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Post by Mephiston on May 30, 2012 16:40:04 GMT -5
It wasn't immobilized. He had some nasty havok or hazard or hasselhoff grenade that he had to roll WS against WS. His Archon had a WS of 7. The next 6 was to penetrate then the 5+ was to wreck or Michael Bay 'Splosion it.
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Post by Mephiston on May 30, 2012 21:41:53 GMT -5
Blood Angels vs Necrons
Blood Angels Defending Tiles 1 -> 2 Mission: Annihilation Deployment: Pitched Battle Points: 1000 Rounds: 6 Score 5 - 5 Time: 4 hours
Blood Angels hold territory
The Blood Angels took root on the outskirts of a ruined village forcing the Necrons to engage with no cover. Lead by a level 2 Librarian the Space Marines prepared to launch a typical blitz into enemy territory when satellite imagery picked up the heat of still warm human flesh draped over cold steel. Somehow a squad of Flayed Ones had made their way behind enemy lines and threatened to unnecessarilty distract the Death Company, thus leaving them open to fire. The Stormraven quickly aborted it's planned route and delivered a Dreadnought to remedy the situation. Unfortunately this did not prevent the Death Company from being distracted and left out in the open. All available fire power from the Necrons was trained on the Death Company but this was not enough to prevent a brave few from clearing the field. The Blood Angels were upset that the Dreadnought had needlessly been left in the rear until a Scarab Swarm made attempted to sprint for the unaware Stormraven only to find the Dreadnought in the way. This particular Blood Angels force had not received a briefing on result of a scarab swarm upon armor. The Dreadnought was immediately reduced to goo. But the Blood Angels learn quickly. The remaining Assault squad lept from the rear of the Stormraven and prevented the swarm for moving to their next target. The other Assault Squad, led by a very expensive Librarian charged into hand to hand combat against the Necron Lord and several Warriors. The Librarian summoned the Might of Heros granting him extra attacks. Unfortunately this spell was missing page two of it's instruction manual because not a single attack landed. Bracing for a punch in the chin from the Librarian was puzzled to find the Lord digging through his pockets soon unveiling a Tesseract Labyrinth. "Get in the Box!" shouted the top Necron. "Yes Sir" shamefully squeaked the Librarian. The rest of the battle involved the Stormraven rapidly wiping out everything that moved as one by one Blood Angels fell in hand to hand combat. For comedic relief, a squad of Death Marks, having slept through rounds 1-4, managed to deep strike into the middle of a lava pool. In the end Stormraven was all that remained of the Blood Angels force, but having systematically removed all weapons capable of delivering a penetrating hit the pilot absorbed one glancing blow after another, loosing several weapons, suffering several shakings, but like the Old Testement story of Rocky Balboa, he went the distance.
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Post by Sil Odan on May 31, 2012 9:30:00 GMT -5
Orks vs Dark Eldar
Orks Defending Tiles 26 -> 21 Mission: Annihilation Deployment: Pitched Battle Points: 750 Rounds: 3 1/2 Score 2 - 0 (if I recall correctly) Time: 2 1/2
One bright sunny day, Ork Warboss Grimgut decided it was time for some well-deserved R & R, and what better way to do so then to take a lovely morning walk, followed by some afternoon tea near a lovely bed of petunias. Ah, to smell the fresh air! And to listen to the birds chirping! It was such a delight.
Unbeknownst to our green-skinned friends, a contingent of dastardly Dark Eldar also happened to be in the neighborhood. Upon seeing the Orks sipping their tea (pinkies raised, because no civilized Ork drinks tea without raising a pinkie) the Dark Eldar began hurling the foulest insults, along with tiny stones from their wee little fists, in the direction of the Orks. Grimgut, crumpet in hand, turned to the Archon and beseeched him: “Good Sir, me and my cheerful fellows simply wish to be left in peace, to enjoy our day of rest and relaxation. Please feel free to join us for a spot of tea, as we have plenty to share, and only wish to spread the joy and cheer of so glorious a morning.” However, the Archon’s heart was as black as the clothing he wore, and he only thought of the pain and torture he might bring upon the Orks. A lone Talos began making rude gestures, and would also have made many a raunchy insult against the Ork’s mothers, if only they had some.
