Showing posts with label Emperor's Brethren. Show all posts
Showing posts with label Emperor's Brethren. Show all posts

Monday, July 15, 2019

Coming of the Comet

Twotwill Island, Xoxigar Tertium (Imperial World)
3.537.019.M42

The Asuryani of the Biel-Tim Fleet shifted their focus from Xoxigar Secondus, to the more lush Xoxigar Tertium. Farseer Thymiltelyir foretold of a comet making landfall on a remote island of the world. At the centre of the comet would be an extremely rare element that was vital to the continued survival of their fleet. The warhost under his command had hoped that they would be leaving the hated Astartes behind on Xoxigar Secondus, but as they arrived at the site, there they were... just waiting for them... As the two forces approached to engage each other, debris from the comet coming apart started falling from the sky. 

FORCES

Aeldari Forces of the Biel-Tim Fleet

Asuryani Battalion Detachment - Biel-Tim Fleet (as Biel-Tan) 
HQ 
Farseer - 4 PL - War Master
Warlock - 3 PL

Troops
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL

Elites
Howling Banshees (5) - 5 PL


Asuryani Battalion Detachment - Biel-Tim Fleet (as Biel-Tan) 
HQ
Autarch (+ Warp Jump Generator) - 6PL - Warlord

Troops
Rangers (5) - 5 PL
Rangers (5) - 5 PL
Rangers (5) - 5 PL

Fast Attack
Warp Spiders (10) - 12 PL


Asuryani Super Heavy Detachment - Biel-Tim Fleet (as Biel-Tan)
Lord of War
Tempest Heavy Grav-Tank (as Scorpion) - 30 PL
Tempest Heavy Grav-Tank (as Scorpion) - 30 PL
Tempest Heavy Grav-Tank (as Scorpion) - 30 PL

Aeldari Total: 151 Power Level


Emperor's Brethern Space Marines

Adeptus Astartes Vanguard Detachment - Emperor's Bethern (as Ultramarines) 
HQ
Terminator Librarian - 5PL

Elites
Terminator Assault Squad (5) (Thunder Hammer/Storm Shield) - 10PL
Terminator Squad (+ Cyclone) (5) - 12PL
Terminator Squad (+ Cyclone) (5) - 12PL


Adeptus Astartes Outrider Detachment - Emperor's Bethern (as Ultramarines) 
HQ
Captain on Bike - 6PL

Fast Attack
Land Speeder Typhoon - 4PL
Land Speeder Typhoon - 4PL
Land Speeder (2) - 8PL


Adeptus Astartes (Mechanized) Battalion Detachment - Emperor's Bethern (as Ultramarines) 
HQ
Sergeant Chronus  - 4PL

Troops
Tactical Squad (5) - 4PL
Tactical Squad (5) - 4PL
Tactical Squad (5) - 4PL

Dedicated Transport
Rhino - 5PL
Land Raider (+Multimelta) - 14PL

Adeptus Astartes (Scout) Battalion Detachment - Emperor's Bethern (as Ultramarines)
HQ
Sergeant Telion - 5PL

Troops
Scout Squad (10) (Snipers) - 8PL
Scout Squad (5) - 4PL
Scout Squad (5) - 4PL

Adeptus Astartes Spearhead Detachment - Emperor's Bethern (as Ultramarines)
HQ
Captain - 5PL
Lieutenant - 4PL

Heavy Support
Thunderfire Cannon and Techmarine - 7PL
Thunderfire Cannon and Techmarine - 7PL
Thunderfire Cannon and Techmarine - 7PL


Astartes Total: 147 Power Level


THE GAME

I got in a FIFTH game of Warhammer 40,000: Apocalypse on Sunday! This was my second game in a week with Other Tim!

For this game we rolled for random scenario elements..

Deployment: Vanguard strike - each sir got a triangle shaped deployment zone that was one half of the table divided diagonally less the area within 12" of the line bisecting the table...

Objective: Starfall - place six numbered objectives, at the end of Turn Three roll d6 to see where the comet lands - remove all other objectives. Whoever holds that objective at the end of the game gains +3 Victory Points

Twist: Orbital Debris - at the beginning of each Action Phase, both players select a spot on the board. Roll d6 for each unit within 6" of that spot, on a 4+ place a blast marker on the unit (add +1 to roll for Light Character models)

Ruse (for the Defender): Ambush - one detachment gains the Deep Strike ability!

