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Saga: Age of Magic Battle Report and Review

Posted by Comrade on October 28, 2019
Posted in: Posts. Tagged: fantasy, game night, narrative, saga, skirmish, wargames. 6 Comments

John and I got together earlier this month to try out the new hotness to come across our collective desk — Saga: Age of Magic, a highly anticipated supplement for the popular Saga ruleset that gives players the tools to recreate all manner of fantasy adventures on the tabletop. It uses the Saga game, about which I’ve heard plenty of good stuff over the years.

Here at Comrade’s Wargames, we’re big fans of medium-sized fantasy games that land somewhere in between small-scale skirmish rulesets and larger mass battle games. Saga: Age of Magic falls right in the middle. The game calls for about 40 figures per side (give or take), and the authors don’t give a fig about which miniatures you use to represent your units. As someone who enjoys collecting and painting figures from a variety of game lines and manufacturers, that’s music to my ears.

This was to be my first game of Saga, and John’s second. We met up at Just-A-Game-Con, a local gaming convention in Corvallis, and set up our game on a spare table in the main gaming hall.

I brought my undead army, which fit nicely into the Age of Magic using the “Undead Legions” battle board. (More on that in a moment.) John brought his human empire, which used the Great Kingdoms battle board.

John also had Saga: Age of Battles, which is a supplement designed specifically to help organize your games. It has rules for terrain selection, deployment, turn length, and other special rules. I believe it was written to provide a framework for tournament play (something that, shockingly, Saga seems to do well) but we decided to try it out for our casual pick-up game.

We set up the battlefield using John’s nifty custom mat (3×4 feet, the recommended size for Saga) and some of my terrain. Then we rolled randomly to determine the scenario and special rules and ended up with a meeting encounter on a bleak moor, where a thick blanket of fog or mist covers the battlefield and severely limits ranged combat and charge distances — but only for the first three turns!

We also rolled randomly for our deployment and settled on each army deploying in a tight semicircle on opposite table edges.

From a narrative standpoint, we set this game in Realmlight, an “undiscovered continent” in our home brew fantasy setting. We know there’s an undead army lurking in the frozen northlands of Realmlight, so this game became a chance meeting between a contingent of explorers pushing into the unexplored frontiers…literally into the mist-shrouded hinterlands. And — oops — they found something. Or rather, something found them.

Here’s a look at our deployment at the outset, starting with my undead.

I had a big mob of 20 Mindless in the center, backed up by 2 squads of 8 skeleton warriors each, followed by a fast-moving squad of 6 mounted hearthguard, plus 3 creatures and a necromancer. It felt like I was dabbling in a little bit of everything from the Undead Legions list.

John’s army featured a core of hearthguard backed up by warriors and levies, supported by 2 wizards, a captain, and a warlord. He had a lot of overlapping buffs and abilities.

With deployment sorted, we got into the meat of the game.

Saga is a really innovative ruleset that combines old-school strategies and tactics with new-school concepts of resource management. Each army uses the same basic array of units along with a custom battle board for each fantasy faction. The battle board includes a number of special abilities that are unique to that faction and serve to push certain play styles or tactics. For example, the Undead Legions has an ability called “Howling Pack” that represents the undead hordes surging forward in combat, whereas the Great Kingdoms battle board relies on abilities like “Banish the Darkness,” to push back opposing units. The battle boards bring a lot of flavor to the game, and you can instantly differentiate between each faction by glancing over their battle board.

Anyway, each turn players generate a pool of resources (using dice) that can be used to activate abilities on their battle boards.

The variable nature of this resource system means you never know for sure which abilities you can activate each turn, so a big part of the game involves carefully allocating your resources at the outset of your turn to (hopefully) pull off a brilliant tactical maneuver on the battlefield. Or not! Sometimes, the dice have other ideas.

Our game featured a little bit of everything: rampaging undead, spellslinging wizards, hardened hearthguard, and plenty of uncooperative dice. Rather than give you a blow-by-blow, I’ll point out a few of the high points from the game.

