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Thread: The Ateph Campaign

  1. #41
    Chapter Master Kurisu313's Avatar
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    Re: The Ateph Campaign

    Just to let people know, I'm at Legionary this weekend, and up in Nottingham for a double's tourney the week after, so it'll be three weeks until our next game.

    Sorry for the delay, but depending on circumstances, we might be able to squeeze out an additional game in the meantime.

    Thanks to anyone who reads this thread, nice comments really make my day!

  2. #42
    Chapter Master Kurisu313's Avatar
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    Re: The Ateph Campaign


    The Treasure under the Earth


    After the fifth crystal’s discovery, things seemed to quieten down. The Kabal had appeared to have withdrawn support for Amadeus, and when the Salamanders stormed the Inquisitor’s base, he had vanished along with all his men. For now, maintaining a strong defensive posture seemed like the best idea. Sforza could not destroy the crystals, and moving them would increase the chance of them being stolen.

    Sforza didn’t like it. If too much time passed, the Salamanders would withdraw as well, their strength too valuable to be wasted away like this. He wondered if that was Amadeus’ goal, but doubted it. At length he was summoned to the tech labs. Continued seismological study had turned up something. A hard return in the mountains, about the size of a research installation, a relatively small structure. There were no records on it though, so Sforza decided to investgate.

    Taking only a single Chimera filled with his bodyguard, Sforza travelled up into the mountains. What he found was an open door, directly into the rock. He immediately recognized it for what it was: Necron artifice.

    Descending, he discovered a small Necron tomb, the air heavy with age and decay. He advanced down narrow passageways lit only by flashlights. As far as Sforza knew, such degredation in a Necron tomb was vanishingly rare. Something must have happened here a long time ago, crippling its power supply, or disabling a vital system.

    There was little dust, being a sterile environment before the door had been open, but there was the sign of human footprints here and there. There was no sign of any Necrons, until one Cadian opened up in panic at the towering form of a Wraith in the gloom. But on closer inspection, it was completely inert and lifeless. Its carapace had taken distressingly little damage.

    In truth, the distance to the large chamber was very short, though it didn’t feel like it. The chamber, as it was dubbed, was a relatively large room with intricate murals on the walls in among the perverse Necron script. Sforza could only read a tiny minority of the words, but with the murals, there was an understandable story.

    Here, the Necrontyr brought gifts before a deity who towered over them. In return, they were bestowed with the metal bodies they needed to escape their pitiful forms. But the deity was a brutal master, and the Necrons resented their unfeeling bodies. They turned upon their god and in a scene laden with death and destruction, tore it asunder. Its pieces were sealed away and locked with…

    As he reached the end of the story at the far end of the chamber, he had come to the last panel, which hung above an empty pillar with a square recess. The final scene showed clearly the five crystals surrounding a small cube which now housed but one fraction of the god. A cube which sat upon a pillar.

    Terrifying understanding rushed into Sforza. This was a piece of a C’Tan. The Necrons who sealed it away feared its power and sent it away to bury it on another world, which was undoubtedly barren at the time. The crystals had been separated and buried in an inconspicuous manner, as the owners didn’t want them found.

    Over time, humans had terraformed the world, and much later Amadeus must have discovered the Tomb and the Tesseract Labyrinth inside. Sforza must have inadvertently got in his way by stumbling over the first crystal. He didn’t know what Amadeus planned to do with the C’Tan, but didn’t see any positive outcome, save that the god would almost certainly kill Amadeus once unleashed. He chided himself, for Amadeus was surely clever enough to have a plan in place.

    The strike force somewhat hurriedly extracted themselves from the haunted place, fearful that some statuesque creature would suddenly spring to life. Five minutes later Vulkan’s Hammer’s bombardment cannon rained down upon the site and didn’t stop for until there was nothing left.

    For some reason, Sforza was having trouble reaching his base on the vox…

  3. #43
    Chapter Master Kurisu313's Avatar
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    Re: The Ateph Campaign

    From the Shadows…

    Sforza’s base of operations was an old abandoned military facility. It was quite capable of barracking the Cadian 113th, as well as holding a number of laboratories and vehicle bays. Guards ringed the sentry turrets and the casements all day, every day. The grounds were filled with artillery, and anti-air emplacements. Seismic sensors watched the ground and Imperial craft hung in geo-stationary orbit.

    The first guard to die never knew what hit him.

    Inside, pairs of guards patrolled the corridors endlessly, which earned a fair amount of grumbling about being overly cautious. One pair were walking down a corridor when the lights in the section ahead of them flickered out. There was nothing particularly unusual about that, with it being an old facility.

    But there was a silhouette there now, plain as day, standing in that unlit section, contrasting against the lights beyond. The guards started and raised their lasguns, but the lights flickered back on, and the figure was gone.

    As they consoled themselves at jumping at shadows, they were late in noticing the patina of ice that hung in the air. This time, the lights failed in their section and one died, his throat cut. The other had time to open his mouth in terror before a warp blade went through it into his brain. The lights went back on and only the corpses remained.

