is that you live somewhere near Berks County, Pennsylvania.

To join the group, simply say that you are now part of the group, shake your hand, and congratulate yourself.

Now, since that is out of the way, the rest of this guide will explain how to get in touch with the rest of the group, find other players, and have some fun.

Where Do We Meet?
Most of our games take place at HobbyTown USA in Reading. However, members also play at The Adventurer’s Guild in Harrisburg and at Modellbahn Ott Hobbies in Gilbersville. We also have a lot of “Basement Games”.

You should be able to find a couple of player at HobbyTown on any given Saturday at noon.

Finding Other Players
If you haven’t already done so, you need to become a member of the Berks Warhammer 40K Yahoo Group. This group is in a forum format, but it is used as a group email system. To be added to the group, send an email to BerksWarhammer40k@hotmail.com.

You will get an invitation to join the group. This invitation will contain all of the instructions on how to email the entire group.

To schedule a game, simply send an email to the group email account asking if anyone is available.

Army Pages
As a member of the group you can request that an army page be created for your Warhammer 40K army. This is your opportunity to show your army to the world!

If you click on the “Armies of Berks” menu item, you will see all of the registered Berks armies. Take a look at The Kabal of the Sundered Fist and Legion armies for some examples of an individual’s army page.

To have an army page created for you, please send an email to berkswarhammer40k@hotmail.com.

You may also notice that some of the army pages lead to other sites. This is because some of the Berks members also have their own blogs and maintain their own army page. If you have your own army page and would like to have it included in the Armies of Berks page, just send an email to berkswarhammer40k@hotmail.com.

Painting Challenge
After spending the time putting together and painting a miniature, squad, or vehicle, doesn’t it make sense to show it to the world?

Tired of looking at your primer black army and need some disciplined method to complete it?

Check out the Berks Painting Challenge. We use the most widely accepted point system for each size model to help you set and achieve your painting goals.

Articles, How-To’s, Fiction and Battle Reports
If you have any general gaming articles, How-To’s, fiction or Battle Reports that you would like to share, please send them to berkswarhammer40k@hotmail.com. The website is for the group and by the group. If you have something to share, please share it.

Please proof-read your work to make sure it makes sense. Check the spelling. And no vulgarity, racial-slurs, etc. This is a family friendly site.

If you have pictures to be included with the article, then include them in your email and indicate where in the article they should be.

There is a new article posted to the site every day. We try to only post one article per day so it gets the maximum exposure. Because of this, there is usually a week to two week lag between when an article is submitted and when it is posted. Please keep this in mind when submitting articles.

Campaigns and Tournaments
There seems to always be a campaign in progress or a tournament just around the corner. Check the site every Saturday to learn what is going on! If you have joined the Yahoo Group then you will get the Berks Events email when it is published on the site.

If you have any questions, please do not hesitate to email the group if you are already a member or send an email to berkswarhammer40k@hotmail.com .

Saturday, March 27, 2010

Berks Events

Here are the upcoming and ongoing events that the members of the Berks Warhammer 40K Club are participating in:

At the Feet of the Gods
Warhammer 40K 1850pt Tournament
Saturday, April 3rd from 1:00pm - 8:00pm
The Adventurer's Guild, Harrisburg, PA
This is one of our themed tournaments. A new rift in the warp has spilled out in an inhabited sector of real space. With the corrupting influence of the warp, and the very direct hand of the gods of chaos about to destroy many worlds you need to get to Proximo II and recover as much as possible before its too late. This is a "Hobby" Tournament, meaning you will be graded on wins, appearance & sportsmanship. The tournament is 1850 points with only your currently in print codex. No flyers, no Forge World, nothing with structure points.
Contact theadventurersguild.mail@gmail.com for more info.

 

Berks Spring Assault
1000 point four game Warhammer 40K Tournament
April 24, 2010
Reading, PA
REGISTER TODAY!

GameCon 2010
1850 point Warhammer 40K Tournament
April 16 - 18, 2010
Aberdeen, MD

MECHANICON 2010
5 Game 1850 Points Warhammer 40K Tournament
November 5-7, 2010
West Chester, PA
Click here for more details



Pillars of Hatred Campaign
Closed campaign
Currently on Round 3 of 6

Thursday, March 25, 2010

Objective Marker Challenge

The Bell of Lost Souls has a new challenge: Objective Markers!

