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Thread: The Ateph Campaign

  1. #21
    Chapter Master Kurisu313's Avatar
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    Re: The Ateph Campaign

    (Game 4 Continued)

    Imperial Turn 4
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    A Lascannon Team finishes the Brass Scorpion, and it ignites into a massive apocalyptic explosion of four inches. Two Guardsmen don’t think it’s funny as their flesh is ripped from their bones. The explosion also ruins the sewer entrance beneath it. With most of the big stuff dead, the weapon teams turn on the Psykers, and kill four of them plus their handler.

    The mortars rain down on the Khornate Mutants, killing several and pinning the survivors. The Unmarked Mutants are also badly hurt, but are not pinned. One Chaos Spawn is also killed by a nearby Command Squad, leaving one survivor.

    One Squad finally breaches the final defence line, but just fails to reach the Psykers in assault. A Chimera also barges through the defence line, ready to act next turn.

    Chaos Turn 5
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    The Rogue Psyker begins to twist and contort, as purple feathers begin to sprout. His bones grind and crack as he grows, the Lord of Change occupying his flesh ripping its way out, casting aside its loyal servant as if it were nothing. It immediately rends asunder the Guard Squad that dares approach it.

    The Spider Mutants surge out at a Command Squad encroaching their area, killing them between their flamers and assault.

    In the back, the Unmarked Big Mutants recycle through the sewers, and charge up the Skyshield to engage a Lascannon Team. They win the combat easily, but the weapon crew hold their ground. Nearby, the Big Mutants of Khorne and Sentinels continue their prolonged combat.

    The last Spawn charges a Command Squad, killing one and taking a wound. The remnants of the Nurgle Mutants charge the Chimera, but their frag grenades cannot find a weak point.

    Imperial Turn 5
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    The Vendetta surges halfway down the board, while the Valkyrie who was further down, lands behind the objective. The Chimera also moves to the objective, and supporting infantry moving up in its wake destroy the Nurgle Mutants that attacked it last turn.

    Long range fire slams into the Lord of Change from all angles, and though its defence is mighty, it suffers three wounds.

    Advancing Squads kill two of the Spider Mutants, then charge in and kill another, but lose two in return. The last Chaos Spawn finally dies to the officer’s power fist. The Big Mutants of Khorne finally wreck a Sentinel, and the Unmarked Big Mutants finish off the Lascannon Team, but lose a member as they do so.

    Chaos Turn 6
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    The Nurgle Mutants arrive from the most convenient area, quickly moving to re-support my objective. The Khornate Mutants charge the Valkyre, but lobbing frag grenades is not a good way to kill an aircraft.

    The Unmarked Mutants and Lord of Change assault the Chimera (after a meaningless Bolt of Tzeentch) but the Daemon misses clean.

    The Spiders kill another Guardsman. The Big Mutants charge across the Skyshield into the next Lascannon Team and kill them all. The Khornate Big Mutants suffer a wound and are subsequently run down by the Sentinel.

    Imperial Turn 6
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    The Sentinel steps on the nearby manhole cover, and the Vendetta lands on another. The Spawn killing Squad lock down a third. Only two spawning points are left.

    Anti-climactically, the Lord of Change is killed by lasgun fire, taking TWO wounds, no less. This frees up other Squads to kill the Unmarked Mutants. Similarly, the Unmarked Big Mutants are torn apart by the heavy weapon teams. The Psykers too, are finished off.

    Storm Troopers disembarking from the Vendetta move into the Spider Mutants, slaughtering them.

    With the Valkyrie and Chimera on the objective, some fire goes into the Nurgle Mutants, and a few die.

    Chaos Turn 7
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    With so many manholes closed, neither Big Mutant squad is able to come in, thought the Unmarked Mutants appear and wipe out a squad of remnants.

    The Nurgle Mutants kill two Storm Troopers with their lasguns. The Khorne Mutants bounce from the Chimera’s hull.

    Imperial Turn 7
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    Guard pour onto the objective, and massed fire from Veterans and Infantry and Storm Troopers slays the Khorne Mutants and forces the Nurgle Mutants to flee.

    The Unmarked Mutants take grievous losses to the Mortars, but a few remain, my only models left.

    Results

    Two Veteran Squads are on the objective.

    The Imperials Win!

    Thoughts

    Well, first off, that was an awesome board to play on. LatD make for an interesting dynamic with Guard, with so many poor quality units on the board. It makes me want to put more effort into increasing the armies’ size.