Aeldari Warmaster Trait: Inspiring presence (+1 Leadership to units within 6")

Astartes Warmaster Trait: Heroic +6" to any aura abilities (none...)


DEPLOYMENT



Part of my Dire Avenger Battalion Detachment hiding in the woods - led by Farseer Thymiltelyir - desperately hoping to survive to  Turn Three - when they will strike out and seize the comet!



The remains of the Dire Avenger Battalion detachment - with attached Howling Banshees



Other Tim surveying the field of battle.



Marine Scouts hiding in the woods. Mechanized marines hiding in armoured transports.



Marine Outrider Detachment of Landspeeders (and more scouts skulking in the woods).


TURN ONE



All the Deep Striking elements arrived. Terminators of the Vanguard detachment and the Thunderfire Cannons of the spearhead Detachment (which all gained the Deep Strike ability through the Defenders Ruse)



The Aeldari Deep-Striking Battalion showed up behind the marines lines.

After the Deep Striking elements showed up we rolled to see for damage from Orbital Debris - Blast Markers were placed on three of the Dire Avenger squads, The Howling Banshees, and the Warlock as well as the Rhino, Sgt. Tellion and a squad of Scouts.



Terminators surge forward and attack the Dire Avenger Battalion.



Warp Spiders and Rangers grab some cover in stand of trees and try not to be seen.



Speeders counterattack the deep-striking Eldar



Thurnderfire Cannons lay down some hurt across the table.



All the Marines in the armoured vehicles bail out and take cover in the woods. The Rhino turns around and attacked the Warp Spiders and Rangers in the woods. The Landraider charges head on into the Tempest Grav-Tanks - lascannons and multi-meltas blasting away!

Somehow that Landraider - with FIVE blast markers on it (four large, and one small) survived... and it did the same damned thing EVERY FREAKING TURN, ALL GAME.... Just. Wouldn't. Die!

My stuff, on the other hand, had no trouble at all dying. In the first turn I lost all four Dire Avenger squads, the Farseer AND Warlock in that battalion - making all further Psychic power cards totally useless... not that I was drawing all that many with only one light character left on the board (meanwhile, Other Tim was drawing so many, he actually had to DISCARD down to ten one one Turn...). The Warp Spiders also took a damage marker and the blue Tempest took two, failed morale and took another - leaving critically injured... fun times.

The marine Rhino took one damage marker. That's all. Everything else saved and passed morale. (Thanks, in part, to a number of Command Asset cards)


TURN TWO



Eldar Super Heavy Detachment of Tempest Heavy Grav-Tanks blasting away at all the Marine Vehicles.



Some of the Terminators disengage with the Banshees to chase down Tempest Tanks.



Thunderfire Cannons hammering the Tempests



BOOM! T'chylmylwynbil (the Blue and Purple Tempest) is destroyed in battle... along with the Banshees... and the Autarch (now drawing only ONE Command Asset per turn...)... and a squad of Rangers (which miraculously passed s Saving Throw... but failed morale). The Warp Spiders took ANOTHER Damage Marker - luckily I'd had a Medicae Supplies and I played earlier in the round, which had removed the one they'd taken earlier.

The Marines finally lost their first squad this turn... a five-man team of Scouts... Oh, and the speeders that were blowed up by a Tempest. The Rhino was also lost - a victim of friendly fire (Other Tim had played an Orbital Barrage card and damaged it in an attempt to put some hurt on the Warp Spiders). The Land Raider - again with FIVE BLAST MARKERS on it - for the second turn in a row - failed one save, took a single Damage Marker (which was repaired in the following turn) and totally passed morale...


TURN THREE



The Terminators decided to occupy the building abandoned by the Banshees. I brought the Banshees back on with a reinforcements card (said they just snuck out of the ruins through some tunnels below) they charged a Thunderfire Cannon and it's attending Tech Marine, but failed to actually hit anything... like they normally do... The Techmarine then blew them all away...

Eldar Losses this turn: another Tempest, the returned Howling Banshees, the Warp Spiders, and the two remaining squads of Rangers. The only thing I had left on the table was a single, damaged Tempest tank.

the Marines... well... the Landraider failed one of it's five saves it had to make... leaving another Damage Marker on it (that would be repaired in the following turn... if we'd played one)

At this point the writing was on the wall... there was no way the Aeldari were recovering anything from that Comet... the remaining Tempest skulked away abandoning the field to the jumped up Mon-Keigh that call themselves "Astartes"...