Grimgut tried to stand his ground. He urged his stalwart men to ignore the taunts and gestures directed at them. But at last, when one Incubi finally shouted out that Orks were the weeds that choke the Garden of Life, Grimgut had had enough. He laid his tea cup upon a doily, dabbed each corner of his mouth with a napkin, slowly stood up…and slaughtered the crap out of the Dark Eldar. Orks win.
The end.
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Post by ghostwheel11 on Jun 25, 2012 22:57:12 GMT -5
Orks vs Necrons
Necrons Defending Tiles 9 > 8 Mission: Capture & Control Deployment: Spearhead Points: 1500 Rounds: 7 Score 1-1 Time: 6 hours
Necrons set up first and go first.....Orks fail to steal.
First round was fairly uneventful with Necron guns getting into firing position and the Orks moving forward. The Loota's managed to fire off a volley into C'tan to see if they can make a god bleed, and they couldn't (at least the first time).
Second round saw the Monolith move into position to fire it's main weapon and the C'tan unleash the earth upon the Orks. This C'tan enjoyed playing with nature because the very earth shook and heaved in his presence, with the occasional boulder being thrown into a mass of Orks. Add to that the Cryptex also were followers of this particular style which made terrain perilous for anything squad they could point their staff at.
With all that...the Boyz had a hell of time getting across the battlefield.
But they did make it, even after volley after volley of particle whip and boulder strike. In one particular case the warriors were being threatened into assault after the Boyz stepped on a bunch of scarabs (probably didn't realize it either), but right when they were getting into range to charge those warriors disappeared. What took their place were 20 Immortals armed with Tesla weapons and an annihilation barge. The Orks were about to see how well they conducted electricity...and even the Necrons were surprised.
By round 5 the Boyz reached the Necrons and started bringing them down one assault at a time, but the Necrons didn't go down easy, and they were able to bring some boyz with them. The Lootas that had been firing on necron positions all game managed to shoot the teeth off the annihilation barge and that main gun wasn't able to fire the rest of the game.
In the end the Necrons held back the Orks and bested 3 full squads of Boyz, with the Orks wiping out a squad of immortals and a squad of scarabs. Orks defended their territory and so did Necrons causing a tie, which went to Necrons.
Some of the highlights were from 2 large blast weapons. One of which scattered into scarabs and killed one of the bases outright. Orks destroyed a squad of 6 scarabs in one round (18 wounds total). Orks rolled dangerous terrain for 15 models and passed them all.