    The Mandrakes raced inwards, searching and killing. Alarms began to be raised, and men roused from their bunks. The shadow walkers moved individually, ten in total, under Nightfiend Alassankar. Sheer weight of numbers meant that two were blown back to the shadows. But as the others kept coming, they began to sing, their voices like that of young children.

    Sforza…Sforza…

    They were drawing a map, following each corridor to its conclusion, moving inwards from the outer arms. One by one, they found the crystals, and marked their positions with daemonic spoor. But the final conclusion reached by the deaths of four more Mandrakes was that Sforza was not there. Their assassination was a failure due to the simple poor fortune that he had decided to go to the tomb himself.

    Colonel Murrish almost met his fate, but was saved by a Primaris Psyker, who had been stalking the daemonic presence of his would be killer through the facility.

    With one objective left, Alassankar and the final two Mandrakes converged on the main research lab. A large portion of the science personnel were cowering there now, but there was also a large number of Cadians guarding them, covering the one entrance. The Mandrakes could be heard coming down the corridor, and dozens of lasguns aimed at the narrow doorway. Even they would be shredded if they so much as poked their heads out.

    And then the lights went out.

    Men died, blood frosting as it erupted from their bodies. The only light was from random bursts of lasfire and perversely, from the Mandrakes themselves who now glowed with a chilling azure fire. High on pain and shrouded in darkness, the Mandrakes now seemed impervious to lasfire, and moved as swift as sight.

    By the time that reinforcements arrived, every man who had been in the science labs was dead, covered in blood and frost. All of the cogitators along the walls were wrecked, either by stray lasfire of by the Mandrake’s flame.

    Guards ringed the sentry turrets and the casements. The grounds were filled with artillery, and anti-air emplacements. Seismic sensors watched the ground and Imperial craft hung in geo-stationary orbit.

    It was as child’s play to the shadow walkers.

  4. #44

    Re: The Ateph Campaign

    Creepy...

    Good to see you're back - I can't wait for the next part!
    Last edited by Dylius; 21-05-2012 at 07:06. Reason: sp.
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  5. #45
    Chapter Master SevenSins's Avatar
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    Re: The Ateph Campaign

    now that's mandrakes as they should be!
    Happiness is having an alibi and a big backyard to bury the bodies

  6. #46
    Chapter Master Kurisu313's Avatar
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    Re: The Ateph Campaign

    Game 6: The Diamonds Among the Rough

    Amadeus was at his lowest ebb. He had fled his base and now operated a mobile HQ, constantly on the move. The Keldorians were now at only a couple of hundred strong, but those that remained were loyal to his new cause. That had taken some careful manipulation, always ordering the most pious commanders into the most dangerous zones and setting his own priests to lead services.

    He prayed to the dark gods for guidance. And it seemed that they responded, for by seeming chance he came upon a remarkable discovery.

    It was a second Necron Tomb.

    It was so old that the wind and rain had worn it away so that it looked like nothing more than a weathered valley. Ancient corridors were split asunder and rivers ran through them. Metal and rock ran together such that distinguishing them became impossible.

    Dotted throughout the valley were five green crystals. Amadeus started. There were only supposed to be five crystals! What were these? As he watched, the crystals were bathed in a sudden green light which abruptly ended. Then again, a couple of minutes later. His eye was drawn to the end of the valley, were a Monolith sat, corroded and half buried. Every so often, its power matrix lit up in time to the crystals.

    While there was still so much he didn’t understand here, he realised that the monolith was trying to teleport the crystals, and failing for some reason. Whatever the exact nature of these crystals, he needed time to study them. He ordered his men to move down the valley and secure the crystals. The last team was tasked to destroy the ruined Monolith.

    As the explosives went off, all hell broke loose. Unbeknownst to Amadeus, the Monolith had been stuck in a faulty teleport cycle since the time the two crystals flared in reaction to each other. It was trying to teleport the crystals out and defenders in. It was failing, because it was trying to warp in a sentry gun on its own location, which invalidated the code and set it starting over again. With the Monolith destroyed, the warp-in cycle completed…


    Overview

    Hello and welcome to the sixth game in the Ateph Campaign. This mission exists somewhat to redress the one sided outcome of the opening games, while throwing more light on the real going ons.

    I get to deploy as I wish on the board, securing the objectives. On turn 1, I destroy the monolith through the powers of plot, and then necron Canoptek units begin warping in to stop me from getting away. Each unit randomly locks on to one of the Crystals and must deepstrike near to it.

    I need to get the Crystals back off of my board edge, as there is a sheer cliff just off the other side. I can hit and run with any unit, but all of his units have sustained assault.

