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Showing posts with label Battle in the Eye of Terror Mission. Show all posts
Showing posts with label Battle in the Eye of Terror Mission. Show all posts

Tuesday, July 21, 2015

Greg Swanson's BikeStar Chicago RTT Batreps

Played in approximately twenty person tournament over the weekend run by Alan Bajramovic (otherwise know as Alan Pajama Pants). It was at Everything Games in Buffalo Grove Illinois. Alan had come up with some unique missions where instead of gaining points for everything you do you add negative points to your opponents score and the one with the least negative points wins. Also you are presented with a choice of missions, there are two primary you can choose from and two secondary. Another twist on the missions was that it had first strike whether than first blood, where both opponents can get this if you kill something in the first turn. The full tournament post canbe found at the AWC site. The missions are here:
https://drive.google.com/file/d/0B5T-PBqSuzEoV2tORS1Kd0steDQ/view?usp=sharing

You could have unlimited sources and anything that was 40K approved from Forge World including titans. (As a matter of fact the last tourney was won by a Chaos Warhound). I took an army composed of a Dark Angel Ravenwing Strike Force, an Iron Hands Librarius Conclave and an Imperial Knight Errant. The list is as follows:

Sammael
Ravenwing Command Squad 6 Knights, apoth, champ, banner, grenade launcher
6 Black Knights, 1 grenade launcher
4 Ravenwing Bikers 2 Gravguns, 1 Combi Grav
3 One man multimelta attack bike squads
Dark Shroud w/heavy bolter

3 Level 2 Librarians on Bikes all w/auspex & melta bombs, one of each force weapon (1 staff, 1 axe, 1 sword) so I could tell them apart

Knight Errant w/stubber

Game 1
The first game was against Curtis Kaminski an Eldar/Dark Eldar player with two CADS.
Dark Eldar
Succubus w/portal and other stuff
Warriors w/blaster in raider w/dark lance
Warriors w/blaster in venom w/splinter cannons
Razorwing w/2 dark lances and 4 monoscythe missiles
Tanatalus w/bunch of stuff

Eldar
Farseer
5 Wraithguard w/cannons
5 Dire avengers in wave serpent w/eml
10 guardians w/eml
Hemlock wraith fighter
Wraith knight w/shield and sword

He had a couple of shrieks and hallucination and some other powers but no fortune
I have Invis, hallucination, shriek on one, perfect timing, forewarning and prescience on another, and the last has dominate mental fortitude and shriek.

The mission is dawn of war deployment. We both choose control objectives, there is one in my deployment zone one in his and one in the center of the board. We both choose hold the center too. He goes first sets up the wraith knight and the guardians in some ruins to my right and the dire avengers in the wave serpent to the left. Everything else is either flying on or deep striking. I set up so I can scout forward and get everything in range of the wraith knight first turn and send the attack bikes and talon to get the wave serpent. His first turn he shuffles around taking some pot shots doing nothing. My first turn I cast invis on the command squad and prescience on the grav squad and go to town. With all the shooting I do 2 wounds to the wraithknight and two hull points to the wave serpent. His turn two everything but the hemlock comes on. I learn a very harsh lesson. The tantalus is so big that it falls with in two facings of the knight thus denying me my shield one wraith guard six later my knight is dead and two of my command squad with it. The wraith knight kills the grav squad but taking two wounds in the process (go go grim resolve). He walks the mono scythe blasts on to my dark shroud who in another lesson learned I had moved to close to an attack bike. In my turn the black knights are able to finish off the wraith knight, the command squad makes short work of the tantalus and the black knights and the command squad would make short work of the farseer and succubus and wraith guard. The attack bikes then rolled through the wave serpent dire avengers and guardians taking a wound each on two and losing one completely. I would wipe everything out but his two fighters and control all the objectives and hold the center. I won -6 to -29.

