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Post by ghostwheel11 on Nov 5, 2011 22:24:54 GMT -5
First battle of the campaign won by Ghostmarines
Necrons vs Ghostmarines
Necrons defending
Mission: Annihilation Deployment: Pitched Battle Turns: 7 Time: 11am-3:30pm
Terrain placement done strictly by Necrons. Necrons deploy and went first.
Since this isn't a tournament I'm not sure about how we want to treat the sharing of experience within the campaign. Such as, can I tell people about what it was like being a defender? Or should we let everyone experience it for the first time on their own THEN everyone talk?
Not going to unveil detail until I hear back.
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Post by Mephiston on Nov 6, 2011 20:22:10 GMT -5
A Dishonorable Victory: Blood Angels vs. Necrons Necrons defending Mission: Annihilation Deployment: Spearhead Turns: 7 Points: 500 Time: 2pm - 5:30pm Terrain placement done strictly be Necrons. Blood Angels deploy and went first. Without giving a full battle report that would reveal any new Necron pros/cons, as this was the first game played with the new codex rules, I will tell you all how it ended. Once the mighty Blood Angels were up on kill points (3-2) they used their superior speed to run like hell, out of shooting range, where they ran out the clock. Thus a new unit was born. Tremble at their name. The Life Company. Defensive posturing: ![](http://lh3.googleusercontent.com/-H6fL5qnX1c8/TtPVtVjilwI/AAAAAAAAAic/12ZC_fzpZKw/s720/2011-11-06%25252015.28.15.jpg) Scarabs eating Bikes: ![](http://lh6.googleusercontent.com/-n9peqNcnFso/TtPVsOxG5AI/AAAAAAAAAiM/PN9BenLaSgI/s720/2011-11-06%25252015.28.39.jpg) Run Away (FTW)!!! ![](http://lh3.googleusercontent.com/-KbcakTZlEsg/TtPVooPxO4I/AAAAAAAAAh4/4L5XkmLO7tY/s720/2011-11-06%25252017.28.36.jpg)
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Post by ghostwheel11 on Nov 10, 2011 23:24:34 GMT -5
Necrons vs. Blood Angels Blood Angels defending
Mission: Seize Ground (2 objectives) Deployment: Pitched Battle Turns: 7 Points: 500 Time: 7:30-10pm Terrain/Mission/Deploy all chosen by defender, Necrons choose side and had Matt deploy first. Necrons stole initiative.
Hell of a game. Came down to two dice rolls by the end of it. But in the end both sides ended up with an objective. There were some issues with Lascannons and a powerfist. Blood Angels almost couldn't kill ONE necron warrior with an assault marine and an assault sergeant with a powerfist. Matt had some really bad rolls, and mine were pretty good all game. In the end it was crazy fun game!
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Post by erontherelentless on Nov 11, 2011 14:45:39 GMT -5
Ghostmarines victorious
Dark Eldar vs Ghostmarines
Ghostmarines defending
Mission: Annihilation Deployment: Pitched Battle Turns: 5 Points: 1000 Time: 5:30pm - 8:00pm Terrain placement done strictly by Ghostmarines. Dark Eldar deploy and went first.
Apparently the strategy of wetting themselves and hoping the Ghostmarines would retreat didn't quite work for the Dark Eldar. The Ghostemarines obliterated the Dark Eldar with very limited casualties taken. Victory points: Ghostmarines 7, Dark Eldar 1.
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Post by erontherelentless on Nov 14, 2011 9:46:18 GMT -5
Dark Eldar win. Take control of Ork territory.
Orks/Ghostmarines/Dark Eldar
Orks defending
Mission: Annihilation Deployment: 3 way Spearhead ( I think ) Turns: 7 Points: 875 Time: 11/12/2011 12:00pm - 5:00pm Terrain placement done strictly by Orks. Orks deploy and move first, Ghostmarines deploy and go second, Dark Eldar deploy and went last.
Orks and Ghostmarines were locked in a vicious battle. Few forces on either side came at the Dark Eldar. When in range of the battle both Orks and Ghostmarine armies were very depleted and due to some very lucky dice rolls, DE came out losing only one victory point.
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Post by ghostwheel11 on Nov 17, 2011 0:14:21 GMT -5
Necrons vs. Orks
Necrons defending
Mission: seize ground (3 objectives) Deployment: Spearhead Turns: 5 Points: 750 Time: ~6pm to 9:30pm
No bonuses to attacker. Orks steal initiative and go first after placing 2nd.