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Post by Mephiston on Jun 30, 2012 11:13:30 GMT -5
Blood Anges vs Orks Orks Defending Tiles 17 -> 23 Mission: Capture and Control Points: 1500 Rounds 7 Score 1-0 Time: 6 hours Blood Angels take territory Gather round my little non-genitically altered humans and listen to the tale of Tile 23. You see, in the neverending winter of 2012 the Blood Angels armada had been severed in two by a ruthless band of Orks. Many great armies had been made to look foolish, even ametuer against this mighty foe. The Blood Angels knew that they the only hope of reuniting their resources was the capture of Tile 23. After much planning it was determined that only one man could break the backs of the green virus that was spreading across the planet. That man was of course, Matt Bryant. I mean Mephiston. As the starting flag was waived, all orky eyes were upon the Stormraven. No one had noticed a Baal Predator to the western flank. Armed with naught-but large flame weapons the steal beast blased through the ranks of two ork squads, including a very surprised band of MegaNobz, one of whom attempted a pain or glory last stand, which resulted in a pathetic site as all of his brethern ran away screaming. Thus began the great ork roast (tee shirts available). The orks did manage to immobilize the Stormraven only to witness it deliver 11 Death Company and 1 very pissed off Mephiston. The orks, having taken Death Company supression training, managed to stall them with a squad of Killa Kans. Mephiston abandoned the poor crazy bastards and joined an assault squad who managed to annihialte a squad of ludas then all remaining boyz. The Stormraven, although unable to move, coordinated its firing with a devistator squad and took aim at all remaining death koptas, kans, and Big Meks. In the final throws, with the majority of tactical squad holding home base, Mephiston having watched the last of his assault squad perish made a rush for the ork base. With the aid of the Sword of Sanguinus and Unleash Rage, he easily disassembled the remaining orks and Dreadnaught. When the dust settled, there was a rush to assume that the Ork horde had been fully and totally wiped out. Furthure analysis showed that a single Killa Kan was still technically alive as the sounds of crying could be heard from inside its mangled hull. Beginning: ![](http://lh4.googleusercontent.com/-IChtFOphA9U/T-8o0l1qmbI/AAAAAAAAAwo/PujotK9sXfs/s720/2012-06-22%252019.26.52.jpg) Middle: ![](http://lh5.googleusercontent.com/-uE5HgVVjVFk/T-8oxrbfn8I/AAAAAAAAAwY/MCqRxZDghRw/s720/2012-06-22%252020.35.17.jpg) End: ![](http://lh5.googleusercontent.com/-hcvPjoIBWCY/T-8oz7gG6VI/AAAAAAAAAwg/t9jPWLgqzQE/s720/2012-06-23%252000.45.22.jpg)
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Post by Servo on Oct 2, 2012 13:11:21 GMT -5
Round 3: Necrons vs. Ghostmarines
Tile 5 -> 6
Ghostmarines defending.
Mission: Seize Ground (5 objectives) Deployment: Spearhead Points: 1250 Turns: 5 Time: 3.25 hours
Ghostmarines received all pre-game bonuses.
Points of interest during the game include: 4 failed Ld tests by the Ghostmarines (a record for me I think), including a Psychic Test which saw my Librarian blow himself up AGAIN (along with 2 other Marines); a Deathmark Squad which pinned the Tactical Squad about to assault it; a very lucky Consolidation roll of 6 which allowed an Assault Squad to assault a Destroyer Squad almost 24" away; and a C'Tan who was so indecisive on who to attack that his path of movement resembled a complicated waltz.
2-2, game is a draw; Ghostmarines retain their territory.
Pictures to come.
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Post by Sil Odan on Oct 17, 2012 8:47:31 GMT -5
Tile 22 (Orks) ---> 28, w/ Eldar teleporting in
Ghostmarines defending.
Mission: Seize Ground (5 objectives) Deployment: Pitched Battle Points: 1750 for Ghostmarines, 875 each for Orks & Eldar Turns: 7 Time: 5 hours (this includes a mandatory 40 minute Steak Chili break)
Orks determine turn order, Ghostmarines received all other pre-game bonuses.
<-Final report and visual confirmations still being edited by Ghostmarines Communication Officer. Empirical Spy Proclamation Network has provided an assessment of the battle. According to ESPN, victory goes to the Orks, with a score of 1-0-0.->
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Post by Servo on Nov 5, 2012 15:50:28 GMT -5
Round 3: Dark Eldar vs. Ghostmarines
Tile 25 -> 32
Ghostmarines defending.
Mission: Annihilation Deployment: Pitched Battle Points: 1750 Turns: 6 Time: 4.5 hours
Ghostmarines setup terrain, chose Mission, and chose Deployment Type. Dark Eldar chose Deployment Zones and Turn Order.