    Amadeus’ Strike Force
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    Inquisitor Elias Amadeus – Force Weapon, Power Armour, Doombolt & Hammerhand
    10 Henchmen – Daemonhost, Crusader, 2 Plasma Guns, 2 Meltaguns, 4 Lasguns, Chimera
    Infantry Platoon 1
    ---Command Squad – 4 Plasma Guns, Chimera
    ---Infantry Squad – Plasma Gun, Chimera
    ---Infantry Squad – Plasma Gun, Chimera
    Infantry Platoon 2
    ---Command Squad – Power Fist, 4 Meltaguns
    ---Infantry Squad – Meltagun
    ---Infantry Squad – Meltagun
    Valkyrie – Multiple Rocket Pods
    Valkyrie – Multiple Rocket Pods
    Valkyrie – Multiple Rocket Pods
    Demolisher – Lascannon
    Demolisher – Lascannon
    Demolisher – Lascannon

    Canoptek Host
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    2 Tomb Stalkers
    6 Canoptek Spyders
    4 Canoptek Wraiths
    3 Canoptek Wraiths
    35 Scarab Bases
    Twin-Linked Tesla Destructor Sentry Gun

    Deployment
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    The Valkyries deploy at the furthest end of the valley, with two on objectives, and the last flying cover. The Melta-command is slightly off objective, in contact with the Monolith. Moving backwards, Chimera borne Infantry Squads hold the third and fourth objectives, supported by two Demolishers. Nearest to my board edge Amadeus claims the last objective, with the Plasma Command and last Demolisher providing long-range fire support.

    Necron Turn 1
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    As the Monolith blows, the Necrons warp in. A sentry gun appears in the Monolith’s location, joined by two Spyders. The Group on Crystal three are truly unlucky as they are surrounded by two units of five Scarabs, 2 Spyders and a Tomb Stalker! A lone Spyder appears near Amadeus.

    There is only a modicum of shooting, and the tough guard vehicles shrug it off.

    Guard Turn 1
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    Engines whining, the Valkyries lift off with their cargo. The Melta Command stays behind and boils two wounds from a spider, tearing great rents in its carapace Another Valkyrie rakes a Scarab swarm, killing three bases with multiple rocket pods.

    The Chimera all begin to make their way home, though one is blocked by the Tomb Stalker and a Spyder. The Spyder is torn apart by the Guard, hammered by plasma fire. The lone Spyder suffers multiple wounds, but the Demolishers fire badly, and one strikes my own Chimera, shaking it!

    Necron Turn 2
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    Wraiths appear near Crystal 4, blocking their exit from the board. A small swarm of Scarabs appear nearby to stall Amadeus.

    The creatures already on the board begin to make an impact. The central Chimera is wrecked by a Spyder, and the Infantry Squad bail out, ready to make a run for it. Nearby, a Demolisher is engulfed by a swarm of Scarabs and reduced to little more than framework. Having thinned out the swarm contesting it, a Valkyrie survives the attention of another swarm.

    At the valley’s dead end, the Melta team survive the attentions of a Spyder and though their fist cannot hurt it in return are able to break away safely. Their Vakyrie too, ignores the Spyder trying to grasp its undercarriage.

    Across the board, a badly wounded Spyder barrels into another Demolisher, but only immobilizes it.

    [B]Guard Turn 2[B]
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    With Necron constructs emerging from all around, the Keldorians redouble their efforts to escape. One Valkyrie makes it far enough down the board to escape. One Chimera ploughs straight through the pack of Wraiths blocking its path at full speed. One tries to phase through the frontal armour, but its shifter fails at the wrong moment and it is crushed beneath the vehicle’s roaring treads.

    Amadeus slows his own escape, being near to the board edge and the Daemonhost rises from the back hatch to annihilate a Spyder with a bolt of daemonic matter. At the other end of the board, a Valkyrie cannot yet make its escape, so heads towards the cliff face, gaining height on struggling engines.

    In the very centre, the desperate Infantry Squad tries to rush the Tomb Stalker as fire pummels it. The Melta Command, two Demolishers and the Primaris Psyker reduce it to a teetering wreck, before the squad finishes it with a burst of plasma fire. Unfortunately, this slows their escape.

    Necron Turn 3
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    More and more constructs continue to emerge, and a Tomb Stalker appears at both ends of the board, as Wraiths phase through the cliff. A huge wave of Scarabs appears near the valley’s entrance, and the nearby Chimera’s future looks very bleak, despite the Wraiths failing to kill it.

    In the centre, a direct particle beamer shot tears through the Psyker’s retinue and they flee. (We let them embark onto the Valkyrie, as it was the most obvious way to safety). The Valkyrie at the back takes multiple hits from Wraith’s casters and a Stalker’s flayers, but continues to ascend undaunted.

    In the centre, the Infantry Squad is torn apart by Scarabs as a Spyder crests the ruins of their transport. The meagre survivors flee for their very lives. Despite there being only two Scarab bases, Amadeus’ Chimera explodes. Crackling with fury-borne psychic might, Amadeus advances.

    Guard Turn 3
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    Within reach of freedom, but blocked in on all sides, the Chimera charges through the Wraiths again. This time, in a display of masterful timing, a Wraith phases through the front armour and kills the crew in a bloodbath. The passengers, panicking throw themselves through the back hatch.

    At the far end of the valley, the Valkyrie finally gets enough lift to drag itself out and over the cliff face.