Basically, you make three objective markers and take a really good picture of them. The winner gets a $40 gift certificate for a miniature of your choice. The deadline is March 31st.

Since the Berks Spring Assault Tournament is next month and you will need some objective markers for it, the timing for this couldn't be better!

Wednesday, March 24, 2010

Friend or Foe Part II: The Battle Report

by Steel Thunder



The forces of the Cadian 17th rolled up onto the battlefield (short table edge), with the remnants of a ruined temple of some sorts centrally located. Coming in from the West, the Cadian 17th began to position themselves and observe the scene.
On the Eastern side, starting to surround the temple area, a handful of forces of the Salamander’s 2nd company took up position around the questionable marines. Forward sentries reported of two full squads of marines in Salamander’s power armor, but had apparently dumped red and blue paint over their suits.

There were lanterns within the walls of the structure as dusk started to encompass the sky. The darkening sky was disrupted by shocks of flashing light and colored explosions as yet another one of the cursed warp storms seemed to be occurring.
Colonel Dray was not happy with the scene.”Blast these damn storms! It’s going to be tough to see what we’re up against. I want to make sure we’re not being lured into a trap, let’s wait and see what these guys do first”.

As the Cadian forces set up, they witnessed two predator tanks, a squad of devestators and a scout squad armed with shotguns. A small squad of Sternguard Veterans were also positioned in the woods on the far side of the ruined building.

The crack of bolter fire erupted from the woods as the Salamander (loyal) forces unleashed a hailstorm of fire into the squads in the ruins that were chanting unintelligible words of summoning. When the smoke cleared, some of their number had fallen, but still the traitorous warriors were chanting and moving in their ritualistic dances.
Colonel Dray spoke up.”Any word from Captain Ver’Asa?”

Corporal Drax, the Colonel’s personal vox-caster answered him.”No sir, we have interference with radio communications. I can tell you this, he’s not here right now.”

The Colonel frowned. He didn’t want to engage these forces if they were loyal, and without final confirmation, he wasn’t sure which targets to take out. Then he came to a rather harsh decision.

“I want them taken alive! Members of both factions. Launch assaults and send their men back. I want to capture at least two men from each faction, try not to kill them all. Use non-lethal projectiles if you can.”

The Colonel’s men looked at him slightly puzzled. Sure, they had electronic stun weaponry and high powered stun grenades, but even against human targets, these”experimental” weapons have been lethal to”normal” human targets. The Colonel hoped the Astartes warriors would prove to be strong enough to survive.
Colonel Dray observed two predator tanks close up the distance onto the warriors in the ruins. Initially, the Cadian gun line opened up on the warriors in the ruins as well. The Leman Russ Executioner Tank rumbled forward unleashing a deadly salvo of plasma fire from its executioner cannon. Four of the warriors fell to the deadly blast of crackling hot energy. Ratling snipers took down another from their vantage of cover.
The Colonel ordered his other troops to provide cover fire and the Valkyrie Assault Carrier screamed forward and hammered one of the predators, taking out its autocannon. The other Leman Russ Battle tank and Basilisk took out some of the scouts and devestators, trying to force them to run and abandoned their positions.

“Damn those Astartes!” Colonel Dray bellowed.”They called us to handle this mess, they need to back out now and let us handle it!”

The Colonel was upset at attacking possible loyalist forces to the Imperium, but he had to take the initiative and take matters into his own hands.
(Turn 2): The com system cracked to life with a resounding”DRAY!!!!!!” followed by more static and some rather rude explicatives. Corporal Drax went white with fear. He realized it was the Salamander’s Captain calling. He was arriving in a Razorback tank which was just arriving on the scene, close enough now for communications despite the increasing intensity of the warp storm.

Unsure what to do, Corporal Drax turned to get the Colonel’s attention. The Colonel held out his hand, momentarily stopping the vox-caster laden soldier.

“Blast it! These storms are not going to aid us in our mission!” Col. Dray yelled out.”All troops, move in closer! I want to take these ‘other’ marines alive! Push the attackers back!”

No sooner than Col. Dray yelled out his orders, the Salamander Sternguard unleashed a hail of bolter rounds into the questionable”traitor” marines. They gunned down almost all of them, leaving just one of the red squad of marines left. He fell to the combined fire from the devastator squads.

