IG vs. Daemonkin (1850 Points)

Santa Clara Sector, Mountain View: March 17, 2017

Commissar Alex and I played the Warp Rift scenario for the first time.  We used the Rift Gate as well as the Tactics and Mystics (maelstrom cards) optional rules.  My army was 1850 points of Khorne Daemonkin.  I ran a Blood Host Detachment with a Slaughter Cult formation, as well as a CAD.  Alex, playing Imperial Guard, ran a CAD with an Emperor’s Wrath Artillery Company formation.

Commissar Alex wrote the summary for our game or rather the good General Nesson did.  I’m not revealing how I got my hands on it, though rest assured I have my sources!

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The blue boxes were the objective markers.  The warp rift is the tower.

The forces of chaos struck once again against the Imperium, attacking an imperial planet in the Segmentum Ultima.  [Name and location of planet withheld under security edicts.] The local planetary defense forces were no match for the traitors and after just a few months the planetary defense force had no presence outside of a few major cities.

After several more months the Imperial navy arrived, bringing with it the forces of the Imperial Guard. After a few weeks the traitors were driven back towards the equator by our numerically superior forces.

However the deaths from all the fighting caught Khorne’s attention and the vales between realities weakened. Using this to their advantage, the forces of chaos enacted obscene rituals and the sacrifice of an entire village to break open a warp rift, which allowed daemons into material space.

IG vs. Daemonkin March 17 2017 Synchronized Bloodletters and Demolisher

Synchronized Summoning ought to be an olympic sport!

The ritual was successful but only allowed for a few daemons to come at a time; however the deaths of guardsmen and traitors fueled the warp rift and soon the trickle became a stream. As the rift grew our commanders realized that if they wanted to have any hope of preventing [name of system redacted] from becoming a daemon world they would need to seal the rift before it enveloped the entire planet.

In a desperate gamble they headed directly towards the rift hoping either the priests or sanctioned psykers attached to the regiments could find a way to close the rift before it was too late.  As they approached it reality began to distort and madness reigned.

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Vendetta on an attack run against a Chaos Space Marine rhino.

While the exact events are unknown what is undeniable is that the imperial guard forces failed to seal the breach. After a few hours the rift began to grow rapidly and soon enveloped the planet in just a few days. Imperial command on the planet sent reports to orbital assets for as long as they could but the last transmissions degenerated into gunfire and maddening screams. The planet in question is currently under quarantine by the Imperial navy.

— Administratum Summary based off the final reports of Imperial General Asher Nesson

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As a sort of post script, we found this scenario gave a bit of an advantage to the assault-based army, all other things being equal.  I have to say this was not unexpected.  So we came up with the following optional rules and I added it to the scenario page.

Superior Reconnaissance:  The daemon player’s board edge for purposes of moving reserves onto the battlefield must be the same as the board edge she picked for deployment on turn one.  This is to help balance the scenario, since assault armies seem to be advantaged over shooting armies, all other things being equal.  If further balancing is needed, the daemon player must declare her board edge before the enemy player deploys.

The Emperor’s Tarot:  This is used with the Tactics and Mystics optional rule to help balance the scenario, if needed.  The enemy player deploys and draws his tactical objective cards before the daemon player deploys.  The enemy player may then decide to roll off to see who takes the first turn if he likes the look of his cards, or if both players agree the enemy player can take the first turn without a roll.  Note there is no Seize the Initiative rule in this scenario.

Neat Space Ship in the Santa Clara Sector

I visited the Game Kastle store in Mountain View, California for the first time a few days ago and saw some neat miniatures in their display cases.  I particularly liked this space ship.  It reminded me a little of an Omega class destroyer from Babylon Five, which was one of my favorite television shows some years ago.

Interesting Space Ship Mountain View GK March 17 2017

No idea what game, if any, this ship is from or for, but I like it. Looks like it might be scratch built/kit bashed?

This ship is going to stick in my mind whenever I talk about the inept orbital bombardments, sketchy teleportation near misses, and the like for which my evil Space Wolves are known thanks to their ‘good enough … they’ll figure it out’ philosophy concerning all things relating to space and to a lesser extent technology in general.

Max Mini’s Mean Green Gobbo

I recently finished painting this goblin miniature from Maxmini, which they call a Mean Green Gobbo.  I’ve had him for a few years now.  I originally bought him when many of my opponents were using Marbo and I thought this guy would make for a humorous answer to that worthy super commando.

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I considered trying to do some pupils for his eyes.  In the cell phone pictures I think he could use some, though from table top distances I doubt anyone is going to notice.  I might do so one of these days when I’m painting something else, but I’m not too worried about it.