    In the midfield, the Valkyire bearing the Psyker makes a run too, jetting downfield. Now alone, the Melta Command decides to sell their lives dearly, and destroy a Spyder with blasts from their guns and a solid punch from the fist.

    Amadeus surges into the Scarabs, casting hammerhand. The fight is short and one sided, scattering the mechanical insects.

  7. #47
    Chapter Master Kurisu313's Avatar
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    Re: The Ateph Campaign

    Necrons Turn 4
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    In the corner, surrounded and outmatched, the Infantry Squad is torn apart by a Tomb Stalker. Some survivors do manage to flee the board. Wraiths and Scarabs circle around towards Amadeus. Another small squad of Scarabs do make it to them, but they cut through the swarm in good time.

    A Spyder hunts down the fleeing Infantry Squad, but they rally, put a wound on it and then hit and run away in a surprisingly capable display. Scarabs catch the fleeing Valkyrie, but at such speeds it is able to avoid damage.

    The Tomb Stalker rounds a large rock, aiming for the Melta Command, but misses with its fusillade.

    Guard Turn 4
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    Amadeus leaves the board. There is no chance left to recapture the two remaining crystals, so it’s left to see how many people can escape. The Valkyrie too, leaves the board. The Plasma Command rushes 12” with their Chimera as the last Infantry Squad run to keep up.

    The Melta Command dash away at right angles, aiming for the safety of the forest. Without any chance of escape, the Demolisher heroically reverses a mere 6” and opens fire on the Scarabs, and blows four bases to kingdom come.

    Necron Turn 5
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    The Canoptek host moves in on the few remaining humans. Wraiths hunt down the Melta Command, the trees no obstacle to them. Swarms of Scarabs and Spyders bear down on the Demolisher and flay it atom from atom till nothing is left.

    Guard Turn 5
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    With a look over their shoulder, the last units flee the board.

    Results

    Amadeus has three Crystals
    The Necrons have two Crystals

    Amadeus Wins!

    Thoughts

    That game had a great feeling of trying to escape against insurmountable odds. The idea of fleeing a pharaoh’s tomb as millions of Scarabs throng the hallways after you.

    As I said, this was essentially designed to be a catch up mission for me, as I’d done so poorly in the opening rounds. To avoid being cheesy, I wouldn’t count on these Crystals working as intended. So I’ll still have penalties later on in the campaign.

    Amadeus spent a long time studying these new crystals. While they didn’t understand it all, they had a much better understanding of the crystal’s functions than Sforza. From what Amadeus could tell, these crystals had suffered massive degredation from being exposed to the elements and the unkind attentions of being continuously teleported.

    He drew the tesseract labyrinth that he had found so long ago. That had sparked this whole affair. As he studied it, he mused. He had understood there to be only five keys to open the box. Five unique keys. So what were these, spares? It made no sense. The Necrons feared the C’Tan. Why would they make another way to release it?

    Furthermore, the original five had been scattered to hinder their retrieval. Why were these grouped together in one facility? He dearly wished that he could revisit the site to search for clues, but with those things active, he couldn’t.

    Degraded or not, Amadeus believed that these crystals would suffice for his ritual, with the proper…modification. But he needed one more. And there was only one other place to get it.

  8. #48
    Commander Fideru's Avatar
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    Re: The Ateph Campaign

    Yay! Another battle report! You have no idea how anxious I was waiting for this!

  9. #49
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    Re: The Ateph Campaign

    Great write up as ever!

    That was an interesting game; if only some of the constructs had not clumped around the wrong crystals!

    Some great moments though; scarabs getting 8 hits on a flat out valk; and only reducing the armour by two and failing to do any damage; I imagianed the panicked squad kicking scrabs of the open rear hatch while screaming at the crew to go faster.

    I got some pens and glances on the valks early and only shot off guns; that the breaks and starting with the air support landed was a gamble thay paid off. Next time...........

    The feel of a relentless hoard of killer constructs felt very right. A pity that is not a legal build for a necron army!

    Kuirisu did not know the interuption to the the monlith was a necron sentry gun trying to beam in; not quite what the squad was expecting; staring down the barrels.

    So those following this know mare than Amadaus; the reason the 5 crystal keys were in this place was that they had just been used to inprison a ctan shard when a eldar strike force attacked. D-cannon effects caused two necron machine to try & occupy the same space just as one was beaming out the crystals and beaming in constructs.

    The result was neither machine could complete its task; each in turn almost becoming real (with the crystals & constructs) then fading away again in a loop that was months long. The Necrons had no way of knowing where they were and could not risk cutting power for the cycle; since the crystals could turn up anywhere due to the malfunction.

    So lots of time passed. Giving up on the origional set the necrons made replacement keys (crystals). These were the set first detected after they had been scattered over time (for reason I will not go into now).

    So now the necrons know some crystals are back in realspace and where. The necron constructs and crystals phased out; one assumes to the nearest active tombworld.