In a bold move, Colonel Dray’s secret weapon was unleashed. Specialist guardsman Dutch arrived, having infiltrated behind the Sternguard Veterans. He was carrying a very experimental weapon, a Neuro-charge. This device was a special high-powered energy device that supposedly was to stun creatures and incapacitate them for a short amount of time. Ideally suited for xenos monsters, it has been used to capture various Tyranid creatures alive. The Colonel had acquired one for Dutch to deploy, hoping that it wouldn’t kill off the Astartes Warriors, as the charge was too much for normal humans to bear.

The plan worked like a charm. Guardsman Dutch delivered the device and it took down the full squad of five veterans. Hopefully medical personnel could attend to them later to ensure that they still lived. Dutch withdrew back into the cover of the woods, looking for more targets of opportunity.
The Warp Storms raged on, constant flashings of blinding colored lights making targeting difficult for both the forces of the Cadian 17th as well as the Salamanders 2nd company. Colonel Dray, now receiving communications from Captain Ver’Asa was pleading with the Salamander’s Captain to withdraw his forces.

“Captain Ver’Asa! Please let us handle this fight. We will take it from here, there is no reason for your men to continue to open fire upon their own battle brothers……” the communication was interrupted by continued static as the increasing intensity of the Warp Storms must have been cutting into the radio signals, causing major interference.
“We can only hope that he heard us, continue moving forward!” the Colonel barked out to his men. Infantry regiments surged forward. The Valkyrie maneuvered around to unleash more fire into the Salamander forces in hopes of driving them back.

As the Salamander Captains Razorback tank rumbled forth, it and the Predator tank armed with twin lascannons continued to pour fire into the remaining squad of Astartes warriors in the ruins. Two more of their number fell, leaving just 7 more men alive, still performing their ritual.
Captain Ver’Asa didn’t waste any time, and stepped out of his Razorback tank as it got shelled and shaken up by light fire from the Valkyrie. The Captain was furious and apparently determined to finish this job himself. He and his command squad deployed from their tank and took to a run towards the ruins, all the while Cadian forces were firing warning shots to try and hold them back. Colonel Dray’s orders were clear:”Capture the Traitor Astartes Warriors alive!”

In trying to keep up with the Colonel’s orders, the rebellious Guardsman Dutch (Marbo) moved in on the Predator tank and planted a melta bomb under the engine compartment. A spectacular explosion blew the tank a clear 8 feet off the ground until the shrapnel scattered.
Try as they may, the forces of the Cadian 17th now found themselves in a tight position. They had to cut off the charge of the Salamander Captain to have any chance of capturing the summoning warriors (and also now my only chance for a tie). The Executioner tank took care of the devastator squad, the scouts were run off. Lt. Barask attempted to make a bold move and urged his Chimera transport forward. His troops deployed and laid down a rash of cover fire in an attempt to hold off and force the Captain and his command squad back from the ruins.
Captain Ver’Asa and his retinue charged forward despite flamers and lasgun fire trying to hold them back. Thankfully none of the shots were lethal or found their marks. In true heroic fashion, Captain Ver’Asa charged up the steps and unleashed his bolt pistol. Surely it must have been difficult for him to administer the execution of one of his own men, but he did not falter, and the Captain took down the last of the summoners.
**As this mission was odd, and the Salamanders chose NOT to give into the chaos, we both had a clear mission. Salamanders: Kill ALL summoning units. They would score 10 points for each of the 2 units they destroyed. Cadian 17th: Weaken or destroy the summoning units. Score 5 points for each unit knocked below 5 men, OR destroyed.

As the Cadian 17th commander, I found myself having to attack the Salamanders loyal forces an hope to whittle down the summoners below 5 men, but keep them alive to prevent the Salamanders (Andy Usher) from scoring any points. That plan fell apart when he gunned down the first squad, thus scoring him 10 points and me 5. All I could do than was hope to pull out a tie (and possibly a win by 1 bonus point if I could take out his commander).
In the end, the Salamanders Captain gunned down the last man with the LAST shot of his turn 5, thus denying me any opportunity to win. There was no point in attacking the command squad, as not only could I not win, but to keep true to the story, my commander did NOT want to engage the Salamander’s Captain.

Quite an odd scenario, and it made for an exciting finish! Well played!

Tuesday, March 23, 2010

The Leaderboard and Battle Archives

In the Pages menu on the upper-left corner of this site you will find the Leaderboard and Battle Archives link.

