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Thread: The Rise of Matrintis

  1. #21
    Chaplain Grimgork's Avatar
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    Re: The Rise of Matrintis

    Quote Originally Posted by orlando davion View Post
    Eldar really need a codex update!
    This is actually very true. There is so much potential for a new codex...

    I like armies with lots of Aspect warriors very much. They look good and are very characterful.

  2. #22
    Chapter Master Kurisu313's Avatar
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    Re: The Rise of Matrintis


    The Four Warlords
    Farseer Meldon of Alaitoc
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    Generations ago for a human, but less than a lifetime for an Eldar, Meldon was a sickly and weak child. He suffered from a degenerative psychic condition that wore away at his neurones, leaving him feeble and vacant.

    Unable to do any kind of physical labour, Meldon took the path of the artist, though he never gained much merit in the field. His works had a sort of melancholy and abstract beauty that attracted certain kinds of clientele and he did well enough for himself.

    A hope opened up for him. A corsair fleet would be making the transit to a maidenworld, one that was considered to have special healing properties for mentally damaged Eldar. An individual would never have been allowed the journey, but with this coinciding expedition, they agreed to give him a seat.

    That night, Meldon had a blood-soaked vision of himself standing over a host of slaughtered Eldar, his own hands dripping with their blood. Frantic, he refused to go, believing that he could avoid the vision. The Seer Council took the matter gravely, but could see no danger in their scrying. They dismissed him as a poor, damaged cripple and sent him against his will.

    Four days later, while making a jump into real space to make bearings, the fleet was attacked by Necron raiders of the Novohk Dynasty. Overwhelmed by superior numbers, Meldon’s craft was boarded. The Necron Overlord was a particularly cruel and sadistic individual, and decided to use the cripple to murder their captives.

    Mindshackle scarabs flooded Meldon’s nervous system, and knife in hand, he enacted the vision he had seen in his dreams.

    But the universe is a strange place, and those scarabs, moving around a system that was never properly set in the first place, set something off. Suddenly they were annihilated by an enormous wave of psychic energy that had built up within Meldon for the last century, unable to escape.

    Screaming, Meldon extended an arm towards the Necron Overlord and obliterated him by reducing the space he occupied to the size of an atom. He never had the chance to phase out. Suddenly bereft of their highest command link, the Necron fleet became disorganised and the remaining Corsairs were able to see them off.

    In an instant, that radical power was gone, but what remained was a fully functioning Eldar. His neurons blazed with synaptic activity. By the strangest twist of fate, the scarabs, trying to make sense of what they had to work with, repaired Meldon.

    The Seer Council were beside themselves with worry. This apotheosis was completely unseen, and now the upstart came before them demanding the right to take the path of the Seer? This cripple, now healthy save for the mental scars of his capture. They could not deny him his right, but none could trust him.

    Meldon spent his career learning everything there was to know about the Necrons. He learnt how they think, how they react, and how to utterly crush them. As his peers saw the madness that lurked behind his eyes with every machine he crushed, they knew that he could never be fully trusted.

    He was sidelined and never got the opportunities that his skill demanded. But whenever the Necrontyr arose, he was suddenly useful again. He quickly grew tired of the hypocrites that ran his craftoworld, but as long as they need him to destroy Necrons, he would always answer that call.

    He came to stop the Novohk and Senusnet coalition, having forseen Matrintis’ rise. Having studied the lore of the War in Heaven, he knows what it is, and he will not let it come to pass.
    Last edited by Kurisu313; 19-08-2012 at 09:04.

  3. #23
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    Re: The Rise of Matrintis

    I just wanted to pipe up and say that your battle reports, and the campaign as a whole are works of real quality. Keep up the good work, looking forward to more.
    Russ is [the Emperor's] ferocity, untempered by reason.

  4. #24
    Chapter Master Kurisu313's Avatar
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    Re: The Rise of Matrintis

    The Four Warlords
    Phaeron Aurikal of the Gold
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    Aurikal was seized by ambition from an early age. He saw his race as the sickly weaklings they were and coveted the strong bodies of the Eldar. But more than that, his birth had been relatively lowly, at least by the standards of Necrontyr nobility.

    He murdered each of his siblings, one by one, until only he stood remaining to inherit the noble house. His father, unaware of his treachery passed peacefully, and he took his place on the throne. He belongs to one of the three noble houses that serves the Senusnet Dynasties’ main house.

    He had begun to plot to overthrow the main house, but the C’Tan known as the Beast had come, and so had bio-transference. He gave his body to the procedure instantly. He cast way his frail, biological form to be reborn as a god, ageless, immortal. His ambition was sated by the knowledge that he now had eternity in which to perform his plans.

    He and the other two noble houses became the three Gold-tier lords, serving under their undisputed master, the Platinum-tier. Undisputed for now, anyway.

    However, when the Platinum-tier Lord awoke, his pathways had badly degraded. For some reason, he feared the C’Tan shard they possessed and had it sent away to the planet to be known as Dacia in the far future, and locked it away with five keys.

    To Aurikal’s chagrin, it was one of the main family that eventually usurped him and put a stable ruler in place. Aurikal burned as he kneeled, swearing fealty to his new lord.

    In order to gain more standing, Aurikal left to reawaken the C’Tan, and travelled to Dacia only to discover that it had been taken into the webway.

    Allying himself with Ramaxis, his only goal is to get into Commoragh itself and rescue the Senusnet Dynasties’ property. And then to extricate himself without making an enemy of a much more powerful dynasty.

    With the C’Tan’s power, perhaps he could rule the entire dynasty.

  5. #25
    Chapter Master Kurisu313's Avatar
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    Re: The Rise of Matrintis

    Game 3: The Opened Portal

    Aurikal had found a webway gate quickly, obviously due to his superior leadership qualities. A Cryptek now laboured to open it. Hacking an alien piece of technology was never easy, but Necrons had practice with the Dolmen Gates. There had been a fierce battle, but the Necrons had proved triumphant thanks to Aurikal’s peerless tactical acumen.

    The gate was swirling with golden energies now. It shouldn’t be much longer until they could explore its secrets, though Aurikal reminded himself that this was likely to not be what they needed.

    “They have come, my Lord,” hissed a Bronze-tier in his court. As expected. A single Falcon flying vanguard duty appeared over the tree line, and there was an enormous crash of light before it fell out of the sky, burning.

    Aurikal’s Tachyon Bolt began to recharge.

    “Obliterate them.”


    From the woods they swept in, adorned with livery of Alaitoc.

    Meldon commanded the force. He wasn’t sure what this portal held, but his scrying foresaw something…dark.