    The mission was interesting. The mismatch was largely due to the fact that my army wasn’t big enough, so we’d use the sustained assault rules to compensate. I loved having the Scorpion burrow. It seems like all scorpions dig in the movies.

    I’m sorry if the report doesn’t focus on the Guard enough, but with so many Squads running around it becomes difficult to keep track of them, particularly in writing.

    Amadeus slammed his fist on the desk, shattering it beneath his gauntleted fist.

    He had been wrong to trust the Mutants to get the job done, but at least they were completely expendable. Still plenty more of them. Soon he would find out how Kuras’ expedition went.

    He removed his armour piece by piece, until he stood naked in his chamber. His skin was marked with blasphemous runes, icons of the dark gods. He took his small scalpel and continued cutting, making the next symbol in the chain. It already wound around his back and down his left arm. He would need to complete it soon.


    Sforza sat back with something of a feeling of triumph. But it was soured by the reports of the Chaos Cultists. The corruption here ran far deeper than he ever imagined.

    Was Amadeus in league with them? Was he a heretic? It seemed far too likely now. He turned his thoughts to the task of the second crystal. His favour had just arrived.

    The Strike Cruiser ‘Vulkan’s Hammer’ had just made orbit.

  2. #22
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    Re: The Ateph Campaign

    Excellent write up as usual.

    Kurisu you were really unlucky; your hounds rolled 4 inches and failed to charge despite needing to go only six. They are beasts.

    The mushroom cloud blast front from the brass scorpion was 4 (on 3D6) and three pens on the Chimeria was 1, 1, and 1!

    And the Greater Damemon failed to hit its chimeria at all and then was finshed off by lasguns!

    MaKes you wunder if the crystal was hindering rather than helping.....

    As it was I only just got to the objective in time.

    Nice to use a full Guard company for a urban mission. Mahes you appricate how good marines actually are; as SM are not your average troop type; guardsmen are.

    I hope people are enjoying the action so far. Keen for feedback; what do you think is going on??

  3. #23
    Commander Cap'n Facebeard's Avatar
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    Re: The Ateph Campaign

    Great report, thanks for sharing. The plot certainly is intriguing. Out of curiosity, what list were you using for the LatD?

  4. #24
    Chapter Master Kurisu313's Avatar
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    Re: The Ateph Campaign

    Quote Originally Posted by Cap'n Facebeard View Post
    Great report, thanks for sharing. The plot certainly is intriguing. Out of curiosity, what list were you using for the LatD?
    Its a mix. The Psykers and Rough Riders are from IG.
    The Mutants are from the apocalypse datasheets, but split into big and little mutants.
    The Warhounds are generic beast units.
    The Spawn are from CSM, but up to 5 man strong
    The Giant Spawn and Scorpion are from the Apocalypse Rulebooks
    And lastly, the Lord of Change is from the Daemon book

    Chaos in all its glory!

  5. #25
    Marine TheTyrantis's Avatar
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    Re: The Ateph Campaign

    Quote Originally Posted by orlando davion View Post
    I hope people are enjoying the action so far. Keen for feedback; what do you think is going on??
    As far as I can tell, the crystals' transmitting properties is definitely a kick in the face because they're so much more than a standard artifact. I'm assuming it's of Xeno construct, perhaps Eldar or Necron, and I'm leaning towards the Necrons because of its strange properties.

    But that's just a spit ball.

  6. #26
    Chapter Master SevenSins's Avatar
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    Re: The Ateph Campaign

    lovely!
    Many twists and turns but an uphill struggle for the forces of chaos. Looking forward to the fight for the last unclaimed crystal

    Crystals are often asociated with necrons it seems, so leaning towards them coming into the picture in the future
    Happiness is having an alibi and a big backyard to bury the bodies

  7. #27
    Librarian gutsmaka's Avatar
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    Re: The Ateph Campaign

    yeah, last battle should be necrons coming to claim their crystal. and then they win! power to the silent king! power to the necrontyr!
    is rumored to be an indoctrinated necron slave

    Quote Originally Posted by Maarten K
    everybody knows thats dwarves and elves are the male and female versions of the same race, hence the perceived lack of female dwarves and testosteron toting elves, plus their constant bickering....

  8. #28
    Commander Fideru's Avatar
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    Re: The Ateph Campaign

    I'm looking incredibly forward to more write-ups. Great work!