The Leaderboard page shows the victories, defeats, and draws for each of the Berks armies. Each army has a score associated to it. The score is calculated by this formula (WINS + (TIES/2)) * # GAMES PLAYED.

The Battle Archives is a list of every recorded battle.

If you are a member of the Berks Warhammer 40K Club, please record your battle by filling out the form at the bottom of this page.

All Warhammer 40k battles count towards your army’s score, even if you opponent is not a member of the group. The game type, mission, point value, etc., do not matter. You can (and should) also record battles fought in tournaments, so just keep track of each opponent you play against.

Include your defeats! Look at how the score is calculated. The score is multiplied by the number of games played. If you do not record your defeats, then your overall score will be much lower than it could be.

If you find your army in the Battle Archives and, for some reason, you don’t want anything recorded, then send an email to berkswarhammer40k@hotmail.com and let me know. Your army name will be removed by the Inquisition, but your opponent’s results will not be altered.

If you are not a member of the Berks Warhammer 40K Club, then I encourage you to add a Leaderboard and Battle Archive on your club’s site or blog. It is easy to maintain if you do everything in Microsoft Excel. If you would like a copy of the spreadsheet that I use (which includes the formula to create the HTML), send me an email at berkswarhammer40k@hotmail.com.

Happy Hunting!

Monday, March 22, 2010

Ultramarines vs. Tyranids

by Erik A
Ray and I got to throw down today in a classic match up on a little present I got courtesy of my wife.  We played a simple 1250 pt game on a 6x4 board at the store.  But not just any board but the GW realm of battle board that I am in the process of painting.  Its almost done but you can tell from the pictures is nice to look at and breaks up the normal game surface.  So onto the game...
Seize ground, with spearhead deployment.  3 objectives and it just so happened we put three clumps of trees down on the table.  So that made things really simple for us.  Ray brought along an impressive force of numbers which I have to say made me almost poop my pants when he began placing gaunts down.  I was expecting him to bring carnifaxs and warriors along.  On top of this he brought along those darned zoranathropes and was using the much feared new codex.  I would like to say that Ray and I have played three games in this fashion of bugs vs smurfs.  And each time he brings a new tactic to the table against me and learns from the previous game.  Our last game he lost an entire squad of genestealers by placing them in the middle of the road in front of my Land Raider Prometheus.  This time around he had two squads of genestealers with broodlords that he infiltrated.  Great job ray. 
I did at least manage to gun down most of the little bugs in short order and denying him saves is a pleasant experience.  But that pesky Warrior prime or whatever surviving an entire round of shooting from my predator was just wrong.  Not to mention losing a squad of marines to a broodlord and one lone genestealer.  Gunning down gaunts seemed to be the matter of the day for me even when they were in cover and on the objective.  While the game lasted 5 turns and was what I would consider a victory it was a draw in fact due to losing yet another dread to Rays zornathorpes.  He always seems to have those damned things by the end of the game and takes out my dreads with them. 
So enjoy the pictures and as always Ray it was a great game.  I hope to get another one in with you soon.

Saturday, March 20, 2010

Berks Events

Here are the upcoming and ongoing events that the members of the Berks Warhammer 40K Club are participating in:

Berks Spring Assault
1000 point four game Warhammer 40K Tournament
April 24, 2010
Reading, PA
REGISTER TODAY!

GameCon 2010
1850 point Warhammer 40K Tournament
April 16 - 18, 2010
Aberdeen, MD

King of the Hill Campaign
Open campaign
Ongoing



Pillars of Hatred Campaign
Closed campaign
Currently on Round 3 of 6

Friday, March 19, 2010

Friend or Foe?

by Mike B and Andy U


From Captain Ver’Asa, Salamanders 2nd Company

Colonel Dray,

News of your battle group's work here at Bein-Telu has reached my ears, and I am pleased to hear of a commander whose loyalty is unquenched by the mist of Chaos. The time is coming when we must do what we came to do.

Several renegade Space Marines are preparing a summoning ritual at a dark altar. These targets must be identified and purged. Coordinates to follow. Your thoughts on the best way to eliminate these nascent traitors would be most appreciated.”

Ver'Asa
Captain, 2nd Company

*******End Transmission**********

The com-tech studied the secured message. This was potentially very good news, but the young ensign also knew that their hard-nosed Colonel had issued uncompromising commands that NO other military units other than their own were to be trusted.