    Overview

    Hello there and welcome. In this game, 2000pts of Necrons are attempting to open a Webway Gate. In order to win, the Eldar have to purge every single Necron model on the board. They may well be getting some unexpected assistance in that matter, however…

    Necron Phalanx
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    Phaeron Aurikal of the Gold
    Royal Court – 1 Lord (Scythe), 3 Destruction, 1 Eon (Chronometron), 1 Despair (Veil)
    Triarch Stalker
    10 Immortals – Lord w/Scythe, Res Orb
    10 Warriors – Ghost Ark
    10 Warriors
    10 Warriors
    10 Warriors
    3 Wraiths – Whip Coil, Particle Caster
    3 Scarabs
    Annihilation Barge

    Eldar Attack Force
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    Farseer Meldon
    Farseer Pa’Tan - runes of warding, Runes of witnessing, Spirit stones, Doom, Fortune, singing spear
    5 Pathfinders
    5 Pathfinders
    5 Pathfinders
    5 Pathfinders
    6 Fire Dragons – Exarch w/ Firepike, Crack Shot
    10 Howling Banshees – Exarch w/ Executioner, Warshout, Acrobatic
    8 Striking Scorpions – Exarch w/ Scorpion Claw, Stalker
    8 Striking Scorpions – Exarch w/ Scorpion Claw, Stalker
    Warwalker – EML, Bright Lance
    Warwalker – EML, Bright Lance
    5 Dark Reapers – Exarch w/ Tempest Launcher, Crack Shot
    Falcon – Bright Lance, Spirit Stones, Vectored Engine

    Deployment
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    Aurikal deployed directly in front of the Webway Gate. Two Warrior Squads, the Wraiths and the Triarch Stalker covered his right flank. To the left were the Scarabs and Ghost Ark, backed up by the last Warrior Squad. Moving left was the Immortals and Annihilation Barge on the far flank.

    Apart from the Warwalkers and Pathfinders, every single Eldar unit deployed on the far left, Scorpions to the fore to buffer damage.

    Eldar Turn 1
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    Fortuning the Scorpions, the Eldar warhost moves forward, slightly impeded by the Scorpions moving slowly. The Falcon moves ahead.

    The opening shot is quite successful, as a single Walker strikes two hull points from the Triarch Stalker, immobilizing it and dropping its shielding. The Falcon glances the Barge. Snipers and Reapers target the Royal Court, and after the dust had settled, two have fallen permanently.

    Necron Turn 1

    The Annihilation Barge shakes the Falcon, but nothing arcs. As the Ghost Ark advances, the broadside and occupants fire, felling two Scorpions. Advancing Warriors fail to pick off any Pathfinders as the Scarabs and Wraiths press ahead.

    Enraged, Aurikal heads down the middle, but despite a Tachyon Arrow and two Lances, the Warwalker targeted is utterly unharmed. Damn, no Tachyon Arrow to the knee reference…sniff.

    Eldar Turn 2
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    The advance stalls as the assault aspects move through a choke. The Falcon, misses due to the damage it suffered last turn. One Pathfinder Squad wounds a Wraith, and the next finishes it off. The next Wraith in line is blown in two by a Warwaker.

    The Dark Reapers target the approaching Scarabs, removing eight of the nine wounds they had. An Immortal goes down to precise sniper fire.

    Necron Turn 2

    Aurikal continues to head across the field, but still his eldritch lances find no purchase. Most of the shooting this turn pours into the advancing Scorpions, and kills several of the squad despite fortune, seriously, way above the 1 in 9 return I should have got.

    The Barge wrecks the Falcon and Fire Dragons pile out, ready to avenge it.

    The last Scarab base dies as it charges Pathfinders, but on the other side of the board, the Pathfinders holding the right flank are ripped apart by the last Wraith and hurriedly flee the board.

    The Portal had opened with a huge concussive rush of air. A few moments later, the Cryptek who had opened the portal was showered with venomous splinters. They did nothing, but the next second, shadowy, bladed figures cut it apart, howling like Jackals.

    “Reload, acid rounds! Kyahahahaha!” Dobengal, Sybarite in charge of the Salothis garrison crowed in his maniacal way, high on narcotics. “Been getting bored anyway! Let’s see if these tin cans feel fear!”

    Aurikal turned to face this new foe. Commorarite Eldar! Was his goal so close?


    Eldar Turn 3
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    Three squads of Commorarite Warriors emerge from the portal, tackling the would-be interlopers with gusto. One slays five Warriors, none of which get back up. Another tries to lance the Ghost Ark but fails. The third, making good use of Doom slays all of the Royal Court. Suddenly beset by every sniper in existence, Aurikal drops to one wound, but the lance, chronometron and Lord get back up.

    The Fire Dragons toast the Barge in mere seconds, but the assault aspects are still struggling to get to grips. However, the Immortals who retreated from their advance last turn find themselves in the sights of the Dark Reapers. Without cover. With Doom. In a hail of death, every last Immortal falls, with only the Lord to stand back up.

    The Wraith is wounded, but avoids a critical lance shot.

    Necron Turn 3

    Refusing to retrace his steps, Aurikal continues forward, easily slaying the Pathfinders before him. The Wraith assaults a Warwalker, but dies before it can strike.

    A Warrior Squad and the Ghost Ark destroy one of the Dark Eldar units. Another loses almost half its members, but uses cover well. The last only loses a single warrior. The Lord leftover from the Immortals charges the Squad at half strength, but a timely Venom Blade puts him down for good.

    Eldar Turn 4
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    The Ghost Ark is stunned by a blaster as the other squad downs the other five Warriors they’d missed last turn, leaving no chance for reanimation. Ouch.

    Aurikal and his Royal Court shudder under Reaper, Sniper and Walker fire, but at the end of the day, Aurikal and one Destruction Cryptek remain.

    Necron Turn 4

    The stunned Ark does nothing this turn, but the nearby Warriors wipe one Dark Eldar squad save for the blaster. Another Warrior Squad, who had spent the whole game advancing, not killing a single Pathfinder, finally charges and wipes them out.

    Aurikal covers the distance to the Reapers, ignoring their pitiful weaponry, and running the squad down with sweeps of his scythe.

    Eldar Turn 5
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    The last member of the Royal Court is killed by a Warwalker, leaving Aurikal by himself.

    The Eldar assault –finally- hits home. Fire Dragons explode the Ghost Ark and Scorpions tear the contents to shreds. Three more Warriors nearby drop to splinter fire from the last Dark Eldar unit.

    Necron Turn 5

    The last two Warrior units target the War Walker and Scorpions, but cause no damage. Aurikal kills only a single Pathfinder and they hold.

    Not a good turn.