Game 2
The second game is against Alan himself playing his BAO winning list. He is playing the ringer in the tournament. The mission for him is kill three of my units – the attack bikes. Mine is hold the relic. His list is
Fateweaver
D thirster w/gifts he gets (reroll invuls and armor bane/flesh bane + axe of khorne)
2 units of horrors
Prince w/Grimoire

Belakor
10 cultists
Heldrake
Bastion

The mission is hammer and anvil. The game was quick and bloody it ended with the command squad dying on the relic to a one wound prince and a few daemonettes with Fateweaver flying around. One of the highlights was the invisible knight stomping the D thirster(who had a 2+ rerollable invulnerable save) out of existence in my turn one. Another was the black knights snap firing the heldrake out of the air. The turn that lost it for me was when I gambled with the attack bikes. I sent three of them to kill the unit of daemonettes that would cost me the game. I moved into cover and shot them with all three not killing a single one with 9 shots. Then I had baited them to charge me knowing I had grim resolve and would go first for being in cover. I killed three and the other seven preceded to rend me out fo existence giving Alan his primary and eventually those daemonettes would help finish off my command squad. A crushing loss -28 to -9.

Game 3
The last game was against Mitch Tucker another of the Chicago Kamikazes. He was playing an Army with an Eldar CAD, Windrider Host and a Revenant. His list was:

Eldar CAD
Autarch on Bike
2 x 3 Windriders w/one scatter laser
Revenant Titan

Windrider Host
Farseer on Bike
Warlock on Bike
3 x 3 Windriders w/three scatter lasers
Vyper w/scatter laser
Wraith Knight w/shield and sword

The mission was hold 4 objectives with a catch. If you controlled one of the other two objectives that did not count for scoring you could casue the other objectives to blow up with a strength 8 ap 2 large blast that ignores cover. The secondary for both of us was modified killed points. The deployment was corners and I went first. He deployed the two lords of war and reserved everything else. I scouted to keep the revenant hemmed in. I was able to take a few hull points off of the revenant and a few wounds on the wraith knight. I was also able to invis the command squad and fortune the black knights. His turn was very poor putting a few wounds on attack bikes and killing a random bike with shooting. He charged the Black Knights with the wraith knight and I was able to put a few more wounds on the wraith knight and survive the stomping. I was able to hit and run and next turn finish off both the wraith knight and the revenant between shooting and combat. The rest of the game was just running down bikes. I was able to table him by turn six. I won -6 to -38.

All in all it was a fun tourney. I learned a few things. The librarius conclave is awesome. It pretty much guaranteed me at least two powers a turn and with six rolls I was able to get at least one invisibility in each game. However I only usually get off two powers a turn because that is all I can cast with the conclave. The iron hands trait is awesome as it allows me to make FNP rolls on a 4+. I finished near the top with a – 40. I didn’t stay around for the results and they haven’t been posted yet but the leader I believe had -31. So over all I think the list performed well.

Saturday, December 15, 2012

Khorne vs Chaos

This weekend is the one day campaign for the Battle in the Eye of Terror. Expect to see some batreps with lots of pictures. Blood for the Blood God and all that rot.

Yeah.

Friday, November 30, 2012

Battle in the Eye of Terror • 3rd Chaos Mission


BRIDGE OF SIGHS

This is the third and final mission for a one day campaign that takes place in the Eye of Terror. Whichever player accumulates the most battle points total over the course of all three missions claims control of a pristine planet located in the very center of the Eye. The warp is very strong but also fickle and favors no one.

Note
These missions are only for Chaos armies (Chaos Daemons and Chaos Space Marines) - no other armies are allowed, not even as allies.

Background
The Bridge of Sighs is located along the very equator of a northern province on the main continent of the planet. The bridge was forged by the four Gods of Chaos from the many skulls and bones of slain enemies that fought on either side of the molten river that flows beneath it. It passes over the Rio Diablo and connects the New Prison to the sacrificial chambers in the Prince's Palace.


The view from the Bridge of Sighs was the last view of the former capital city palace that convicts gathered from across the entire galaxy saw before their imprisonment. The bridge name comes from the suggestion that prisoners would sigh at their final view of the once beautiful palace before being taken down to the underground containment cells. In reality all of the summary sacrifices were over by the time the bridge was completed and the cells underneath the palace were occupied by hundreds of thousands of crazed convicts. In addition, little could be seen from the bridge due to the vast towering gouts of burning ash belched out from the swollen burning river.

A local legend says that the last of the convicts revolted, lead by the fifth Chaos God Malal, erupting from the Bridge Of Sighs to lay waste to the entire city in one gruesome act of final revenge. The bridge collapsed under the sheer weight of bodies claiming their death as well.