Ensign Relvick shuddered at the thought of the Colonel sending some troops to face a firing squad just a few days ago. The dark talk of chaos, and their commander’s recent encounter against traitorous Space Marines have left the men restless. The only comfort they took was that their commander had inflicted heavy casualties upon the chaos forces attempting to slow up their army’s advance.

Well, it was time to face the music, mused the young ensign. So, he copied the information into a portable data pad and headed off to find Colonel Colwyn Dray.

Colonel Colwyn Dray was in his mobile command bunker, a pre-fabricated structure that imperial guard supply ships carried to allow hastily set-up military encampments. Inside, he was discussing the issues with his staff. Lt. James “Jumpin’ Jim” Gavin was listening intently to his commander. There were disturbing reports of two xenos factions of Tau that were actually fighting against each other. The Colonel insisted that it was as his forces had encountered with the Inquisitor’s ambush; One faction was turning to the call of chaos and the other was moving to intercept them.

“It’s bloody fratricide!” the colonel yelled to his men, “that these…..xenos bastards would actually turn on each other with such threats around here as the traitorous Astartes warriors and that rotten bastard Inquisitor Aki running around here on this cursed rock!”

Ensign Relvick approached the doorway, greeted by the Colonel’s personal body guards, checking him at the door. The ensign told the sergeants that he had an important message for the Colonel.

Lt. Barask was speaking up at the time. “Sir, perhaps I should lead an expedition to investigate the xenos threat. Perhaps I could….”

“Oh no you don’t!” , Colonel Dray interrupted the young Lieutenant. "You left your post early when the Inquisitor attacked. You also left us early in the Valkyrie, when we could have used some more fire support against them Chaos sons-of-bitches!”

The young officer started to defend himself when he was saved further reprimand when Sgt Dalgos, one of the Colonel’s body guards, interrupted.

Hearing the man clear his throat, the Colonel stopped in mid sentence, knowing that his most trusted guards would only dare interrupt him if it was important.

“What is it Sergeant?” The Colonel asked.

Sgt. Dalgos held out the data pad, “Important message for you sir, it just arrived”.

Colonel Dray sat down in his chair for a moment, taking a minute to review the message from the Salamander Space Marine Captain Ver’Asa.

Colonel Dray frowned. He Looked around at his men and read the message aloud to them. When he finished, he gave them a moment to digest what they had to think.

“Sounds like a set up to me, but I’m willing to hear what the rest of you have to say.” The Colonel opened the discussions….

Lt. Gavin was first to speak up. “I’d have to agree with you Colonel, it does sound like a trap, as you would always say. We should be extremely cautious”.

Lt. Barask was much more optimistic. “Colonel, but pardon my comments here. These are noble Astartes warriors. Surely they are above the call of the darkness. They are requesting our aid. This could be exactly the support that we need.”

Colonel Dray was not so convinced. He was starting to tire of Barask and his cowardice. He suspected that Barask was just hoping that perhaps the Astartes warriors would want to just take over the operation and allow the 17th Cadian to depart.

Captain Fawkes, the Master of Ordnance spoke up, adding his insight. “Sir, he is requesting fire support. Perhaps a small detachment of artillery would be able to provide assistance, and if scouts determine other wise, we could always pull our forces back.”

The Colonel liked this idea, and said so. “Fawkes is right. We can’t ignore this potential call, but we can’t accept it with open arms either.” Turning his attention to the ensign, the Colonel instructed him to take down a message to transmit back.

Be sure to send this priority ensign.


Captain Ver'Asa,

We are honored that you have called upon us to aid you. It is refreshing to hear that there are indeed some loyal Imperial forces upon this rock of chaos.

We have encountered some distrubing resistance since responding to the Inquisitor's call for aid. In fact, the renegade Inquisitor Lord Aki himself had requested our planet fall, only to attack my forces and unleash strange, hellish beast of the warp upon my men.

Shortly after that, my forces were again beset upon by traitorous marine forces and machines of chaos. We managed to inflict some rather heavy casualties upon their units before making good our escape.

You will understand, tactically I hope, that my forces are now ordered to proceed with extreme caution. The taint of chaos is all around us, and I for one will not allow my troops to falter in our unswerving loyalty to the Emperor of Mankind.