I also tried out some Vallejo gun metal blue for the first time on his left gun.  I used Nuln Oil over it, but decided I didn’t like how dark it was, so I did a heavy second layer of blue.  Then I added a little silver to the blue for the highlights, and just a very light touch of silver only to a couple of places I wanted to be very light, such as the muzzle tip.

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I’ll probably use him to keep some of my artillery or foot gretchin in line when my commissar is too busy for such mundane duties.  (He usually is to be found these days among the boyz.)  He’s kind of short for a gretchin minder, but I think if I allow my opponent to draw line of sight from the top of his right thump gun, then that’ll be about the same height as a standard runtherd.

Further, his Moar Dakka approach to things certainly gives him at least the same shooting and close combat power as any goblin leader, though trying to fire everything at once, like I’m sure he inevitably does, isn’t going to be too great for his accuracy.

 

 

Warp Rift: Invasion Scenario

‘As a daemonic invasion gathers pace the presence of the daemonic creatures and the slaughter and anguish they cause can cause further Warp rifts to appear across the planet. ‘

Warhammer 40K Battle Missions, p. 20

This scenario is a modified version of the Chaos Daemon mission ‘Invasion’ from GW’s Battle Mission book.

Players: Ideally one player should play a daemon army or at least have daemon allies, but this is not required.  One player will be the ‘daemon player,’ even if he isn’t playing daemons.  The other player will be the ‘enemy player.’  If both sides are playing daemons, still use the rules for one side being the daemon player and the other the enemy player.

Board and Objectives:  There is a warp rift in the center of the board ideally about 12″ in diameter.  The rift should be a hefty piece of LOS blocking terrain.  Place four objectives halfway between each table edge and the warp rift, centered on each table edge.  The board will look something like this.

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‘We are at war with forces too terrible to comprehend.’

Warp Rift:  The rift is impassable terrain.  If a model from a unit deep strikes into the rift, the unit must roll on the deep strike mishap table. If a model otherwise somehow ends up with part of its base in the rift then it automatically dies with no saves or any other way it might have of staying alive such as Feels No Pain, etc.  This includes models normally able to be placed in impassable terrain such as jet pack units or zooming flyers, though such models can jump or fly over the rift so long as they do not end their move in it.

Neither player may purposefully place models in the rift, such as might otherwise happen with a “misplaced” result from deep striking.  The daemon player’s forces do not automatically die when deploying from the rift on turn one.

Deployment:  The enemy player deploys first anywhere on the table more than 12 inches from the warp rift.  He may put units in reserve in the usual ways and when they come in they can use their special rules or enter from any table edge.

The daemon player’s entire force starts in reserve.  Half of her units (rounded up or down as the daemon player wishes) enter play on turn one.  As many units as possible, up to half, must be daemons.

On turn one, these models enter play.  Units compromised completely of daemons, though not including vehicles (unless the vehicle has the Daemon special rule) may either deep strike or enter play through the warp rift treating the edge of the rift as their table edge.

If the daemon player has any remaining non-daemons required to enter play on turn one then she must pick a single board edge from which to enter play.  It can be any table edge but all of her units must enter on turn one from that same table edge.

Further forces from either army entering play after turn one can enter from any table edge or by using their special rules.  No model can enter play from the warp rift after turn one. No special rules of any kind will allow more than half of the daemon player’s units to enter the game on turn one.

First Turn:  The daemon player takes the first turn.  There is no Seize the Initiative rule in this scenario.

Falling Back:  All forces fall back toward the nearest table edge.  In the unusual event that any daemons from either side fall back, they do so toward the warp rift.

Victory Conditions:  Each objective is worth one point.  Whoever has the most points at the end of the game wins.  If the daemon player controls all of the objectives at the end of the game, she has achieved a total victory as daemons spill forth and drowns the region in hate and death!  If the non-daemon player ends controlling all of the objectives, likewise, he wins a total victory by crushing the nefarious attempts of the Ruinous Power’s powerful servants and bringing peace to the sector for a millennia.

Other Special Rules: Mysterious Objectives (optional), Night Fighting, Slay the Warlord.