Every other 10,000 years the bridge re-appears at sunset and the reanimated forces of Chaos assemble on either side to fight to the death for their dark Gods again (Night Fight is in effect the entire game).


PRIMARY OBJECTIVE
Place a bridge in the center of the table with a river flowing from one end to the other underneath it. Whomever controls the bridge at the end of the game wins. Keep playing turns (after the sixth turn if necessary) until only one army has control... Even if it comes down to the very last model. The bridge is worth 10 battle points.

The River Goliath
The ancient river is a vast daemonic entity created from the very souls of the last convicts that fell into it after the bridge collapsed. Nothing can cross the river by any means - except by crossing the Bridge of Sighs. Note that one of the Warlord Traits listed below is the one and only exception.


SECONDARY OBJECTIVES
None.

DEPLOYMENT
Dawn of War

- Special Rules -
• Units on either side of the bridge always count as having Stealth and are Shrouded as well.
• Psychic tests are not necessary.
• Daemonic units must deploy normally.
• All units are Fearless and gain Counter Attack while on the bridge.


CHAOS BOONS
If a unit destroys an enemy unit immediately roll on the following table (d3):

1 - The unit gains +1S and Rending.
2 - The unit returns to full strength.
3 - The unit enters Stasis for one entire turn - they are immobile and count as impassable terrain. If the unit is located on the bridge place them on their side the minimum distance necessary so that all other units can move onto the bridge. Once they leave stasis they count as being Slow and Purposeful and move as if in difficult terrain for the next turn.

Note there is only ever at most one roll for any unit on the table above even if a unit destroys multiple enemy units.

CHAOS ICONS
Select one that you chose from either of the first two missions. On a roll of 2 on 2d6 the icon has no effect the entire game. On a roll of 12 the unit with the icon also gains Move through Cover.


WARLORD TRAITS (d3)
1-  The Warlord gains +2W at the start of the game and has Endurance.
2 - The Warlord and any unit it joins can deep strike anywhere on the table at the start of that player's turn. If they land on the opponent's side of the bridge each model suffers a S6 AP - hit (Shred, Soul Blaze), they always scatter, are Blinded and are lost to the warp if they mishap that turn.
3 - The Warlord and any unit it joins gains Night Vision.

NUMBER OF TURNS
There are six turns - then continue to play another turn until only one army controls the bridge at the end of that turn. Any and all units can hold the bridge.

Thursday, November 29, 2012

Battle in the Eye of Terror - 2nd Chaos Mission


DAEMON WORLD

The battle takes place on a pristine maiden world located in the center of the Eye of Terror. The Warp is very strong here.

Special Rules
- Psychic tests are not necessary
- Daemon units can deploy normally
- All units are Fearless
- Any HQ with 3+ wounds have Eternal Warrior, those with less gain +1W
- An number of units can be placed in reserve prior to the start of the game and d3 + 1 units can be redeployed up to d6" before the start of the game (within their own deployment zone)

Deployment
Vanguard Strike

Primary Objectives
There are three objective markers. One is placed at the center of the table and the other two are placed 18" on either side along the center line. The central objective marker is worth 4 battle points and the other two are worth 2 battle points each.

Secondary Objectives
First Blood, Slay the Warlord, Line Breaker (1 battle point each)


Chaos Boons
Each time a daemonic unit destroys an enemy unit in melee roll 1d6 and confer to the following table:

1- Oops! - Reroll on the table; if you roll a 1 again each model in the unit automatically takes a poisoned S6 AP - hit (Shred)
2 - Reanimation - The unit returns to its starting number of models and consolidates 2d6"
3 - Void Armor - The unit gains Iron Hide (3+ armor save) and a 4++ invulnerable save
4 - Vorpal Claws - The unit gains the Rending special rule for all attacks
5 - Sure Foot - The unit gains the Fleet special rule
6 - We'll Be Back Again - The unit is placed in Ongoing Reserves. They can deep strike upon re-entry and do not scatter. They must wait one turn upon re-entry to launch an assault unless they have the Hit & Run special rule.

Any daemonic unit can gain multiple boons from this table.


Chaos Icons
You can purchase one of the following icons for a daemonic unit:

Icon of Hate
The unit gains the Hatred Rule versus all enemy units.

25 points

Icon of Lingering Death
The unit gains the Feel No Pain special rule after destroying its first enemy unit and Fleet after destroying its second enemy unit.