    Eldar Turn 6 onwards
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    Scorpions sweep across the field, killing Warriors, as the Dark Eldar take out the Triarch who spent the whole game doing nothing. Aurikal drops to a lucky hit from the Pathfinders, and fails his repair roll.

    The last Warrior unit impressively fails to hurt the Warwalker, except to get one hull point, and as the game ends, four Warriors remain versus a lot of Eldar.

    Results

    The Necron force was nearly annihilated.
    Necrons Win!
    Sorta…sad face

    Thoughts

    Yeah, there’s a reason Pyrrhic is a word in the dictionary.

    On the upside, it was nice for the fourth faction to finally show up, and be fairly instrumental in wrecking house.

    Honestly the Eldar’s own refused flank ended up being their biggest problem. Choked and slowed (the Scorpions made some terrible rolls) the Banshees never did anything, not even getting shot! Fire Dragons survived a game though, which is rare…

    Oh well, a win is a win!

    Auditory processors online.
    Higher cognitive function reset complete.
    Optics online.

    The world suddenly snapped back into place for Aurikal. He was, of course, in the rejuvenation dock. This was his own personal alcove, far separated from the common grunts. A Cryptek hurriedly worked to restore him.

    “So close,” he hissed. “I can taste it.” Though he had not tasted anything for eons.

    “Send in the reinforcements! Capture that portal! Do not let them seal it!”


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    Guns were pointed, and tensions ran high, though Dobengal stood nonchalantly, smoking some intoxicant. “Aaah, that’s the stuff,” he gasped, astounding the arrayed Eldar at his lack of attention to the situation.

    “You,” said Meldon with authority as he approached the Commorarite Eldar. “Where does this gateway go?”

    Dobengal turned to look at the newcomer with hooded, uninterested eyes. “Salothis.”

    “One of the satellite realms? So it does not lead into Commoragh itself?” Dobengal looked a bit more interested at the Farseer’s knowledge.

    “No, but there is another connection point within Salothis that leads to the great city.” Meldon thought quickly. They would need to seal this gate, or the Necrons would come again to use it. But if they did, their potential allies couldn’t reach them, unless there was another, more direct gateway.

    “I want to speak to your master. I have an offer for him, but we need to seal this portal, or Necrons will flood Commoragh.”

    Dobengal casually tossed a webway portal to Meldon. “Close the gateway. I will advise my Lord of your request. If he deems it suitable, activate that portal precisely one cycle from now and he will appear.”

    “Thank you.”

    Dobengal shrugged. “Meeting my Lord is not usually a thankworthy gift.”
    Last edited by Kurisu313; 26-08-2012 at 16:59.

  6. #26
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    Re: The Rise of Matrintis

    One damm good battle; so close; just 4 warriors to go!

    Oh well it was a blast anyway. Hard to attack Necrons with eldar; the trick is to get close without getting shot apart!

    Transports really need assault ramps; as it is they are a high speed delivery (if they survive) into rapid fire range; not good.

    As usual a great write up.

    To those following this; what do you thinks is going to happen next?

    Looking forward to the next battle already.

  7. #27
    Chapter Master Kurisu313's Avatar
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    Re: The Rise of Matrintis

    Night and Day

    At the allotted time, Meldon went off by himself and activated the Webway portal he’d been gifted by Dobengal. It was night time now, due to the difference between a standard cycle and this planet’s cycle. A powerful moon gave more than ample illumination for a human, let alone an Eldar. He sat on a nearby rock and waited. Nearly an hour after the time, two figures stepped through the portal.

    One was an Incubus. Taller than the other, wearing a heavy horned helm. His blades were not drawn, but Meldon wasn’t fooled for a second. He could recognize the killing aura around the Klaivex. A leader of the temple of murder was not someone to be underestimated.

    But the other figure had actually come out of the portal first, ahead of his bodyguard, which spoke either of great foolishness or great arrogance. Meldon suspected the latter. He was a prime physical specimen of his species, but then again, an Archon had to be. His hair was tied back in a similar fashion to Meldon’s, but whereas the Farseer had jet black hair, the newcomer’s was silvery white, almost the mirror of what they ‘should’ be.

    His hooded eyes scared Meldon. You always expected a Commorarite’s eyes to be black and lifeless, but it was how alive his eyes were that was terrifying. Emerald green and slit like a cat’s. He had come clad for war, in midnight blue armour, an indigo cloak hanging from his shoulders and a sword sheathed at his waist.

    “Greetings. I apologise for my lateness.” The Archon’s voice was smooth and refined, and carried life within it. It was not the dead monotone he imagined, which meant this person had very likely fed recently.

    “It is of no import. I knew you would be.”

    “Oh? You did, did you?” The Archon’s voice was filled with amusement

    Meldon gestured to a small rock by the Archon’s feet. “Turn it over.”

    Curious, he did so, and on the underneath, as if inscribed by a sharp object it said; 47 minutes late. The Archon laughed. “Sorry, you must have been bored to scry such a triviality.”

    Meldon stood to face him, trying to cut through the verbal game. “I am Farseer Meldon of Alaitoc.”

    “Hmph. I am Archon Kuras of the Shattered Mirror. This laconic person here is Malathys. I wanted to come alone, but he insisted on accompanying me.”

    Ignoring the attempt to drag him off topic, Meldon continued. “I request your assistance.”

    “Eh? My assistance. I was expecting a proposal or a deal, but you want my help?” He made a mock expression of sadness, tilting his head up and away. “I am disappointed by your naivety.”

    “It concerns you as well. Have you heard of the Legend of Matrintis?” Kuras’ eyes suddenly flickered down to Meldon, with renewed interest.

    “That’s an old story.”

    “Aren’t they all?” Meldon grinned. Kuras was surprised. This Farseer wasn’t like the average, stuffy craftworlder, he clearly had some personality. Focussing more on him, he seemed unusually clean limbed for a Farseer of his age, but under his hairline were clearly visible scars. Kuras returned to the conversation.

    “At the end of the War in Heaven,” Kuras surmised, “The ancient Eldar unleashed a super weapon that sent an entire Necron Tombworld into the warp. I don’t know what happened to the planet or the weapon after that.”

    “That world was Matrintis. And it didn’t fall into the warp, it fell into the Webway.”

    “The Webway? An entire planet? Commoragh is vast, but could something so large exist there?”

    “My understanding is that it broke the Webway, shattering tunnels and allowing the warp to leech in. Thank Asuryan that there was no biological matter to contaminate.”

    “So, you are telling me that the Necrons here are trying to gain access to the Webway in order to revive the planet?” Kuras cocked an eyebrow in disbelief.

    “I know they are,” Meldon replied with utter conviction.

    “Well, I empathise and all,” Kuras lied, “but I don’t see why I should care.”