Mistakes we made in previous games but have figured out; critically wounded only affects those with 3+ wounds as it is when they have take MORE THAN half their number of wounds in Damage Tokens. Also, Stealth stacks with Obscured - which make Rangers a lot harder to hit if they're obscured!

The brute firepower of a Super Heavy Detachment is no match for loads of little detachments, each with a warlord generating Command Asset cards... Only bring those big guns out when you know your opponent is bringing theirs...

I need to paint the rest of my Warlocks - I have three more (not including the ones earmarked for the Ulthwe allied detachment). Whether I use them as commanders for more detachments or as a second HQ element for existing detachments - to take command when the initial commander inevitably snuffs it!

I'd really like to try out my OWN Imperial forces at some point. I noticed my Guaiacan Commandoes are pretty close in Power Level to Finnegan's current Ork Horde. I think that would be a fun match up - I'll have to try and arrange that for sometime later this week!

I've been looking over the rules and my various guard forces. I might actually include commissars in detachments - just to have as back-up light-character-models to take over as warlord when the initial one inevitable gets taken out... All those Guard warlords generate EXTRA Assets as well!


Coming Soon to Tim's Miniature Wargaming Blog:

Hard to say... I did a little work on some Cawdor Gangers... and some Steel Legion Guard.... and the three Eldar Warlocks... But, I might get in a game with the kids before I finish any of those, though...

Sunday, July 14, 2019

Assault on Throshi Station

On Wednesday evening Other Tim and I tried a smaller game of Apocalypse - each of us had around 100 points...

Throshi Station, Xoxigar Secondus (Mechanicus Forge World)
4.525.019.M42


There was a brief, desperate cry for help, and then silence. Throshi Station had gone dark.

In the following hours, rumours spread of a massacre. The Eldar had come from seemingly nowhere, in the middle of the night, and killed everyone in the remote mining and processing station on Xoxigar Prime. This followed the modus operandi of the perfidious Eldar - strike with surprise and excessive violence and then disappear as quickly as they had arrived... except... they didn't disappear this time. A force was holding the station for some reason, at least temporarily. Long enough for a company of the Emperor's Brethren Space Marine Chapter to mount a counter-attack!


FORCES

Aeldari Forces of the Biel-Tim Fleet

Asuryani Battalion Detachment - Beil-Tim Fleet (as Biel-Tan) 
HQ 
Farseer - 4 PL - War Master
Warlock - 3 PL

Troops
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL
Dire Avengers (5) - 4 PL

Elites
Howling Banshees (5) - 5 PL


Asuryani Battalion Detachment - Beil-Tim Fleet (as Biel-Tan) 
HQ 
Autarch (+ Warp Jump Generator) - 7PL - Warlord

Troops
Rangers (5) - 5 PL
Rangers (5) - 5 PL
Rangers (5) - 5 PL

Fast Attack
Warp Spiders (10) - 12 PL


Asuryani Spearhead Detachment - Beil-Tim Fleet (as Biel-Tan) 
HQ 
Warlock - 3 PL - Warlord

Elite
Wraith Guard (5) - 8 PL

Heavy Support
Wraith Lord (Bright Lance) - 6 PL
Wraith Lord (Missile launcher) - 6 PL
Wraith Lord (Scatter Laser) - 6 PL

Aeldari Total: 95 Power Level


Emperor's Brethern Space Marines

Adeptus Astartes Vanguard Detachment - Emperor's Bethern (as Ultramarines) 
HQ
Captain on Bike - 6PL - Warmaster

Elites
Terminator Assault Squad (Thunder Hammer/Storm Shield) - 10PL
Dreadnought - 7PL
Dreadnought - 7PL
Dreadnought - 7PL

Heavy Support
Land Raider (+Multimelta) - 14PL


Adeptus Astartes Outrider Detachment - Emperor's Bethern (as Ultramarines) 
HQ
Lieutenant - 4PL - Warlord

Fast Attack
Attack Bike Squadron (3) - 12PL
Land Speeder Typhoon - 4PL
Land Speeder Typhoon - 4PL

Heavy Support
Whirlwind - 6PL


Adeptus Astartes Battalion Detachment - Emperor's Bethern (as Ultramarines) 
HQ
Librarian - 3PL - Warlord

Troops
Tactical Squad (5) - 4PL
Tactical Squad (5) - 4PL
Tactical Squad (5) - 4PL
Scouts (5) - 4PL

Astartes Total: 100 Power Level



THE GAME

I had picked the Pincer Attack scenario out of the rulebook, as it fitted the fluff and had picked a total power level of less than 100 so the Aeldari would be defending...