    Sforza obtained little useful infomation from the ruins and Vulcans Hammer's lance battery made the entire area into a magma filled crater; just to be sure.

    Your thoughts and ideas about what is happening next and regards the Necron reaction (if any) are welcomed.
    Last edited by orlando davion; 21-05-2012 at 22:06.

  10. #50
    Commander Shadow Lord's Avatar
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    Re: The Ateph Campaign

    Awesome batreps again! To gues what's happening is very difficult...I think the Necrons will try to regain the original crystals from Sforza so they can be sure no one will resurrect the C'tan...and maybe Amadeus is hoping to create a hybrid: half daemon/half C'tan...now that would be an awesome sight to behold!! Whichever way this story is going...I'm hooked, keep it up!
    Don't dismiss my anger as mindless fury.I assure you,it has a purpose!

  11. #51
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    Re: The Ateph Campaign

    I love it. More salamanders
    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.

  12. #52

    Re: The Ateph Campaign

    Another great one! I like the Spyder/Caterpyllar model.
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  13. #53
    Librarian ThePope's Avatar
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    Re: The Ateph Campaign

    Quote Originally Posted by Dylius View Post
    Another great one! I like the Spyder/Caterpyllar model.
    FW Tomb Stalker if this is what you are on about http://www.forgeworld.co.uk/Warhamme...B-STALKER.html it's an impressive model for its price.

    Love your battle reports Kurisu, always look forward to seeing the updates. Love the latest one, such a fluffy fun way to use Necrons. It looked highly entertaining.

  14. #54
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    Re: The Ateph Campaign

    +1 for the comments above. Highly entertaining and fun

  15. #55

    Re: The Ateph Campaign

    Quote Originally Posted by ThePope View Post
    FW Tomb Stalker if this is what you are on about http://www.forgeworld.co.uk/Warhamme...B-STALKER.html it's an impressive model for its price.
    That's the one. Thanks!
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  16. #56
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    Re: The Ateph Campaign

    And the plot thickens even more. Good write-up.

  17. #57
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    Re: The Ateph Campaign

    Excellent stuff!
    Plot is certainly getting thick. Can't help but think of Rock me Amadeus when I read it though XD
    People who think there's no good way to die have obviously never heard the phrase 'Drug-fuelled-sex-heart attack'.

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  18. #58
    Chapter Master Kurisu313's Avatar
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    Re: The Ateph Campaign

    Game 7: All In

    Sforza was growing increasingly frustrated. He felt like he couldn’t do anything, while a potential heretic was literally running around with a star god in his pocket.

    He had the keys. As long as he had those, he was fairly certain that Amadeus could not open the tesseract labyrinth, but ‘fairly certain’ was a million miles short of reassuring. He knew that Amadeus had one, and he worried that he might be able to brute force his way in with just that.

    But he had no idea what he planned to do once he unleashed the C’Tan, which Sforza had learned from the murals to be known as ‘the Beast’. A C’Tan would not follow orders, and Amadeus lacked the Necron technology to seal it within a necrodermis. In fact, the most likely fate of one to open the tesseract would be instant obliteration.

    An alarm began to chime. Vulkan’s Hammer immediately voxed in.

    “Multiple deathstrike launch detected, aimed for the planetary capital. We’re moving to intercept.”

    Sforza studied the data. Two missiles drew a crimson path across a whole continent. A green line showed Vulkan’s Hammer’s intercept path. It instersected well before the target. Sforza sat back, satisfied that they would stop the missiles, but cursing Amadeus for hiding such a powerful asset for so long. What did he plan to achieve…two missiles?

    “This is Sforza,” he cried into the vox, “Prepare for incoming ordnance and then to repel an assault!”



    Amadeus last trump card, one that he had hidden since the very beginning. With the Salamanders momentarily out of the picture, a deathstrike missile raced down on Sforza’s base, and blew a gaping hole in the outer walls. With precision timing, a few minutes later his last forces swarmed the gap.

    A huge horde of Keldorian traitors, Chaos Cultists and mutants rushed en masse, chanting blasphemous war cries and carrying totems of the dark gods. As they came, the air began to shimmer, as ethereal beings beat against the other side…


    Overview

    Greetings, and welcome to the penultimate game in the campaign! This is Amadeus’ last chance to get what he needs. As it stands, he has one primary crystal and three secondary crystals. He needs at least five to complete his plans, but also wants to replace as many secondary crystals as possible, as they carry penalties in the final match.

    This mission is an all out assault on Sforza’s home base. The game is 4000pts combined Guard and Daemons vs 3000pts combined Guard and Space Marines. My goal is to cross the board with my Guard units. Any Guard unit that leaves his board edge is considered to have gotten into the base and absconded with a crystal. Daemons cannot perform this role.

    The Daemons arrive as normal, but the Salamanders are delayed, and won’t appear until later, despite having drop-pods.

