Armies and Campaigns

Thursday, 24 June 2021

I am not a cultist I am a member of the PDF

I wanted to test out a scheme for a brood brothers PDF unit to go with my genestealer cult. 

I was hoping for more of a star wars stormtrooper vibe but more dirty and yellow to match the cultist. 
I tried a bit more of a tie in with the red spot colour on the belt. 

Tuesday, 22 June 2021

Well that didn't last long

Not so long ago I wrote about how my collection was get a bit unruly with an increasing pile of shame but I still wanted to purchase more in "An itch that must be scratched". 
Despite pledging to only purchase a new model for a particular army once I'd brought its pile of shame back to one unit, I purchased a doomstalker without finishing a single Necron unit since my last post. 
I did manage to assemble and then prime it and begin picking out the details over the weekend. 
I have been doing a lot of the back log mostly working on the Genestealer cults and Drukhari forces. The cult only has a couple of models now in priming colours instead of being based painted. So why a Necron unit. 

I am playing a sadhammer incursion game (slowly) with Necron versus imperial guard and the most notable problem my army had was the lack of anti armour. My force list abounds with S5 and S6 but against T7 its not much use and the whole army is having to focus down one Chimera at a time. In larger games I could bring the bigger Monolith or C'tan not to mention my older model heavy destroyers. For incursion though I wanted a less expensive model that is still tough enough to do its job. Enter the doomstalker. 
 This wasn't a spare of the moment pick. I'd been eying up the model since I saw them used on mini wargaming doing some work and they looked really thematic and I like the war of the worlds looks they brought in. 

 Hopefully I'll get myself back under control and not end up purchasing another two until I get at least the 20 warriors and the Skorpeth lord, warden, plasmancer, ghost Ark. Nightsythe/doomsythe and technomancer. Not to mention all the basing that needs doing on the Necrons. 

Wednesday, 9 June 2021

Crusade 4. Death Tempters Vs Genestealers.

I found myself with a bit of time free while the family was playing at other things so got to do another sweep and clear. I really wanted to use the Genestealers as they are falling behind in the crusade. They are still short of a lot of options notably in acolytes but they should get an outing. 
 I was short on time so grabbed a bit of carpet and quickly chose some forces. 
The GSC took the only formation they can field at 25PL with a Primus (4pl) leading two neophyte squads, one of ten (4PL) one of 17 (cos of ebay and conversions) (7PL). 5 Purestrains (4PL) and 5 acolytes just armed with pistols (3PL). I was trying to remember my list from memory so forgot DJ Dave the clamavus (3PL) to take it up to 25 Power level. 
 The Death Tempters tried something new. 
 A dual HQ techmarine (4PL) and LT (4PL) a 5 man bolt rifle squad of Intercessors (5PL) a stalker Intercessor squad (5PL) and a Reiver squad (5PL). I was short 2 PL but at the time thought this would be okay as I knew my GSC force was not up to much. 
 I deployed the stalker squad holding the rear objective supported by the tech marine Gamma-One-Four. The rifles went next to them to push on objective 2 and the Reivers with their LT, Kilo Two Six went up the middle looking for objective 3. I also sent with a bit of a narrative deployment with a narrow deployment as if the marines were entering the area from a jungle path. 
 As I was short on time I didn't really go through the whole GSC deployment tricks and just put the Genestealer purestrains underground. As it's just me playing its hard for me to fool myself. The big blob of neophytes went on the home objective and the 10 man went toward objective 2.

T1

T1 Genestealers
Advanced with acolytes and neo 1. Neo1 on to objective 2
Acolytes moved towards objective 3 but held behind the dense cover hoping to survive to jump on it next turn. Neo 2 held back with its heavy weapons so it could get clear shots at the Reivers. 
 Nothing did any damage

T1 Death Tempters. 
 The Reivers advanced straight up looking to sieze objective 3 but only rolled a 2. Kilo followed slightly slower ready for counter charging if required his new pistol in his hands. 
 Gamma moved behind the rifle Intercessor squad who had moved up to shoot neo 1.
 Everything but the Reivers shot into Neo1 wiping them out with the last shot from Kilo. The Reivers killed the acolytes in one salvo. 
 
 T2 genestealer 10vp

 Purestrains come in from reserve  near obj 3 and the guvnor moves out from behind the mass of neophytes to get his pistol in range next turn. 
 The neophytes shoot at the Reivers hoping to do some damage to help the Genestealers but only succeed in putting a wound on one. 
 The Genestealers go in with a 9 and overwatch does nothing. 15 attacks rip two Reivers apart and one down a wound. The Reivers strike back but the Genestealers make every save and continue their attack into next turn. 

