... a basket full of cute, merciless death.
Arkham Games will be running a 1750 tournament later this February, and it's time to start crunching possible lists. I've got one ready and awaiting playtesting for the Daemons, but I'd really like to take the Tyranids out for a meal. At the moment this is the best I can do; null deployment with lots of mid-strength shooting backed by melee heavy hitters. The swarm is subject to change given time and specific scenarios, but this seems like it could work.
HQ:
Hive Tyrant w/ Leech Essence, Paroxysm, Scything talons, Wings, Hive Commander, TL Brainleech Devourers -270
Elites:
1 Zoanthrope in Mycetic Spore w/ TL deathspitters -100, x3
Troops:
10 Termagants in Mycetic Spore w/ TL deathspitters -100, x3
9 Genestealers -126, x2
Tervigon w/ Dominion, Cluster Spines, Catalyst, Toxin Sacs, Adrenal Glands - 195
Heavy Support:
Trygon -200, x2
This should give me enough angles of attack to surround just about anyone, decent scoring capacity, and enough firepower to soften up infantry and seriously crimp the style of most "parking lot" style lists. My melee units will struggle against some of the possibilities (Mephiston, Paladins, etc) but I'm hoping to even the playing field with fire support and buffs from the Tyrant and Tervigon. Pure hordes will also prevent a problem, as they can drag me down in melee if I'm not careful, and I don't have enough firepower to cripple units before they can reach me. Grey Knights will be a problem, but I'm gambling that Shadow in the Warp can take some of the bite out of Psychic Pilot, Hammerhand, and Force Weapons.
Warp Quake will be a problem, but there's little I can do about it. Ymgarl Genestealers and Lictors are an option, and would also improve my combat ability somewhat, but would require points to be cut from somewhere, as well as decreasing Synapse and Shadow in the Warp Coverage.
Thoughts?
Tuesday, December 27, 2011
Thursday, December 22, 2011
I'll See Your Grey Knights, and Raise You...
This... at 1998 points.
HQ:
Great Unclean One -160
Fateweaver - 333
Elites:
6 Fiends of Slaanesh w/ Unholy Might -190
5 Bloodcrushers w/ Icon, Fury, Instrument - 240
Troops:
5 Plaguebearers - 75
5 Plaguebearers - 75
10 Daemonettes - 140
10 Daemonettes - 140
5 Horrors w/ Bolt of Tzeentch -95
5 Horrors w/ Bolt of Tzeentch, Changeling - 100
Fast Attack:
10 Seekers of Slaanesh -170
Heavy Support:
Daemon Prince w/ Mark of Tzeentch, Bolt of Tzeentch - 140
Daemon Prince w/ Mark of Tzeentch, Bolt of Tzeentch - 140
I'm not sold on everything in this list yet, but I've been itching to try out Fateweaver, if for no other reason than that he'll make the GUO even more difficult to kill. The Seekers feel like the weak link, and truthfully I'd rather have something else for the points, but they have their moments. Besides, I'm not adding in another Daemon Prince until Raging Heroes gets moving on its new model line. On paper placing the GUO, Fateweaver, and Bloodcrushers in the same wave seems like it would present a nightmare for target priority and make taking out any of them extremely difficult... but that's just on paper. Actual practice may be different, but it seems like that combo in your face could buy time and positioning for the rest of the army.
HQ:
Great Unclean One -160
Fateweaver - 333
Elites:
6 Fiends of Slaanesh w/ Unholy Might -190
5 Bloodcrushers w/ Icon, Fury, Instrument - 240
Troops:
5 Plaguebearers - 75
5 Plaguebearers - 75
10 Daemonettes - 140
10 Daemonettes - 140
5 Horrors w/ Bolt of Tzeentch -95
5 Horrors w/ Bolt of Tzeentch, Changeling - 100
Fast Attack:
10 Seekers of Slaanesh -170
Heavy Support:
Daemon Prince w/ Mark of Tzeentch, Bolt of Tzeentch - 140
Daemon Prince w/ Mark of Tzeentch, Bolt of Tzeentch - 140
I'm not sold on everything in this list yet, but I've been itching to try out Fateweaver, if for no other reason than that he'll make the GUO even more difficult to kill. The Seekers feel like the weak link, and truthfully I'd rather have something else for the points, but they have their moments. Besides, I'm not adding in another Daemon Prince until Raging Heroes gets moving on its new model line. On paper placing the GUO, Fateweaver, and Bloodcrushers in the same wave seems like it would present a nightmare for target priority and make taking out any of them extremely difficult... but that's just on paper. Actual practice may be different, but it seems like that combo in your face could buy time and positioning for the rest of the army.