My undead army mobilized much faster than John had expected, thanks to a couple quirky abilities in my battle board and a singular spell (Rush) that could be used to help another unit activate and move again. My Mindless mob only moved 4 inches per activation, but they could easily activate two or three times per turn, which meant they were in John’s face soon enough.

Unfortunately, they opted to charge the wrong unit — John’s hearthguard! These guys are the equivalent of veterans in Saga and are typically the most potent infantry unit in most situations. I threw my zombie horde against them time and time again (three times in one turn, actually!) and they just kept hanging on. I caused a couple of casualties but I wasn’t getting decisive results.

Luckily Saga includes an ability called fatigue, in which units slowly accumulate fatigue points as they do stuff on the battlefield. The game’s most singularly brilliant mechanic allows the opposing player to “spend” a unit’s fatigue to give penalties or, in extreme cases, cancel their attack entirely! Fatigue is a really nifty mechanic and it constantly keeps both players on their toes. Do I charge with my warriors knowing they’ll gain fatigue later in the turn? Do I burn your cavalry’s fatigue to reduce their charge distance so they can’t reach my wizard?

Anyway, my unit of Mindless continued chewing on John’s hearthguard while he slowly moved his warriors and levies up to support them. He had to be careful not to get too close, though, because I had a unit of mounted hearthguard ready to pounce from afar if he strayed.

John’s two wizards were effective at keeping my army at arm’s length. Being forced to withdraw is not what a shuffling band of blood-mad zombies wants. I was spending my precious Saga dice repositioning my Mindless in response to his spells and other effects, which meant that I didn’t have enough mobility remaining to bring my skeleton warriors and creatures to bear on the problem.

The Undead Legions battle board has a couple of key abilities that let you regenerate slain zombies or warriors. Both abilities give the undead some real staying power, particularly in the late game when the opposing player is starting to feel some losses. I used my regeneration abilities to fairly decent effect throughout the game to keep my Mindless dangerous until the end.

We called the game on turn 4, shortly after the fog lifted and ranged combat became more effective. We counted up victory points (“massacre points” in this scenario) and found that John had won handily. The key (mis)play was probably when I charged my mounted hearthguard into his squad of black powder pistoleers. They were decimated by the gunfire and only lasted one more turn before they were destroyed outright. This gave John a big pile of massacre points and definitely tipped the scales in his favor.

But we decided it was a draw from a narrative standpoint. The explorers’ vanguard, having unwisely blundered into an undead scouting party on the mist-shrouded moors, chose to withdraw and lick their wounds. Meanwhile the undead contingent retired to its glowing blue stone archway and resumed whatever nefarious ritual they had been unspooling when they were so rudely interrupted.

Overall, Saga: Age of Magic was a ton of fun. I pretty much instantly picked up the core concepts of the game — activation, saga abilities, magic, combat, etc. I made a few mistakes and we engaged in a bit of rulebook-flipping, but overall the game was exceedingly tight and well written. I feel like I only scratched the surface of the game’s potential, though. Afterward, I found myself rethinking various plays and strategizing how to get the most out of my undead army in future games. Doubtless we’ll play this one again soon!

Three Histories of Chaos

Posted by Comrade on September 18, 2019
Posted in: Posts. Tagged: 40k, caluphel, campaign, chaos, narrative. 1 Comment

One of the monthly goals for our Caluphel: Eternal War narrative campaign is to write up short backstories on three units in our armies. As I love coming up with little bits of lore to define my armies, this was an easy goal for me to tackle. It also served as an opportunity to show off some photos of my newly painted Chaos Vindicator! Without further ado…

The Twilight Cataclysm

Heaped with dry, dusty skeletons and painted with ominous bursts of lightning, the Twilight Cataclysm is an ancient Vindicator-pattern siege tank that has served the Night Lords of the Oath of Midnight warband for centuries. The tank has taken part in some of the Oath’s most infamous engagements, including the breaching of Barricade Xeros-7 in Ostfell Hive, the reduction of the encircled Salamanders’ 11th Company on Traggia Magna, and certain actions related to the cultist uprising in the Glouroth Sub-Sector that have since been purged from all Imperial records.