Points of interest during the game include: Due to excellent shooting and dismal armor saves, a 5-man Scorge squad wiped out a 5-man Devastator Squad on Turn 1; a second Devastator Squad was slowly picked off and failed every Break Test during the game (neither Devastator Squad got a shot off the entire game!); 2 Raiders were destroyed and blew up 4" and 6", causing nearly a quarter of the table to be Difficult Ground; and an exciting melee between a Bloodbride Squad, Archon, Incubi Squad, and a Chronos against a Tactical Squad and Venerable Dreadnought which, even after 3 game turns, was still going on when the game ended.
A very fun and exciting game!
Kill Points at the end were 7-4; Ghostmarines retain their territory.
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Post by ghostwheel11 on Nov 5, 2012 22:20:25 GMT -5
Round 3 Orks vs Necrons (Necrons Defending) Tile: 9 > 8 Mission: Capture & Control Deployment: Spearhead Points: 1250 Rounds: 7 Total Time: Probably 6 hours Orks choose to let Necrons go first and fail to steal initiative (cuz they tried to SAY "initiative") The first round started with Orks forgetting to scout move with Defcoptas, so I didn't get a picture with them in it, but I've added handy-dandy circles to represent them AND illustrate the tesla fire they weathered (somewhat badly). They managed to deal out some damage to scarabs before they were broken and running away. ![](http://lh5.googleusercontent.com/-LLlJg4S9d_Y/UJcfDgZxTAI/AAAAAAAABAk/F8405OKzGSk/s772/Round1.jpg) 2nd round had more orks on the move with turbo-boosting bikers and Trukk with Meganobs (yikes!). Fortunately for the Necrons they got to shoot with all 3 squads of Immortals and the Anni Barge to full effect. Dealing some nasty damage to the bikes and taking out several. The real pain was about to begin.... ![](http://lh3.googleusercontent.com/-E1EzuUyD0kk/UJcfDj57ewI/AAAAAAAABAo/UQCCc9PSLwQ/s772/Round2.jpg) Wraiths deep strike and deviate away from their intended target (meganobs), and are going to take some time getting there. This was the round that introduced Meganobs to the Necrons....and they don't like them...They walked over a full 10 man squad of immortals in one round. There were shots fired at the meganobs, but with 3 wounds each and a 2+ save, even the bonus of hits from tesla wasn't doing a lot to help. Maybe a couple wounds, that's it. Bikes charge what's left of scarabs. ![](http://lh3.googleusercontent.com/-eMea98mq1QM/UJcfD7F6TLI/AAAAAAAABAs/aNfTmWOFYb8/s772/Round3.jpg) round 4 was more pain delivered by the Meganobs....Necron tactical adaption doesn't happen as quick as some would like, and the Necrons were still trying to get used to seeing an Ork as a "terminator". So this lesson will also take the Annihilation Barge is a glorious explosion that bathed the area in debris. Wraiths decide to take out that last bike, and the defcoptas that regrouped fired on the royal court wounding the Overlord twice. ![](http://lh6.googleusercontent.com/-gr1sVErFUQk/UJcfEcI_WdI/AAAAAAAABBE/p36DGs5NAes/s772/Round4.jpg) Royal court decided to go after the 'Nobs, and with a warscythe and 5 Lords that have flamers and can re-roll hits and wounds in close combat, Necrons were hoping for the best. Which they did pretty well, only lost a couple. It was really the warscythe though that did the most damage, but it was fun to get to use the flame templates! ![](http://lh5.googleusercontent.com/-BRjilBXxMbQ/UJcfE50A7PI/AAAAAAAABA8/YG_zVCZaQiI/s772/Round5.jpg) Here's where the craziness began: In a daring attempt to contest the Necron objective, the orks decide to shove a defcopta squad right through the ranks. Immortals start their slow sloth-like re-adjustment to their position to get into range of their own objective, all the while shooting everything they had at the stubborn Orks. royal court finishes off the rest of the meganobs and regroups in the middle of the barge wrecks. ![](http://lh6.googleusercontent.com/-gLw6uFJUkRA/UJcfFGPkqKI/AAAAAAAABBA/dI6ubDidN6M/s772/Round6.jpg) The following image doesn't exist, but I can tell you that the Defcoptas were destroyed by the immortals, which gave Necrons their objective back. Necrons decide to try to contest the Ork objective by using the Veil of Darkness to teleport to the boyz squad and support the wraiths that were already starving for a slaughter. I can tell you that once the boyz piled on the wraiths and the royal court, no necron stood back up. Necrons held their objective and tied the game prevent the Orks from linking territory.