    Meldon’s eyes flashed. “An entire army of Necrons right in the Webway, and you, a citizen of Commoragh don’t see why you should care?”

    “It sounds nasty and all, really it does.” Kuras dripped sarcasm. “But a nice shake-up of the city could be good for me. And don’t go thinking that Commoragh’s so weak that a single tombworld would beat us.” Kuras turned around and began to walk away.

    “The Beast!” Cried Meldon desperately, and Kuras turns back, eyes wide. “There are two Necron factions here, and only one is after Matrintis. The other wants you.”

    “How did you…!” Snarled Kuras inconclusively.

    “I’m a Psyker, remember? I’ve spent a lot of time divining possible futures for this campaign, and let me promise you, inaction will bring you, you personally, destruction. Can you make use of the turmoil if your Kabal is under constant assault?”

    Silence stretched out between the Eldar. Kuras glared at Meldon with one eye, clearly thinking. He’d lost control of the situation, and for Kuras there was nothing worse. Control was power. He didn’t trust this fool’s scrying for a second, but then again there is no word in the Dark Eldar language for trust, simply varying likelihoods of betrayal.

    “Malathys, mobilize the Kabal,” he said so quietly that Meldon barely heard him. The Incubus however, instantly responded, disappearing into the Webway portal. Kuras walked over to stare Meldon right in the face. They were almost identical in height and build, but Meldon didn’t doubt that at this range if the Archon wanted him dead, he’d be dead.

    “So, you’ve successfully made a deal with the devil. I hope you know what you’re in for.”
    Meldon grinned. “I understand perfectly.”

    Meldon proffered his hand and Kuras shook it.


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    Meldon and Kuras
    Last edited by Kurisu313; 01-09-2012 at 06:44.

  8. #28
    Chapter Master Kurisu313's Avatar
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    Re: The Rise of Matrintis

    Game 4: It’s a Trap!

    Ramaxis laboured over the hololithic display. It showed a map of the webway, as much as they had been able to chart so far. He pulled and rotated the complicated image, shifting through different dimensional states improperly represented by a three dimensional image. To one without a robotic mind, it would have been impossible to follow.

    They’d successfully opened several gates, pursuing them to their destinations. Some were dead planets, others more interesting, but in the end not relevant. Only one destination mattered. What was interesting it that there was not a one-to-one mapping. Some gates splintered, heading to several destinations. Some destinations could be reached by multiple gateways.

    The more and more he studied it, the more he could discern a pattern. It was the time for an experiment. He sent a small task force to junction 257/C. If he was right, the Eldar would intercept, and he could ambush them…he pulled at the display…here.


    The Eldar crushed the task force, following them through to an Imperial world and crushing them there. While on the other side, the Necron opening ritual ended, and the Webway closed behind them. However, they had planned ahead. There was second node. They would proceed there and open that one.

    Autarch Pha’Lor looked at the world he was traversing. It was apparently at war before they’d come. Buildings burned and fighting could be heard in the far, far distance. He admired some bullet holes. Pulse rifle fire, if he was not mistaken. Curious, he thought, but smiled anyway. The Tau were a much more pleasant race than the Mon’Keigh. They could have this planet, for all he cared.

    The Webgate was in sight. Only a small force of Eldar remained now, after crushing the small Necron force. Not many had been sent for that task. Then the gate opened and the enemy came through.

    Pha’Lor balked. What were they to do now? They couldn’t go back and their only way forward was blocked by overwhelming force. They needed a miracle.


    Overview

    Welcome to the fourth came in the campaign. This is a real beast in terms of special rules so pay attention. There are 500pts worth of Eldar on the board. 2500pts of Necrons will come on early on through a portal in the corner. Then 2000pts of Dark Eldar come on through another Webway gate, and they have to help the Eldar get off through it. Both gates are worth victory points.

    In addition, there are random events to show the fact that this is someone else’s planet. At one point in the game, there are six factions all operating independently! Other than the Necrons and Dark Eldar/Eldar, the other races move due to a few simple rules.

    NEW CAMERA: Learning to use it, and Photos are lower quality than normal.

    Eldar Allied Force
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    Succubus Arianys – Agoniser, Haywire Grenades
    9 Bloodbrides – Syren w/ Agoniser, Haywire Grenades, 3 Hydra Gauntlets, Raider w/ Flicker Fields
    10 Wyches – Hekatryx w/ Agoniser, Haywire Grenades, 2 Shardnets, Raider w/ Flicker Fields
    10 Wyches – Hekatryx w/ Agoniser, Haywire Grenades, 2 Gauntlets, Raider w/ Flicker Fields
    10 Wyches – Hekatryx w/ Agoniser, Haywire Grenades, 2 Razorflails, Raider w/ Flicker Fields
    3 Reavers – Heat Lance
    3 Reavers – Heat Lance
    10 Scourges – 2 Heat Lances, 2 Haywire Grenades
    1 Clawed Fiend, 1 Beast Master (I accidentally took 4 FA, didn’t realise )
    10 Wracks – Acolyte, 2 Liquifier Guns
    Talos – Heat Lance, Liquifier Gun
    Chronos – Probe, Vortex
    Ravager – Flicker Fields

    Autarch Pha’Lor – Power Weapon, Banshee Mask, Fusion Gun
    10 Avengers – Exarch w/ 2 Catapults, Bladestorm
    10 Avengers – Exarch w/ 2 Catapults, Bladestorm
    10 Avengers – Exarch w/ 2 Catapults, Bladestorm

    Necron Ambush Phalanx
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    Overlord – Phaeron, Warcythe, Sempiternal Weave, Res Orb, Phase Shifter, MS Scarabs
    Overlord – Phaeron, Warcythe, Sempiternal Weave, Res Orb, Phase Shifter, MS Scarabs
    20 Necron Warriors – Veiltek, Lightningtek
    20 Necron Warriors – Veiltek, Lightningtek
    10 Immortals – Lord w/ Res Orb
    10 Immortals – Lord w/ Res Orb
    10 Immortals – Lord w/ Res Orb, Tesla Carbines
    Annihilation Barge
    Annihilation Barge
    Monolith
    2 Heavy Destroyers
    1 Heavy Destroyer, 1 Destroyer
    Wraiths – 2 Whip Coils, 2 Particle Casters

    Deployment

    The Eldar must deploy at least 24” away from the gateway, so deploy in the ruins in the northern section of the board. Night covers the board for turn 1.

    Necron Turn 1
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    Two huge phalanxes of Warriors pile through the gateway, accompanied by a flight of Wraiths and two Annihilation Barges. Despite the range and gloom, one Barge kills three Avengers including an Exarch, and then arcs, killing three more behind.