First 2 rounds were owned by necrons, but once the scarabs were gone it was a dance of death with 2 squads of warriors until the Ork boyz got their charge bonus on the assault and wiped out 9 warriors with 52 attacks. Then it was down to killa kans and what was left of the other squad. In the end only warriors left locked in combat with the killa kans couldn't damage the kans ended the game after a dice roll of 1 at the end of turn.
Orks take territory from Necrons.
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Post by Sil Odan on Nov 26, 2011 3:14:21 GMT -5
Blood Angels vs Orks No defender (simultaneous attacks) Mission: Annihilation Deployment: Dawn of War Turns: 5 Points: 1250 Time: 2:30pm - ...uh... As there was no specific defender, terrain placement, mission and deployment chosen as normal. Orks deploy and go first, Blood Angels fail to steal the initiative. Though the Orks took the field under the cover of darkness, it appeared their poor choice in deployment would spell their doom. Fortunately, Gork (or was it Mork?) smiled upon his ladz and played havoc with the Blood Angels telecommunications relays, preventing the Death Company from joining the battle until turn 4. Both sides did learn a valuable lesson, however, about the usage of fire. Orks learned a Flamestorm + Orks = S'morkes. And a Blood Angels combat squad learned it's a bad idea to break, turn and run directly in the path of a Deff Dread when it's about to skorch the Death Company. Orks win and seize a territory. Final score: BA - 2, Orks - 7 ![](http://lh3.googleusercontent.com/-nT2b7rZlZiY/TtPVh8sEIWI/AAAAAAAAAgc/ehI1Xx5M8Zg/s512/2011-11-25%25252018.49.54.jpg) Toasty! ![](http://lh4.googleusercontent.com/-Gp245UuExvo/TtPVh4dtvzI/AAAAAAAAAgg/Sr40p8kvv9Y/s576/2011-11-25%25252018.38.53.jpg) ![](http://lh3.googleusercontent.com/-gz7xHU0UWlU/TtPVho7h5JI/AAAAAAAAAgY/-JSfyTYJuTc/s576/2011-11-25%25252018.38.46.jpg)
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Post by Sil Odan on Nov 28, 2011 9:47:02 GMT -5
Ghost Marines vs Orks Ghost Marines defending
Mission: Capture and Control Deployment: Dawn of War Turns: 7 Points: 1000 Time: Orks don't do clocks Ghost Marines set terrain and chose mission. Orks chose deployment, sides, and went first. Ghost Marines fail to steal the initiative.
Grimgut looked to the horizon and knew it it wouldn't be long before the sun came up. He looked over his own small force (64 models, small by orky standards), then looked to his grot assistant, Snotbad. "'Ow many beakies wez got?" Snotbad knew how impatient Grimgut could be; after all, he was the third warboss assistant to be promoted in the last hour. "Surveillance equipment is still being set up. The report is coming in..."
Snotbad looked behind him to where a 300 foot-long pole was being erected by a Big Mek and his mob of ladz. Strapped to the very top, he could barely make out the image of Wort, his assistant predecessor. Everyone knew the only thing in an ork mob with a lifespan shorter then a Stormboy was the warboss's assistant. Well, everyone except Wort. Until now.
From his high vantage point, Wort reached for the telescopic lens attached to his waist. Holding it up to his eye, he counted to himself. "One...two...three...four..." He looked down for a moment and could see his grot buddies standing around the base of his pole, looking up at him. He smiled and waved, and was amazed at how close they appeared in the lens. If he could just reach out, he might touch them...
"Oi!" The pole shuddered as a mailed ork fist made contact with the base. "Report!"
Wort snapped his head back up to survey the battlefield and resumed counting. "One...two...three...four...uh..." He dropped the lens and grabbed the megaphone looped about his neck. "LOTS!" came the report, his echo loud as it bounced amongst the rocky canyon below. As he looked back up across the battlefield he suddenly heard an odd noise. It reminded him of the time Rotbad bent over and ripped his pants...
Back on the ground, Grimgut smiled and turned to his warband. "C'mon, ladz...plenty o' humies for us all!" As Grimgut's warbike roared to life, Snotbad looked back to see a small figure falling from the top of the surveillance post. He gulped, and hoped he'd live to see the sun set.
Orks retain control of their base and remove the oppostition from their base. Orks win.
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Post by ghostwheel11 on Dec 4, 2011 23:31:43 GMT -5
Dark Eldar vs Necrons (750points) Necrons defending
Seize Ground (5 objectives) Spearhead
Dark Eldar Deployed first and went first
Necrons put waaaay too much terrain on the board and it ended up working against them. Couldn't get into position before archon and his retinue got into close combat.
