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Unas the slayer

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Jan 1, 2017
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APOCALYPSE TIME!

Every once in a while, we organize a 40k mini-apocalypse narrative game, beer & pretzel style.
This round the theme was “A bunch of Xenos”

2 Imperium players (both Space Wolves) – 2550 + 2550 pts
Vs
3 xeno players (Necrons, DE, Orks) – 1700 pts each.

BG:
Xanadu once was an industrial world, part of a small imperial system. Now the world lies in ruins. Ancient machineries are covered by desert’s dust. The perfect place for a secret meeting: the Necron Lord Trazyn (famous collector) and the Drukhari lord Drazhar are discussing some trade, along with their retinue.

Suddenly, a massive Space Wolves force arrives. They are answering a distress call from Xanadu’s governor. Yes, the call is 2 centuries old and yes, the described attackers are not at all the ones that are right now on the planet, but who cares? This is an imperial world and those are filthy xenos. It’s time to purge!

Special rules:

Imperial forces, tnx to their surprise attack, will go first.

Necrons and DE are massively outnumbered (5100 pts vs 3400), but there is Trazyn, and this dude never leaves home without some stasis cubes that store some of the less valuable pieces of his collection.

So, starting from xeno’s turn, Trazyn will free his “reinforcements”: 1700 pts of orks, that will be deployed near Trazyn himself, as if they disembark from a transport (so, within 3” + move)



The battlefield (almost) completed: the terrains with white dices are obscuring.

Battlefield 1.jpg


Battlefield 2.jpg

Battlefield 3.jpg




The xeno generals are having a nice chat, unaware of what's coming in their way...

IMG-20220320-WA0003.jpg


...and suddenly... BAM! a barbarian horde arrives!

Set-up 3.jpg

Set-up 1.jpg

Set-up 2.jpg
 

Unas the slayer

Moderator
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Jan 1, 2017
1,492
Northern Italy
The space wolves have a large number of infantry, able to flood the battlefield. As bigger models they have just a couple of dreddy and a Land Raider.
they open fire but the obscuring terrains limit severely their offensive power. However this doesn't stop them to advance and threaten the whole battlefield.

Our reaction is immediate.

On my flank i send a buffed horde of scarabs, supported by destroyers, wiping a bike unit

Hold them 1.jpg


all in all, our plan is simple: we need to hold them back, letting their heavy meleers crush on disposable advanced units, to buy time to score primary points and soften them with necrons and DE shooting.
to support this plan, the fastest units crush the frontline of space marines.

Hold them 2.jpg

Hold them 3.jpg



The plan works: the advanced xeno units crumble but manage to slow the main advance.
But a new threat emerges: deep strikes behind our lines!

Deep strike 2.jpg
 

Unas the slayer

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Jan 1, 2017
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we manage to secure the rear, and while Darke Eldar storm the right flank, the orks arrives with all their waaagh!
60 Boyz push hard in the middle!


IMG-20220320-WA0019.jpg



...while a new unit of scarabs locks in combat the hellblasters, severely hampering the marines firepower on the necrons' flank!

20220320_154039.jpg




the xeno alliance is holding the line and is slowly gaining victory points, but in the center of the battlefield is a carnage. The elite of the space wolves slowly but surely crush 2 units of orks and also some drukhari, albeit suffering heavy losses, and new reinforcements arrives in deep strike!

IMG-20220320-WA0016.jpg

IMG-20220320-WA0015.jpg

Deep strike 1.jpg
 

Unas the slayer

Moderator
Staff member
Jan 1, 2017
1,492
Northern Italy
LEFT FLANK: on the Necrons's side, albeit a successful wolves' charge that wiped some troops, the destroyers are fully operative and exact a heavy toll on the marines, while the third unit of scarabs locks also the eradicators in melee, basically silencing the most dangerous shooting on the left flank.
The necrons firepower is free to act and demolishes the attaking humans and the robots take the field.