    Eldar Turn 1
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    There was a subsonic boom as a second tendril of the Webway opened. The Necron Overlords were baffled; according to Ramaxis, it shouldn’t have been there. Of course, not all tendrils of the Webway were frequented by Craftworld Eldar.

    Pitch black crafts sliced through the open portal accompanied by the beating pinions of Scourges. Behind them came the heavier elements; Wracks and Pain Engines. Reaver Jetbikes boosted into the fray, one pack slicing left, and another immediately felling a Wraith with their bladevanes. They are high on Painbringer, enhancing their combat prowess.

    Dark Lance fire rings out, unimpeded by the darkness, and one Barge comes apart, speared multiple times, killing four Warriors nearby. Behind all of this, the Avengers pull towards their portal, seeking escape.

    Necron Turn 2
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    There is a ripple, like a heat haze, and suddenly the two Necron phalanxes are gone, Veils whisking them away. One appears near the fleeing Avengers, and slaughters a squad in the open. The other traverses all the way to the other corner, but loses a Storm Crypyek to a dangerous terrain test. They fell two Wracks at long range.

    They are replaced by thirty Immortals moving on through the Webway gate, who slay both Reaver Squads contemptuously. A Monolith appears near the middle of the map, raining damage on nearby squads and vehicles. Heavy Destroyers join the Warriors in the far corner but do no real damage this turn.

    Then there was a commotion from behind the Eldar. Throwing off their camo-shrouding, an advance unit of Storm Troopers joined the fray, gunning down numerous Avengers and pinning the rest in surprise.

    The Wraiths move up to the most advanced Raider, destroying it with their particle casters, along with six Wyches. The remaining four are beset and torn asunder, but the Hekatryx dodges and flips her way through the storm of claws to survive.

    Eldar Turn 2

    The Monolith immediately dies as a Wych squad disembarks, causing seven glancing hits with their haywire grenades. Both Pain Engines pile into the Wraiths, but the foul things foul their attacks with their phase shifters, killing the last Wych as they do so. The eldritch abominations will continue their duel later.

    The Avengers with Autarch Pha’Lor continue to head for the portal, leaving their pinned brethren to the inevitable. At long range, the Scourges knock a Hull Point from the Barge.

    A second advance unit appears, seemingly out of thin air. Tau Stealth Suits. Quickly deciding between the elfin folk and the death machines, they plump for the death machines, slaying several in a hail of pulse fire. Then the Wracks are there, soaking up overwatch fire for the Succubus and Blood Brides.

    The Overlord issues a challenge, and Arianys wisely urges the Syren to prove herself, getting slaughtered in seconds. Laughing, Arianys slays four, and more fall under the immense number of attacks. Several Wracks and Blood Brides fall, but the Necrons break and are easily overrun.

    Necron Turn 3
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    With a breaking of branches, the final faction arrives on the leftern flank. A pair of mated Brachiopods, frustrated at the intrusion into their territory, making the ground tremble under their heavy footsteps. The nearby Solarite, Seh’hiro can be heard making a comment as to how complicated this was becoming. He’s spared too much contemplation as seven of his men are gunned down by the Immortals.

    The Ravager loses its port lance to the Heavy Destroyers, as the Warriors fire underneath it, killing nine of the Wyches that destroyed the Monolith. The Barge blows a raider, killing almost all of the Wyches inside.

    The Storm Troopers pile into the stricken Avenger unit, slaying them all. The Wraiths keep scoring wounds on the Pain Engines, but neither the Talos or Chronos can land a telling blow.

    Eldar Turn 3

    Commorite units fall back, knowing that they cannot penetrate the wall of Immortals. Wracks move up to support the Autarch coming the other way, but it’s doubtful that they had a pleasant conversation.

    Two remnant squads of Wyches assault the Wraiths, and successfully bring down two of them, but both Pain Engines are destroyed in return. The Blood Brides assault the Heavy Destroyers, and Succubus Arianys easily dispatches them herself.

    Returning their attention to their actual enemy, the Stealth Suits target the Storm Troopers, slaying six and forcing the rest to flee. A Raider moves to block the Warriors, and nails the Tesla Destructor on the Barge.

    Necron Turn 4
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    Rather than shooting, the Warriors charge the Raider and Ravager in their way, attempting to kill both at once. However, the Warriors fail to kill the Raider, and the Overlord overcooks the Ravager, killing four of his men in the ensuing explosion.

    With an attitude of ‘no witnesses’, the arriving Destroyers target the fleeing Storm Troopers, but one survives.

    The Wraiths kill a single Wych, leaving only two one man units fighting them, one of which breaks and flees for the portal.

    Eldar Turn 4

    The Raider moves away from the Warriors and swats a Destroyer out of the sky with a burst from its lance.

    Having traversed the board, Autarch Pha’Lor and his seven Avengers (huh) leave through the Webway gate. The Wracks and Blood Brides form defensive positions, hoping to make the transition next turn.

    The Scourges charge into the Wraiths, who slaughter two of them, but drive the unit down to its last model. It is flanked by a Hekatryx and Solarite, all that remains.

    Foolishly, the Stealth Team assaults the Warriors after slaying a few with their Carbines, and are wiped out.

    Necron Turn 5
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    The last Storm Trooper does not clear the board and is slain by the Heavy Destroyer. No witnesses…

    30 Immortals fail to kill a Raider between them, staying well clear of the Brachiopod’s aggression radius. The Warriors slay the Wracks in a deluge of Gauss fire.

    The Wraith kills the Solarite, and the Hekatryx flees, outpacing the Wych that fled a turn earlier!

    Eldar Turn 5

    The last operating Raider kills the last Heavy Destroyer. Both fleeing Wyches fail to reach the portal, and cruelly, Arianys and the Blood Brides take their leave. Staying is suicide.

    Turn 6
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    The last two Wyches are killed, as is a Raider, leaving only a single Raider on the field for the Eldar.

    The Eldar shut down their gateway, leaving the Raider stranded, so it leaves the combat space, seeking to make a risky web-jump on its own engines. The Necrons phase out through their portal, leaving the pair of Brachiopods to continue grazing in peace.

    Results

    The Eldar get 3 VP for the Rescued Eldar and 1 VP for slaying his Warlord
    The Necrons get 6 VP for the Webway Gate

    The Necrons win!

    Thoughts

    Ahh…the Wraiths, oh God, the Wraiths! A Raider, every Wych inside, a Talos, a Chronos, two remnant Wych Squads and the last three Scourges! Sweet Cegorach, that hurt!

    However, that was an awesomely fun game, with tons happening everywhere. Shame the Brachiopods didn’t make an entrance, but oh well.