Tuesday, November 29, 2011
Because everyone loves a rant.
By no means mine, but this makes me appreciate all the more the effort put in by the owners and employees of the places I've been lucky enough to play in over the years. Also, I've worked enough customer service to want to cheer on anyone who says this openly.
http://www.houseofpaincakes.com/2011/11/rants-from-angry-woman.html#more
http://www.houseofpaincakes.com/2011/11/rants-from-angry-woman.html#more
Wednesday, November 23, 2011
Bringing Swarmy Back
After getting in some practice with my Daemons and a test run with the Thousand Sons, I think it's time to take the Tyranids out for another meal. I was going to make this another post on my reserves list, but honestly I've hit a wall in the design with the models I've got. Even allowing for new models, I don't think they'd provide any capability that would change the swarm's strengths and weaknesses much. Given that, I think its time to revisit the old swarm tactics. This is what I've got so far. It won't stand up to a truly mechanized force, but won't go down without a fight.
HQ:
Hive Tyrant w/ Leech Essence, Paroxysm, Heavy Venom Cannon, TL BL Devourers, Old Adversary-235
2 Tyrant Guard w/ rending claws and boneswords -150
Elites:
Venomthrope - 55
Troops:
19 Termagants - 95
19 Termagants - 95
Tervigon w/ Dominion, Cluster Spines, Toxin Sacs, Adrenal Glands - 195
5 Warriors w/ rending claws, devourers, 1 barbed strangler - 185
Fast Attack:
20 Gargoyles - 120
Heavy Support:
Carnifex w/ scything talons & heavy venom cannon - 185
Carnifex w/ scything talons & heavy venom cannon - 185
Everything revolves around the Tyrant - it serves as a small deathstar, AT unit, and force multipler for the other broods. The general plan is to advance behind the Gargoyle screen while using the venom cannons to suppress and hopefully wreck a vehicle or two. With interlocking cover saves from the Venomthrope and screen, plus Catalyst, I should be able to keep most of the swarm intact until turns 2 &3, at which point I can start softening up targets with symbiote fire and positioning for assaults with the MCs. If I can keep the Tyrant, Tervigon, and Termagants alive long enough and close enough together, then they should be able to sweep through just about anything in combat. If not then the game gets interesting pretty quickly. There are some builds that will just slaughter this list where it stands, but I'm not too likely to encounter them anytime soon. It will also help that most of the local players haven't seen a properly executed Tyranid swarm (as much as that even exists with the current codex) before.
As a final note, there are no Hive Guard because I hate the unit - they're all but mandatory in a Tyranid list because of their anti-transport role, but they're one dimensional in terms of use and can't be taken in sufficient numbers to actually shoot down a really meched up force. I'll have more fun flipping the occasional tank with the Carnifexes, albeit less success.
Any thoughts?
HQ:
Hive Tyrant w/ Leech Essence, Paroxysm, Heavy Venom Cannon, TL BL Devourers, Old Adversary-235
2 Tyrant Guard w/ rending claws and boneswords -150
Elites:
Venomthrope - 55
Troops:
19 Termagants - 95
19 Termagants - 95
Tervigon w/ Dominion, Cluster Spines, Toxin Sacs, Adrenal Glands - 195
5 Warriors w/ rending claws, devourers, 1 barbed strangler - 185
Fast Attack:
20 Gargoyles - 120
Heavy Support:
Carnifex w/ scything talons & heavy venom cannon - 185
Carnifex w/ scything talons & heavy venom cannon - 185
Everything revolves around the Tyrant - it serves as a small deathstar, AT unit, and force multipler for the other broods. The general plan is to advance behind the Gargoyle screen while using the venom cannons to suppress and hopefully wreck a vehicle or two. With interlocking cover saves from the Venomthrope and screen, plus Catalyst, I should be able to keep most of the swarm intact until turns 2 &3, at which point I can start softening up targets with symbiote fire and positioning for assaults with the MCs. If I can keep the Tyrant, Tervigon, and Termagants alive long enough and close enough together, then they should be able to sweep through just about anything in combat. If not then the game gets interesting pretty quickly. There are some builds that will just slaughter this list where it stands, but I'm not too likely to encounter them anytime soon. It will also help that most of the local players haven't seen a properly executed Tyranid swarm (as much as that even exists with the current codex) before.
