Showing posts with label Chaos. Show all posts
Showing posts with label Chaos. Show all posts

Friday, 30 November 2012

November update 2012


November Update

Quite a few things on the plate this month.
so First up is....


Rasputina's  35SS crew:

Rasputina
Ice golem

3 x Ice Gamins
3 x Molemen



December acolyte

The Crew is now fully painted along with some ice pillars. The one game i have used them against the Ortegas i found Rasputina and her crew to be quite slow movement-wise. The Molemen are quite endurable and good for reaching objective while burrowing. The next game i am looking forward to getting to use the December acolyte.


Outcast 35SS crew
Viktorias
Bishop
Taelor
Sue
Ronin
Convict gunslinger






This was my original crew i worked out , it wasn't until after i had bought Sue that i found out about his Man in black rule which means he can't be in a crew with someone with either the Ruthless or Wicked abilities. which means my Convict gunslinger and Sue can't be in the same force.



As a replacement i am thinking either an additional Ronin with two spare soulstones or an Orain. 




This months sees me playing a lot of new card games, the first one being Warhammer invasion. As a long time player of all things Games-workshop this game clearly got my attention. So i took the plunge and bought the core set and two of the deluxe expansions ( Assault on Ulthuan and March of the Damned) and a battle pack (The fall of Karak Grimaz).

This gives me the option to play with eight of the races from Warhammer. They are separated into two categories.  Forces of Order and the Forces of Destruction


Forces of Order:

High Elves
Empire
Dwarves
Lizardmen (Neutral faction)

Forces of Destruction:

Dark Elves
Chaos
Orcs
Vampire counts (Neutral faction)

Each faction have a distinct way of playing that keeps well with Warhammer lore. So far in the games i have played i have really enjoyed the games and I'm sure it has potential to be played multi-player.




The other card game that i have started to play with other people in the same level of playing experience is Magic the gathering. I have always had some cards i had picked up in eighth edition but no-one i knew really played it on a regular basis so i kinda stopped playing. But with the opening of the new Dundee gaming store Major Arcana in October, Magic the Gathering (Mtg) has taken off in a big way. 

The Current set we are playing with is as the title says Return to Ravnica.  It focuses on the guild system and multi-colour cards.


The returning guilds will be featured in the Return to Ravnica block, with five guilds — the Azorius Senate (blue /white), Golgari Swarm (Green/black), Izzet League (blue/red), Cult of Rakdos (red/black), and Selesnya Conclave (green/white) 
 Ravnica, a plane comprising a singular megalopolis in which a vast and diverse variety of inhabitants co-exist.
The Guild i have chosen to play in Standard is a Selesnya View my tapped out deck here  and in the last booster draft i played using a Rakdos deck.





Major Arcana is a new Gaming store in Dundee city centre,

Available at Major Arcana:
- Graphic novels and manga.


- Games:
           loads of Board games, (Horus heresy, Settlers of Catan)
           Card games (Magic the gathering, Pokemon)
           Role playing games (Savage worlds, Dark heresy)
          Tabletop war games (Urban war, Malifaux, Hordes and Warmachine)                                     
- T-Shirts and Artwork

All this in an environment that is friendly, bright, and clean! Round it out with some sofas and coffee tables, so you can sit and read, or play some games with your pals.



Visit the Facebook page Here



Battle of Helion - Urban war league

The Helion sector deep within the giant war -torn city continent of Iskandria has erupted with conflict, all of the factions have descended upon it. The robotic Syntha have unleashed their elite combat cells. The native Triads are retaking their homes one block at a time. The swelling ranks of the Junkers swarm in to enslave the Iskandrian population. Alien Koralon cause terror, hiding in the depths and striking out with lightning raids.. The Gladiators have been causing havoc in the urban streets, ravaging the populace with their warbeasts. The Viridians in the form of the Iskandrian Defence Force (IDF) take to the warzones to quell the conflict with unflinching brute force. On the streets Patrols of the V.A.S.A fight furiously to crush the rebellion and restore Iskandrian peace in the sector. Each faction needs help to conquer the sector, which will you choose?