50 points

Void Icon
The unit gains +1S and Shred for all attacks versus enemy units.

100 points


Daemon Warlord Traits
A Warlord with the Daemon special rule can roll on the following table:

1 - The Warlord and any unit to which it's attached gains the Shrouding special rule and can go to ground.
2 - The Warlord becomes a scoring unit.
3  - The Warlord gains +d3 attacks the first round in each melee.
4 - The Warlord can re-roll for every daemon weapon mastery test; if double 1s are rolled he can do nothing that turn and suffers a wound (no saves of any type).
5 - The Warlord and any unit to which it's attached gains Move Through Cover and can re-roll the distance to charge.
6 - The Warlord and any unit to which it's attached can outflank.

Wednesday, November 28, 2012

Battle in the Eye of Terror Special Mission



BATTLE IN THE EYE OF TERROR

Hi everyone - your ever friendly neighborhood Blow Fly here again to brighten your lives !! This week I have a special mission I designed to play with my friends who also have Chaos armies.

Enjoy !!!


NOTE - Only Chaos armies can play this mission... and that means no human or xenos allies too.




The battle takes place on a pristine maiden world located in the very center of the Eye of Terror… The power of the warp is incredibly strong here – daemons and the followers of Chaos are enhanced as follows:


·       No psychic tests are required and daemons can deploy as normal


·       All Chaos HQ choices with three or more wounds have Eternal Warrior, all other HQ choices gain +1W

Each odd turn has Night Fight.




DEPLOYMENT

Hammer and Anvil

PRIMARY OBJECTIVE

Kill Points


Chaos Boons

Beginning on the second turn roll 1d6. An objective marker appears on the spot indicated in the figure above. If you roll a 5 then roll again. The objective marker then remains in play for two turns – if a scoring unit moves into base contact with an objective marker they gain control and are immediately granted a powerful Chaos boon – roll 1d6 and refer to the table below:



Roll
Boon
1
+1S
2
+1T
3
+1I
4
+1A
5
+1W
6
Objective marker immediately returns to the warp,
one random model in the unit becomes a spawn


Chaos Boon Table

]  Only one unit can ever gain a boon from any one objective marker; however one unit can gain multiple boons.

]  If no scoring unit can reach the objective marker within two turns after it arrives then the marker returns to the warp – place the large blast over the center of the marker… It scatters 4d6 and leaves behind a S10 AP1 blast (Ordnance, Melta, Shred) before departing. If you roll a HIT use the small arrow to determine the scatter direction.

]  Note that one new objective marker appears at the beginning of each turn after the first. No more appear after the fifth turn.

]  The power of the warp is fickle as well… At the beginning of the 6th turn any boons granted from the table above are immediately lost.


Chaos Icons

   Bound Icon      You can bind a daemonic troop choice to the icon. The daemons come in from reserve off the icon starting on turn 2 (roll for normal reserves). The bound daemons can assault the turn they arrive. You can sacrifice one member of the icon bearer's unit each turn to hold back the daemons.

50 points

Icon of Darkness
The icon creates a void of darkness the turn it's revealed during the movement phase. All friendly units within 12" + 2d6 of the icon are shrouded and terrain counts as both difficult and dangerous to enemy units. The icon bearer's unit also have Night Vision. This lasts until the start of the owning player's next turn. You can sacrifice one member of the icon bearer's unit each following turn to attempt to prolong the darkness... The icon will continue to function on a roll of 4+ on 1d6.

75 points

Warp Icon
The icon fills its bearer and his unit with raw warp power. The icon can be activated at the start of the assault phase. All members of the icon bearer's unit gain the Daemonic rule and +1S. At the start the owning player's following turns roll 1d6... On a roll of 3+ the icon continues to function. On a roll of 6 a random model in the unit is consumed by the warp.

150 points

If a unit with an icon is destroyed in melee by an enemy Chaos Space Marine unit before it is activated then that unit takes possession of the icon... On a roll of 1 on 1d6 every model in the enemy unit suffers a S5 AP- hit and the icon returns to the warp.

SECONDARY OBJECTIVES

First Blood, Slay the Warlord, Line Breaker

GAME TURNS

There are six turns then a seventh on a roll of 4+ on 1d6.