Simply put, the tank is a terror on the battlefield, and its presence gives the Night Lords a frightful siege weapon to break fortifications and sow misery amongst their opponents.

The tank itself has been on my workbench for the better part of two years. Like most of my 40k models, it is a rescued kit that I acquired mostly broken and disassembled in a large lot of Chaos stuff. I really enjoy the challenge of rescuing beat-up models, and this Vindicator was no difference.

It was missing the large dozer blade, which was a bummer because it’s a really cool piece that “completes” the Vindicator model, but I was determined to find a budget replacement. I tried to up the cool factor by adding a funky mechanical grabber on the side. It makes sense to me that a siege tank might have some sort of claw or manipulator to nudge rubble or wreckage out of the way as it moves through shattered war zones. Plus it looks cool!

The weapon in the pintle mount is a flamer, and to be honest I had already kitbashed the weapon before I even bothered to check if such a loadout was legal in the current edition of 40k. I am very much a “build it first, figure out the gameplay later” sort of player. Thankfully, a combi-flamer is indeed an option for a Chaos Vindicator.

(Special thanks to Paul for giving this beauty a nice blue undercoat with his airbrush!)

The Pyre of Tears

Khorne, the Blood God, demands skulls from his followers, but many don’t know that his thirst is also slaked with the tears of his victims in the moments before they are annihilated. Thus, the Pyre of Tears pledges loyalty to Khorne while serving as frontline shock troops for the Oath of Midnight warband. They blend the savagery of Khorne with the terror tactics of the Night Lords, with devastating effects.

These guys are my Khorne Berzerkers, though you wouldn’t know it to look at them. Where is it written that Berzerkers have to be painted red, anyway? I like the idea of them retaining their Night Lords livery and interpreting the edicts of the Blood God to include terrorizing and brutalizing their enemies.

I’ve already got a sizable force of regular Chaos Marines, so I’ll be using the new, slightly beefier models to build out the Pyre of Tears and to differentiate it from the regular rank and file. This is also a fun opportunity to mix in some nifty Night Lords specific bits in my collection, as you can see in the photos here. I’ve even got an old-school Chaos Lord on a juggernaut to accompany them into battle!

The Pyre of Tears notched an early win in my game last month versus Jim, when they poured out of a Land Raider and absolutely annihilated his Baneblade in two rounds of brutal melee.

Murdoch Dreadmantle, Ascended Champion of Chaos

When the Oath of Midnight drifted into the Caluphel Sector, they made the controversial decision to reawaken Murdoch Dreadmantle, a fearsome champion of Chaos who had been entombed in a Dreadnought sarcophagus since the events surrounding the Feast of the Emperor’s Ascension on Gormis Minor.

His vast hunger for violence had been barely contained during the orgy of destruction on the surface of Gormis Minor. After subduing the blood-mad fighting warrior, Murdoch’s erstwhile brothers had been forced to lash the thrashing champion to the outer hull of their landing craft with heavy chains, where he strained strained and writhed against his bonds even as the Night Lords dusted off and returned to their orbiting strike cruisers. Only the cold kiss of deep space slowed his struggles.

The passage through hard vacuum had brought the Astartes warrior to the brink of death, but Lord Ashmouth had decreed that Murdoch Dreadmantle should be granted the privilege of eternal entombment within one of the legion’s precious Dreadnought armored suits. Once aboard the ship, the comatose warrior was ensconced in his new exoskeleton and placed into stasis. Until now.