175 points starting force (the same points as a starter box set)
Starting Feb 2013, Those interested sign up in Major arcana store with their chosen faction (don't worry you can change it before the league starts)

If you need anymore information contact me at marc.s@urbanwarthegame.com


Sunday, 2 September 2012

Warhammer 40'000 - Dark Vengeance


Dark Vengeance



The long awaited Warhammer 40k box set has finally arrived.


The Artwork on the box cover isn't the usual epic battle scene that we have grown accustomed to over the years. Sixth edition sports a more simple charcoal colour box with game logo.
The box is deeper that both Battle for Macragge and Assault on black reach sets.



Contents:
Miniatures
I may have my reservations about the Finecast range  but the plastic miniatures is where i think GW really shines. The Dark Vengeance set not being an exception.

The Sprues are tightly packed with all kinds of Dark Angels and Chaos goodness.
The main stand out figure of the set clearly is the new Chaos Hellbrute.
My personal choice is the Dark Angels Librarian Turmiel.
A black and white assembly guide booklet is included to help.

Dark Angels Librarian Turmiel

I like this miniature as he isn't too ornate and overcrowded with details.

The Limited edition box set-  This particular set is different as it contains an Interrogator-chaplain Seraphicus, only available in the limited edition set. The miniature is set on a single sprue and a A4 card stat sheet with assembly guide on the other side

Interrogator-chaplain Seraphicus

I have hyped up the Dark angels so here are few pictures of the Chaos forces to balance things out

Chaos Lord Kranon the Relentless

The Cultists

The Hellbrute


Gaming aids:

The gaming aids included are the usual bits and bobs like the dice and neon green templates that have been in previous warhammer 40k box sets.
It contains a two page A4 reference guide containing the basic tables and turn guide.
For each force there is a roster so you can get the stats for the models. but there are no points values for them.

One thing that baffled me was that the A4 gaming reference sheets were made out of quite thin paper and not even thin card. This is even more surprising when you think of the Interrogator-chaplain Seraphicus stat card is made from glossy thick card.


Rules:

The mini Warhammer 40k rule book is up to the same high standard as previous editions.

The Dark Vengeance booklet is very well put together and the first half of the booklet is a step by step guide on how to play 40k with the miniatures in the set.

The second half of the booklet is a fantastic piece of work, it gives six original missions to play with the DV(Dark Vengeance) set. The reasons why i like these missions are because these are not dumbed down versions of missions from the rulebook but they are unique and look fun to play. The first mission in the book can be played one player.
Each mission links to the next and lets you try out the various rules. A mission book like this is something that the previous 40k set Assault on black reach truly missed. 

The selection of miniatures chosen for DV was very clever as they allow you to cover most of the rules while keeping with the flavour of the forces.
The Dark angels let you cover Bikes, Psychic powers, Deep strike, Reserves.
and the Chaos allow for vehicle rules, close combat weapons and provide the cannon fodder.


One thing from the set that is missing is any attempt to give basic painting guides of the models from the DV set. I would of thought that this would be quite important in a starter set.

Wednesday, 8 February 2012

Dark Heresy - The Brazen Triumph

Roleplaying Campaign


Cast:

Kar, Feral world Guardsman
Soloman "Cutter" Garvel, Hive world Scum
Krell "Stern" Rabalias, Hive World scum
Zetkin, Void born Psyker
Nihilus Zarkov, Imperial world Arbitrator
Novus Dorn, Imperial world Tech priest
Last weeks XP award:

Kar - 130
Soloman "Cutter" Garvel - 110
Krell "Stern" Rabalias - 120
Zetkin - 120
Nihilus Zarkov - 110
Novus Dorn- 110


Episode Three - The Brazen Triumph

Planetside

At the shuttle on Valoside Prime with both pilots slaughtered and Horitz asking to be taken off planet. Zetkin with warp energies was given the knowledge to pilot spacecraft.

Suffering from his wounds Stern falls unconscious and once stabilised is taken aboard the shuttle. With silent agreement they decide to leave quickly hopefully leaving  Horitz behind.