In the scenario there were four objective markers - whoever controlled the most at the end of a turn scored a victory point. If both sides controlled an equal number, the defender got a victory point. Unlike the previous scenarios, the objective markers were in predetermined locations and none of them were set up in the papers deployment zones - and the moron who set up the table didn't put any defensible terrain next to them! (Oh, wait... that was me!). ALSO taking out the enemy Warmaster gained you a victory point.

Another thing about this scenario was that the attacker got to roll D12 for initiative, but the defender only got d6!? Mind you, if the Defender ever won initiative, they got an additional d3 Command Assests!

Rolling for Warmaster traits, I got Stealth Adept - cannot be targeted at all with ranged weapon, unless it is the closest unit - which would be really handy for keeping my Warmaster alive and denying Other Tim a point if I didn't do something stupid like... say... put him in some kind of Defensible Terrain where he is considered equidistant to all edges and could be attacked in melee by anyone in contact with said building. The Space Marine Warmaster got Martial Discipline which allowed units within 6" to shoot even if they fell back. It caused a bit of confusion as it also said they could FIGHT (as in, Melee) after falling back... which isn't really possible under the normal rules as you can't end a fallback in contact with enemy.... thus wouldn't be able to actually fight...? I have a feeling that will be errata or FAQ'd in the not-too-distant future!



Vanguard Detachment with the Captain, Landraider and three dreadnoughts. The Terminators were set up in the Teleportarium to Deep Strike.



Outrider and Battalion Detachments arrived on the other side of Throshi Station to catch the perfidious Eldar in a trap!



Farseer Thymiltelyir, leader of the warhost, commands a battalion with four units of Dire Avengers and a unit of Howling Banshees. He took up position in a ruined building (Defensible Terrain... ah... whoopsie...)



Warlocks Broelwyn leads a Spirit Host Heavy Detachment with three Wraithlords and a unit of five Wraithguard.



Other Tim and the table all set up.


TURN ONE



Oh! There they are! Terminators arrive from the Teleportatium, right next to one of the objectives! Mind you, they didn't STAY next to the objective - instead they charged straight at the building to assault the xenos within! (If the slow but inexorably relentless pace of a Space Marine terminator can be called "Charging"!?)

the Land Raider and Dreadnoughts also advanced at top speed towards Throshi Station.



At the other end of the battle the Wraith Detachment was also ponderously shuffled forward, all while laying down fire on the approaching marines. (One blast marker on a the Scout Squad)

The Marine Battalion returned fire and the Librarian leading them used Psychic Scourge to put blast markers on one of the Wraithlords. I happened to have a Perils of the Warp card and played that - which put a blast marker on the Librarian.



The Banshees swung around the side of the house to attack the Terminators while a squad of Dire Avenger flanked the melee in an attempt to reach the Objective Marker.



The Marine Outrider Detachment then laid down a world of hurt... The multimeltas from the bikes put a large Blast Marker on the Wraithlord with the Bright Lance. The Landspeeders put a Large Blast Marker on the Warlock. The Whirlwind Put a blast marker on the flanking Dire Avengers. Some missile from... somewhere...? out a blast marker on the Wrraithlord with the Missile Launcher (it may have been a Command asset...? This is what I get for writing this almost a week later!)

During the Damage Phase the Scouts and Terminators and Dreadnoughts all soughed off blast markers. The Librarian was Knocked Out though! The Dire Avengers passed their save, but failed morale and left.  The Farseer survived, but the Warlock leading the Wraith detachment was knocked out and two of the Wraithlords each took a wound - which we took to mean they were critically injured, but have since realized it was MORE than half wounds to be critically injured...

No one got any victory points, because no one was able to (or bothered to) get close enough to any of the Objective Markers. Now... it does say that the defender scores a victory point if both sides control an equal number of objectives... it COULD be argued that each holding zero is an equal number, but I felt that the number should be a positive integer to count... Any math/logic geeks want to weigh in on this...?