With the Caluphel Sector up for grabs like a prized goose, Murdoch Dreadmantle again takes to the battlefield with his brothers. His brush with death has given him a perspective unique to the Night Lords. His blood rage has been replaced by a chilling, implacable hunter’s instinct. He is hate incarnate — the consummate Night Lords warrior.

Epilogue – The Broken Lands

Alex had one last secret to unveil for this month’s campaign update. He revealed that a portion of some long-lost inter-dimensional webway existed unexplored vastness of the Caluphel Sector. What could it contain? Here are some clues…

The vista stretched out toward the horizon — a leaden sky heavy with clouds, ash underfoot, twisted trees struggling to grow. Here and there, the tumbledown ruins of some ancient monument or altar.

The broken stone blocks bore a curious sigil, and Torrigahl Bitterborne knelt in the sterile soil to examine them more closely. His ghastly clawed hands moved almost gently as he brushed aside a layer of ash, revealing a skull relief carved into the surface of the stone monument. The left side of the skull was stained black with soot, and the other half was daubed with ivory. Black and white, equally represented on the grinning visage.

Torrigahl stood. Behind him, a squad of Night Lords fanned out into the ruins, exploring the tumbledown stones, nudging aside bits of rubble with iron-shod boots. The Night Lords had been probing the mysterious webway for nearly three days, and this was the first hint they’d found in the dry, desiccated landscape.

”The two-faced god awaits,” Torrigahl rumbled, pointing to the horizon with his vermillion sword. “Our destiny lies with Malice!”

More to come!

40k Battle Report: Broken Oaths and Shattered Fists

Posted by Comrade on September 6, 2019
Posted in: Posts. Tagged: 40k, caluphel, campaign, club, game night, narrative, sci-fi, wargames. 3 Comments

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The rain hissed down, drenching the ferrocrete rubble and smoking lightly where the weak acid scorched the power armor of the assembled Chaos Space Marines. Chion’s atmosphere was befouled from centuries of careless mining. Now, when the seasonal rains came, they were increasingly acidic. Soon enough, the acidity would increase to the point where the structural integrity of the Imperium’s bulk landers would be compromised, and at that point, Chion would be abandoned to the scavengers who prowled the dark corners of the Occulta Manticora Sub-Sector.

None of that mattered to the Night Lords. Their attention was fixed on their uninvited guest. Torrigahl Bitterborne perched on an outcropping of rubble, his taloned feet hooked deep into the ferrocrete, looking for all the world like a gigantic bird of prey crouching in ambush. The acid rain hissed where it fell upon his ancient, baroque power armor, but merely pebbled on the surface of the daemon prince’s pallid, ice-blue skin. He was swollen, monstrously huge with power, and his armor strained to contain his corrupted bulk.

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Together, Torrigahl and the Night Lords watched the firefight play across the shattered cityscape. Nearly a mile distant, in the ruins of what had once been an ore processing center, a squad of Night Lords was pinned down, exchanging fire with a force of Imperial Guard that seemed to be gaining the upper hand. The blue armored forms of the Heretic Astartes were visible in muzzle flashes and grenade detonations as they fought a desperate close combat duel against the miserable curs of the Corpse-God. They were hemmed in by advancing men and armor, and the vox crackled with pleas of assistance.

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“Shall we move in to assist, Lord Torrigahl?” asked Harcuul, the squad’s leader. His bat-winged helm was emotionless, betraying no hint of his own tactical perspective.

Torrigahl Bitterborne chuckled, the sound rumbling like thunder across the vox network.

“No, lieutenant, we shall not.” The prince of chaos swung his massive horned head around to regard the Night Lords arrayed behind him.

“Squad Edgion had the upper hand in that fight for more than an hour. Before the Imperial armor arrived, they could have slaughtered the handful of infantry that opposed them.”

Torrigahl’s teeth gnashed together, the snapping sound audible even through the Astartes’ helmets.

“But they did not. The moment for slaughter was lost to incompetence on the part of that entire squad. Now, it is they who will be butchered as they pay the price for their ineptitude. No, we shall not intervene, because I do not wish to to suffer their ilk in my warband.”