CENTER AND RIGHT: The orks have been basically wiped away. Only 5 boyz and a couple of heroes remain... the drukhari still have a handful of troops, nothing really threatening, but the space volwes have no more melee power to take and hold the middle. Everything has been decimated in the killing field.
The victory is in the hand of Xenos, and while the wolves retreat, there's still the time for a final showdown: Drazhar and a wolves' general meet in a duel!

20220320_182050.jpg

...and with a couple of remaining wounds, the drukhari is the one that remains alive.

Four rounds of ferocious battle, for an amazing (and very fun) game.
 

Unas the slayer

Moderator
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Jan 1, 2017
1,492
Northern Italy
APOCALYPSE "UNEXPECTED DEFENDERS"

Imperial Guards + Genestealer cults = 2550 + 2550 pts
Vs
Death Guards + CSM + Chaos Knights = 1700 + 1700 + 1700 pts


- Background

Cadia was rumored to be under attack.
All the Proxima III Imperial Guard Command knew, was that the Eye was bright as never before, that the raids had intensified, and that reinforcements were not available. The imperial Commander watched the dark horizon, beyond the fortifications of the IV Base of the Imperial Claw West Sector. He could hear the rattle of the approaching enemy war machines. He could also feel the vibrations of the underground… from the underground hangars, the most valuable vehicles of the Guard were transferred to the internal defense line. Resources were limited and it made no sense to disperse them to defend too broad a front.
His company had been ordered to slow down the enemy and protect the entrances to the hangars. He was under no illusions… he peered into the dark and saw some shapes move stealthily… the nameless workers, the servants who worked, suffered and died incessantly in the labyrinth of dungeons to keep the gigantic buried infrastructure operational.
It seemed they were organizing themselves into some kind of militia to participate in the defense. Of course the poor outcasts would have died together with the base, but perhaps in the dark they could have fooled the Chaotics to waste a few hits on them.
By the light of some torches, the Commander could see the workers almost clearly. Some had misshapen faces and 3 arms. Probably sanctioned heavy-duty mutants, like the Ogryns. They were equipping construction vehicles with modified armor and drill rigs. In the darkness they seemed almost threatening.


The commanders of the Legions of Chaos were in a hurry. The rush was due to 2 good reasons. Both the orbital data and the advanced raiders had indicated that the imperial defenses were inadequate ... Outnumbered troops and tanks, no astartes and a handful of militiamen. An easy massacre was one of the greatest joys: even if they wanted to, they couldn't hold back the troops that craved killing. The commanders themselves couldn't wait to have the loyalists reunite with their corpse-god.
The second reason was that they too had orders, and they were very clear. Strike immediately, enter the bunkers shielded from orbital bombing, prevent the fugitives from rejoining the innermost defenses and create problems for subsequent fights. And disregarding these orders would have had only one consequence ...



SPECIAL RULES:
there are 2 different kind of primary objectives: 5 are regular ones, 3 are the entrances to the subterranean levels (and they give different amount of points)
 

Unas the slayer

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Jan 1, 2017
1,492
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TURN 1 - CHAOS

the whole "allied" army (leaving aside a couple of units in reserve) moves forward to grab a hold of the middleboard and starts shooting.
Due to how GSC works, there are very few units on the battlefield (in line of sight) and so we exact a heavy toll on the Guards.
Exploiting the cover and the LoS, the imperial player manages to salvage his most precious damage dealers, but many lesser vehicles are gone for good, letting the knights accumulate secondary VPs.

05-Chaos advancing.jpg


06-Chaos advancing.jpg


Shot 2.jpg




IMPERIAL TURN

the counterpunch is solid.
the tank commanders are going to strike...

07-Imperial counterpunch.jpg

the imperial shooting, paired by the first wave of genestealers' meleers, open some holes in the Chaotic line.
The despoiler and 2 wardogs are no more, the center is recaptured, and also on the wings we suffer some loss (a helbrute and a venomcrawler)

08-Imperial counterpunch.jpg
 
Last edited:

Unas the slayer

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Jan 1, 2017
1,492
Northern Italy
2ND CHAOS TURN

We grind them down.
What is clear now, is that the "imperial" forces, probably faithful to the lore, didn't spoke too much between themselves.
THe Guards are just being guards, and the genestealers wait the right moment to appear and strike.