  9. #29

    Re: The Ateph Campaign

    These are great! Keep up the good work!
    Who needs a life when there are video games? (And Warhammer)

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  10. #30
    Commander Shadow Lord's Avatar
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    Re: The Ateph Campaign

    Excellent work, I love the stories so far and I'm leaning towards an daemonic ressurrection of some kind with a very very mean Greater Daemon arriving in some gory fashion!!
    Last edited by Shadow Lord; 16-04-2012 at 08:34. Reason: typo
    Don't dismiss my anger as mindless fury.I assure you,it has a purpose!

  11. #31
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    Re: The Ateph Campaign

    Awesome writing and background/post-game stories...you should submit something to Black Library and get published; your stories are better than quite a few BL novels I've read.
    I am urgently trying to contact any living relatives of Sam 'Jock' Wilson, KIA 10.06.44, UK army service id 2764432, from Morley, West Yorkshire, England. Served with Black Watch Regiment & No.6 Commando.
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  12. #32
    Chapter Master Kurisu313's Avatar
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    Re: The Ateph Campaign

    Hello there! I’m afraid there was no game yesterday, as we had to postpone to next Sunday instead. Today I’ll post the Biographies of the Inquisitors as we’d planned to do for a while. See how many thinly-veiled references you can recognize! Please note that Orlando gave me a list of accolades for his Inquisitor that I have wordified and elaborificated with my writyness. I tried to keep the spirit of what he wrote, but made a couple of changes. So if he says something here is wrong, then its wrong!

    Anyhoo, this is all supposed to be in fun, so enjoy!

    Inquisitor Ricardo Sforza

    Inquisitor Sforza was inducted into the Ordo Xenos at a young age. He was a boy with an agile mind, and quickly devoured all of the secrets he could learn to defeat the alien. He was never the most fast or powerful, and became a man who preferred to operate behind the scenes rather than wage open war.

    He is a staunch Amalathian, believing that it is his duty to maintain the status quo until the time for the Emperor to enact his divine plan has arrived. To this end he personally put a stop to the Dawkinsian Heresy on Belford Prime, a blasphemous creed that promoted that change was natural and not the providence of the holy Emperor.

    He became fascinated with the Necrontyr, and scoured libraries and databases for the merest hints of the elusive Xenos, and their transformation into the mechanical Necrons. He learned from the Eldar themselves, though he was never one of the privileged few to set foot inside the Black Library. Cooperation with the Eldar led him to uncover the holy throne of St Hawking, a minor relic of an ancient sage.

    Over the course of his career, Sforza has bested a large number of the Xenos that beset the Imperium. He held peace negotiations with a Tau delegation simply to delay them until the Black Templars could arrive and annihilate them. They awarded him a Holy Orb of Antioch for his cunning, which would be used to save his life years later when he encountered a Black Legionnaire. Conversely, he led the peaceful assimilation of the Borgia, a timid Xenos race that now serves as indentured slaves.

    On the agri-world of Tarsonis he created a virus to cause the extermination of the Tribble, a bizarre species of small rodent-like alien that posed little physical threat, but reproduced so fast that they became a huge ecological problem, which could not have been solved by brute force.

    He is no stranger to the ways of Chaos, and had a hand in closing the Harris rift alongside the Salamanders, which lead into the purgation of Alexandros IV, to remove the remaining Chaos taint. At the height of the conflict, he participated in the banishment of Lucrezia, a powerful Daemon Princess.

    Sforza is an incredibly laconic individual, and since his schemes are often heavily convoluted, most of his staff only ever glimpse a fraction of the genius that goes on behind his eyes. He is generally disliked and feared for being short and brutal, and not accepting of failure. He speaks in clipped tones and dislikes contractions.

    Sforza was dispatched to Dacia to deal with reports of minor dissidents. At the time, he never dreamed of what he would find underneath its soil.



    Inquisitor Elias Amadeus


    Inquisitor Amadeus was recognized for his powerful psychic potential, and became a part of the Ordo Malleus, where his abilities were put to use to counter daemonic entities. He learned the rites of banishment, and through the study of how Daemons function, also became aware of how to summon them, and prolong their existence in the material universe.

    As a Thorian, believing that the Emperor would one day be reborn in a new host, Amadeus studied unholy scrolls of Daemon summoning and binding, hoping that the ability to create daemonhosts could lead him to making a perfect vessel for the Emperor himself.