As a final note, there are no Hive Guard because I hate the unit - they're all but mandatory in a Tyranid list because of their anti-transport role, but they're one dimensional in terms of use and can't be taken in sufficient numbers to actually shoot down a really meched up force. I'll have more fun flipping the occasional tank with the Carnifexes, albeit less success.
Any thoughts?
Saturday, November 12, 2011
Four Horsemen: Team Tournament.
Just got back from Four Horsemen's first Team Tournament. The store had an excellent turnout; I think we started with eight teams going against each other. I paired my Slaaneshi daemons up with Dark Eldar, and over the course of three rounds we set out to visit horrors undreamed on our opponents; we were mostly successful.
Here's a quick breakdown of our team roster:
Daemons: Great Unclean One, 6 Fiends of Slaanesh, 10 Daemonettes, 5 Plaguebearers x2, Herald of Tzeentch w/ Chariot & Bolt x2, Daemon Prince w/ Pavane of Slaanesh.
Dark Eldar: Lilith Hesperax. 5 Warriors w/ Venom x2, Wyches in Raiders x2, Razorwing Fighter w/ Necrotoxin Missiles
Game 1: Team Bloodaxe - Blood Angels and Space Wolves
This was a 5 objective mission with Dawn of War deployment. Our opponents ran a mostly foot list, with a large pack of Blood Claws in the center backed up by a pair of Jumper Assault Squads complete with Librarian and Sanguinary Priest- which was actually rather intimidating since under the tournament rules the BA buffs were applying to the Space Wolves as well. My Daemon Prince became aware of this when an angry mob of S5 Blood Claws tore him limb from limb.
Despite that the game setup gave us a real advantage; we went second, negating a turn of shooting, and then rolled on/ deepstruck into a refused flank position on our right side. The Razorwing let fly with all of its missiles, cutting the BA squads almost in half. On their next turn, they were able to wipe out my Daemon Prince, but their Long Fangs couldn't bring down the Wyche's Raiders. The next turn saw the Daemonettes, both Wyche squads. Lilith, and the Great Unclean One mulitiassault their main force and cripple it. After that it was mostly a question of mopping up, although both players fought through turn 6 when we were finally able to claim the last objective and table them.
Game 2: Team Hordes - Orks and Tyranids
This was an interesting game; our opponents brought 100 Orks and a Big Mek, and hid them behind 90 Hormagaunts being led by the Swarmlord. Deployment was Spearhead, with Kill Points as the victory condition and 1 HQ per side being nominated as an assassination target worth an additional 5 KP. We chose Lilith for our side; they chose the Mek. Once again we tried a refused flank, with my Daemons landing as close to our lines as I dared. Splinter cannon fire and Necrotoxin missiles finished off one brood of 30 Hormagaunts, and then we were out of templates, and it became a matter of using their frontline units as shields against the more distant mobs.
My Daemon Prince redeemed his poor performance in the other two games here; he managed to string out the unit the Mek was hiding in, pulling the HQ into assault range of both the Prince and the Unclean One, who were able to kill him easily. This gave us a pretty comfy lead in KP, but we almost lost it when we ran out of room to maneuver in our corner and my screening Daemons were overwhelmed. Ultimately we won the game when Lilith's squad wiped out the Orks trying to kill the sole survivor of of the first Wyche squad, giving us a minor victory 11 KP to 10.
Game 3 - For the Greener Good - Orks and Tau
This mission was a King of the Hill type setup, with a central objective that granted points for scoring unit that was within range so long as it was uncontested. By turn 2 things were looking grim - both Raiders had been shot down, the Wyches were mostly dead, Lilith and the few surviving Wyches were fighting for their lives against 2 mobs of Orks, and the Tau battle line was unscathed. Somehow we managed to push back. The Daemon Prince and Unclean One managed to tank and thin out the Orks while Lilith and the Wyches went absolutely berserk, breaking the survivors and forcing them to flee off the table. The last of the 3 Ork mobs went down to a combined charge of Fiends, my MCs, and Lilith, while the surviving DE Warriors managed to get into scoring range and tie us up 4 to 4. It wasn't quite enough; both sides were able to contest the central objective while we murdered one another's remaining troops, and the game ended at the bottom of turn 6 a draw.
For the Greener Good took a well deserved first place on the strength of their earlier games - 2 massacres to our 1 and a minor victory, putting us in second overall for the day.
