Showing posts with label 8th Edition. Show all posts
Showing posts with label 8th Edition. Show all posts

Tuesday, August 29, 2023

Jornath: The Hamlis Valley (Part 1 of 3)




 .23 Months since the Fall of Usamilplatz. 



In the wake of the 334th Idrian Irregulars defeat at Wilset 542, an Orkish Warband under Big Mek Bazzgazer Deffzappa had moved into the smoldering remnants of the shattered Imperial Guard Regiments' Forward Operations Base and set about turning it into a not inconsiderable installation of their own. Immediate concerns by Imperial Northern Theatre commanders were of a rapid envelopment of extreme right flank units engaged in the Mechanicus-led effort to Liberate the major city of Usamilplatz. This however did not immediately develop, with the greenskins under Deffzappa seemingly contenting themselves with erecting an ever more imposing facade in the Hamlis Valley on the bones of W542.  

While Hamlis and the tertiary highway that ran through it sat very close to Imperial areas of operations in Saltzkhost with the 1st Usamiljain Fusiliers and the town of Korsnokrat and the primary axis of advance by Mechanicus pledge forces into Usamilplatz. It was deemed not worth the expenditure of resources at present to attempt a recapture movement into the valley, PDF forces supporting the 1st Usamiljain Fusiliers were struggling to achieve successes and hold the southeastern blocking position into Saltzkhost [LINK] and the advance into Usamilplatz had utterly ground to a halt against major alien resistance. Forces simply could not be spared for movement into Hamlis. 

The disruption caused by the seizure of W542 and the Hamlis should not be understated, however, resupply and reinforcement for Cohort units in the Usamilplatz offensive's right, now needed to follow the primary C14 highway northwest, and then cut through contested or in some places fully ork controlled zones to access them. The moment action became truly necessary however, was on the morning of the 12th of Meginward (Thyrissian Chronosect Adjusted Calendar TCAC) when a mixture of directed artillery and long-ranged laser weapons fire assailed Imperial forces in both Saltzkhost and in Korsnokrat, demonstrating a sophisticated level of coordination for the Orks but also opening up a real long-range strategic threat that 1AG at least had not yet encountered in the mountains. 

Given the nature of the threat, and the fact of their prior involvement at W542, the Sons of Medusa agreed to divert a strike team from their operations in the east of Kula Hive and aid in managing the foundling Orkoid artillery installation. 

This strike however, would not be successful, while many scores of Orkish warriors were slain under bolter and assault cannon fire, a brutal charge by Big Mek Bazzgazer Deffzappa and his Mega Armored retinue was enough to dissuade the Astartes from continuing further into the developing Orky Fort without additional brethren to avoid unnecessary losses.  While some of the alien's big guns were disabled, and many dozens of orks killed, the Sons of Medusa had merely bought the Imperial Guard and PDF time to prepare a larger effort to uproot the wretched scraphold and safeguard imperial operations.


--------------------------------------

This game was played in Early November of 2020, in 8th Edition. I apologize that I do not now (8.29.23) recall the exact specifics beyond its relevance to the wider narrative of Jornath. But my opponent was Chris, and If I recall we are playing 500 points



My Orkish Brutes under Bazzgazer Deffzappa


Chris' Proud Sons of Medusa



Deployment


Pre-Deployment




The Boyz, led by a Waaaghh banner swarm from their huts and pound down the dirt mountain paths to engage the beakies!


But the Emperor's fury cannot be denied and the Orks are massacred by Imperial ranged fire. 


following behind, the Big Mek (a warboss in this game) and his Meganobz slam into the Dreadnaught and Terminator Chaplain, tearing the cold metallic loadstone from Chris' battleline. 


With the Ork warlord and elite bodyguard in amongst their lines and only a Techmarine and intercessors to sway the results, the Asartes withdrew from the field, dragging their injured Chaplain, who no doubt was intoning many litanies of hatred for the Greenskins from the field. 


Thanks for Reading, and stay tuned as the situation in the Hamlis Valley develops! 

Your Favorite Madman







Saturday, July 25, 2020

Vitritian Interregnum: Game 4



Ankor Thrume processed the rotting, particle-laden air through the grille of his augmetic filtration units and gazed at the burning skyline of Grestian Bay, the Heretic forces had broken through the noble Skitarii's initial attempts at containing them in the Outlands. They had tracked the Chaos forces movements across the dried ocean floors of the planet and waited as they set up a base of operations in Grestian Bay, confirming the blessed Magi's hypothesis that the next clue to the Omnissiahs artifact was buried somewhere within the vast sprawl of once majestic trading concourses and coastal palaces. It was his duty to ensure that they did not escape again, the vast campaign of orbital bombardment and Precision Airstrikes had been in service to this end, crippling the lesser forces of the unaugmented human infantry that stood in his Maniples direct line of advance, and ensuring that all avenues available to other traitor armored groups or fast reaction infantry were mired in chemical fire, rubble, and debris.