T2 Death Tempters VP 20. 

 The Reivers back out of combat and the Space marine line opens up. 
 5+ saves seem so OP as the Genestealers dodge left and right leaving just 1 left staring down the Space marine characters. 
  Kilo amd Gamma go in  even though they will be targeted next round. Gamma stomps and clashes but his attacks go wide and then Kilo strikes finally cutting the beasts throat. 
 Kilo consolidates towards the objective hoping to survive to hold it in his turn. 

T3 Genestealers VP 20.

 There is no coming back even if we kill the Reivers and the LT the Space Marines the rest will rip through the remaining Neophytes. So I go for broke. The Govanor moves up on the LT and the Neophytes move forward and hope their big guns will hit. 
 The LT takes everything from the Neophytes and only takes a wound from a krak grenade. The needle pistol strips two more off and the LT is in trouble. 
 The Guvenor is desperate and attempts a charge from 10 inches away. And gets a 12! 
 He rips in with his injector claw but fails to beat the Power armour and Kilo hangs in there. 
 In return he beats the Primus down to 2 wounds. 

T3 Death Tempters VP 40

 The rifle Intercessor squad move around the crates to get a line on the second squad of Neophytes the Reivers move up to the jungle to do the same and the LT back flips into the jungle on the right to clear the lines of fire. 
 The techmarine guns down the GSC Primus in a splatter of gore as the forge bolter inflicts two wounds and 4 damage with no save comes slicing in. 
 After a good start marine shooting goes down hill with everything else only inflicting five casulities on the Neophytes. Two more run as they realise they are out matched. 

T4 Genestealers VP. 30

 It's down to pride. The GSC look to take down something and I forget you can target characters in ninth if they are not within 3" of a  3+ unit and thought I had to chew through the 5.wounds on the Reivers.
 The mining laser missed but the seismic cannon was in its 12" profile and burned through two marines leaving just the Sarge. 
 Everything else just bounces off of him and the neophytes shout their definance as the noose closes in. 

T4 Death Tempters VP 50

 The rifle squad closes to rapid fire range and the Reiver Sarge pushed through the jungle into grenade range. Gamma stomps forward to clear his line of sight. 
 I make a mistake and shoot with the Stalkers at the back killing a couple of neophytes and dropping the squad to five. Now when the grenade goes in from the sarge there it D6 rather than D6 minimum 3. Opps. He gets four shots and blows another away anyway. The rifles open up and there is but one remaining which gamma blows apart with his forge bolter. 

Conclusion

 Well I don't know how to fight with GSC. I made so many mistakes. Firstly throwing the Neophytes and the Acolytes forward was a mistake. It just got them closer to the marines to be shot. I was hoping the neophytes would survive a turn and hold objective 2 and the acolytes would be available to support the purestrains. As it happened they just got shot for no return. I should have put the Acolytes in reserve with the purestrains and dropped them on the objective in 9" then they could have fired as well as try and charge. The neophytes should have held back probably near the other squad and tried to use their firepower or at least then had the numbers to move up.
 The Primus was a good beatstick and should have been further up the field sooner. That lucky charge got him marked for greatness even if it was a complete wash and he did nothing. 

 From the Space Marines side it was an easy match up. I liked the bolter fusilades and Kilo did well. It was well worth giving him the relic. 

Death Tempters Vs The Raven Night crusade 3

Intro

The Drukhari have been launching raids on seconds looking for the cult and taking slaves from the isolated mining facilities. The space marines have launched rapid response teams to try and intercept the Drukhari and Necron raids.

Mission sweep and clear. 

Drukhari win the roll off and go first. 
Deployment
T1 
 Drukhari 0VP 3CP
The transports leaped forward jumping on the mid field objectives. The raider was aiming at the support squad and the kabalites sized up the Dreadnought. 
The Archon and his bodyguard advanced up after the venom towards the buildings to secure the mid field objective turn 2 and let the incubi charge next turn. The Wytches held their ground on the objective watching everyone else go off and have fun. The Succubus followed the raider and hid under the dual tanks. 
 

Space marines T1 0VP 3CP

That raider and kabilities need to go. In my command phase Gamma put his awakened machine spirts on Alpha. 
 They moved up together ready to repair and charge. 
 The assault plasma moved up to the crates to range on the raider. The hellblaster set their rifles to overcharge. Damage needed to be applied. 