Territory goes to Dark Eldar
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Post by ghostwheel11 on Dec 4, 2011 23:53:32 GMT -5
Dark Eldar vs Necrons Dark Eldar defending
Annihilation Pitched Battle
Necrons deployed first and went first
Chronos caused lots of problems for Destroyers and the Archon and his orchestra was allowed to tear apart warriors.
Dark Eldar keep their territory
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Post by Sil Odan on Dec 11, 2011 10:32:11 GMT -5
Orks Vs. Blood Angels Orks defending Mission: Capture and Control Deployment: Spearhead Turns: 7 Points: 1250 Terrain placement and mission selection done by orks. Blood Angels choose deployment type and elect Orks to go first, Blood Angels fail to steal the initiative. Gather ‘round my knees kiddies, it’s time for a bedtime story. You want me to tell you ‘bout the Horus Heresy? No? Ok, how about Ol’ Yarrick and the Battle of Armageddon? Huh. Well then, what kind of story do you want? Oh, you wanna hear a story about The Teenker? OK, all right. You ever hear the legendary story about Whizzo the Teenker and the Battle of 76? No, the 76 don’t refer to no year. And no, it ain’t got nuthin’ to do with a fightin’ unit. Just shuddup and listen up. Whizzo was a quirky little fella’. He was a curious grot from the ass-end o’ the universe who got fed up with bein’ an oiler an’ a whippin’ boy for a big mek named Bugnutz . He decided to take what little bit o’ teeth he saved up (or stole) and hitched a ride with a band o’ freebooters. Now Whizzo was crafty, and like I said, curious. And good thing, too, cuz his crafty ideas got him hooked up with all kinds a’ famous orks. Well, he learned lots from ‘ em o’er the years, and when he felt he learned all he could…it was time to go it for himself. So Whizzo packed up, gathered the few grot pals he had and struck out to find their own fortune. Now, for his first mission he decided to help out some orks who were lining up to fight it out with a group a’ Blood Angels. He heard the Blood Angels had some firepower on their side…literally. With a flamestorm all set to roast some orks, and some high powered plasma cannons to take out machine an' mobs alike, ol’ Whizzo figured any Warboss might appreciate havin’ a little insurance on their side. So the night before the battle, Whizzo and his gang sneak into the enemy camp (using skills they learned from that sneaky git, Snikrot). They set to tinkerin’ with all those Blood Angel’s gizmos and then sneak right back out under cover o’ darkness. And then they head straight over to the big boss to tell him what they did. And when they did, Grimgut goes nuts. He was looking forward to a good fight. And since Whizzo ruined his plan, he wrapped that poor grot in chains and dragged him 'round the snowfield makin’ grot angels while the other orks all sat back and laughed. Now, any other grot would have died from sheer fright, but not Whizzo. That little guy was done takin’ such abuse from orks. So Ol’ Whizzo, he decides to give the orks the same treatment he gave those space vamps. Now, the next morning, Whizzo decides to set up a sweet little spot to watch his shenanigans unfold. And he was not disappointed. Rockets corkscrewed off target, bolters jammed and slugga shots were right off their mark (though that last part may have been an improvement to orky shootin’). Now Grimgut may have been angry the night before, but even he breathed a sigh of relief when, thanks to an adjusted targeting sensor, the plasma cannon aimed at his unit went off and shot that poor, unsuspecting techpriest in the back instead. An ass-full of plasma ain’t a decent way to go for anyone, let alone one of the Emperor’s finest. Now, you didn’t forget that this story is called Whizzo the Teenker and the Battle of 76? Well, here’s why. Two lonely surviving members of the Death Company got assaulted by a mob of 19 orks. And when those orks came runnin’ in, they started swingin’ and slashin’ away. The story goes that Whizzo and his boys watched that savage ork attack unleash a total of 76 blows on those poor marines. And you know what happened? Knives crumpled like tin foil. Ax heads flew off their handles. Sluggas fell apart. Sure, those orks might a’ got in 5 or 6 licks, but those marines shrugged ‘em off like they was nuthin’. Well, one of them orks finally got fed up. As a last resort, he grabbed both those marines by the head an’ knocked ‘em both together. Smack! Cracked both their skulls and did ‘em in. Well, there wasn’t much left after that. Some poor scouts got in a tussle with a deff dread. The sergeant should’a had a melta bomb on ‘em to take that thing out, but I guess someone just screwed that right up or something. In the end, those ork boys managed to wipe every single one a’ those marines off the map. But you know, if it wasn’t for the Teenker…it could a’ been a different story. Now go to bed! ![](http://lh6.googleusercontent.com/-azrWd-KQttQ/TudUfLyO4iI/AAAAAAAAAmI/To4I6xSRUiA/s576/IMAG0103.jpg) ![](http://lh4.googleusercontent.com/-8bo1tX5ht_M/TudUfL2Qo_I/AAAAAAAAAmI/XgU0FEzs7nw/s576/IMAG0095.jpg)
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Post by Mephiston on Dec 11, 2011 12:09:09 GMT -5
![](http://lh6.googleusercontent.com/-xuOPDhbrA1E/TuTfaqV_e0I/AAAAAAAAAkU/p5TS-uwkzjs/s640/2011-12-10%25252011.32.16.jpg) Marching in a winter wonderland.