The obvious consequence is that we have still a good firepower, and the main target is the astra militarum. A Wardog is the first one that breaks into the rearline of defense!
When we've done, the IG players sits on a few hundred points of survived stuff, while the GSC player still have his force almost intact.

09-Chaos pushes.jpg

10-Chaos pushes.jpg




IMPERIAL TURN.

It's (finally) GSC time!
a swarm of hungry (and angry) monster comes out from their tunnels and shatters our frontline, supported by the remnants of the IG.
The Tyrant and a wardog fall, a DG daemon prince is killed, another venomcrawler, the second helbrute, the defiler...

the Chaos knights (as force) are shred to pieces, the CSM suffer, the DG is almost full on.

we suffer the hit but we don't crumble: our opponents weren't able to coordinate their efforts.



3-4th TURN

with 2 terminator squads and a spyker coming from deep strike in the rearlines, a shooting wardog, a couple of demon princes still active and 1500 pts of DG still rolling at full health, we manage to grind the GSC to a halt.

11-Chaos holds.jpg


my last wardog explodes, but it doesn't matter: we are almost on par on the secondaries, but the primariy points give us a solid lead.


CHAOS WINS!
 
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Raven Torrid

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Sep 3, 2011
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Nice one, good too see some DG out in action. 🙂 How did the Plagueburst Crawlers fare, with the targeting change/nerf?
 

Unas the slayer

Moderator
Staff member
Jan 1, 2017
1,492
Northern Italy
Nice one, good too see some DG out in action. 🙂 How did the Plagueburst Crawlers fare, with the targeting change/nerf?

they were not that great, but in this scenario we forced our opponents to exchange hits with the knights and the much more aggressive CSM, so they were left untouched.
And 3 crawlers that are completely free to act during the whole game... you feel them.
in a more standard game, it would be different.

But anyway, with armor of contempt, DG is truly a tough nut to crack. it took time and efforts only to remove 3 Deathshrouds termi sitting on an obj.
 

Unas the slayer

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Jan 1, 2017
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Not a real Batrep, mind you...

The Necrons took back a world that was colonized by an inferior race.
THe Black Templars strongly disagree.

The Necrons are holding back the puny humans, halting their advance at the center of the board, with a wise use of the ghost arks on both sides.

Necrons v BT 1.jpg

while the Night Scythe drops 10 Lichguards in their backline!

Necrons v BT 2.jpg


Alas, we were forced to stop the game after T3.
I was slightly ahead, but it was a game really balanced.
 

Unas the slayer

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Jan 1, 2017
1,492
Northern Italy
APOCALYPSE - GREEN INFERNO

Background (short version)

Mortarion and the death guard attacked a deadly world, conquered it and now are making experimentation into the deadly jungles, already ripe with diseases , toxins and poisoned beasts.
The world was also a target for the Necrons, to set-up their web of Blackstone Pylons: the presence of the chaos was to be erased, to enact the Silent King's Plan.

a titanic clash ensues, the two forces are fightning since months... so they paid little attention to the increasing warnings, before it was too late.
A massive tyranid invasion force is upon them, and now the communications are too disturbed to be teleported away from the doomed world.

Necrons and DG have just one chance: to activate the most powerful stellar transmitter on the planet, located on a mountain, and hope the signal will be strong enough to escape.

So here we are: a mountain encircled by jungles, the last stand and escape route for the "allied enemies", forced do join their forces to escape annihilation

(a couple of house rules: the jungle is so dense that if a line passes through 2 foressts, it blocks LoS; when a unit enters a forest there is a chance they will stumble on a deadly swarm of venomous beasts... nothing serious, just to add some fun)

BATTLEFIELD

0_battlefield 1.jpg

0_battlefield 2.jpg

0_battlefield 3.jpg


SET-UP

5.000 pts vs 5.000 pts.