Demonstrating some expert piloting Zetkin lifts off into orbit with Novus in the co-pilots seat. they all attempt to re-couperate as the Brazen Triumph isn't due for another day.
cutter examined his new laspistol he had picked up from Inquisitor Callidons quarters.

Callidon Pattern Laspistol - Rof s/-/- , Dam 1d10+3, Pen 1, Clip 25, Rld full, unique

As the next day begins the pick up still hasn't arrived, suddenly with a Quick-flash reflexes and a tug of the warp the Psyker Zetkin veered left, knocking Zarkov in  the passenger section off his feet. A rip in reality and  the Dauntless class light cruiser burst through, narrowly missing the tiny shuttle.

Arrivial
From outside some light damage and scorch marks can be seen on the light cruisers hull.
Norvus signalled the ship to let them know that the inquisitorial cell was approaching, but to no response but static.locating a shuttle bay and smoothly entering, Zetkin lost control and the shuttle landed with a sound of twisting and snapping metal coming from the landing gear.

it wasn't until Kar mentioned it, that the group noticed that the shuttle landing bay was deserted. Unanimously it was decided to leave the unconscious Stern in a fuelled and ready to launch shuttle, along with a few Kroot rifles they had taken from the surface of Valoside prime. Novus hooked up to the ships machine spirit and gained access to some vital info about the ship and the most direct route to the ships bridge.

Operating systems  - Nominal
Oxygen - Nominal
Plasma Generator - Running at 85%
Geller field - Running at 100%
Last duration in Warp space-  30 Terran days
Hull integrity - 95%
Crew - --

The Brazen Triumph


The First interchange

Soon they embark on the first of three elevator journeys to get to the bridge of the ship. not seeing a soul on the way to the first elevator. as the elevator ascends to its topmost deck, the party ready their weapons. a harrowing clank and the door slowly opens to a corridor in darkness.
Novus activates a small lamp and they slowly make their way through the corridor, stopping once at a storeroom. cutter locked the door as he returned to the corridor. suddenly a noise of a Elevator arriving and opening could be heard from behind the way they had come from.
Novus slipped into night Vision, he should see three figures coming towards them in the half light of the lamp. Kar called out three times at the shapes coming towards them. Cutter covering the now rear of the party spotted and notified Novus of two faster shapes coming from the other side.
Kar opened fire ripping apart the figures chest, a low moan is heard and the figure keeps moving.
Dorn and Cutter open fire, but it was cutters shot that blew the head off one of the fast approaching figures.. Zarchov fired at the slower first three taking down one of them at the knee, its leg splattering the corridor.
Soon the figures managed to get into the light of the Lamp. revealing them to be rotten and festering human wearing imperial uniforms. the faster ones wore more higher ranking uniforms, but ripped and soiled none the less.at seeing the corrupted figure Cutter dropped to his knees sobbing and babbling at the horrific sight. Zarkov is frozen with terror as the figure he had taken down was clutching at his leg as it crawled forward. Zetkin also froze at the horror, both quickly snapping out as Kar fell one of the animated corpse by blowing out its chest. Novus engaged the fast corpse officer in close combat over Cutters sobbing form.  Kar dispatched the zombie clawing at Zarkov, combined fire from the Arbite and the psyker brought down the last one from that side. Kar engaged the faster one with the wounded Novus and sliced off its head. Kar, Zarkov and Zetkin felt their stomachs lurch, felt more keenly by Zetkin but voiced by Kar " We've just dropped into the warp space" Norvus took the door pass from the fallen officer.

 Officers The Risen Dead x2 (Dark Heresy Disciples of the dark gods p.65
Crew Fydae Strain Plague Zombies x3 (Dark Heresy Disciples of the dark gods p.149

  At the sound of another elevator arriving from where they had come from, they all then headed for the next elevator.  Cutter primed a grenade and threw it down the corridor as five figures emerged.