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Post by Servo on Dec 13, 2011 13:54:05 GMT -5
Round 1: Ghostmarines vs. Dark Eldar
Dark Eldar defending.
Mission: Annihilation Deployment: Pitched Battle Turns: 3.5 (honourable concession)
Terrain placed by Dark Eldar. Mission, Deployment, and Deployment Zones all chosen by Dark Eldar.
Lucky shots and unlucky morale tests caused an entire Kabalite squad to flee off the table in the 1st turn. Then another lucky shot exploded a Raider and dumped a squad of Incubi right next to a Devastator Squad, a Tactical Squad, and a Librarian. After the explosion and Marine shooting, there was not enough of the squad left to mount an effective assault.
With over half of their force destoyed early in the game, the Dark Eldar opted for an honourable concession.
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Post by Servo on Jan 15, 2012 14:45:01 GMT -5
Round 2: Ghostmarines vs. Orks
Tile 34 -> 28
Orks defending.
Mission: Seize Ground (3 objectives) Deployment: Dawn of War Points: 1250 Turns: 6 Time: 4.5 hours
All pre-game bonuses to Orks.
Very close game. Both sides consistently rolled horrible for Difficult Terrain and Running, so advancing was slow. A highlight was Terminators assaulting Warboss and Nobs on Warbikes, which only the Warboss survived after 2 rounds of fighting.
Ghostmarines win 1-0 and take a territory from Orks.
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Post by ghostwheel11 on Jan 22, 2012 19:55:32 GMT -5
Necrons vs. Ghostmarines Tile 8 attacking Tile 5 Ghostmarines Defending
Mission: seize ground (4 objectives) Deployment: Dawn of War Points: 750 Turns: 5 Time: 3.5 hours
All bonuses to Ghostmarines Ghostmarines deploy first and go first
The table was laid out like a city fight with the buildings on somewhat of a grid and the biggest buildings in the middle. Objectives were inside the four biggest buildings towards the center of the table. The Marines each took a building on their side and got behind the fortified walls that had the firing lanes. The Necrons had no intention of "digging" in except for the two warrior squads: Starting on one side, the Wraiths followed up by two scarab swarms, followed up by two spyders lead the charge up one side of the table. In the second round both 5-man flayed one squads made their reserves roll and got to deep strike in; one coming in on the opposite side of everything else poised to assault a combat squad, and the other scattered into dangerous terrain, killing one permanetly.
As the scarabs and spyders made their way, the spyders created more scarabs for 2 turns which added 2 bases to each unit of scarabs making each scarab unit 5 total bases in the end. All this assaulty stuff was coming up on one side of the table, which didn't allow the marines to bring all their weapons to bear. With the help of every (yes...every) plasma weapon missing and getting hot twice killing one model entirely, the Canoptek swarm sent the marines running (tactically retreating of course), and the Marines just couldn't deal with all these assaults because at one point the Necrons had every single one of the combat squads in assault. The wraiths probably caused the most panic because of the whip coils and rending making it very difficult for the marines to return the assault. The Spyders never made it to assault, but they did get to use their Twin-Linked Blast weapons, which racked up a few kills...and of course they made more scarabs.
Of course the Necrons didn't get away with this without taking some casualties as well though, and if this had gone another round or two, things might've turned around for the Ghostmarines.
Necrons claim their first win and their first territory with claiming 2 of the 4 objectives and none claimed by Tim by the end of the 5th.
Bottom line though, I just happen to choose the perfect counter army to what Tim chose because he had no fast attack to meet my fast attack. Plus with all those failed Get's Hot! rolls. (I've never seen that many before, don't think Tim has either). Stupid dice.
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