I will be dispatching forward sentries to scout out the coordinates you indicated so as to better identify the target threats. I will follow with as much artillery as I can muster and seek to eliminate these threats as swiftly as possible.

As the reputation of your Chapter precedes you, I would like to think that your forces are prepared to assail the foe with high powered, short range weaponry, such as melta guns and flamers. We can provide ample cover for your troops and coordinate our efforts to eliminate any threats that exist.

Colonel Colwyn Dray, 17th Cadian Recon Division.

After sending the message off, the Colonel turned to his advisors again. “Okay men, let’s plan this attack”.

Captain Fawkes looked at the Colonel quizzically, “Colonel, why did you suggest the close range fire support for the Astartes troops?”

The Colonel cracked a wry grin. Something he hadn’t done since landing upon Bein-Telu. “Simple Captain. I don’t trust any of them. If some of their forces are admittingly turning to the dark forces here, we can’t trust any of their forces. We will simply provide long-range artillery and fire support”

Lt. Barask looked confused, and spoke up. “Excuse me Colonel, but which ones will we know to attack? How will we determine which foes are friendly or not?”

Colonel Dray spoke in a flat, dry voice. “Easy. We shoot the green ones. If they are loyal to the emperor, than they will find a way to survive the death we plan to rain down upon them. Just shoot them all. May the light of the Emperor sort them out.”

Seeing their commander’s wisdom, the staff all nodded in agreement. Lt. Gavin spoke than, “Colonel, do you want me to lead forward forces in for recon?”

The Colonel waived him off. “No Lieutenant, we won’t be bothering with that this time around. I think your services are going to be better applied to sending out scouts to track down these Xenos forces that we’ve heard about. I would like to hear a full report of what you find when we return.”

Lt Barask looked at his commander, realizing he was again going to be led into another fight. “What do you require of me, sir”, the defeated officer offered.

Looking at his subordinate, the Colonel softened his tone just a tad. “Lieutenant, you will be mobile command for infantry. I want you in a mechanized unit and able to coordinate supporting fire. We don’t plan on getting to close in on this one until they are nicely softened up. Captain Fawkes and I will lead fire support and artillery support.”

Looking around at his men, the Colonel called out last minute details and ordered his men to prepare to move out within 18 hours. This was going to be one bloody mess.

Thursday, March 18, 2010

Gandalf, the Hobbits, and Da Trukk

Tim W has been at it again.

Here are some Lord of the Ring models (5 points towards the Painting Challenge):
And here is Da Trukk Tin Kruncha (10 points towards the Painting Challenge):

Wednesday, March 17, 2010

Pillars of Hatred Campaign, Round 3

The scenario below is the battle that will be played for Round 3 of the Pillars of Hatred Campaign. They can be downloaded by clicking here.

On the plateaus on the southern continent on Bein-Teln a great disturbance is taking place on a planet that has been ravaged by warp-storms and the influence of Chaos.
The armies have all raced to the arid lands that were once fertile, towns that stood and fell, to the places that some power had drawn them to.

The voices heard as whispers and in dreams have told some within the great armies that gathered on Bein-Telu how to increase their power, how to win the greatest of all prizes.

They also were told that there were other forces that were threatening that which is within their grasp. For the powers that are fighting for Bein-Telu are not only the armies of the Imperium, Chaos, and Tau, but are the Dark Gods themselves. They fight each other over the power of the Pillars of Hatred. They fight to control what can become a gateway to the physical realms.

And they will use the armies of Man and Xeno to obtain their goals.

"Only the naïve believe that Chaos is a single force that is out to destroy man. Man is nothing more than a pastime to them. They fight each other to obtain more power. Man is only their tool.”
~Inquisitor Lord Aki

ROUND 3: The Summoning

The battles for the third round will be fought between:

Defender:
Hambali 501st Regiment
versus
Attacker:
Firestorm

Defender:
Army of Ten Rings
versus
Attacker:
E'Co Sept, Ordo Xeno

Defender:
Salamanders 2nd Company
versus
Attacker:
Cadian 17th Recon Division

Mission: Stop the Ritual
Deployment: 4'x6' table, modified deployment zones.
Points: 1500
Objectives: Attacker must stop the summoning ritual.

Scenario:
The defender is attempting to summon a daemon from the warp to increase the power of their army. The attacker must stop the ritual from completing.

Pre-Game:
Defender Chooses Summoners
The defender must choose at least one infantry type who will be performing the ritual. This unit can be any infantry unit (not a vehicle or walker) that has at least five models.