THe tyranids are very aggressive and deploy a line of genestealers in front of our door.
The DG places 3 termies squads with character in reserve. almost 1000 pts


0_Setup 1.jpg

0_Setup 2.jpg

0_Setup 3.jpg

0_Setup 4.jpg


(a short batrep will follow)
 

Unas the slayer

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Jan 1, 2017
1,492
Northern Italy
TURN 1


The big bet of the nids players paid off. They won the roll for initiative and they are free to attack before we can blast their advanced line of genestealers.

We manage to hold the line: the cultists are ripped away but the poxwalkers are tougher... and the necrons warriors manage sto score an amazing overwatch fire (supported by a stratagem to autowound on 6s) and wipe a unit of stealers before they impact.
The shooting by the exocrine inflicts 6 wound on Mortarion

1_nids 1.jpg

On the other side, things go even better: the shooting by the two tyrannofexes is completely ineffective, and the flyrant manages to fail a (rerolled) 6" charge!

1_nids 2.jpg



We counterattack!:
hexocrine brought to 1 wound remaining, 1 tyrannofex killed, necron warriors and lichguards pass to the offensive...

1_noi 1.jpg

and Mortarion goes in combat with the flyrant!!! (both of them will survive)

Morty vs Flyrant.jpg
 

Unas the slayer

Moderator
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Jan 1, 2017
1,492
Northern Italy
TURN 2

during the nids turn, chaos ensues!
the hordes swarm through our defences.
Reinforcements arrive from the deep and some key units (destroyers and Mortarion) will be killed

2_nids 1.jpg


...but 3 units of DG termies are on the way, and the lichguards and the Seraptek enter the fray

2_noi 1.jpg


TURN 3-4

It's an ABSOLUTE CARNAGE

3-1.jpg


we slowly consolidate one flank...

3-2.jpg


...but we are losing ground on the other one.

3-3.jpg


We call it at the end of T4.


looking at primary points, we are more or less on par, with a slightly advantage for the DG+Necrons
the secondary obj dedicated to the allegiances are a solid advantage for the Nids.
but the secondary obj selected by each army give DG and Necrons the lead, for a final score of 60 to 49
 

Unas the slayer

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Jan 1, 2017
1,492
Northern Italy
APOCALYPSE - OCTARIUS

Background (official GW)

At the end of the 41st millennium, the Leviathan biofleet was threatening the Empire. The inquisitor Kryptman managed to divert the bio-fleet towards the Octarius system, home to an Ork empire. Unfortunately this has not solved the problem but has only postponed it: Orks and Nids have been waging a monstrous war for centuries and this is of no small concern for the Empire ... both contenders are simply strengthening and, whoever comes out victorious, will represent the worst threat ever faced by the Empire. the solution adopted is to wait and prepare: the inquisitor Sahansun is the inventor and the commander in charge of the "Cordon Impenetra", a kind of defense line around the Octarius system, composed of battle stations, war fleets and a series of key-planets, transformed into fortress worlds. Among the forces at Sahansun's disposal are countless Imperial Guard regiments, nearly 30 chapters of Astartes (including companies of Ultramarines and Black Templars), as well as several Orders of Sisters, entire houses of Imperial Knights, Titanic legions and incalculable resources... but no one knows if the "Cordon Impenetra" will be able to hold up when it will be put to the test ...

Background for the game

It is not clear whether the Tyranids arrived chased by the orcs or vice versa, but one thing is certain: the world of Veredix is undergoing the onslaught of both forces, which have interrupted their clash…. Tyranids probably need to diversify biomass, while Orks certainly need to raid material that the Tyranids obviously don't possess. Veredix's defenses are falling one by one, but the world is not doomed yet, because it is part of the Cordon Impenetra. And Sahansun has decreed that it must be held, and that is why the defenders of this world are about to receive help that, maybe, can turn the tide of battle.


BATTLEFIELD

0_battlefield 1.jpg 0_battlefield 2.jpg
 

Unas the slayer

Moderator
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Jan 1, 2017
1,492
Northern Italy
THE LISTS and SET-UP

2v2, 5000 pts each side.