His true target was finally revealing itself, clad in ceramite and gripping chainswords, backlit by the white glow of centuries dead city. Thrume would have grinned if he still had a mouth; he pulsed deployment orders to his Maniple across the noosphere. The Battle was nigh

 






Centurions of Innocence 5th Company [Chaos Space Marines]

Points: 753
Legion: World Eaters





HQ

[Warlord] "The Lamb"  Chaos Lord 
        - Trait: Violent Urgency
        - Mark of Khorne, Plasma Pistol, Ul'o'cca the Black Axe

Daemon Prince
        -Hellforged Sword, Mark of Khorne, Talisman of Burning Blood, Wings

Exalted Champion
        -Mark of Khorne, Gorefather, Plasma Pistol.


Troops

Chaos Cultists
        -9 Cultists W/ Autogun, 1 Cult Champion, Mark of Khorne

Khorne Berzerkers
        -3 Berzerkers with Bolt Pistol and Chainsword, 
        -1 Berzerkers with Plasma Pistol and Chainsword
        -1 Berzerker Champion with Plasma Pistol and Power Fist

Khorne Berzerkers
        -3 Berzerkers with Bolt Pistol and Chainsword, 
        -1 Berzerkers with Plasma Pistol and Chainsword
        -1 Berzerker Champion with Plasma Pistol and Power Fist

Elites

Helbrute
        -Mark of Khorne, Power Scourge, and Reaper Autocannon

Possessed 
        -5 Possessed, Mark of Khorne.




Skitarii of Forge World Metallica [Adeptus Mechanicus]

Points: 744
Forge World:  Metallica




HQ

[Warlord] "Ankor Thrume Uh-8"  Techpriest Enginseer
        - Trait: Learnings of the Genetor (PA)
        - The Omniscient Mask

Techpriest Manipulus 
        -Trait: Divinations of the Magos
        -Magnarail Lance, Mechanicus Locum 

Troops

Skitarii Vanguards
        -4 Vanguard with Radium Carbines
        -1 Vanguard Alpha with Radium Carbine

Skitarii Vanguards
        -4 Vanguard with Radium Carbines
        -1 Vanguard Alpha with Radium Carbine

Skitarii Vanguards
        -4 Vanguard with Radium Carbines
        -1 Vanguard Alpha with Radium Carbine


Elites

Secutarii Hoplites
        -9 Secutarii Hoplites with Arc Lances, and Mag-Inverter Shield
        -1 Hoplite Alpha with Arc Lance, and Mag-Inverter Shield

Secutarii Hoplites
        -9 Secutarii Hoplites with Arc Lances, and Mag-Inverter Shield
        -1 Hoplite Alpha with Arc Lance, and Mag-Inverter Shield

Sicarian Ruststalkers
        -5 Sicarian Ruststalkers with Chordclaws and Transonic Razor
        -1 Ruststalker Princeps with Transonic Blades


Fast Attack

Sydonian Dragoons
        -3 Sydonian Dragoons with Phosphor Serpenta and Taser Lance


Dedicated Transport

Skorpius Dunerider
        -2 Cognis Heavy Stubbers, Twin Cognis Heavy Stubber

========================================================================

So, myself and Chris are back at it again, with our Chaos versus Adeptus Mechanicus narrative slow-grow campaign. This time, the mission was a pure and simple Kill Points game, with deployment along long table edges, as it was likely to be the last game we played in 8th Edition, it felt appropriate to use the "classic" game setup.







The Mechanicus Set up, along the town's outskirts, with the Dunerider on their far-right and filled with Sicarian Infiltrators, the core of the battleline comprised of Vanguard and Hoplites is a vicious prospect to attack, and the Sydonian Dragoons are a punishing unit that, if you allow them to survive will absolutely tear a hole in your forces.  Chris' Mechanicus force is very interesting, as its highly aggressive and close combat-focused, with aura debuffs from vanguard and truly intimidating damage output from their specialist units.