It wasn't long before they had found the next elevator that would take them up the ships decks. cutter called upon it, the party raised their weapons, slowly the elevator doors open and inside another animated corpse. At once the party opened fire and took it down but not before Cutter took a wound to the leg. 



Cutter pressed the elevator closed, but halfway to closing it jammed, and ahead of them coming closer five more animated crew corpses. Norvus hooked himself up to the terminal but was unable to get it to close. Kar grabbed both doors and with a feat of strength managed to close them both together with a screech of metal.
Zetkin seeing that Novus was injured, she focused warp energies and healed the tech priest wounds. suddenly the floor disappeared from beneath the parties feet, they hit the roof of the elevator before landing in a heap on the floor again.





The Second interchange
Yet again the door opens to a sight of a gore splattered corridor. Cutter sneaks off ahead of the party minding his footsteps on the slippery floor. he located the next elevator at the end of the curved corridor. The gore gets heavier and more disgusting towards the elevator. the slowly advancing party met up with cutter. They open the next elevator that'll take them to the command deck.

The Elevator is a scene of horror, the floor was piled with bodies that appeared dead. the Psyker heard a silky voice in her head, I told you you should have taken me.


The Guardian

The elevator opened to straight corridor of stench and a cloud of flies, the dense air made vision to the end of the corridor impossible. Zarkov lead the slow advance with his shield up, Kar and cutter close behind, Novus and Zetkin at the rear. out of the darkness became a creature from nightmare appears, its bloated and rotting malformed body, a single horn pierces up from its decayed head. Its single milky eye looks at the party and raises its rusted sword. Cutter and Kar not willing to wait unleashes a hail of fire at the bloated creature. Both Zarkov and Zetkin are rooted to the floor in fear of the horrific creatures advancing towards them. Norvus panics and runs as fast as he can back in to the foul elevator cartridge. Zetkin manages to snap out of her shock, but Zarkov remains frozen on the spot his mind ravaged by the scene in front of him. Cutter made a firing retreat, and the Plaguebearer charged into combat with the guardsman Kar slicing across his flak armour but not getting through to the guardsman's flesh. Soon Cutter joins in the melee, and before long it lost its grip on reality and fizzled with an angry buzz back into the warp. 



 The Guardian Plaguebearer x1 (Dark Heresy rulebook p.354 )
The Bridge

The party continued the journey forward towards a large double door that the daemon was guarding.
Novus opened the door  from the panel at the right side at it opened the stench hit them and the room was basked in a purple glow. Deep in Zetkins head, she knew this was the warp. the window shutters that protected the crew from looking out weren't closed. "Nobody go in, the viewport shutters aren't down" Novus didn't wait for instruction and closed the shutters and  journeyed up the stairs to the command bridge. Zetkin hearing the voice again Focus your mind.The rest of the party followed the tech priest, Cutter primed his last grenade and threw it on the command deck, the concussive blast filled the bridge with smoke. Out of the gloom, they spotted four figures on of them in the red robes of a tech priest. Just through the door, the party open fire yet again at the oncoming living dead felling one. Its the seemingly fearless Kar that leads the assault but is ambushed by a faster flight officer. Most of the party empty their shotguns and drop them as they retreat to behind the door. As the zombie move forward Novus activated the door to close. The door closing the Techpriest and a crew in between them with a gooey squelch.



Officers The Risen Dead x1 (Dark Heresy Disciples of the dark gods p.65)
Crew and Tech priest Fydae Strain Plague Zombies x3 (Dark Heresy Disciples of the dark gods p.149

Everyone loads and readies their weapons and begin to take down the last of the bridge crew.
Norvus releases the door and the remains of the ones traps fall to the floor and the guns fire the rotten flight officer still stood and soon melee began. A well aimed shot to its head from Zetkin ended its unnatural life.
Once on board the bridge with the doors locked behind them, they then remember..
How are we going to get Stern?