Here's a quick breakdown of our team roster:
Daemons: Great Unclean One, 6 Fiends of Slaanesh, 10 Daemonettes, 5 Plaguebearers x2, Herald of Tzeentch w/ Chariot & Bolt x2, Daemon Prince w/ Pavane of Slaanesh.
Dark Eldar: Lilith Hesperax. 5 Warriors w/ Venom x2, Wyches in Raiders x2, Razorwing Fighter w/ Necrotoxin Missiles
Game 1: Team Bloodaxe - Blood Angels and Space Wolves
This was a 5 objective mission with Dawn of War deployment. Our opponents ran a mostly foot list, with a large pack of Blood Claws in the center backed up by a pair of Jumper Assault Squads complete with Librarian and Sanguinary Priest- which was actually rather intimidating since under the tournament rules the BA buffs were applying to the Space Wolves as well. My Daemon Prince became aware of this when an angry mob of S5 Blood Claws tore him limb from limb.
Despite that the game setup gave us a real advantage; we went second, negating a turn of shooting, and then rolled on/ deepstruck into a refused flank position on our right side. The Razorwing let fly with all of its missiles, cutting the BA squads almost in half. On their next turn, they were able to wipe out my Daemon Prince, but their Long Fangs couldn't bring down the Wyche's Raiders. The next turn saw the Daemonettes, both Wyche squads. Lilith, and the Great Unclean One mulitiassault their main force and cripple it. After that it was mostly a question of mopping up, although both players fought through turn 6 when we were finally able to claim the last objective and table them.
Game 2: Team Hordes - Orks and Tyranids
This was an interesting game; our opponents brought 100 Orks and a Big Mek, and hid them behind 90 Hormagaunts being led by the Swarmlord. Deployment was Spearhead, with Kill Points as the victory condition and 1 HQ per side being nominated as an assassination target worth an additional 5 KP. We chose Lilith for our side; they chose the Mek. Once again we tried a refused flank, with my Daemons landing as close to our lines as I dared. Splinter cannon fire and Necrotoxin missiles finished off one brood of 30 Hormagaunts, and then we were out of templates, and it became a matter of using their frontline units as shields against the more distant mobs.
My Daemon Prince redeemed his poor performance in the other two games here; he managed to string out the unit the Mek was hiding in, pulling the HQ into assault range of both the Prince and the Unclean One, who were able to kill him easily. This gave us a pretty comfy lead in KP, but we almost lost it when we ran out of room to maneuver in our corner and my screening Daemons were overwhelmed. Ultimately we won the game when Lilith's squad wiped out the Orks trying to kill the sole survivor of of the first Wyche squad, giving us a minor victory 11 KP to 10.
Game 3 - For the Greener Good - Orks and Tau
This mission was a King of the Hill type setup, with a central objective that granted points for scoring unit that was within range so long as it was uncontested. By turn 2 things were looking grim - both Raiders had been shot down, the Wyches were mostly dead, Lilith and the few surviving Wyches were fighting for their lives against 2 mobs of Orks, and the Tau battle line was unscathed. Somehow we managed to push back. The Daemon Prince and Unclean One managed to tank and thin out the Orks while Lilith and the Wyches went absolutely berserk, breaking the survivors and forcing them to flee off the table. The last of the 3 Ork mobs went down to a combined charge of Fiends, my MCs, and Lilith, while the surviving DE Warriors managed to get into scoring range and tie us up 4 to 4. It wasn't quite enough; both sides were able to contest the central objective while we murdered one another's remaining troops, and the game ended at the bottom of turn 6 a draw.
For the Greener Good took a well deserved first place on the strength of their earlier games - 2 massacres to our 1 and a minor victory, putting us in second overall for the day.
Friday, October 28, 2011
Campaign Update: The Battle for Medicae Primus
This week, as the forces of the Imperium reeled from defeat on the battlefield and treachery amongst the population, the invaders prepared to seize one of the key bases supporting the loyalist war effort: Medicae Primus. Constructed 500 years ago as a Biologis hospital and research facility, Medicae Primus has trained the bulk of the planet's medical professionals, as well as acting as a secondary production site for advanced bio-mechanical components. Through the efforts of its Adepts, thousands of Imperial troops have been restored to frontline duty, and many more have never even required medical attention thanks to the physical enhancements it has liberally provided. Although the sprawling facility was well-garrisoned at the outset of the war, the facility itself was not fortified, and as the forces of Chaos advanced across the planet, many of its defenders were stripped away, leaving only an uneasy coalition of Tau, Cadians, and Blood Angels to defend the site.