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Apparently satisfied, Torrigahl swung his head around and resumed watching the skirmish play out in the ruins. The Night Lords behind him exchanged glances, but they were smart enough to avoid voxing any remarks that ran contrary to their new liege’s directive.

Torrigahl Bitterborne had been in command of the Oath of Midnight for less than a year, since the daemon prince had been wrenched through the warp and deposited among the Night Lords as they were raiding in the dusty backwaters of the Caluphel Sector. His arrival had been portended by the warband’s sorcerors, so the assembled Astartes knew a leadership change was imminent. Torrigahl’s ascent had been swift and brutal — the warband’s previous lord had been bested by the daemon prince in single combat and sent packing, lucky to escape with his life — and now the surviving Night Lords were adapting to the casual brutalities of their new leader. Squad Edgion, it seemed, was to pay the butcher’s bill this day.

This little narrative tried to put a sheen of success on one of the most disappointing games of Warhammer 40,000 I’ve ever played! John and I got together last month for a small 50 Power Level game, mainly so we could get some newly painted models onto the table — Tempestus Scions for him, and a new Daemon Prince for me.

Through no fault of our own, we fell victim to the vagaries of narrative gaming. Namely, our scenario (pulled from the rulebook) allowed for the possibility that I wouldn’t be able to deploy my entire army if I whiffed a series of reinforcement rolls at key points during the early turns. In fact, that’s exactly what happened. I rolled four 1’s in a row trying to bring reinforcements onto the table. The bulk of my entire army, including my new daemon prince, remained off-board as John chewed my lone sentry squad to pieces with his massed infantry and armor.

This is the sort of thing that sometimes happens when you don’t play totally balanced, tournament-style games. Sometimes you get soaring epics worthy of commemoration; other times, your army decides to stay on the sidelines.

After the game, as I was gnashing my teeth in frustration and preparing to sell my armies and quit the game, John mentioned that it was obvious that Torrigahl Bitterborne intended for that lone squad of Night Lords to get massacred. Thus was born the narrative intro you read a few moments ago.

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I had been looking for a suitably badass opportunity to introduce Torrigahl Bitterborne into our Caluphel: Eternal War campaign. Having him seize control of the Oath of Midnight warband, then summarily allow the massacre of an incompetent squad, seemed like an introduction worthy of the Night Haunter himself.

My fortunes were redeemed a week later, when my Night Lords acquitted themselves well against Jim’s Imperial Guard tank battalion. Narratively, this game was a pitched battle in the Erigaea Sub-Sector, on one of the many moons of Cantho, the home planet of Jim’s 42nd Auxiliary Armored Fist Battalion. With Torrigahl Bitterborne firmly in control of the Oath of Midnight warband, he was intent on testing the mettle of the Night Lords against the might of the Imperial Guard.

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We used the Open War deck to generate our deployment area and victory conditions, and as it happened, our deployment zones were touching. This meant that I had the opportunity to start the game basically in Jim’s face, threatening close combat by turn two.

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This played to the strengths of the army that I had mustered — Khorne Berzerkers, tricked-out HQ units, backed up by a pair of Helbrutes and my battle-scarred Land Raider. In addition to raw power, I also assembled my army in a much more strategic manner, and I was able to deploy some potent stratagems at key moments throughout the game.

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Despite these advantages, Jim had a lot of beef on his side of the board, and the battle was an absolute slog. The sheer number of gun barrels on that Baneblade was just astounding! We ended up calling the game at the end of the night before we reached a definitive conclusion. The battle was going in my favor, but I can say honestly that Jim could have mustered a comeback with a little luck.

With the results here, it seems that the Night Lords have flushed the Imperial Guard defenders from their garrison on one of Cantho’s moons. (Guess we’ll have to come up with a name for it…) This means that the Erigaea Sub-Sector suddenly has to deal with a bloodthirsty Chaos army on their front porch! Can they exploit this strategic position, or will the forces of the Imperium rally and drive them away?