T2
 Drukhari 3CP 10VP
Lost the raider and the Kabalites. My main antitank was gone and the dreadnought was on the mid field objective stealing the primary objective of hold more and if I don't stop it, it'll go straight through to the deployment objective. 
 The Succubus therefore held her ground and I strung out the wytches so the blast pistol was just in range of the dread while still holding the rear objective. 
The incubi jumped out. The enemy warlord was in the open so I couldn't resist a shot at him with the venom and the sslyth moved into range too. 
 The shots on the techmarine stripped two wounds off him (he rolled a double 1 on his 2+ armour saves to the Sslyth's attacks) 
 The blast pistols go either way. The Succubus cuts through the armour and gets a 6 for damage but the Hexatrix fluffs her shot even with a re-roll

The Sslyth charges the Hellblasters looking to tie them up for a turn until the incubi can run up. 
 The Succubus also charges tanking the over watch and hoping to finish the Dreadnoughts two wounds. Her Glaive isn't that strong and bounces only causing one wound. 
 The dreadnought strikes back causing a single hit and damages for 3. She's still hanging in there. 

Space Marines 10VP 2CP

Dreadnought is in trouble but should be able to handle the little lady as the big guns never tire and then it can march on. I can't get the techmarine in close enough for a repair without advancing which would stop me charging and I want to shoot the incubi before it hits my lines. I thought about falling back with the Dreadnought but then it couldn't shoot and the Succubus can then charge in her turn. 
 The Hellblasters fall back to open up shots on the Sslyth. The Assualt tac squad moves forward to the crate to engage the incubi. 
 Six shots into the Lady of the Red Grief and  she manages to dodge all of them and then does the same to the storm bolter (need the flamer for these close encounters.)
The Techmarine's shots do a single wound to the Sslyth. And it takes the whole of Tac squad K16 to put down the snake. 
 The Succubus then slides her Glaive in and the dreadnought crashes to the ground. My Warlord is in trouble. 

Turn 3
Drukhari  VP 30 

Succubus moves on the techmarine and the incubi moved towards the Plasma holding the objective. Plan is to rip them up and hold the objective which should seal the game. 
 The Succubus kills the techmarine with a well placed shot to the head with her blast pistol causing the exact 3 wounds needed. 
 The venom jumps up and over the building to get shots on the Hellblasters and give a position to charge and eat the overwatch. It's fire does surprisingly well again and drops a marine. 
 The Incudi charge the plasma avoiding the overwatch from the flamer by not charging them as well. The venom went in before them and didn't take any damage luckily from the hellblasters. 
 The incubi do well and cut down the heavy support plasma and choose not to consilidate. 

Space Marine 10VP 1CP

The space marines shoot the incubi and whiff the venom takes some damage. 

Ran out of time to write the rest of this up. 

 The incubi and the Archon carve through the remaining marines  leaving nothing behind. A smoking venom. The Archon and the Klavax are all that remain




crusade game 2 Drukhari vs Necrons

The mine was cursed was the rumour. The Archon's agents dug deeper. Their master was interested in anything that made people afraid.to go out at night. The site had been evacuated after a mining team had crawled out of the entrance with a strange green glowing aura and glazed expressions. The mine supervisor had shown rare caution and had the mine sealed and the effected miners locked in one of the cabins. The governor had praised his actions and then had every member of the mine including the supervisor cleansed as a "moral threat" and left the mine sealed. No further action was needed. Rumours had escaped but the Imperials had taken no further action. 
The mine was cursed. 
 The Archons agents became further intrigued when they were not the only ones digging into the past. Their investigations caught a rogue trader and returned him to the Dark City. He quickly gave up his employers. He was working for the Necrons attempting to locate where a device of significant power had been placed. It had been taken by the miners from its archive deep in the catacombs. 
 The device, a relic from the war in heaven was a powerful weapon and the Pharon wanted it back. 
 The Archon was intrigued and sent a raiding party to locate the device. 

Crusade battle 2.

 My genestealer force is still not ready. Although I could take half painted models I don't want to do it with them just yet and want to get a better handle on my Necron and Drukhari rules. I rolled up for the mission and got "Supply drop" . 3 objectives 25PL. In supply drop there are 3 objectives placed one at a time by each player startimg with the "attacker". I rolled a dice for the choice and the Drukhari are raiding the Necrons retrival force as I had chosen the Necrons agenda to be dynastic treasure. Obviously the centre objective would have to be the treasure. In supply drop the objectives are worth points and in turn 4 the objectives randomly disappear over the last two turns till one is left. Given Drukhari speed this is going to favour them if they survive long enough. 
 I picked Reaper for the Drukhari as its guaranteed experience points for someone providing I kill a unit. Biggest killer gets the XP. 