+++++++++++++++ Transmission end +++++++++++++++

Sunday, 15 January 2012

The Immunda Ferus Incident - Warhammer 40'000 battle report




Battle report
Orks Versus Word Bearers
1000pts

The Immunda Ferus Incident

In the early days of the great crusade many planets had little or no life to be important other than its location.
These beacon worlds as they came to be known, have a simple shrine with a transmitter that emits a constant bleep. The theory behind it is if this signal ever stopped transmitting, then an expeditionary force would be sent to investigate for danger. Planet WO-415 Enkius was one of these early warning measures. It's surface a dull desolate grey undisturbed for years.
All this is about to change.

Orks


Zogdakkas eyes burst open with a greenish orange light, belching blue steam as the space hulk Lurched into real space. His grot attendants hid in various areas of cover, they had long been used to the weirdboys odd behaviour, even by Ork standards it was considered odd, but now they had arrived. The Weirdboys gibbering had stopped, that he found most worrying. For that reason he had him moved to his command deck. Warboss Urgot Facesmasha grunted on this crude throne, made from archaic pieces of past fallen enemies, shaped in to the form of a massive Ork jaw. he looked out at the expanse of space and a grey planet filled the main viewpoint. He felt the ork gods Gork and Mork guide him here and his weirdboy's behaviour confirmed it. With a deafening bellow he yelled "THAT'S RIGHT LADZ, GET TO THE DROPSHIPS, ITS TIME FOR A FIGHT"
Unaware who he would be fighting, all he knew was the gods wouldn't have sent him otherwise.
Warboss Urgot Facesmasha

Word Bearers
Kol Paxheydra, The Void Pilgrim
Kol Paxheydra, The Void Pilgrim


Kol Paxheydra had been watching the Orks ever since they made re-materialised back in to realspace, he watched with interest as they manoeuvred towards the beacon planet. he knew that if the beacon was ever destroyed then imperial forces would move into the sector, they would be easily destroyed but more imperials would arrive after, he couldn't afford any complications, not now. He clenched his fist, he wouldn't let any savage greenskin ruin his well laid plans. He signalled to one of his red clad champions, "Tell Eagar to prepare his bezerkers. we have some greenskins to deal with"
He felt his daemon weapon in his armoured gauntlet twitch in anticipation of the battle to come.

The Mission

The mission played was a Seize ground and 3 objectives where generated.(neon green flags)

Deployment was  Dawn of War.
Orks win deployment and first turn

Deployment

An objective marker is behind the building in the foreground.

Bezerker Rhino

Turn 1 - Night fighting

The rest of the Ork army arrives in darkness of the morning


Ork army rushes on to the battlefield.

Word bearers Rhino with Khorne Bezerkers gets Shaken

Word bearers prepare for the Orks advance after their rhino was immobilised to a crude ork Rokkit hit.

The Footslogga boyz around the weirdboy Zogdakka looked uneasy as he began to glow and green sparks fluttered from his eyes. a sudden convulsion shook the ork psyker off the ground and he landed with a resounding thud, the nearest Ork boy head burst open, the rest of the boyz gave the bewildered wierdboy a wide berth from his 'eadbanger. 


Following the icon bearer out of the immobilised rhino transport, the veteran champion could see the vile greenskins coming closer out of the ruined compound, they where closer than he liked. with a bark he gave the order to rapid fire. The squad opened fire killing a chunk out of the approaching horde. Behind him he heard a fizzle and an agonising scream. Without turning back he knew his plasma guns has overheated killing their users.

Turn 2 -Dawn breaks

Orks try some flanking

The Footsloggaz get closer, the weirdboy frazzles the icon bearer and two other chaos space marines.
The Orks charge in to combat  with the word bearers taking heavy causalities but they hold their ground.
Soon the chaos dreadnought arrives and wastes no time getting into combat.

Crazed Dreadnought gets ready to join in the melee


With cries to the blood god the Khorne bezerkers led by Kol Paxheydra leave their stricken rhino to get stuck into combat.

Word Bearers and Orks continue their ferocious melee

With the rest of the word bearers killed the dreadnought keeps the orks occupied.