    Ramaxis glowered at the map. He’d been successful…partially. What was this other Gateway? It seemed to appear out of thin air. Was the Commorite’s control of the Webway so powerful?

    Wait.

    What if there was a second latticework of tunnels, not used by the Craftworlders, but by the Commorites? Then…

    Yes. Yes, he could use this.


    The small force of Avengers and Blood Brides were all that walked back down the narrow tunnels of the Webway. It was an awkward trip, with the Blood Brides trying to bait or entice the Avengers who tried to remain businesslike. Arianys had alighted upon Pha’Lor himself, as leaders of their units.

    “You’re the Archon’s sister?” The Autarch blinked. “Are familial relationships so important in Commoragh?”

    Arianys waved a hand in frustration. “Let’s not talk about him.” The way she said ‘him’ left little doubts as to her feelings. “Let’s talk about you! What’s it like never having sex?”

    The Autarch blustered at her forthrightness. “I have walked many paths,” he replied, “In order to become a leader. They take my focus. I have no need for outside distractions. I mate on cycle-schedule as is appropriate.”

    “Oh?” She leered. “Maybe you could walk my path someday.” Pha’Lor had no idea how to respond to that, or the word she’d chosen to emphasise. In truth, her freedom was somewhat intoxicating, but he was older and wiser than to fall for that. She went on, “still, we should make a move, your Farseer…Meldon, is it…is waiting for you.” He had sent the Commorites to rescue Pha’Lor.

    “But how did he know where we would be?” The Succubus cocked an eyebrow at him. He blushed under her glare, surprising himself. “Of course, he is a Farseer. I am disoriented by my strife this day.”

    “Well, if you need help re-orienting, do come find me!” She said, smiling evilly.
    Last edited by Kurisu313; 09-09-2012 at 19:55.

  9. #29
    Chaplain
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    Re: The Rise of Matrintis

    Kurisu 313; excellent write up.

    That was one hell of a game. Those 5 wraiths cut a swaith through the middle of Dark eldar army; amazing in a scary sort of way!

    If intersted the scenario rules are

    “It’s a trap!”

    Attacker (Necron) sets up a webway portal approx 8inches wide to deploy from.

    Eldar force deploys at least 24 inches from the webway portal.

    Relief force (Dark Eldar) deploys a webway portal up to 12 inches across at least 24inches from the nearest elder model and at least 36 inches from the Necron Portal.

    Necrons have first turn. Necrons can deep strike from reserve or to deploy provided they can trace LOS to portal; rember the portal only exists on one side of the gap between the portal pillars.

    Scoring.

    • Objectives: Webway portal 6VP
    • PV of elder escaping via Dark elder portal is point value divided by 100 fractions rounded up. Not the is point value of the unit at escape; not beginning of the battle.
    • First blood; not used.
    • Slay the warlord


    From turn two each player may roll on the table below and must from turn three.

    D6

    1 nothing
    2-3 Xenos*
    4-5 Imperial*
    6 Xenofauna**

    Each result can only occur once per game. If taken read up or down the list for available result.

    *deploy unit as per infiltrators; shooting for this turn counts as pinning. Unit is allied but………..

    No witnesses; you may shoot or assault this unit; if any models survive at the end of the game you lose 2VP.

    **Stats as fleet carnefex. Deploy as per infiltrators. Must move towards or charge any unit within 2D6 range or 3D6 if shot at. However once shoot at if not in melee now controlled by other player.

    Campaign is moving on well; if the Necrons have figured out how to map the webway; invasion????

    Fot those following your speculation is welcomed.

  10. #30
    Marine
    Join Date
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    St. Louis, MO
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    Re: The Rise of Matrintis

    I was hoping to see the Brachiopods. Great campaign so far, keep it going!

  11. #31
    Chapter Master Kurisu313's Avatar
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    Re: The Rise of Matrintis

    Quote Originally Posted by Dinamarth View Post
    I was hoping to see the Brachiopods.
    Yeah, sorry about that...

    You can see them in the bottom left of turn 3's picture, but that's like literally it.

  12. #32
    Commander Shadow Lord's Avatar
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    Re: The Rise of Matrintis

    I think this is going to be an uphill struggle for the Eldar/DE coalition to be able to stop the Necrons...these Necrons just seem to have an answer to everything...! Or maybe their search will drive them a bit too far and they'll end up opening a portal to a daemon world...would be awesome...and funny...
    @Orlando and Kurisu: keep up the good work, I'm a big fan!
    Don't dismiss my anger as mindless fury.I assure you,it has a purpose!

  13. #33
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    Re: The Rise of Matrintis

    Quote Originally Posted by Shadow Lord View Post
    I think this is going to be an uphill struggle for the Eldar/DE coalition to be able to stop the Necrons...these Necrons just seem to have an answer to everything...! Or maybe their search will drive them a bit too far and they'll end up opening a portal to a daemon world...would be awesome...and funny...
    @Orlando and Kurisu: keep up the good work, I'm a big fan!

    Yes; uphill but not impossible. Also the Necrons in general need to attack and the Eldar/DE do have an idea of what is coming. Also the webway results in some intersting battlefields..........

    Pleased you like the campaign so far.

  14. #34

    Re: The Rise of Matrintis

    Excellent story so far! and great battles to follow so it's currently 2:2 between eldar and the necrons.. I reckon you should have the final game as an apocalypse of eldar and dark eldar vs a large portion of the necron dynasty's host.

  15. #35
    Chapter Master Kurisu313's Avatar
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    Re: The Rise of Matrintis

    Game 5: Into the Devil’s Lair

    Around a campfire in Salothis, Commorites sat telling larger than life stories about what they’d killed or their exploitative sexual lives. Bawdy laughter rang out in the darkened city. This place was a desolate wasteland, but it belonged to the Shattered Mirror, and was therefore valuable. In the darkness, creatures made keening noises. This place held a lot of free roaming wildlife, being as it mostly served as being a storage space. The stronger animals thrived, and would go on to the arenas.

    “Did ya hear?” One lowlife asked. “Our glorious boss has gone and gotten herself a lover from our straight-laced cousins!”

    “I wouldn’t mind a chance play with someone a little more pure,” purred the wych next to him. Laughter accompanied the man’s annoyance.

    Then reality caved in on itself. Not as surprising to the Commorites as one might expect. Still they died, hails of gauss flaying skin from bones.


    ”Position Secured,” an Immortal relayed to its master as he stepped through the portal.

    “Very good. Commence the assault,” he ordered succinctly. “We must capture the signal node.”

    There was a baying. Necrons ignored the sounds of mere animals. They weren’t important. Not until ethereal Khymerae began dragging Warriors down. Bellowing monsters advanced in the gloom.