TURN TWO

The Marines got the initiative again.



My Deep-Striking Detachment of Rangers, Warp Spiders and an Autarch showed up. ON an objective! I used and Eldritch Tempest card to put a couple blast markers on a Dreadnought and another on the Landraider.

The Marine Outrider Detachment laid down the pain again, Dropping Large Blast Markers all over the place - on Rangers and two of the Wraithlords.



The Dire Avengers and Banshees stuck serious blows against the Terminator Squad. Then the rest of the Marine Vanguard detachment swooped in and joined the action!



The Marine's Captain roared up to attack Dire Avengers on his motorcycle! The Landraider fired on the Wraithlords from behind and scored hit on them (and used a Hunter Killer missile - a Command Asset Card - to score another). Other Tim played "Trophy Kill" on the Farseer and then the Terminators dropped a blast marker on him. The Dreadnoughts also poured fire into the ruin, but with little effect.



The Ranger/Warp Spider Battalion fired on elements of the Marine Outrider Detachment - hoping to keep them pinned down and away from the objectives!

The Marine Battalion Detachment advanced on one of the objectives and poured fire down on the Wraith detachment - scoring a blast marker on the Wraithguard. The Wraiths, in turn, advanced on the Marines firing and hoping to push them off of the objective.

In the Damage Phase one of the blast markers on the Terminators finally stuck - causing them one wound! Woo! Two of the Dreadnoughts were also wounded. The Attack bike squad took two wounds and was critically injured. The Space Marine Lieutenant, leading the Outrider detachment, was successfully sniped by Rangers.

The Aeldari lost their farseer to injury (+1 Victory Point for the Marines) along with a squad of Rangers and a Wraithlord. Another Wraithlord took a wound.

The Marines now l held two objectives to the Eldar's one, so they also scored a second victory point for that.


TURN THREE

Holy CARP! The Eldar won the initiative! And... one additional card...

I did have a couple of Psychic powers however so I played those and used Quicken to move some Dire Avengers (make them fall back from the Captain, actually) and DOOM to put a blast marker on the Terminators...



The Dire Avengers and Banshees went first...



firing on the captain they scored one blast marker and the combined efforts of the Banshees and other Dire Avengers in the building put one on the Terminators.



The Marine Battalion Detachment mostly shot at the Wraiths, putting blast marker on the Wraithguard.

I played Court of the Young King on the Warp Spider and blasted the Bikes good - leaving a Large Blast Marker on them. The Sniping Rangers managed to add another small one.

The Outrider Detachment fired back - missing rangers, but putting MORE blast markers on the Wraith Lords and the Whirlwind dropped more on the Dire Avengers across the table.




I used Tears of Isha to remove a damage marker from a Wraithlord and then they charged into the Marine Tactical Squad to slap their around with their great big wraith bone fists.



the Marine Vanguard detachment fought back against the Dire Avengers and Howling Banshees - while the Landraider sniped at the Warp Spider with it's long-range lascannons.

Damage Phase

Another Squad of Dire avengers was lost and the Banshees left along with the Wraithlord with the Bright Lance - and the remaining Wraithlord (with he Scatter Laser) took a wound - things were looking grim...

The Marine Captain was taken out of action, however, and the Attack Bike Squadron was rendered combat ineffective. The Terminators made all their saves, however...

This time we both held ONE objective, so, being the defender I scored a victory point, along with a second one for taking out the Marines Warmaster (the Captain on the bike). We were now tied at 2 VP each!


TURN FOUR

The Space Marines regained the initiative.



The Vanguard detachment went first and used the SHOCK ASSAULT asset card to move fast AND do a bunch of shooting on the remaining Dire Avengers.



I made note of using the Force and Guide Psychic powers... but do't recall what they did, really... there was a Large Blast Marker on the Terminators when the dust settled, however...



I used Swordwind on the other end of the table (something about scoring double hits... can't remember if it was for a unit or full detachment...? or units within 6" of the Autarch...?) It looks like it allowed the Warp Spiders to leave two large blast markers on the Whirlwind, however!




The Outrider detachment hammered back, leaving blast markers on the Warp Spiders, Wraithguard, and a Ranger squad.

The Wraith detachment failed to do much at all...