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So there you have it — two games of 40k with two dramatically different outcomes, woven together to create a (hopefully) cohesive narrative. That’s wargaming at its best, as far as I’m concerned. Who knows where things will go from here? Last I heard, some of the other guys in our club were going to try out the new Apocalypse rules. Maybe we’ll get a battle report from them, too?

Caluphel: Eternal War — The Crusade of Fire

Posted by Comrade on August 5, 2019
Posted in: Posts. Tagged: 40k, army, caluphel, campaign, narrative, sci-fi. Leave a comment

Following the catastrophic defeat of Imperial forces at the battle of Caluphel, and the subsequent retreat of Warmaster Jedhansen’s forces, the Salamanders would withdraw to the Occulta Manticora Sub-Sector to lick their wounds. Losing half their number in the conflict, the Crusade of Fire would now contain only a third of the marines that left Nocturne in mid 111.M42.

Additionally the Crusade was now headless, losing Captain Al’kehere in single combat to a Bloat Drone of Nurgle during the battle. For several months the Crusade would rearm and reassess the situation from within their sub-sector, sending word of their situation to Nocturne and Macragge. During this time, Captain Kalus would take up leadership of the Crusade. Lieutenant Felra was then chosen to be Captain Al’kehere successor. The Crusade of Fire would also go through a full force reorganization to better combat the threats present in Caluphel. The sector would be fortified and geared for full scale support of the Crusade. This was done in the hopes of creating a sub-sector that could support and supply Imperial forces as they pushed into xenos and traitor controlled space.

The Salamanders then decided that their main priority in the fortification of the sub sector would be to retake Broken Phalanx. A relic from the Horus Heresy, the Broken Phalanx was a Ramilies Class Starfort, the perfect tool in assisting the Crusade with locking down the sub-sector. The derelict station was surrounded by a killing field of mines and wrecked Heresy-era warships. Inside the station, the greatest threat to the sub-sector would present itself. Early scouting passes of the station revealed that it was infested by genestealers. While a common sight in derelict ships and space hulks, when final preparations were made to assault the Broken Phalanx it was further discovered that the Genestealers were that of Hive Fleet Tiamat. As long as they lived aboard that station, they acted as a psychic beacon to the rest of the Hive Fleet.

Alas, this fact was discovered too late. A mere week after the cleansing of the station, the first tendrils of  Hive Fleet Tiamat began infiltrating the Eres System. All forces would be withdrawn from the station and sent to reinforce the defenders of the system. Initially their arrival would prove moot, losing colonies, mining stations, and trade stations to Tiamat. While several key victories and the arrival of relief forces led by Warmaster Jedhansen would push the Hive Mind back momentarily, a savage counter attack performed by the xenos would firmly claim three worlds of the system.

Following this phase of combat, the Imperial defenders would then enact exterminatus on the capitol world of the system after discovering a massive genestealer cult on the planet. Rather than commit forces to fight a secondary engagement, Jedhansen would send millions of Imperial citizens to the Emperor’s side. After nine months of conflict in the sub-sector, a valiant last stand would be mounted from the hive moon of Huenus — a final gambit to blunt the tendrils of the hive fleet.

Fortunately for the Crusade, unforeseen allies would soon arrive. Elements from the Raven Guard and Dark Angels chapters of Adeptus Astartes would exit from the Spatium Neferus Subrift. Both forces were en route to war zones elsewhere in the galaxy, but were thrown off course by the tides of the Cicatrix Maledictum. After deliberation between the three chapters and their arrival into an active war zone, both forces would decide to aid in the Crusade of Fire and Warmaster Jedhasen’s defense of Huenus.