    “New target protocol: elevate non-sentient creatures to sentient level,” the Overlord rapped. In response, beasts began to die. Did these upstart Eldar really think that mere animals could best the pinnacle of technology? What fools.


    Overview

    Welcome to the fifth game in the series! The Necrons are launching an attack into a sub-realm of Commoragh. In order to stabilise the junction point, they have to capture a nearby node that the Dark Eldar will be protecting. In return, the Eldar want their Webway gate, to prevent access.

    Wild beasts roam the open grasslands, nominally on the Dark Eldar’s side – they know who not to attack! They, along with Wych squads have sustained assault, to represent the fauna and scum of the realm. There are four kinds of beast in this game:

    Khymerae: as codex: Dark Eldar
    Clawed Fiend: as code: Dark Eldar
    Brachiopods: Carnifexes, but S6
    Hoarwolves: Basic dog like unit, but S5, T5, 2W

    Commarite Defence Force
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    Succubus Arianys – Agoniser, Haywire Grenades
    9 Bloodbrides – Syren w/ Agoniser, Haywire Grenades, 3 Hydra Gauntlets, Raider w/ Flicker Fields
    10 Wyches – Hekatryx w/ Agoniser, Haywire Grenades, 2 Shardnets
    10 Wyches – Hekatryx w/ Agoniser, Haywire Grenades, 2 Gauntlets
    10 Wyches – Hekatryx w/ Agoniser, Haywire Grenades, 2 Razorflails
    10 Warriors – Sybarite w/ Venom Blade, Blaster, Splinter Cannon, Raider
    10 Warriors – Sybarite w/ Venom Blade, Blaster, Splinter Cannon, Raider
    10 Warriors – Sybarite w/ Venom Blade, Blaster, Splinter Cannon, Raider
    6 Reavers – 2 Heat Lances, Arena Champion w Venom Blade
    10 Scourges – 2 Heat Lances, 2 Haywire Grenades
    1 Clawed Fiend
    10 Khymerae
    5 Hoarwolves
    2 Brachiopods
    Ravager – Flicker Fields
    Ravager – Flicker Fields

    Autarch Pha’Lor – Power Weapon, Banshee Mask, Fusion Gun
    10 Avengers – Exarch w/ 2 Catapults, Bladestorm

    Necron Ambush Phalanx
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    Overlord – Phaeron, Warcythe, Sempiternal Weave, Res Orb, Phase Shifter, MS Scarabs
    Overlord – Phaeron, Warcythe, Sempiternal Weave, Res Orb, Phase Shifter, MS Scarabs
    20 Necron Warriors – Veiltek, Lightningtek
    20 Necron Warriors – Veiltek, Lightningtek
    20 Necron Warriors – Lord w/ Res Orb
    10 Necron Warriors – Ghost Ark
    10 Immortals – Lord w/ Res Orb
    10 Immortals – Lord w/ Res Orb
    10 Immortals – Lord w/ Res Orb, Tesla Carbines
    Annihilation Barge
    Annihilation Barge
    6 Wraiths – 2 Whip Coils, 2 Particle Casters
    2 Canoptek Spyders
    2 Canoptek Spyders
    3 Scarabs
    3 Scarabs

    Deployment
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    The Necrons deploy from their webway gate in the centre of the board, a mass of metallic bodies, where it is hard to distinguish squad from squad.

    The only Dark Eldar units to start on the board are the scum of the sub-realm; Wyches and Beasts ring the Necron forces from all sides, but massively outgunned. Scourges also unfurl their wings near the pylon, accompanied by Reavers quickly mounting their steeds.

    Eldar Turn 1
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    The Wyches advance slowly, using cover, while the Beasts all surge forwards at top speed. The Hoarwolves slink forward, muscled bodies low to the ground. The Bellowing Brachipods misjudge the distance to their opponents, and a hail of retaliatory fire grievously wounds one of them.

    The Khymerae hurl themselves into the Wraiths. In a brutal melee, three Khymerae are banished, but deal three wounds to the Wraiths in return.

    Necron Turn 1

    In a flash of darkness, one Overlord veils towards the objective, twenty Warriors in tow, and eight Scourges immediately vanish. As they advance, gauss fire kills living things in droves – one Wych squad loses seven men despite cover, and both the Brachiopods and Hoarwolves are annihilated.

    Scarabs, swelled by four bases assault the Reavers, but the melee is a deadlock, one base dying for two bikers.

    (We forgot to fight the Wraith/Khymerae fight)

    Eldar Turn 2
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    Heavier elements turn up, with two Ravagers slinking on the bottom right, along with the Bloodbride’s Raider and a Raider full of Warriors. The Bloodbrides themselves head for the pylon, accompanied by the Avengers. Just what were the two leaders up to that they’d arrive together?

    With a sweep of his sword, Pha’Lor orders the Avengers to bladestorm the Necron Warriors. Arianys, less personally sacrificing orders the squad in front of her to assault. As they do, a Donorian Fiend also leaps out, but fails its charge, held back by overwatch fire. In the end, the Wyches are obliterated, but eight Warriors have permanently fallen.

    More beasts make the field, as a fresh pair of Brachiopods and pack of Hoarwolves move on. The Khymarae are beaten in assault, but they drag down another Wraith as they are driven off. The Reavers and Scarabs continue their fight, a base for a bike.

    Necron Turn 2
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    The Necrons slowly advance, spreading out. Again, the Hoarwolves are obliterated, joined by one Wych squad and the fleeing Khymerae. The Phalanx has a formidable amount of gauss and tesla fire. One Brachiopod is wounded three times by the Annihilation Barges.

    The Scarabs and Reavers continue their mutual dismemberment. The Donorian Fiend is killed by a secondary squad of Warriors. The initial squad that made it to the objective assaults the Avengers and the Warrior Raider. Scythe flashing, the Overlord explodes the Raider, killing four of its contents.

    Seven Avengers and Pha’Lor are killed, but they kill enough Warriors for the remaining three to hang on.

    Eldar Turn 3
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    Wyches and Beasts continue to recycle on as the last reinforcements arrive. Two more Raiders emerge, each bearing a valuable cargo of Warriors. Shooting is inordinately poor this turn, and very little actually dies.

    Pushing building material out of the way, the Brachiopods fail to make assault. The last original squad of Wyches charges the remaining Wraiths and easily kills them for minimal losses.

    The Avengers desperately try to protect Autarch Pha’Lor’s battered form from the surrounding metal monstrosities when there is a loud ululation as the Bloodbrides charge in. High on Adrenalight, they move like dervishes, slaying the machine-men in droves. The Necrons desperately try to fall back, only to be run down mercilessly.