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Post by Sil Odan on Nov 13, 2012 10:46:42 GMT -5
I'm enjoying your battle reports! This was a fun game; my apologies for screwing up the wounds on the meganobs...my bad!
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Post by erontherelentless on Dec 3, 2012 22:03:14 GMT -5
Round 3 - Dark Eldar, Blood Angels and Eldar
Tile 30 -> 35, Orbit -> 35
Dark Eldar defending.
Mission: Capture and Control Deployment: Pitched Battle Points: 2000 Turns: 7 Time: 6.5 hours ( in our defense there was pie )
Surrounded by Blood Angel occupied territories, an attack on our East base was inevitable. Though intelligence warned of a new foe planning an attack from orbit. Eldar....We were led to believe that they were not in this sector. Just like them to come in halfway through a war.
We have amassed our forces to the south with a considerable focus on our base of operations in the south west. We have a well fortified base...Let them come.
Blood Angels brought their forces in from the North. Believing they had the element of surprise and would attack us first, they were vulnerable. We stole the initiative and drew first blood. The Blood Angels brought their Storm Raven. With several squads firing dark lances and haywire blasters we were able to bring the behemoth down before it could cause any damage. A few minor skirmeshes ensued with no serious casualties on either side. Keeping the Blood Angels at bay.......Where were the Eldar?
And then came the answer....In a flash, there were Vypers and Wave Serpents to the North and War Walkers flanking us to the East. The War Walkers quickly disabled our Razorwing and began thinning out our warriors to the East. Working in tandem with the Blood Angel Dreadnought, they quickly dispenced of a squad of Scourges. Sending the Raider full of Bloodbrides into the mix seemed to have little effect as the raider was taken down within moments of leaving the base.
As the battle raged on the Blood Angels were approaching our base. Their Dreadnought and an Assualt Squad were close to breaching our fortification. Still taking heavy damge from the Eldar ships and bikes...They had to wait. Sent the Chronos after the Assualt Squad whom had arranged themselves perfectly for the Spirit Syphon to hit them all. The remaining from the squad were relieved of their duties by the Archon and his Incubi. The Dreadnought was next.
Coming off a previous battle with a dreadnought, our Archon thought another melee a good idea. With a Chronos joining in the battle...well...nothing was really accomplished on either side....That's all I have to say about that.
With all armies being thinned out the Blood Angels fell back to defend and hold their base. In an effort infiltrate our base, the Eldar sent one of their transports barreling into our warriors and Incubi. After taking minimal casualties, the other squad of Incubi fled the battlefield....They shall be dealt with. With all fire power now focused on the transport, it and it's passenger were quickly vanquished.
With few troops remaining on all sides, the battle became a free for all.The Eldar and Blood Angels turned on eachother and a batlle for the Northern base began. After a volly of shots from both sides, the Eldar and Blood Angels became entangled in a fierce melee. Not to be left out of a fight, the Bloodbrides had come from behind the fight and made their presence known. All three armies were now fighting for the Northern base.
With battle coming to an end, an Eldar Vyper in a last ditch effort took aim and fired several shots at the remaining warriors guarding the Southern base. Taking minimal casualties, the warriors too broke ranks and fled the battlefield.....They shall be dealt with.
End game - No army controlled objective, all armies contested objectives. Tie Dark Eldar keep territory.
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