    Amadeus never believed in using the subtle approach. He believed that the Emperor was all, and that if he decreed it, then nothing short of complete and utter victory would suffice. Highly militaristic, and possessing powerful physical and psychic abilities, he single-handedly faced the tentacled monstrosity Pee’Zee’Maierz and banished it back to the warp.

    He obliterated the Terran Confederacy, a small human civilization that dared live outside the Imperium. Many civilians capitulated after he slew their leader, Arcturus Mensk. None were spared. When accused of being more straightforward than an Ork, he stopped two fledgling Ork Waaaghs by leading them into each other, before destroying the remnants.

    He slew the Seven Dragons, a group of daemons haunting a planet near a small warp rift. Each was formed from the hopes and dreams of the civilians, and grew more powerful the more perverse their wishes were. Each was banished in turn, but even Amadeus could not overcome the last, the mighty Synshenron, who was drawing power directly in the eye of the rift. He was only saved by the intervention of a mysterious giant in silver.

    But such a man saw power as its own end. What did it matter to bind a Daemon to his will, if it furthered the Emperor’s cause? What did the deaths of millions of innocents mean, when faced with victory? To this end, he brokered a working relationship with Archon Kuras of the Kabal of the Shattered Mirror. Neither cared for the other, but they served a mutually beneficial partnership. All that mattered was serving the Emperor.

    But…what power did the Emperor have? He was invisible, intangible, while the servants of the dark gods were so very real, a physical and moral threat. If they had more power, then surely they were more right, more worthy of praise? Year after year ground by, where he gradually grew more and more distant from the ideals of the Ordo.

    Ultimately, his fall from grace was because of his amazing witchsight. He discovered the mysteries underneath Dacia by following the ebb and flow of the warp, and saw what the Ateph Crystals were for. Though they were not his first discovery on Dacia…

  13. #33
    Commander Exitas-Acta-Probat's Avatar
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    Re: The Ateph Campaign

    you killed the tribbles!!!!!? thats just wrong.
    "six shots."

  14. #34

    Re: The Ateph Campaign

    Quote Originally Posted by Exitas-Acta-Probat View Post
    you killed the tribbles!!!!!? thats just wrong.
    Poor Tribbles!
    Who needs a life when there are video games? (And Warhammer)

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  15. #35
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    Re: The Ateph Campaign

    Oooh, can't wait.Salamanders sound fun - a full battle company against hordes of chaos scum Great battle reports, btw
    Sqallum
    Quote Originally Posted by Captain Hatl View Post
    ALL SHALL FALL BEFORE THE ENDLESS CRUSADE! HERESY IS WEAKNESS! HUMANITY SHALL PREVAIL, WITH THE EMPROR'S WILL AS ITS STANDARD AND WATCHWORD! ONWARD, MY BROTHERS!

    Seriously, if you're such a **** that you need a Chaos god to back you up in any fight you enter you deserve to get murdered. Real men do it by force of their own badass. And don't even get me started on those weak-ass mother **** psyker witch losers.

  16. #36
    Brother Sergeant BertusB's Avatar
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    Re: The Ateph Campaign

    This looks like an awesome narrative campaign, and I love the tailored mission you guys came up with. I'm really curious as to what those crystals are really used for! Good writing all the way, and great painting on the mini's too! Keep up the good work guys!

  17. #37
    Chapter Master Kurisu313's Avatar
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    Re: The Ateph Campaign

    Game 5: Death From Above

    The excavation of the final Crystal had gone smoothly, with the Cadians being occupied with the fourth. Now, the arrow-swift craft of the Kabal raced back across the planet’s surface to Amadeus’ base of operations. The distance was short enough that it was quicker than jumping back to Commoragh and then back to Dacia, when time-dilation was factored in.

    Kuras wondered what Amadeus was up to. He was sure that he was now a vassal to the Chaos Powers, but that didn’t bother him. These Crystals were surely powerful artefacts, so he was likely going to use them for some kind of ritual. But they must have their own purpose, Kuras guessed, separate from Chaos.

    Frankly, he didn’t care, but he hoped it would be amusing to watch.

    Ah well, nothing could possibly intercept him now. That’s when sky opened and death rained down.


    As Captain T’Gath embarked into the Stormbird, he took a small devotional mirror from his belt. It was a small relic, supposed to promote introspection by looking into the self. It always reminded him to push away his doubts and be calm, as it did now.