Supply drop 25PL

Necrons agenda:dynastic treasure
Drukhari agenda reaper


 The Necron plan is to advance on the middle objective and stay there with lots of reanimation and cover bonus. The Drukhari will want to get in close and hopefully the Skopeth Destroyers and flayed ones will get stuck in and rip them up. To that end I've set the protocols as so:

Necron protocols:
Protocol of. Speedy motion 
Protocol of shoot shoot
Protocal of choppy chop
Protocal of don't die
Protocal of do what I say

 I chose dynastic treasure agenda as it sounded nice and narrative to my Necron force. Hopefully a squad of underlings can stand on the objective and swipe the treasure before being phased back to the tomb world. 

Necron Turn 1 3CP 0VP

Necrons get first turn with protocol of the speedy movement advance on the centre objective . The skorpeth destroyers head up the nearside of the centre looking to charge in turn 2 or soak up some firepower. The warriors make a sedate movement shooting at the Dark Elf vehicles. Scarabs sit back and munch the rear objective. 

The Archon is hidden by his bodyguard and the venom so the snake gets shot at and loses two wounds. Second warrior squad is Lords willed up and shoots the raider as can't see anything else and does not wound. No points this round but its coming.
 End Necrons 4CP 0VP

Drukhari T1 3CP 0VP
Movement was a tricky situation  I needed to be ready for my turn 2 charges by getting the transports with the incubi and Archon on foot close enough but not so close that they could be easily charged and driven off. If it was just a progressive points mission I'd let the Necrons have the centre and hang back moreso I couldn't be charged but I couldn't let them take back their treasure. The Archon needed to move up but that exposed him to the Destroyers so I moved up the raider to cover the North side of his platform and the venom with incubi inside moved to the south blocking access up to him. The Destroyers would have to take the vehicles out to get to the Archon and the Archon could heroically intervene (although fight after the chargers). Idea is to shoot the destroyers off the board anyway. 2 blasters a dark lance and 3 shot from the dissy cannon. 
 I needed to stop the flayed ones jumping on my Medusae I'd left on my home objective and provide a back up to it. So I moved the Sslyth to the other back quarter to cut off the back of my table edge. No. 
 Shooting though proved absolutely awful with everything falling to wound with the exception of the venom which got three wounds through and took down a Destroyer. The Archons blast pistol was half an inch out of range and he ducked behind a console instead. 
Necron T2: 10VP 4CP
Protocal of the vengeful stars comes in as I prepare to charge (typical). The scarabs chew up the tasty raw materials in the office and get 10VPs. 
 I need to get the treasure and kill that Medusae on the Drukhari objective so I moved up the 1st phalanx of troops to get maximum shots through the gap. 2nd phalanx moved onto the objective platform and prized the door open for the Lords prize. The Lord moved up next to the objective and began the action. 
 The destroyers had a choice of the venom or the raider. The raider was more a danger in shooting. The Destroyers can't kill the venom and then kill the incubi so the incubi would just get out and slap the Skorpeths back to the tomb world. There was a danger in overwatch but not too bad. With the raider down the kabalites would be caught and they don't stand a chance out of their vehicle.
 Shooting started on the Medusae. It used hunt from the shadows to +1 to its save. Six 1st phalanx warriors could see him through the gap and blew 2 wounds off him. One left and no one to shoot. The remaining warriors emptied into the raider doing nothing.
The 2nd phalanx shot at the venom and got three wounds using the relentless onslaught strategem to explode 6s.
Charge phase and the skorpeth went into the raider. A CP was paid for overwatch and a disruptor hit wounded and took down a wounded Skorpeth leaving just the one with the blade to try and drop the thing. The flayed ones scuffed their charge with a snakes eyes. 
The last skorpeth ripped into the raider with its reap blade for 6 wounds. The now heavily damaged transport tried to hit back but was too badly hurt. 
End of turn 10VP 4CP +agenda

Drukhari T2 10VP 2CP

Here we go. The raider falls back in a cruel deception. The incubi dismount and move up to the flayed ones. The venom jumps behind the lines. 
The raider amd Archon shoot the last skorpeth killing him. The venom pops 3 flayed one's and then charges the warriors. The Lord heroically intervenes and kills it after its attacks takes a wound from him. The Archon failed his charge into 2nd phalanx so is sitting in trouble. 
 The incubi power up with onslaught but fail to get a single 6. No pop for me. They take out the remaining two flayed ones though and drop another warrior. The warriors down a incubi in return. The raider manages to kill a warrior from 1st phalanx before being hit by disruption fields on the warriors weapons hitting on S5 means they wound on 4s and strip 2 wounds off the transport. 