Damage Phase



The Dire Avengers holding the Objective passed their save rolls... but failed morale and left - leaving the Objective no longer contested... mind you, the Marines had also advanced away from it, so they didn't hold it either...

The Warlock was also obliged to call it a day... but one last squad of Dire Avengers - in the building - held on!!

The Terminators once again ignored all blast markers.



At the other end of the table, the Warp Spiders took a wound



The Wraithguard took two wounds - which left it critically injured.



The Whirlwind took a wound.

AS we each held one objective I scored another putting me slightly in the lead - 3-2!

Unfortunately, at this point Other Tim had to leave... Not sure how a fifth turn would have gone... I have a feeling he would have taken the round... but that would have only tied things up...

Close Game - Good Fun!


Coming Soon to Tim's Miniature Wargaming Blog:

I've since played two more games and have game reports for each of them in the works...

I have loads of stuff on the painting desk... but haven't done much work since finishing the last of the Tempest Heavy Grav-Tanks.

I'm hoping to finish up some Necromunda gangs this week - and maybe a few 40K units that are short a few to make full strength... we shall see..

Tuesday, April 23, 2019

Get Morty!

The Seer Council, following a probability thread through the skeins of fate, determined the future of an Exodite world is in extreme peril. Bother Mortis ("Morty", to his friends) of the Emperor's Brethren Chapter will one day rise to prominence and eventually perpetuate a genocide against the exodites. The Seers have divined this Marine's moment of peak vulnerability is at hand. 

A Battle Host was summoned to slip through the web ways and set up an ambush to intercept a marine strike force that includes Brother Mortis. The Marines had just engaged a large force of Orks on Xoxigar Primus and return to their Thunderhawk gunships, secured in a nearby landing zone, fatigued and low on power, fuel, and ammunition. They will not be in a position to engage in a protracted battle. 

SCENARIO

We played the Ambush Scenario straight out of the Core Rulebook - except on a much smaller table. As the table was smaller, we shortened the scenario by one turn. Essentially the defending Marines had 4-6 turns to get 1/3 of their units out of the Kill Zone (off the table).

FORCES



Battle Host Thymiltelyir
Battalion Detachment – (as Biel-Tan) - +5CP (=8 Command Points)

HQ
Farseer Thymiltelyir– Warlord Trait: Natural Leader (Biel-Tan)
Powers: Smite, Guide and Executioner
- Shuriken Pistol, Witchblade, Spirit Stone of Anath’lan (Power Level 6, 110 points)
Warlock Bro'wyn– Powers: Smite and Enhance/Drain
-Shuriken Pistol and Witchblade (Power Level 2, 55 points)
Warlock Adrellewi– Powers: Smite and Empower/Enervate
-Shuriken Pistol and Witchblade (Power Level 2, 55 points)

Troops
Dire Avengers (5)
-4 with Avenger Suriken Catapult and Plasma Grenades
–Exarch with Shuriken pistol, Plasma Grenade, and Diresword (Power Level 3, 56 points)
Dire Avengers (5)
-4 with Avenger Suriken Catapult and Plasma Grenades
–Exarch with Shuriken pistol, Plasma Grenade, and Diresword (Power Level 3,56 points)
Rangers (5)
-Shuriken Pistol and Ranger Long Rifle (Power Level 3, 60 points)
Rangers (5)
-Shuriken Pistol and Ranger Long Rifle (Power Level 3, 60 points)

Elites 
Howling Banshees (6)
-Shuriken Pistol and Power Sword (Power Level 6, 78 points)

Fast Attack
Warp Spiders (9)
-8 with Death Spinner
-Exarch with 2 Death Spinners and Power Blades (Power Level 9, 154 points)

Heavy Support
Wraithlord
-Shuriken Catapult, Flamer, Wraithbone Fists, Bright Lance (Power Level 8, 111 points)
Wraithlord
-Shuriken Catapult, Flamer, Wraithbone Fists, Aeldari Missile Launcher (Power Level 8, 111 points)
Wraithlord
-2x Shuriken Catapult, Wraithbone Fists, Scatter Laser (Power Level 8, 92 points)

61 Power Level
998 Points


Strike Force - Emperor's Brethren Space Marine Chapter
Battalion Detachment – (as Ultramarines) (+5CP )

HQ
Captain/Chapter Master on bike
Sergeant Chronos

Troops
Tactical Squad (5)
Tactical Squad (5)
Tactical Squad (5)

Elites
Terminator Squad (5)

Heavy Support
Devastator Squad
Thunderfire Cannon and Tech Marine
Whirlwind

Outrider Detachment (+1 Command Point)
HQ
Lieutenant

Fast Attack
Attack Bike
Attack Bike
Attack Bike

Command Points: 9


THE GAME



Auspex scanners of the lead squad was giving some strange returns. It kept sensing life forms ahead, but then they would disappear off the screen, only to reappear off to the flank. The Chapter Master had the Terminators and three other teams (two tactical and one devastator) take cover in a ruined building in their path, and the rest huddled in behind the building.