    The Human Wave & the Daemonic Legion
    *Daemons not pictured due to space*
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    Company Commander – Power Fist, Chaos Icon
    Platoon 1
    -Commander – Power Sword, Chaos Icon
    - 5 Infantry Squads w/ Meltagun
    -3 Lascannon Teams
    Platoon 2
    -Commander – Power Fist, Chaos Icon
    - 5 Infantry Squads w/ Meltagun
    -3 Mortar Teams
    Platoon 3
    -Commander – Power Sword, Chaos Icon
    - 5 Infantry Squads w/ Flamer
    -3 Autocannon Teams

    15 Mutants – Additional Hand Weapon, Mark of Khorne, 3 Big Mutants, Boss
    15 Mutants – Laspistols, Mark of Chaos Glory, 4 Big Mutants, Boss
    15 Mutants – Lasguns, Mark of Nurgle, Boss

    Bloodthirster – All Upgrades
    8 Bloodletters – Full Command
    8 Bloodletters – Full Command
    5 Flesh Hounds – Karanak
    4 Bloodcrushers
    4 Fiends
    10 Horrors – Full Command
    10 Daemonettes – Full Command
    10 Daemonettes – Full Command
    3 Flamers

    Cadian Defence Force & the Salamander Relief Force
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    Inquisitor Ricardo Sforza – Company Commander w/Plasma Pistol, Medic, Vox, 2 Plasma Guns, Carapace Armour, Master of Ordnance, Officer of the Fleet, 2 Bodyguards, Chimera

    Platoon 1
    -Commander – Power Fist, Medic, Vox, 2 Plasma Guns
    - 3 Infantry Squads w/ Plasma Gun, Missile Launcher, Vox
    -1 Infantry Squad w/ Meltagun
    -2 Lascannon Teams
    -1 Autocannon Team
    Platoon 2
    -Commander – Power Fist, Medic, Vox, 2 Plasma Guns
    - 2 Infantry Squads w/ Meltagun
    -1 Infantry Squad w/ Plasma Gun
    -1 Lascannon Team
    -1 Missile Launcher Team
    Veteran Squad – Plasma Pistol, 3 Plasma guns, Chimera
    Veteran Squad – Flamer, Meltagun, Chimera
    2 Sentinels
    Librarian T’Rekk – Terminator Armour, Storm Shield, Null Zone, Might of the Ancients
    Tactical Squad Malik – Meltagun, Combi-Melta, Power Fist, Multi-Melta, Drop-Pod
    Tactical Squad Kaldor – Meltagun, Combi-Melta, Power Fist, Multi-Melta, Drop-Pod
    Terminator Squad T’Gareth – 8 men, Cyclone Launcher

    *All Space Marine units are stubborn but lose combat tactics

    Deployment
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    Please don’t ask me to go in to too much detail here. Look at the photo. The Cadians spread out within their deployment zone, making a layered defense. Sforza and the Heavy Weapon teams deploy at the very rear high up on buildings. There is a bastion and a bunker, both occupied by an Infantry Squad, and with a Command Squad on the roof.

    The Keldorian deploy in a huge, deep line. Two platoons deploy on the left, the meltaguns to the fore and the flamers bringing up the rear. The centre is held by the three mutant squads, and the right by the third platoon. The rear is covered by a line of heavy weapon teams, and the Company Commander directing from a bolthole.

    Cadian Turn 1
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    As the first waves crash through the outer lines, speculative long range fire comes back out to meet them. One squad at the front takes the worst of it, and nine men are punched from their feet before they cross the defensive line. Bereft of his men, the lone sergeant grits his teeth.

    The undivided mutants also take grievous losses, and here and there more men fall, but not in large numbers. In a long range duel one of my Lascannon Teams disappears in a deluge of krak missiles and lascannon bolts. Nonetheless, morale holds throughout the line, and the chanting reached a crescendo…

    Keldorian Turn 1
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    With a howl of rage the Khornate Daemons arrive on the left flank. There are a couple of iffy moments, but the deep strikes are actually pretty bang on. Bloodletters bracket the bastion, as Bloodcrushers and Flesh Hounds move around the side. At the front, the Bloodthirster lashes a Chimera, but scores no damage.

    The entire line rushes forward across the board, buoyed up by the new arrivals. Long range fire from the weapon teams doesn’t really do anything, but the mortars pin a squad at least.

    Cadian Turn 2
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    Most of the fire redirects in to this new threat. As the Bloodthirster tears through an aegis defense line, it is met head on by Autocannon rounds, krak missiles and lascannon bolts in huge numbers. Even the mighty beast cannot stand and is sent howling back to the warp.
    The Squads in the bastion nail seven of the advancing bloodletters, and two Bloodcrushers also join them as plasma shots and lasbolts shower them.

    Still, the Undivided Mutants advancing in the very centre come under fire, and after a concerted effort, none are left.

    Keldorian Turn 2
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    The Flamers and one Squad of Daemonettes arrive using the Bloodletter’s Icon. The Flamers immediately sweep their fire over a veteran squad that had disembarked under the skyshield. Tightly bunched up, they are obliterated. The Flesh Hounds charge through the gap into their Chimera, and as the hounds wreck its treads, Karanak reaches up and crushes its multilaser between its jaws.