Necron T3 20vp 1cp

The Lord returns to the office with his relic. I wanted him to get back to take the objective so my scarabs could go and help in The fight with the incubi but it was not to be. The warriors stayed in combat. 
Use relentless onslaught 1CP and disruption fields 1cp and disintegration capacitors 1cp


Drukhari T3 1cp 20 vp

The incubi cruel deception the warriors and the Archon melts a warrior before charging. The incubi face the overwatch but it fails to hit. The incubi only drop one and the Archon smashes 3. The warriors fail to punch back and the raider is down to one wound but kills a warrior with its shock prow.

Necron t4 35 vps

The centre objective goes which wasn't important anyway thanks to the Necrons. Its 50/50 who will take next turns VPs.
The Lord retreats and the scarabs race down to support 2nd plananx.
They charge on the Archon and Incubi and score a wound of the dark Lord who in return finishes off 2nd phalanx. The raider goes down as 1st phalanx use their disruption fields to burn through its toughness.
 And the transport explodes! 5 kabalite warriors die along with 2 of first phalanx. Forgot to disembark the kabs when the raider charged (stupid) they could have jumped on the Lord as he scuttled away.
 The warriors of 1st phalanx consiladiate into the kabs and laugh at their attacks.
 The incubi kill a scrab base using onslaught and put a wound on another.

Drukhari 4 0cp 35vps

 It's do or die time. There is only one play that let's me get to the Lord before the supply drop comes in. 
Command phase and 1cp is supplied
It immediately used on Cruel Deception and the Archon falls forward towards the Lord blast pistol in hand. 
 The slyth moves up looking to charge.
 The Archon nearly blows it with a one but rerolls due to himself and does 3 wounds and kills the Lord! Could have done with the charge for the Drukhari to get the points but they aren't getting points either! 

T5

 The random objective removed this time is the necron's one. With nothing on the objective they weren't scoring anyway but that seals the battle as a victory for the Dark city. 

Necron T5 0CP 35VPs

Kill what we can. Everything left (two units) are in combat. 
 The Incubi hit first and tears up a base and in return the scarabs kill an Incubi.
 The warrior on warrior action at the back is a one way blood fest to the Necrons using their disruption fields again. 3 Kabalites slaughtered to no return. The Syberite passed his morale cracking his whip and looking mean. 

 Drukhari T5 55vp 0CP


With the CP coming back another feigned retreat this time from the incubi Klaivex.
 This cleared the lines for the Archon to fire that deadly blast pistol. After another rerolled shot it failed to wound.
 Charge phase and the incubi and Archon slam back into the scarabs and the Sslyth slams into the 1st phalanx. Two warriors fell to his battle blade. The Archon unleashed his rage on the scarabs and tore through its wounds without even needing to roll for damage. The Klaivex held his beer.
 1st Phalanx struck back looking to kill that last Kabalite but the boss held his ground and passed his armour saved on double box cars. He failed to do any damage in return before the Necrons phased out leaving no trace behind them.

Consequences of battle

 Overall the Drukhari got off lightly only 2 unit destroyed. The Archon was an absolute beast slaying the last member of pretty much every necron unit. Both the raider Thunder's shadow and Lightning's echo passed their out of action tests and returned to service. 
 The Archon had enough xp to level up so I used the RP from the battle to give him his usual Warlord Trait. "hatred eternal" allowing him to re roll his failed wounds. In addition he got a battle trait and I gave him Deadly Charge to give him an extra attack when going in or getting charged. 
 I felt the Archon should have been marked for greatness it matches with his arrogance but I decided to give it to the Venom, Lightning's echo as it it had killed more than pretty much anything else but never the final blow. I feel it wound definitely benefit from some repair systems or elite crew to re roll 1s away from the Archon. 

 The Necrons were in much worse state with only one unit not back in the tomb ship. The Lord had to blame someone so took it out on 2nd phalanx giving them the "Mark of Shame" so they would never benefit from his aura. I thought this was rather fitting so have left off spending the RP. Although the Lord made it back to the deployment zone he was shot before the end of the battle.