The presence of more Astartes would bolster the moral of the human defenders while adding considerably to the pool of forces the defenders could draw from. With the aid of the Raven Guard and Dark Angels, the defenders held the moon for three months. Even with what felt like the full might of the Hive Fleet’s outer tendrils bearing down upon the moon, the combined Astartes and Astra Militarum would hold them back.

Just when the fate of the defenders of Huenus was balanced on a razor’s edge, victory would be achieved. The Swarmlord that led the assault upon the moon was vanquished by the action of a single Salamander sergeant and a melta bomb. After this engagement the forces of Tiamat would seem to withdraw from the moon, preceding a massive psychic scream. Finally, after nearly two years of fighting, the Tyranids’ advance had been halted. Even if for just a moment, even under strange circumstances, even if foreshadowing the greater engagement to come, the respite was welcomed.

The order and prosperity the Crusade of Fire had instilled in the sub-sector was gone, and now once more had to be rebuilt. Furthermore, as the conflict wound down, a garbled distress signal would be received from the Ianthe Sub-sector. All that could be discerned from the communique was a location and the key word “Crusade of Fire.” Now, more than ever, the destiny of the Crusade of Fire was pulled in many directions — all uncertain, and all holding the keys of fate for the Crusade.


War goals: Crusade of Fire

The Salamanders have three different war goals following the battle of Huenus. The first is to push Hive Fleet Tiamat out of the Eres system and fully reclaim the system. Their second war goal is to bring Broken Phalanx back online to be used as a mobile fortress monastery for all Astartes in the Sector. Their third and final war goal is to answer the distress call from the Ianthe Sub-Sector and to get to the bottom of the situation. With these objectives complete, the Crusade of Fire along with Warmaster Jedhansen, will have a secure forward operating base to fully pursue the pacification and exploration of the Caluphel Sector.

40k Battle Report: Bugs in the Wire

Posted by Comrade on August 4, 2019
Posted in: Posts. Tagged: 40k, caluphel, campaign, chaos, club, game night, sci-fi, warhammer. Leave a comment

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Firebase Tecmeda 12-Magenta was a typical Imperial forward operating position, one of dozens sprinkled across the vastness of the Halla Abandonment. From here, the Imperial defenders in the Ianthe Sub-Sector clung to a narrow toehold on the planet Tecmeda, struggling to fortify their desperate position even as chaos threatened to consume the sub-sector.

Firebase 12-Magenta was manned by elements of the Salamanders Space Marine Chapter, alongside newly mustered reinforcements from the Forgotten Sons Chapter. Their thinly held lines were about to be tested by a fearsome alliance of Tyranids and Chaos Space Marines…

We had six (!) players for game night last week. While Jim and Lawrence learned the ropes in a game of Kill Team, Paul and I teamed up to probe the defenses of Firebase 12-Magenta, which was defended by Alex (Salamanders) and Vince (Forgotten Sons). We played the Vanguard Assault scenario from the Shadowspear mini-rulebook, with my Night Lords and Paul’s Tyranids as unlikely allies on the attack.

The scenario was focused on my Night Lords attempting to seize some computer cores from Firebase 12-Magenta, taking advantage of an unexpected attack by an advance element of Hive Fleet Tiamat as a useful diversion. Basically, the bugs were attacking already, so the Night Lords decided to muster a raiding party to see if they could pull off an extraction.

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As it turned out, the game was a bit of a bloodbath for the attackers. I hadn’t built my army with much of a strategy … true to form, I mostly just wanted to get some of my newly painted models onto the table. (Stop me if you’ve heard this story before.) So I brought a couple squads of Raptors led by Haarken Worldclaimer (in his original Night Lords livery, before he wore the black of the Black Legion) plus an assortment of other stuff, not really much of an army with a strategy. I didn’t end up with a lot of Command Points to spend, either, which put me at a major disadvantage, as the Command Point economy is a big part of gameplay in the current edition of 40k.