My Chaos forces set up within the heart of the town, I was attempting to get as far forward as I could, and overlap my Character's aura abilities onto my Berzerkers, which would be pivotal if I was going to overcome the Vanguard-Hoplite wall



I lose a Berzerker squad to the entire armies worth of Mechanicus fire, and move up my troops, using the cultists to screen my left from the transport mounted Ruststalkers, and positioning the rest in preparation for a charge



Both forces move forward aggressively, I think I made a critical error in this turn, with my placement of the Daemon Prince, I chose to go after the core of the Mechanicus forces, which hampered my placement of models and likely led to their encirclement and destruction in the coming turn. I was considering going after the Dunerider and its occupants with the prince, which may have been a better choice as it would have forced some of the Mechanicus' infantry to either commit to helping the Infiltrators, or at the very least would have slowed the Ruststalkers down




I committed the majority of forces into destroying the Sydonian Dragoons, (which are an excellent "distraction carnifex" im finding), this led to me killing that target, and damaging some Vanguard, but opening up the majority of my force to be counter charged by Hoplites. My hope was that I would have enough of my forces left after the counter attack, to be able to break out and continue my attack, this proved to be wishful thinking.







In the end, the Mechanicus' Counter-attack, consisting of both HQ characters, debuffing Vanguard, and the very hard hitting Hoplites did a lot more damage to my main forces than I was really hoping they would, and the Ruststalkers tore into my rearguard and really shut down the game. It was a textbook encirclement by Chris, and I do really need to be more careful with how I commit to different targets in Melee. I think that target prioritization really cost me the game here, but regardless it was a ton of fun to play, and i'm looking forward to locking blades again with Chris soon in 9th Edition.

Thanks so much for reading and I hope you all stay safe!



Friday, July 10, 2020

Jornath: The Battle of Sluice Processional 74 East

Thanks in large part to the successful diverting strikes of the Knightly Houses and Astra Militarum, the Orkish Hordes pouring onto the vast undeveloped plains beyond the Hive, despite the Navy's best efforts, were delayed from properly organizing a major incursion into Linces Hive before it could be prepared for defense.  Of course though, the attack eventually came, with a massive wave of clanking alien walkers, and snorting war machines hurling themselves at the walls.  Unbeknownst to the Orks, their avenue of advance had been carefully directed by Imperial diversionary attacks, airstrikes, deliberate terrain preparations, and the placement of sacrificial elements to drive a mass of Orks into a deadly trap. 

Sluice Processional 74 East, is an outflow basin a half kilometer in width that is designed to flush a slurry of industrial waste, and sewage back out into the wastelands. It was determined to be the weakest portion of the Hive's perimeter, as it presents a natural breach in the walls, and was the only Sluice Processional where perimeter void shield generator pylons were accessible from ground level. 

When 8500 Orks arrived in the Sluiceway they found themselves funneled into a deadly assault against nearly two full companies of Astartes from the Imperial Dragoons and Sons of Medusa, as well as Noble Custodian Guards from the Akhelian Shield, and a Full Detachment of Knights from House Raven. Brutal Fusilades of Boltguns and Super-Heavy Weaponry tore into an Orkish Motorized Army Group which continued to suicidally careen into the Imperial Line, tearing into the noble Astartes. At the height of the fighting, as the line bowed, the Imperial force commander, the Imperial Dragoon's Lieutenant Thade, sallied into the heart of the Greenskin tide accompanied by his chapters Assault Marines, Intercessors, and the Emperor's Own Custodes. Thade's Sally would break the Orks resolve fully, and started a cascade of disorder into the aliens advance, eventually leading to the Ork withdraw back out into the wastelands.




Ork Flyers soar overhead of the fighting, coming in low to drop high explosives into Knights, and bunkers full of Astartes.

Imperial Dragoon Intercessors, slay Ork Boyz beneath the Void Shield Pylons.



Lt. Thade leads the Defenders of Linces Hive into the heart of the Alien horde




Assault Marines and Terminators deploy amongst the aliens, closing off their line of retreat


The moments following Thade Sally


Armigers of House Raven fire Thermal Spears into Ork Trukks during Thades Sally 




Lt. Thade fearlessly confronts a Killa Kan Mob, the Litany of Hate loud upon his lips as he closes with the clanking machines


Brother Hedrastes, surveys the roadway before his squad's position, in the wake of the alien's first push into their lines.


Demi-Squad Colique struggles to hold back elite infantry and heavy support elements along the extreme left flank


Hellblasters of the Sons of Medusa hold a trench line against Blood Axe Ork Warriors


Evil Sunz Ork Boyz surge past a Battlefortress, trading fire with the Knights of House Raven




A massive melee stretches across the battlefield, as the Emperor's chosen close to deny the Ork advance






Epistolary Gideon of the Imperial Dragoons, directs his strike force's fire as the Ork tide closes