    He didn’t understand the story here, but he trusted Sforza, and that was all that mattered. If the enemy of the Emperor wanted these Crystals, they would have to go through him.

    The ship rumbled as the engines started and he dropped the mirror. As he looked at the shattered glass on the decking, he felt a sudden sense of foreboding.


    Overview

    Greetings my fellow amoral killers! Well, today represents the last in the gathering portion of the campaign. This game is almost a reverse of Game 2, with 3000pts of Dark Eldar trying to get the Crystal off the board edge, while the Salamanders descend from orbit to kick some ass.

    The Salamanders are using a large-custom flier to represent a Stormbird, and arrive on turn one automatically. Don’t worry too much about its stats as they don’t come into play much, but it has three twin-linked lascannons in turrets and a nose mounted autocannon. Even though he’s using Pedro Kantor, we’re letting him take a Command Squad as he’s supposed to be a Captain making stubborn Salamanders. He’s also got a fourth fast attack as he thought Vanguard Veterans were elites, but hey, that a handicap not a boost.

    The Kabal of the Shattered Mirror
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    Archon Kuras – Djin Blade, Ghostplate, Blast Pistol, Clone Field, Combat Drugs, Hwire Grenades, PGL
    Haemonculus Ancient Korolion – Venom Blade, Shatterhshard
    4 Incubi – Klaivex w/ Demiklaives, Venom w/ Splinter Cannon
    5 Mandrakes - Nightfiend
    5 Trueborn – Dracon w/ Venom Blade, 4 Blasters, Hwire and Plasma Grenades, Venom w/ SC
    3 Grotesques – Abberation w/ Venom Blade, Raider w/ Flickefield
    10 Blue Wyches – Hekatryx w/Agoniser, 2 Shardneta, Haywire Grenades, Raider w/ Flickerfield
    10 Red Wyches – Hekatryx w/ Agoniser, 2 Hydra Gauntlets, Raider w/ Flickerfield
    10 Purple Wyches – Hekatryx w/ Agoniser, 2 Razorflails, Raider w/ Flickerfield
    5 Blue Warriors – Sybarite w/ Agoniser, Blaster, Venom w/ Splinter Cannon
    5 Red Warriors – Sybarite w/ Venom Blade, Blaster, Venom w/Splinter Cannon
    5 Purple Warriors – Sybarite w/ Venom Blade, Blaster, Venom w/Splinter Cannon
    6 Reavers – Arena Champ w/ Venom Blade, 2 Heat Lances
    10 Scourges – Solarite w/ Venom Blade, 2 Haywire Blasters, 2 Heat Lances
    Razorwing – Flickerfields, Disintegrators, Splinter Cannon
    Ravager – Flickerfield
    Ravager – Flickerfield

    The Salamanders
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    Captain T’Gath (Pedro Kantor)
    Chaplain Rmorth
    Command Squad – Combi-melta, 2 Plasma Guns, Plasma Pistol, Powerfist
    Ironclad Dreadnought – Heavy Flamer, Drop-Pod
    Dreadnought – Heavy Flamer, Drop-Pod
    3 Tactical Squads – Power Fist, Combi-Melta, Meltagun, Multi-Melta
    3 Land Speeder Tornadoes – mix of weapons
    2 Land Speeder Typhoons – Multi-melta
    Land Speeder Tempest
    10 Vanguard Veterans – Power Fist, 2 Power Swords, 4 Plasma Pistols
    Stormbird Heavy Drop-Ship

    Deployment
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    The Kabal deploys 12” in from one board edge. The Razorwing takes pride of place in the centre, flanked by the Ravagers. The Raiders occupy the right flank with the Reavers, as the Venoms take the left. The Scourges are flying high overhead, waiting to swoop down, and for this game, the Mandrakes are waiting to deploy Lictor-like from the Shadows.

    The whole army counts as moving flat out on turn 1, as they are travelling at high speeds. My drug for this game is Hypex, granting the ability to run quickly.

    Salamander Turn 1
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    The heavens open as the Stormbird arrives on the far side of the board. The Land Speeder Squadrons all drop in the midfield, with the Typhoons on the left, and the Tornadoes on the right. The Dreadnought’ Pods arrive close, with the Ironclad managing to hit the only pond in a 15 mile radius. Finally, the Vanguard Veterans arrive on the far left, near the Archon.