Designate a Leader
Designate a leader for your army. This will be the leading HQ character. However, if there are multiple HQ characters in your army, you must select one as the leader. Notify your opponent as to who your leader is.

Set Up
The game will be played on a standard 4'x6' table with the amount and position of the terrain as agreed upon by both players. Ideally, a ruined temple, mausoleum, or other building should be placed in the center of the table.

The defender sets up his forces anywhere within 18” of the center of the table. He will do this prior to the attacker choosing a deployment zone.

The defender will set up one or more “Summoning Units” in a circular formation within 18” of the center of the table. They must be in unit coherency. These units must be deployed at the beginning of the game.

After the defender has set up his units, the attacker will choose a short table edge as his deployment zone. All units that are deploying on the first turn must be deployed within 6” of the table edge.

Any infiltrators that are deployed must be deployed within 12” of any short table edge. If both armies have scouts then roll-off to determine who places their scouts first.

Any scout movements will then take place. If both players have scouts then roll to determine which player moves their scouts first.

Reserves
The attacker’s reserves enter the board from the short table edge that is their deployment zone. The defender’s reserves enter the board from the short table edge opposite of the attacker’s deployment zone.

Falling Back
Attacking units fall back to the short table edge that was declared as their deployment zone. Defending units fall back to the short table edge opposite of the attacker’s deployment zone.

The Ritual
Because they are focused on the ritual, the Summoning Units are fearless, immune to pinning and will not fall back. They cannot shoot or move while attempting the ritual, but will make a pile-in move and fight back if assaulted.

Because of the influence of the warp, the Summoning Units have a 5+ invulnerable save.

It takes five models to complete the ritual. If at any time a unit falls to under five models, it can either fight as normal or join another Summoning Unit. It can only join another Summoning Unit if the unit is of the same type and in doing so the combined unit does not exceed the number of models allowed in that unit. For example, three Space Marines cannot join a Summoning Circle that already contains ten Space Marines. However, the three Space Marines can fight like normal and join a seven Space Marine unit in a later turn.

Only units that were declared as a Summoning Unit may join and be part of another Summoning Unit.

Game Length
At the end of turn 5, both players will roll a D6. If the combined amount is 5 or less, the game ends.

At the end of turn 6, both players will roll a D6. If the combined amount is 9 or more, the game continues.

At the end of turn 7 the game automatically ends.

Winning and Scoring
The defender earns five points for every Summoning Unit that has at least five models that are not engaged in close combat at the end of the game. The attacker earns five points for every Summoning Unit destroyed or is in close combat at the end of the game.

One point is earned if your opponent's designated leader is killed. One point is earned if your designated leader is alive at the end of the game.

Fighting the Chaos
If the defender decides not to allow the dark powers to influence his men, then he can decide to destroy the summoning units himself. If he decides to do this, then the following must take place:

• The defender must take two Summoning Units.
• Both Summoning Units must be at full strength.
• The defender must place one of the Summoning Units circling the center of the board.
• The defending army list can only have 1300 points (including the Summoning Units). Some of your men simply will not shoot at their comrades, no matter how grievous their sins.
• The attacking army may shoot into a squad of the defending army that is engaged in close combat with one of the Summoning Units (they are all the enemy). However, for the purpose of resolving the shooting attack, the Summoning Unit and the defender’s unit that are engaged in close combat are considered one combined unit. The defender may allocate any wounds as he desires to any of his models engaged in the close combat melee.

If the defender decides to do this then he earns ten points for every Summoning Unit that is fully destroyed while the attacker only earns five.

Warp Squalls
The barrier between reality and the warp on the planet of Bein-Telu is weak. This causes many atmospheric disturbances that are enhanced by the summoning ritual.

At the beginning of each GAME turn (not player turn) both players will roll 1D6. If the combined total is 8 or above, reality is ripped, resulting in blinding light, hurricane winds, and blowing debris. Night-fighting rules are in effect for the entire game turn.

Warp-Blessed Artillery
The attacker or defender may call on the powers of their Chaos masters to inscribe runes on their artillery shells. For a cost of 25 points per model weapons that uses a blast or ordnance template can be upgraded to ignore cover saves.