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Optional and Alternative Rules

  • Chaos Extremely Divided:  This rule might be fun for games where both players are running daemons.  Associate each of the four objectives with a different Chaos God: 1 for Khorne, 2 for Nurgle, and so on.  Units containing at least one model, who is a daemon or has a mark of that particular god count as having Objective Secured for that objective.  For the oppositely aligned objective the unit cannot have Objective Secured, even if it otherwise would.  So a daemon prince of Khorne would have Objective Secured for the Khorne objective but could never have OS for the Slaanesh objective.  Plague Bearers, which are Nurgle troops, would not have OS for the Tzeentch objective.  (See Chaos Daemons, p. 26 for daemonic alignment.)
  • Lightning from the Sky: If a player controls all of the objectives at the end of his player turn he can invoke this rule at the end of his turn.  Roll a D6 for every unit on the table.  On a 1 the unit is hit by evil energy.  Non-vehicle units take 1D6 Str 5, AP — hits.  (See BRB, p. 35.)  Vehicles take a single hit with the Haywire special rule.  Hits ignore cover and use random wound allocation where necessary (see BRB, p. 35).
  • No Daemons Here, Sir!: Neither player is playing daemons.  Change deployment as follows.  Use one of the deployment zones from the core rules (see BRB, p. 131).  Roll off and the winner activates one of his units and moves it onto the board from his table edge as if it were coming into the game from reserves, or he can declare the unit is going into regular reserves, is infiltrating, outflanking, etc.  The second player then activates one of his units and does the same.  Alternate units until there are no units left to be activated.  Roll off again to see who takes the first turn.  The other player may attempt to Seize the Initiative.
  • Rift Drift:  If a unit attempts to deep strike within 6″ of the warp rift, the unit rolls 1D3 right before the first model is placed to determine how many D6’s are rolled for scatter. The result applies to all affected units until the end of that player turn. This distance may be modified by special rules or war gear, but never below 1D6, even if the unit has special rules saying it does not scatter.
    • Fluctuating Rift:  Roll a D12 (or 2D6 if you don’t have a D12) at the start of each game turn.  The result is the number of inches from the rift where the Rift Drift rule will affect deep strikers.
  • ‘Sorcerer Supreme’ Victory Conditions: These victory conditions replace the normal scenario victory conditions.  Each player receives a victory point at the end of his player turn for each objective he controls.  The side with the most points at the end of the game wins.
    • A further optional rule is to subtract a victory point from a side if it controls no objectives at all at the end of their player turn.
  • Superior Reconnaissance:  The daemon player’s board edge for purposes of moving reserves onto the battlefield must be the same as the board edge she picked for deployment on turn one.  This is to help balance the scenario, since assault armies seem to be advantaged over shooting armies, all other things being equal.  If further balancing is needed, the daemon player must declare her board edge before the enemy player deploys.
  • Swallow the Sun: If a player controls all four objectives at the end of his player turn, he can decide to invoke Night Fighting, which will last until the end of the next player turn.
  • Tactics and Mystics:  You can use the tactical cards with this scenario, with either the normal or the Sorcerer Supreme victory conditions.  The objectives are numbered 1-4 and the rift is objective 5.  Allow the enemy player to set up a sixth objective right before he deploys.  Follow the usual rules for objective placement.
    • The Emperor’s Tarot:  This is used with the Tactics and Mystics optional rule to help balance the scenario, if needed.  The enemy player deploys and draws his tactical objective cards before the daemon player deploys.  The enemy player may then decide to roll off to see who takes the first turn if he likes the look of his cards, or if both players agree the enemy player can take the first turn without a roll.  Note there is no Seize the Initiative rule in this scenario.
  • Warp Gate: Any Chaos unit of either army, where each model has the Daemon special rule, coming into the game from reserve may enter play via the warp rift from turn two onward.  This rule does not replace the normal turn one deployment rules.  (Suggested by Commissar Alex.)

Our Warp Rift: Invasion Games

IG vs. Khorne Daemonkin (1850 Points, March 2017): A tough battle with impossibly brave zealot psykers and synchronized bloodletter summoning.  It probably isn’t a good sign that the Imperial commander’s secret report ended that the ‘last transmissions [from the planet] degenerated into gunfire and maddening screams.’

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Scarbag’s Saga: Curse of the Red Git!

Santa Cruz Sector, December 2016.

Senior Lieutenant Scarbag Flashboy was given the mission of helping by dropping his stormboyz into the front lines and attacking heavy support targets of opportunity in one of the many battles in the Santa Cruz Sector against the Imperium.  In the target rich environment of a general Imperial Guard advance, the target in question turned out to be a manticore.

Everything went according to plan.  Their air assault went perfectly.  Actually it was 11 inches off target and another half inch would have dropped the entire squad into no man’s land, but it all worked out so that is what counts.

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Death and rude gestures from above courtesy of the semi-mysterious Red Git!

The manticore blissfully continued to fire its gigantic storm eagle missiles at distant ork units as the stormboyz prepared for their attack.  Bundles of grenades were checked, rokkit packs dialed to full throttle red line, and Scarboy himself produced a steel bar to jam into the tank’s track.

A few guardmen ran in their general direction but they were apparently retreating from general ork mayhem and soon disappeared in the fire and smoke.