Clutching his cursed crozius in both hands he chanted the sacred words, purple winds blew at the holy words of his legion he had pinned to his armour. the winds blew faster, with an audible rip, the warp burst into reality bring forth seductive daemonettes, before closing with a sharp crack like broken bones behind them.


Daemonettes arrive, readying to charge the Ork nobz
Khorne champion Eagar the Red's bezerkers weather the storm of Ork fire before charging in.


With a blood curdling war cry the bezerkers charge in and reduce the Deffkoptaz to scrap.



The Daemonettes quickly follow suit and its not long before they are covered in Ork gore

Daemonettes prove to be more difficult to dispatch that the ork nobz had hoped.

Turn 3

With no hope to destroying the chaos dreadnought, green mist surrounded the Footsloggaz, slowly they began to glow, then with a flash of yellow the orks teleported behind the dreadnought. Boyz surrounding the Weirdboy who was drooling blood. The Orks let loose a rokkit that jammed itself in the warmachines leg gears before detonating, The chaos dreadnought screamed through its vox caster in frustration as it tried to move.

Chaos Dreadnought immobilised and with no targets in range to smash.


Khorne bezerkers find themselves surrounded

The trukk boyz and the dreadnought get ready to charge into the Khorne bezerkers

Kol Paxheydra The Void Pilgrim, Khorne champion Eagar the Red and three bezerkers are all that remains against the combined attack that now lay bleeding on the ground. The smoking ruins of the deff dread ley strewn about Eagars feet as he roared in unrestrained bloodlust.

Survivors roar in triumph after the Trukkboyz and deff dread charge.

Another break in reality spews an obliterator and it immediately sets the footsloggaz aflame.
With help from the immobilised dreadnoughts heavy flamer.

Only a heavily wounded weirdboy and nob remain.

Ork stromboyz rip smash the rear of the Rhino leaving it permanently immobilised.

Kol Paxheydra charged up the hill, over the wreckage of the Ork warmachine, towards where his summoned daemons where in combat with the Ork command, he could see the Ork Warboss smashing a daemon in to rippling flesh as they were banished back into the warp realm. behind him he could hear the battle cries to khorne coming from his frenzied retinue. He could feel the daemon weapon urging him on further and slay the warboss.

Khorne champion Eagar the Red lingers in the background as his master Kol Paxheydra, The Void Pilgrim is locked in mortal combat with Warboss Urgot Facesmasha

Warboss Urgot Facesmasha  was tiring of these daemons, it was then that he had spotted the red armoured chaos lord coming straight for him. his opponent showed incredible speed and the warboss took a horrible wound to the chest that would of killed anybody else, his ork physiology is all that saved him. the warbosses power klaw smashing through the back of an unfortunate bezerker. before turning his attention back to the chaos lord, after a few missed attacks he managed to get a lucky hit that connected solidly and knocked the chaos lord down the hill out of sight. His Roar of triumph be came a gurgle as he collapsed to the floor.
 The rest of urgots nobz mob ran as they saw their warboss get taken down from behind by an ornate bezerker with a fizzing power fist.  
Turn 4

The two wounded orks contest the objective from the obliterator before getting wiped out.




The stormboyz charge the hard to kill daemonettes 


Khorne champion Eagar the Red leads the slaughter of the Grots to take the objective


Turn 5

The stromboyz finally kill the last of the daemonettes leaving only a wounded nob.

The ork trukk came close to contest the objective from the bezerkers before the obliterator killed both the trukk and stormboy nob with a burst from its heavy flamer. 


The Word Bearer survivors


For the second time today Kol Paxheydra, The Void Pilgrim slowly climbed up the ragged hill, his body filled with extreme pain. wondering to himself, but thankful that the chaos gods have saved him, his task wasn't yet complete. At the top of the hill he had also noticed that the Ork warboss that had caused him so much grief, it's body was missing. He was pleased at the carnage that his Khorne champion Eagar the Red had caused, after checking the ruins he gathered that beacon was still transmitting. now it was time to leave this forsaken planet this venture has cost too much already.  


Word Bearers 1/3 objectives
Orks 0/3 objectives
Word Bearer Victory