    The Vanguard wreck the Trueborn’s Venom with their Plasma pistols, though they get out too far away to be assaulted, and one overheat cripples a Veteran. The Red Wyches bail out as their Raider as it is torn apart by the Tornadoes. The Razorwing jinks through a hail of missiles, its flickerfield flaring, protecting it from harm. Both Ravagers suffer minor hits, and are stunned.

    Dark Eldar Turn 1
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    The Warrior Venoms, Razorwing and Reavers boost madly down the field, seeking to draw fire from the Raiders who advance more slowly, but miss wildly, despite the size of the Stormbird. The Trueborn advance on the Dreadnought but don’t scratch the paint.

    Kuras and the Incubi disembark to deal with the Vanguard Veterans. The Archon cuts down three by himself, and another four die to the Incubi, but the remaining three wipe out the Incubi. Kuras smirks as they surround him.

    On the other side of the board the Red Wyches assault into the Tornadoes and score three lucky grenade hits, destroying one, shaking another and blowing the assault cannon off the third.

    Salamander Turn 2
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    The Stormbird advances, barging past the Razorwing, but while it spits fire in all directions, the swift Eldar craft avoid the incoming damage. The Red Venom, clearly distracted, is wrecked by a Drop-pod’s storm bolter.

    The Tempest explodes the Blue Raider, and the final crystal is revealed as the Wyches extricate themselves from the wreckage. The Dreadnought advances on the Trueborn, and kills all five with its flamer, washing the Eldar from the forest.

    The Ironclad explodes the Grotesque’s Raider, then charges in and kills all three with his mighty S10 attacks. The Haemonculus clearly wet himself as he rolls a 12 for morale, but a 2 for flee distance!

    Kuras beheads a Veteran and pans the others off on his clones.

    Dark Eldar Turn 2
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    The Mandrakes emerge from the shadows on the far side of the board.

    The Razorwing dives on the Typhoons, blowing one up, as the Venom-born Warriors destroy the missile systems on the other with their blasters, leaving the squadron crippled. The Reavers move up to the Tempest, and one is unseated by the resulting shrapnel, as their heat lances turn it to scrap.

    The Ravagers move up on each of the Dreadnoughts, but only succeed in blowing the DCCW from the regular Dread. Seeing the danger of the flamer, the Blue Wyches assault into the Ironclad, and manage to Immobilize it with a lucky hit.

    The Red Wyches move into the open as the Red Warriors close on a Drop-pod, but can’t hurt it. The last Raider somehow misses the Stormbird. Not a hard target guys!

    Kuras kills one more Veteran, and turns to face the last.

    Salamander Turn 3
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    The Stormbird advances overhead like a shadow of death, raining lascannon shots in all directions, killing a Ravager, the Purple Venom and the Purple Raider, as well as immobilizing the other Ravager and killing seven Purple Wyches and two Purple Warriors in the resultant explosions.

    The Tornadoes tear apart four of the Reavers as the Pods kill two Red Warriors. The Dreadnought misses an easy shot on the Archon’s Venom. The Archon finishes the last Vanguard Veteran with a sneer of contempt on his lips.

    Now immobilized, the Ironclad is battered by Haywire Grenades, losing all of its weapon systems.

    Dark Eldar Turn 3
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    The Archon runs around the Dreadnought and jumps in the Venom it was battering before speeding towards the centre. The immobilized Ravager stuns the Dreadnought as the Wyches finish the Ironclad, cackling as they swarm the helpless veteran. In other news, the Haemonculus Ancient rallies.

    The Eldar fliers swarm the Stormbird. The Ravager dives underneath the behemoth, raking its underbelly with Disintegrator fire as the last Reaver swings around the rear, destroying its rear turret with a blast of melta fire. The last Warrior Venom comes alongside its flank, blasting off another turret. As the craft begins to list, both the Red and Purple Wyches hurl grenades at it, stunning all of its remaining weapons.

    Salamander Turn 4
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    Undaunted, the craft comes on, landing directly on the objective. Four hatches open and Captain T’Gath leads the Tactical Marines and Command Squad out. Tactical Squad Igneel and Grandine disembark on the right and target the Red Wyches, but some ridiculous shooting means only six die, when all were dead by rights.

    On the left, Plasma fire and Bolter rounds engulf the Blue Wyches who are doing their best to hide among the trees. Only the Hekatryx survives.