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The scenario gave the defenders some pretty potent abilities ⁠— namely, the Reinforcements Requested stratagem, which allowed the defenders to spend 2 Command Points to respawn a unit that had been destroyed. The reinforcements had to be placed entirely within their deployment zone, but that was hardly a hindrance, because their deployment was a full half of the table!

The game got underway with Paul storming into the wire with his Tyranid swarms. The small dome-shaped generator below is one of the two objectives for this game (the other being a computer terminal located deep inside enemy lines).

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Paul’s advance included his new Swarmlord, a figure that turned out to be a real beatstick in this game. Between the genestealers and the Swarmlord, he absolutely slaughtered the entire front line of the Imperial defenders. Meanwhile, we both plinked away at the approaching Leviathan dreadnought. We were rightly terrified of that beast and its many, many horrifying weapons.

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My fortunes went awry when my Rhino was blown up, spilling out a five-man squad of Berzerkers (represented by a handful of new Shadowspear Chaos Marines) as well as a Dark Apostle and an Exalted Champion. This particular combination of dudes represents a world of hurt in close combat, which made it extra sad when they were shot to pieces as they rushed toward the Salamanders.

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Brief rant: I’ve come to the realization that close combat exists solely to fuel cover art for books and game boxes. Melee in the current edition of 40k is fool’s errand. Ranged combat is so much more effective to the point where it’s almost silly. I’m a lore-inspired player, so I’ll always include some dudes with swords in my sci-fi army, but it’s a mostly hopeless proposition. The new Shock Assault rule (see below) that Games Workshop released for Space Marine armies (including Chaos!) will help, but ultimately it seems that melee is a loser in virtually every scenario.

shock assault

Anyway, back to the game and my string of ill-advised melee assaults. In what was probably my last tactical play of the game (before the attackers were overtaken by events), I dropped two squads of Raptors and Haarken Worldclaimer into the backfield to engage Alex’s Devastators and Primaris Marines.

IMG_20190727_214813.jpg

Despite shooting and assaulting over two turns, the best I managed to do was inflict 3 wounds on his captain (who then killed Haarken) and 1 wound on a Primaris Marine. Ugh! Primaris Marines are very, very resilient, and Raptors are (sadly) very, very bad at melee. I bemoaned this on a few of my Chaos 40k forums and got some advice about how to use Raptors. (The #1 suggestion from everyone was “Don’t use Raptors!” but I can’t take that advice because I love them and they’re a very lore-inspired fit for Night Lords, so I’ll be angling for a strategy that uses them in some capacity.)

Paul managed much better than me, and at one point his Swarmlord was carving a swathe through the defenders. Here he is clearing a path to the computer terminal (the other objective). That Primaris dude better finish up his ATM transaction, quick!

IMG_20190727_211049.jpg

Alas, it was at this point that Alex and Vince started using their respawn ability to bring back all sorts of stuff, starting with that Leviathan dreadnought that we had just spent so much time and effort destroying. Seeing it waltz back onto the battlefield was really demoralizing! Paul and I collectively realized that there was really no way we could achieve victory in this particular scenario.

In retrospect, we agreed that we should have tried to decimate but not entirely destroy some units. Killing all but one or two marines in squad, for example, would keep it on the table and prevent the defenders from respawning it later in the game. That strategy requires some real finesse to pull off, though, it seems a bit at odds with the glorious brutality of a Tyranid-Night Lords team-up. So maybe it’s for the best that we just plowed ahead and did our thing.

Afterward, I took stock of my collection of Night Lords figures and assessed some weaknesses. I need a few more basic marines to ensure that I can reasonably fill out a battalion detachment so I can gain some of those all-important Command Points. So this week I’ve been painting up some not-very-exciting figures (basic marines with bolters and heavy weapons) to augment my existing core of troops.

Lastly, the outcome of this scenario meant that my Night Lords will need to make one more raid into the Halla Abandonment to achieve their ultimate goal. Who can say what they will discover in this benighted expanse of space? Stay tuned for more!

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