Tuesday, March 16, 2010

Battle Missions Review

by Inquisitor Lord Aki
If Games Workshop had simply come out with a book with more missions, I would have been happy. In spite of player's complaints about GW, they do understand how to make a solid ruleset and they test each rule thoroughly before it hits the selves (oh, how I wish I had that job!).

But, with the new Battle Missions supplement, they came out with so much more. Sure, they have different missions. Each mission varies in deployment zone and objectives. They have different victory conditions. They have everything you ever wanted in different missions.

It is how you choose which mission to play that is the real gem of this book.

One method (the boring method) is to roll a D66 and choose a mission at random. For those unfamiliar with the D66 roll, you roll one dice and that is the "tens", then roll another and that is the "ones". So if your first roll is a 2 and the second is a 5, then the D66 roll is 25. You look up which mission is 25 (in this case, "Invasion") and play that mission.

Another method is to agree with your opponent on which mission you will play or use the missions as part of a narrative campaign.

But the greatest way is to roll off against your opponent to determine which army mission to play. To understand this, you need to understand the missions themselves.

The missions are divided into ten sections, one for each army type (Space Marines, Tyranids, Orks, etc.). For each section, there are three missions. Each of the three missions is geared towards the army which section it falls under.

For example, for Space Marines the three missions are Vanguard, Surprise Attack, and All-round Defense. These are the three areas that Marines excel at. For Imperial Guard, the missions are Prepared Assault, War of Attrition, and Trench Warfare.

Each mission refers to the army which sections it falls under by the army name and the opponent as the "enemy". This does not mean that a Tyranid army cannot play the Vanguard mission as a Space Marine would. But a Space Marine army would be better suited for that mission than any other army.

To decide which mission to play, you roll off against you opponent. If you are playing Imperial Guard and your opponent is playing Orks and you win the roll, then you would play one of the Imperial Guard missions. If you lost the roll, then you would play one of the Ork missions. To decide which of the three missions you would roll a D3.

The missions are extremely well balanced. Just because each army has three missions set aside for them does not mean they necessarily have the advantage. It is simply the type of mission that a particular army is geared to play.

Because of how you chose which mission to play and sheer variety of missions, it will force you to make extremely balanced lists. You have no idea what you will be encountering and it forces you to seriously consider whether or not your army can handle any situation.

Armies that are designed to make more use of one unit than another with be hobbled in some missions. An example is my all mechanized Imperial Guard army. The advantages I gain for having all my troops in transports for normal missions do not provide the same advantage in the War of Attrition and Trench Warfare missions. This is because the Imperial Guard is not meant to be a Vanguard/Attack force as my mech army is designed to be. This isn't saying those missions are unplayable or even that I will be at a disadvantage, I will just not have the same advantage as a Guard army that is more evenly balanced.
The book itself is very well designed and laid out. Each army section provides some fluff concerning the army and how it normally fights and also has some type of battle map for some war you have probably never heard of. Each mission is extremely well laid out with objectives, deployment, victory conditions, etc., spelled out in detail.

One thing that this book made me understand was the concept of Kill Points. In some missions the objective is to simply remove the enemy units from the field, regardless of who they are. If a lone guardsman takes out a Marine Commander with a luck shot, then it doesn't matter how many points the commander is worth in terms of the mission objective - he is removed from play.

This isn't to say that all missions of this type use Kill Points. There are quite a few that require you to calculate the number of points each destroyed unit is worth to determine who won. But for the missions that use Kill Points, it makes sense to use Kill Points.

The only problem I found with the book was the Kill Team rules. Yes, it is an "extra" section that goes beyond the thirty different missions and it isn't a required chapter in the book. However, the rules seemed rushed, as if they were thrown in at the last minute. It's really nothing more than a dummied-down version of Warhammer 40K, like the type of game two new players would play without fully understanding the rules. The 4th Edition concept of arming each man differently is thrown out the window and is instead replaced with the allowing three members chose a special rule.

The other extra sections are great. They have a section that details how to make your own mission and the advice it gives is dead-on accurate. The other extra missions is, as they say, and excuse to use three Baneblades in a normal game of 40K. You need to read it to understand it - it is really not an unbalanced game when you understand what the objectives are.

Overall, I think the book is worth every cent. When talking to new players and describing what they need to buy to get into the game, this book should be on the list (40K Rulebook, Army Codex, and Battle Missions book). I am actually waiting for GW to package this with the BGB and sell it in some type of box that looks like an ammo crate.