And there they stood, in silence, waiting... There were no friendlies operating in the area, but there'd been no other reports of Xenos in this area... More scans were made.



A third tactical team took up the rear, watching for anyone who would attack them from behind...



Then all hell broke loose.



Three Wraithlords poured fire down on the Marines position, pinning them down, momentarily, with the weight of their fire.



The Marines returned fire with brutal efficiency. Bolter shells slammed into the Eldar lines and the Whirlwind and Thunderfire cannon hammered the Eldar right flank, knocking out one of the squads of Dire Avengers and half the squad of Howling Banshees.



As the Whirlwind started to rumble forward a squad of Aeldari Rangers open fire from concealed positions on the Marines left...



While over on their right a second group of rangers opened fire on the Chapter Master and a swarm of  Warp Spider popped into reality and shredded an attack bike with their monofilament Death Spinners.



The Squad of Marines in the building swung left and prepared to charge into the ambushing Rangers.



Marines in the building pushed out to attack the flanking units while continuing to bring heavy weapon fire down on the Wraithlords. One of them was rendered inoperable by this fire.



The two remaining Warithlords charged the Marines position. They utterly wiped out one Marine tactical team



Farseer Thymiltelyir's escorting Wraithlord out-paced his own advance and left him unprotected in the open when the Whilwind came roaring around the corner!



The Chapter Master charged directly into the squad of Rangers on his bike, scattering them.







Warlock Bro'wyn, who had been escorting the Howling Banshees, was also outpaced by his companions and caught in the open by the Marines. Their withering fire injured him severely and made him flee for cover.



Farseer Thymiltelyir took some serious fire from the Whirlwindand other marines, and was obliged to withdraw.



Another of the Wraithlords was damaged, while the remaining one continued to pummel Marines in melee.



the target having been eliminated, the remaining Eldar fled the scene.



The remaining marines gathered their wounded and dead and pushed on to the waiting Thunderhawks before more Xenos could show up and finish them off.



The last Wraithlord covered the retreat of the Battlehost...

The cost was grave; many of the Aspect Warriors were killed or severely injured. Even the Warlocks and Farseer were unable to escape without injury. The target was slain, and many of his battle brothers with him, but with the clipping of this thread how many new possibilities would it create as the lose yarn frayed and unravelled....


END GAME

The game ended after Turn Four and the Marines lost - having not exited a single unit off the table. I've played this scenario (on larger tables, mostly) and the defender really needs to start moving on Turn One. Other Tim kept his marines sitting still for the first turn or two and tried to destroy Eldar - but, unlike a lot of other scenarios, there isn't much to gain in doing so - no victory points for first blood or killing the enemy warlord or taking out enemy units. The ONLY path to victory is getting stuff off the table. Eyes on the prize! Kill only what you need out of your way or might otherwise prevent you from succeeding in your objective!

All the Marines had left on the table at the end of the game was a single Terminator, one full team of five Marines, two more with three and one marine remaining, an Attack Bike and the Whirlwind. All I had left on the table was a single Wraithlord that was down to 6 wounds. I'm not sure he even had enough stuff close enough to the edge of the table to GET 1/3 of his power level off the table even if it had gone another two turns...

I do like these narrative scenarios better. Clear, sensible objectives - rather than ones that shift ever single turn!?


Coming Soon to Tim's Miniature Wargaming Blog: 

No games planned and lots of stuff on the workbench... So I imagine it will be a painting update... but I have no idea what it might be... Lots of Grey Knights nearing completion... but there is a lot of other stuff crowding the painting table as well - Necromunda Gangers (Ratskins and Cawdor), Chaos and Eldar Stuff... and then there's all the stuff I've been THINKING about lately... so scattered.