    In the rear, all the remaining Speeders focus on the Razorwing, which almost survives, but catches a shot right at the end, and tumbles to earth in a ball of flame.

  18. #38
    Chapter Master Kurisu313's Avatar
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    Re: The Ateph Campaign

    Dark Eldar Turn 4
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    I’m not going to lie. This turn I forgot about my Scourges and never remembered. They remain in the limbo of reserve to this very day.

    The Mandrakes make to kill a Land Speeder, but the Blue Warriors nail it first. The Reaver heads towards the Tornadoes but misses, as does the Ravager. The Purple and Red Wyches charge into Tactical Squad Igneel, but the Agonisers miss horribly, and the combat is a stalemate.

    Kuras heads right for T’Gath, but before he can get there, Korolion’s shattershard goes off. The Command Squad is engulfed, and T’Gath himself crumbles, along with the Power Fist. The Kuras, the Hekatryx and Korolion charge in. Kuras slices through two of them, but the Agoniser armed Hekatryx whiffs. Korolion scores two wounds on Chaplain Rmorth, but the Apothecary pulls him through, and he scores a wound in return.

    Salamander Turn 5
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    The Tornadoes kill the last Reaver pestering them as the Drop-pods finally deplete the Red Warriors to zero. The Dreadnought manages to kill the Ravager in assault.

    The Stormbird vectors away from the objective, giving the Tactical Squads more room to move, as Grandine charges in to support Igneel, and Laxus helps out the Command Squad and Chaplain. The Wyches are killed with frustrating ease.

    Kuras kills the Command Squad but is brought low by a deluge from the Tactical Squad, as he had been saving his clones for the Fist, hoping his armour and feel no pain would’ve been enough. The Hekatryx dies too, but Korolion manages to kill the Chaplain outright and hold on.

    Dark Eldar Turn 5 and Onwards
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    While we play up to turn seven, after Korolion dies to a Fist, the game just devolves into the Salamanders hunting down the remaining Eldar until all that is left is the Purple Warrior’s Sybarite, fleeing for his life.

    Results

    The Salamanders Win!

    Thoughts

    Well. Let’s ignore the Scourges for the moment. While I had some bad luck there – lances and agonisers finding no purchase, that was matched by some good luck, such as the Shattershard and the Haywire Grenades. I probably lost because I took my eyes off the prize.

    I did love the Stormbird, with the imagery of this huge looming aircraft moving inexorably closer by the minute as the Eldar swarm around it like insects. In turn three it got absurdly lucky, basically killing four things with four shots, but c’est la dice.

    Oh well. In the end, I only have 1 Crystal out of 5. Not where I was hoping to be. I’m going to have to work hard, if Amadeus is to achieve his goal.

    Sergeant Igneel helped carry the Chaplain back to the Stormbird. The fiend’s toxins were still warring with the Chaplain’s immune system. He sincerely hoped that the Apothecaries could help win that battle.

    He refused to look back at the corpse of Captain T’Gath. He couldn’t remember a death so grim or unnatural as simply falling to pieces.

    He hoped to have a chance to repay the enemy in kind.


    ”Nooooo!” Amadeus roared, violently smashing everything within arm’s reach. He hit and hit and hit until at last the rage that overtook him subsided. The Mandrake bearing the news tittered as it watched him. Amadeus turned and slammed it into a wall with a psy-shock, before grabbing its throat. He ignored the cold chilling his hand. Still it laughed.

    “You listen to me you Xenos wretch! I have one final job for you. Not for your master, but you! Listen well…!”

  19. #39

    Re: The Ateph Campaign

    Great Report! Seemed pretty one sided for the Dark Eldar... I'm sure they'll have better luck next time, and be back to their usual maiming, killing, evil selves!
    Who needs a life when there are video games? (And Warhammer)

    Orks: 2000 points

  20. #40
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    Re: The Ateph Campaign

    Kurisu313 excellent write up as ever.

    This was an interesting game; I had to kill the gun ships so you could not take down the Stormbird; then once the target was identified three tac squads and the command squad should be enough to take and hold.

    Popping the Archons transport early was important; this removed the one unit which could take a whole tac squad in one go.

    Intersting to play marines doing thier job; a small surgical strike for a defined objective.

    It was amusing for me to see the storm bolters on drop pods bring down DE infantry; destroying a venom just topped it off!

    A good game and the campaign now has a strike cruiser with some very pissed off marines on board.

    We are now at the end of the begining.......

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