    Necron Turn 3

    The Brachiopods come under a hail of firepower, but manage to stay alive. The second Overlord leads his twenty man Squad into assault, hoping to overwhelm them quickly. The Brachipods stomp around them, crushing metallic bodies, but they are badly wounded, with one being killed and the last being reduced to its final wound.

    Immortals continue to fire, slaying another pack of Khymerae and reducing a Wych squad to little more than the Hekatryx.

    Vehicles come under assault from Spyders and Scarabs, but both Ravagers survive with the ability to continue fighting. The Raider however is reduced to AV5 and messily ripped apart.

    Eldar Turn 4
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    Wyches charge in to aid the Brachipod, the Hekatryx issuing a challenge in order to draw the Warscythe away from it. She succumbs to mindshackle scarabs, but somehow survives, and causes only one wound to her squad. Despite winning the combat, the Eldar watch on in disbelief as every single Warrior gets back on their feet.

    The Ravagers swing around the buildings, nailing the Ghost Ark multiple times. It loses its shielding, drive and three hull points. Wyches engage one squad of Spyders, dragging them into an inconclusive melee.

    The remaining Wyches in the centre engage a squad of Tesla Immortals with a pack of Hoarwolves. The Hoarwolves are driven away, but the sole remaining Wych, the Hekatryx, pushes deeper into the formation. The Scarabs finally kill the last Reaver.

    Necron Turn 4

    One Ravager is annihilated, but the other manages to survive the attentions of two Spyders, immobile and on one hull point. Both Scarab swarms move in to help out the other Spyders, but the Hekatryx fells a Spyder as the Wyches slaughter several scarabs.

    Both Warrior-carrying Raiders are destroyed, several Eldar dying to the explosions. All leadership tests are passed and the survivors prepare to fight on. The Khymerae are slaughtered again, leaving one survivor.

    By incredible luck, the Brachiopod and Wyches beat the Warriors and run them down. The lone Hekatryx dances around the Immortals, avoiding a fatal blow while slaying one.

    Eldar Turn 5
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    The Hoarwolves rally, rejoining the fray. Powerful lupine bodies smash several Immortals to the ground, as the Hekatryx slays another. The last Khymera charges into the mass of Scarabs surrounding the Wyches. While the Wyches die, the Khymera’s presence draws all three enemy units back to it, creating a standstill.

    The other Spyders manage to destroy the immobile Ravager. Lances glance off the Ghost Ark, but the bellowing Brachiopod tears through it like paper. The Wyches who had saved it last turn charge into an Annihilation Barge, blowing it sky high. This kills four of their own.

    Necron Turn 5

    The Necrons clear out the remaining midfield, slaying the Hoarwolves, Brachiopod, both remaining Wych Squads and the last Khymerae.

    Still their advance had been sufficiently stalled, and the game ends.

    Results

    The Necrons hold the Webway Gate
    The Eldar hold the Pylon

    It’s a Draw!

    Overview

    First off, sorry that this one’s worded so badly – it’s hard to keep track of all the squads with the same names! 3 Wych squads, 3 DE Warriors, 3 Necron Warriors, 3 Immortals…le sigh as reddit might say. Use the photos for guidance!

    That was really fun! The sixth edition caveat of not assaulting from reserve really limits the effectiveness of sustained assault, balancing things out a bit. He couldn’t advance, but I couldn’t get to grips with him.

    Ramaxis and Aurikal set foot in the sub realm. The Eldar defence had massively delayed them, but in the end, they’d stopped reinforcing. Salothis wasn’t worth the casualties. They now had a beachhead within the very webway itself.

    All Aurikal could think of was how close Commoragh must be. It was tantalising, but also terrifying. To wage a war in the webway itself…this was uncharted territory for them, but daily life for the Eldar.

    “We must construct additional pylons,” Ramaxis commanded. Crypteks hurried to obey. “We must further understand their structure so that we can understand the map of the webway better.”

    Aurikal made all of the right noises, but was only thinking of how long before their conflicting goals began to fragment this alliance.


    Kuras rose an eyebrow to see his sister tending to the injuries of the Autarch…Pha’Lor was it? Had she bedded him? It wouldn’t surprise Kuras. He knew that Arianys had no compassion in her lithe frame, though. He wondered what she was after.

    He returned to his throne room, to communicate with Meldon through communicator. The holo-display emerged.

    “As you predicted, Farseer. I have lost Salothis. I hope this is worthwhile and that your schemes will bear fruit.” Kuras at least believed the Farseer knew his stuff when it came to tactics, but to his surprise, the Eldar hedged.

    “Something clouds my sight, Archon,” he hissed.

    “What could do that?” Kuras asked impatiently.

    “Based on our next plan of attack, I can guess.” Meldon shuddered at the thought.


    In a space that was not space, in a time where time was not, a being wove its plans, individual threads of fate manifesting as physical strings before it. These elder races…their plans were most convoluted. Plucking a few strands here and there would be very gratifying.

  16. #36
    Commander Vampiric16's Avatar
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    Re: The Rise of Matrintis

    Really enjoying following this campaign, you really know how to portray the fickle nature of the Dark Eldar.
    Can't wait to see what else is in store!
    People who think there's no good way to die have obviously never heard the phrase 'Drug-fuelled-sex-heart attack'.

    My norse dwarfs
    Hive Fleet Colossus (zoats!)

  17. #37
    Marine
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    Re: The Rise of Matrintis

    Thanks for the update, and for the Brachiopods, lol.

  18. #38

    Re: The Rise of Matrintis

    I think the tyranids should intervene at some point say a fragment of Hive Fleet Behemoth which targets the Necrons.. Perhaps even go as far to have it as apocalypse with Eldar, Dark Eldar and Tyranids vs Necrons

  19. #39
    Chapter Master Warlord Gnashgrod's Avatar
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    Re: The Rise of Matrintis

    Quote Originally Posted by FireDragonExarch View Post
    I think the tyranids should intervene at some point say a fragment of Hive Fleet Behemoth which targets the Necrons.. Perhaps even go as far to have it as apocalypse with Eldar, Dark Eldar and Tyranids vs Necrons
    This wouldn't make sense as the Tyrannids don't ally with anyone. All other things are just resources to them, and they take those resources.

    The campaign has been great so far. You guys are doing a great job. Looking forward to what happens next.
    Necromancers have one redeeming characteristic: They are great believers in recycling!

    Dummy see, dummy do.

  20. #40
    Chapter Master SevenSins's Avatar
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    Re: The Rise of Matrintis

    Another lovely piece of the storyline! Enjoyable as always

    Demons coming up, eyh? Looking forward to it
    Happiness is having an alibi and a big backyard to bury the bodies

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