Suddenly a deffkopta roared overhead in a red streak, spewing oil, gears, and stikbombs in its wake.  The ground vibrated under the stormboyz’ feet.  As they stood watching aghast, their now useless weapons falling from their hands, the deffkopta pilot corkscrewed a pair of rokkits into the missile tank.  The remaining two storm eagles detonated in a hellish fireball.  All that was left of the manticore was a burning crater.

Naturally Lieutenant Scarboy found himself stand alone, dumbfounded and patting out flames on his uniform, with all of his boyz laying dead around him.  Those who hadn’t been vaporized of course.

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The distinct red deffkopta flew back and hovered over Scarboy.  It was shedding even more parts than before after being damaged in the explosion. Clearly the only thing keeping the increasingly grotesque machine in the air was the pilot’s invincible belief in his own airmanship.

‘You! Ya you, da stoopid grot dat be on fire. Zog off an’ die, mate, cause I’m da bestestz an’ I’m da fastestz too!  ‘Cause I’m da Red Git!’ the pilot screamed.

‘Wot?’ The stormboy looked up.

The pilot replied with a rude gesture and tossed a ticking melta bomb at Scarbag’s feet.  He zoomed off cackling into the sunset.

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‘We need ta talk,’ the drone said.

Lieutenant Flashboy became introspective as the ebb of battle drifted away from him.  He woke up when the melta bomb laying in a nearby puddle of mud and fuel misfired with a depressing fizzle rather than the usual white hot boom of coruscating light.  The ork sighed and kicked some muck onto his now smoldering boots.

A universal drone trundled up to him on squeaking treads.  Waaagh! Hungry has always made good use of the ubiquitous drones as ammo carriers, mobile bombs, soldiers (remote-controlled or sporting a primitive AI), and especially for recon.

A tinny voice come from a crackling speaker on top of the drone.  “My name iz Big Mek Fixxit an’ we need ta talk if yer lookin’ fer revenge.”

‘Revenge?’ Flashboy asked.  The drone had his full attention.

Tentacles for the All Father!

I painted some terminators a couple of years ago now. They were re-purposed Assault on Black Reach models I inherited, and then I magnetized the arms that weren’t already cemented on. So right in time for our last game I finished a magnetized Power Tentacle arm!

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I did the crux terminatus  on the shoulder pad a little differently this time too. When I first painted them I conceived that these guys were sort of “no nonsense” and went for a basic color scheme. So their armor is mechanicus standard gray with a black ink wash with the crux being the old charadon granite color. Looks ok, I guess, when you look at it three inches from your eyeball but on the table, when one is playing, it blends in too much and the whole model seems like maybe they are taking their spartan aesthetics just a bit too far.

So for the power tentacle pad I used fenris blue, drowned it in black ink, then relayered with blue.  Highlighted with a bit of lothern blue and then a touch of white.  I thought this might be a bit more noticeable and add a bit of color and interest while preserving my original ideas.  I probably won’t bother to go back and redo the old guys, but going forward I think I like the new crux much better.

 

 

 

Flesh Hounds of Distraction

So I completed a unit of five Kromlech gnaws well over a year ago, but I recently found the first two pictures in my drafts folder and thought I might as well post them.  Five is sort of the magic number (in addition to eight of course) because I use them as a stand in for flesh hounds of Khorne and that is the minimum number to form a pack of these gribblies.

The gnaw with the ring in his nose is the serious one of the group.

I wish Kromlech had more than six different sculpts of gnaws so I could buy more different looking ones and expand my pack of giant squig daemon thingies.  I’ve used them in games a lot and they’ve died a lot (perhaps I should call them flesh hounds of Distraction?) and as expected massacred more than their share of imperial and xenos scum alike.  I’m sure Khorne would approve for “Khorne cares not whe-” … well, you get the idea.

One thing I like about these guys is how happy they look, except for that one guy.

The third picture below is much later, from the most recent game of 40K I played in February 2017.  They are pretty meaty beasts; I could almost see an ork, bloodletter, or human sorcerer riding one into battle.  Maybe not the one with the ridge of dorsal spines though.

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They always seem to end up in a conga line for some reason.  Too bad they don’t have arms!

So I have one one gnaw left that I’ve never painted; the only one coincidentally who has a proper nose. I have avoided the official flesh hounds for a number of reasons. Foremost is because I don’t care for the daemon meets ceratopsian look. I figure at about $10 per model I should at least like the sculpts. Also, I’ve found GW’s resin to be very hit or miss in terms of quality.

Not sure if I’m going to need more flesh hounds, but if I do I still have the gnaw with a nose to paint as well as a box of chaos warhounds I put together but haven’t primed yet. For now though the small pack of five is fulfilling the role I want for my giant daemon dog grinning squig thingies.  Lord Khorne and Lady Distraction are both well pleased!