Xeno:
nids (a swarmlord with guards, then a selection of warriors, zoantropes, hive guards, hexocrine, mawloc, trigon...),
Orks (many boyz and vehicles)

Imperium:
my friend, 2500 pts of Black Templars, including Helbrecht and Grimaldus
Me: 500 pts of guards (the defenders of the planet, tank commander, leman russ, 2x10 guards)... and a special renforcement gift from sahansun: a Titan Warhound.

0_setup 1.jpg 0_setup 2.jpg 0_setup 3.jpg 0_setup 4.jpg 0_setup 5.jpg



The guy that plays tyranids is terrified by the Titan's presence (that's kinda the wanted effect of my psychological warfare), despite the fact that is a model incredibly overcosted for what it really does on the table.
Anyway, despite the fact that he's got the king of 40k melee (the swarmlord, that could deliver almost 30 wounds to the titan in one turn), a squad of 6 zoanthropes, an exocrine and what else, declares that he cannot deal with the Titan and ask for help to the ork player, that sends a detachment to face the warhound...

0_setup 6.jpg
 

Unas the slayer

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Jan 1, 2017
1,492
Northern Italy
The battlefield is perfectly symmetric, 2 obj in each deployment zone and 3 in the center. No attacker / defender.

the nids players places 10 genestealers and a broodlord at 9" from us, hoping to seize the iniziative... a thing the xeno are able to do!


now, since the very beginning, things begin to go downhill for the xeno.

On paper its all works nicely: the detachment of orks take control of a central obj and starts to put pressure on our right, while the dakkajet position itself to hurt the templars...
1_1.jpg


Harpies take control of the obj on the platform, genestealers wipe a guard unit threatening one or our main obj and the ork bikes take the third central obj

1_2.jpg


However, lots of errors were made, mostly by nids

the genestealers could have charged a unit of obliterators, instead they picked 10 guardsmen.
the exocrine, despite its superior range, moved into the range of a unit of eradicators... wthout even shooting at them.
The swarmlord, placed far in the backline, moved without still knowing where to point at.

All in all, a weak start.

we obviously counterattack. My punisher tank commander wipes the genestealers, my 2nd tank and the 2 eradicators squads exact a toll on orks and nids (killed the exocrine), the titan and a dreddy push to the right, black templars go against the orks on the left.
My titan goes with full weapons (8d6 shots by inferno guns) on the Zoanthropes... 19 saves 4++, my opponent manages to roll 13 of them, and so only 3 bugs are killed.

1_3.jpg

1_4.jpg




The second turn sees again poor tactical choices.

nids push toward our right flank, however the targets for the following successful triple charges are secondary troops and primaris "screens".
The zoanthropes cast their supersmite on the black templars... dudes with a 50% chance of negating the effect and that anyway can count on a 5+ ward vs MWs.
The Swarmlord, despite its move 9", due to a bad placement and shy movement, does nothing.
the orks manage to bring the titan to 38 wounds, missing it's braket by a single wound, but he finds himself in inferiority on our left side.... and the failed deep strike + charge didn't helped.

2_1.jpg

2_2.jpg





in our 2nd turn and in the 3rd, with all of our forces basically incact, we simply devastate the xenos.
Our antitank units are fully operational and demolish the orks machines.
Our BT meleers take full control of the left side and of the center, my titan takes one of their rear obj.
my commander and the BT heroes in the rear deal with anything there was in our backlines

3_1.jpg

3_2.jpg

Savior.jpg





It's a landslide. At the end of the 3rd round we control 6 objectives on 7.
the nids (with the secondary obj of kill'em all) managed to score 42 wounds... and 10 were on guards and 20 on intercessors.
THe nids scored 6 points for their secondary objective, orks only 4.
The guards + titan alone scored 20 points of secondary, and the BT 22.

It was embarassingly one-sided... the orks army was unable to face the BT and the Nids player did a crapton of tactical mistakes. The swarmlord in 3 turns did NOTHING. he just failed a 8" charge in the 3rd round, and against 2 dudes with no importance.
A pity, because with some awareness it could have been a victory for the xeno, as the battlefield was large, they had the numbers and the speed, while we were stuck with few elite models and few key units with inferior shooting range


IMPERIUM VICTORY!
THE CORDON IMPENETRA HOLDS!​
 

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