    Over their heads, the Juggers charge up the Skyshield (somehow?) and brutally kill a Lascannon Team. I like the fact that we remove the section of Aegis line they charge through, mangling it beneath their hooves.

    The general rush continues, and still the weapon teams fail to find much purchase, though the Command Squad atop the Bastion are slaughtered by Autocannon fire.

    Cadian Turn 3
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    The sky turns grey as the mighty form of Vulkan’s Hammer appears overhead. Two Drop-Pods instantly slam down in the corner with the Daemons, and they are joined by the Sentinels as well. The two Tactical squads make their presence felt, slaughtering all of the Daemonettes, and all but one of the Bloodletters.

    Most of the Guard fire is dedicated to killing the remaining Bloodcrushers, but more and more humans and mutants drop piecemeal. However, the line holds and no unit flees.

    Keldorian Turn 3
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    The Horrors, Daemonettes and Fiends all appear, making desperately accurate deep strikes. One Horror does die as it materializes inside a tank trap. The nearby guard squads all move up to take on the Space Marines en masse. Despite the hammering, only two marines die. One Bloodletter charges in and kills two more before being brought down.

    Leaving the stricken chimera, Karanak leads his pack around the Marines and charges the Sentinel squadron. One hound is destroyed, but Karanak reaches into the other’s cockpit, and drags the pilot out to play with.

    Meltaguns are now with range of the Bastion, but both miss. Autocannons hammer one Drop-pod, but don’t kill it. The advance in the midfield is stalling, but on the right flank and Infantry Squad and the Khornate Mutants both assault into an enemy infantry unit and triumphantly run them down.

  19. #59
    Chapter Master Kurisu313's Avatar
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    Re: The Ateph Campaign

    Cadian Turn 4
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    Homing in on the drop-pod’s locator beacons, T’Rekk and the Terminators appear and dowse the Daemonettes in Storm Bolter fire. However, they lack the accuracy of their tactical brethren and only kill four. The Tactical Marines target the Daemonettes and Fiends with their pistols, felling a few more, and the Fiends are reduced to one model by the Guard weapon teams. The Tactical Squads then instigate a melee with the Fiend, remaining Daemonettes and an infantry Squad, and slaughter them all for only a couple of losses.

    In the centre, a Chimera moves up and disembarks its Veterans. They dowse the Khornate Mutants with fire, and as more and more squads add in, the foul beasts are wiped out.

    Keldorian Turn 4
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    Guard squads continue to pour into the tactical Marines, and the depleted Squad Malik is finished off in a deluge of lasbolts and warpfire. Squad Kaldor is accosted by two Infantry Squads and the last Bloodletter. Though their meltaguns don’t do damage on the way in, they draw the combat, though the Bloodletter dies after killing his weight.

    One drop-pod dies to autocannons, but despite both the Bastion and Bunker now being in melta range, not a single meltagun scores a hit. The lascannons suppress the bastion, but the real triumph is that the first flamer is now in range. They pour fire through the vision slits, killing five. The remainder flee for their lives.

    The most advanced Guard squad charges the chimera under the skyshield and shakes it. In the centre, the Nurgle Mutants finally make it to melee, but draw with one kill apiece. An Infantry Squad moves up on the Chimera in the centre and explodes it with deadly force, killing five of the Veterans that had just disembarked.

    Cadian Turn 5
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    The Veterans move up and avenge their Chimera, cleansing the enemy with a gout of flame. The unit fleeing from the Bastion picks off my advance unit, stopping them from securing an objective. A few horrors die to frag missiles, and the remaining drop-pod picks off a lone surviving sergeant, who’d been hanging around since turn one.

    The unit in the bunker exits, to see off the encroaching enemy in assault. They win thanks to superior numbers against the depleted squad. The Nurgle Mutants break through however, running down the Cadians as they flee.

    The Terminators charge in to help Kaldor and after a brief assault, three guard squads are running for their lives. T’Rekk fails to cast null zone this turn however, perhaps due to Karanak’s presence. For the daemon hound bodily tips over the last Sentinel as it tried to kick him. His pack swiftly drags the pilot to his doom. The Hound turns back to face the hated psyker.

    Keldorian Turn 5
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    Even as the guard flee, even more units push past into the Terminators. A few die, and on a disastrous result they flee, almost leaving the board. Karanak, deprived of his target, slinks past in to the remnants of Squad Kaldor, killing them swiftly. Unfortunately, he rolls low for consolidation and cannot shepherd the Terminators.

    Pushing towards the skyshield, an Infantry squad charges a squad of fleeing Cadians and slaughters them. Still, no meltaguns hit any bunkers. The disembarked squad however is hammered by mortar fire, losing several men.

    Moving through the middle, the Nurgle Mutants charge an Autocannon Team and make quick work of them, but botch their consolidation, which means that they haven’t outrun the Veteran’s flamer…

    In the back, several weapon teams move up to close range.

    Cadian Turn 6
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    The Terminators rally, and charge into Karanak’s pack, slaying the hounds with storm bolter fire. Bristling with rage, Karanak hurls himself at T’Rekk, his force weapon rebounding from the protection of his collar. Khorne’s hound gouges a wound from the psyker before the Terminators destroy him.

    As predicted, the Nurgle Mutants are killed, in no small thanks to the flamer moving up behind them. The Horrors are whittled down to just three.

    The Squad that had been hammered by Mortars last turn throws themselves at an enemy squad, but this proves to be a miscalculation. Even with the effects of charging the Kedorians have more attacks and hold them in a stalemate.

    Keldorian Turn 6
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    The Chimera under the skyshield is killed by Autocannon fire, and the one next to it is assaulted by the leading elements of the Keldorians, stunning it. Save for the weapon teams, most of the Cadians have been mopped up by now. The Veterans in the centre cling on to life as they are hit by fire, and the two Infantry Squads continue their duel.

    On the left flank, rallying units kill a couple of Terminators, and the Librarian foolishly tries to take a Bolt of Tzeentch on his Storm Shield, but fails. Who’s the daddy of psykers? He falls, his leg sheared off. The last drop-pod also dies to a Lascannon Team.

    Cadian Turn 7
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    The Terminators see off multiple Guard squads in a large assault, losing one in return. The Horrors pass enough no retreat rolls to pin them in assault though.

    The Veterans and Sforza’s command try to kill my most advance squad, but they use cover well and survive. On the far right, a Platoon Command Squad leaves the bunker to tie up an oncoming squad in assault. However, the unit already in combat kills all the Cadians and moves towards the goal.

    Keldorian Turn 7
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    Two of my squads finally reach the board edge and leave.

    Tying up loose ends, I kill the Platoon Command Squad with my own, and also clear out the Missile Launchers on the skyshield. The Horrors are crushed by the Terminators.

    Under the cover of darkness, the Keldorians begin to disengage.

    Results

    I recapture two Crystals.

    Not really a win/lose scenario, but I suppose I did what I needed, so:

    Keldorians Win!

    Thoughts

    That. Was. Awesome!

    At the start of the game, I was wondering how I was going to run out of units. Seven turns later, I’m desperately throwing lone Guard units into assault just to get consolidation rolls. I was worried that the points disparity was too large, but since most of my army wasn’t actually do any killing, it quickly balanced out.

    One thing you might not have picked up on was my abysmal meltaguns. I had two meltaguns by the Bastion and another two by the bunker for several turns, and never once scored a hit. It must have been 8-10 straight misses! They also missed the tactical marines…I think the only hit was against the Chimera, but that was a good shot admittedly.

    One bit of imagery that surprisingly interested me was Karanak vs the Sentinels. It makes me think of the Panther-thing vs the walkers in the movie Avatar. The Cerberus did me a good job, badly damaging a Chimera, killing two Sentinels, finishing three Marines and wounding the Librarian. Good boy, here have a skull.

    I liked the whole Marine part of the battle. I was hopelessly outclassed, but more and more Guardsmen kept pouring in, wearing them down.

    One thing that occurs to me is that Captain T’Gath is in pieces, Chaplain Rmorth is on a medicae gurney due to heavy poisoning, and Librarian T’Rekk just took a magic arrow to the knee. The Salamanders are kinda leaderless. That might play a role later.

    As it stands, I have three primary crystals going in to the big climax. I need five, so that’s two secondary crystals making up the numbers. They’ll have a penalty attached to them.

    Two weeks time, look forward to the big one, though not necessarily the last one!

    Now, in the aftermath, the scene was disturbingly quiet. There was a sound of burning, and the cries of pain. Occasionally, the crack of a lasbolt over a survivor, or granting the Emperor’s mercy.

    Librarian T’Rekk glanced down at the stump of his leg. He had spent the last few minutes agonisingly scouring it of daemonic infection. At least it appeared to be clean, and his larraman cells were compensating.

    He could hear Sforza organising search parties, and already, small groups of guardsmen and vehicles were heading out into the night to search for the enemy. If they could overrun them, then maybe this mess could be salvaged.

    The spirit of Vulkan stirred within him. He would not give up now. He ordered in a Thunderhawk to pick them up, and then to get out there. He would need to rest in the apothercarium, but there were still marines enough to kill this foe.


    Amadeus was trying his best not to start laughing evilly, or begin monologueing about long he had waited for this day.

    The Ritual was almost prepared. In mere hours, maybe minutes it could begin. Everything he had ever dreamed of. He would bring the Imperium to its knees in the name of the dark gods.

    And he would start with this pitiful ball of dirt.

    No, he corrected, he would start with Sforza.

  20. #60

    Re: The Ateph Campaign

    Great report! Looking forward to the final battle!

    Quote Originally Posted by Kurisu313 View Post
    Over their heads, the Juggers charge up the Skyshield (somehow?) and brutally kill a Lascannon Team.
    Do not question the Forces of Chaos...
    Who needs a life when there are video games? (And Warhammer)

    Orks: 2000 points

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