Knowing that the Imperium would respond with overwhelming force to any threat to Medicae Primus, the forces of Chaos set a trap for the defenders...
Acting as a reconnaissance force at the perimeter, the mercenary Tau, having finally linked up with their Sept world brethren, detected a massive warband of Orks along the perimeter. Calling for backup from nearby forces, the Tau moved into a defensive position and began to mow down their foes despite being massively outnumbered. By the time they began receiving distress calls from their allies and realized no support was inbound, it was too late to withdraw. Nearly the entire Tau line was engulfed by Ork boyz, despite their heroic efforts to stem the green tide with courage and blazing pulse rifles alone.
The initial perimeter alert given by the Tau did not go entirely unanswered. Although the Cadians and 2nd Tau force remained in position at Medicae Primus, the Blood Angels immediately mobilized to support their allies, rushing to the battle in an armored spearhead. They never arrived; a rumbling swarm of Ork vehicles intercepted the Sons of Sanguinius en route, critically delaying the Marines. The battle was a nightmare demolition derby. Looted Wagons and Battlewagons dueled with Predators and Vindicators, while Trukkboyz madly traded fire with Rhino and Razorback transports. The Blood Angels ultimately claimed victory, reducing the Ork vehicles to scrap and halting their advance. Unfortunately their own force was in little better shape; as they prepared to move out with what troops and weaponry they had left, their comms were overwhelmed with a howl of distress signals...
On the outskirts of Medicae Primus, the true attack finally appeared as two forces of Daemons burst from the Warp onto Feorla's surface.
The Cadians, already drawn up in defensive formations in the event of an Orkish breakthrough, initially held despite the appearance of Horrors in the middle of their lines; it seemed the troops of Daemons were leaderless and disorganized. That changed rapidly, as Skarbrand the Exiled, flanked by a pair of Daemon Princes, materialized on the battlefield and began laying waste to everything within reach. The Imperial line crumbled as the fallen Bloodthirster's rage infected the combatants, driving them to acts of suicidal aggression. The famed Cadian discipline collapsed as the entire command squad, supported by a Sentinel and support troopers, rushed one of the Daemon Princes, hammering it with rifle butts and point blank lasfire. Against such a foe there could be only one result, and as their commander fell, so did the Cadians.
The Tau had also formed up defensively, but they too had miscalculated. Expecting a head on charge, they detached their Broadsides and Pathfinders to the edges of their kill zones, and waited to receive a frontal assault. Unfortunately the attack was not head on; the first warning the Tau had was the screams of their Pathfinders dying to bursts of Warp energy. The battle was short but vicious. Pulse- and Missile fire devastated the first wave of Slaaneshi daemons, while Kroot mercenaries held the line against the survivors. It could not be held, however. The last Kroot died futilely writhing in the jaws of a Fiend, while an advancing Greater Daemon simply waded through the volley after volley of fire, buying time for multiple Daemon Princes and Heralds to get into position. Bereft of an escape route and unable to focus fire without Pathfinder support, the Tau's hope, determination, and dying agony were all harvested for the Dark Prince.
Aware of their allies' defeat but too battered to provide assistance, the surviving Blood Angels began the long retreat to friendly territory, vowing revenge on the invaders...
Already the facilities of Medicae Primus are being put to use by their new masters. The transfer of medical treatment and cybernetic enhancement to the invaders is the least of the Imperium's worries. With a captive staff, the corrupting power of Chaos, advanced biotechnology, and thousands of fresh prisoners to experiment upon, there is no telling what horrors will emerge from the desecrated operating rooms and manufactorums...
Knowing that the Imperium would respond with overwhelming force to any threat to Medicae Primus, the forces of Chaos set a trap for the defenders...
Acting as a reconnaissance force at the perimeter, the mercenary Tau, having finally linked up with their Sept world brethren, detected a massive warband of Orks along the perimeter. Calling for backup from nearby forces, the Tau moved into a defensive position and began to mow down their foes despite being massively outnumbered. By the time they began receiving distress calls from their allies and realized no support was inbound, it was too late to withdraw. Nearly the entire Tau line was engulfed by Ork boyz, despite their heroic efforts to stem the green tide with courage and blazing pulse rifles alone.
The initial perimeter alert given by the Tau did not go entirely unanswered. Although the Cadians and 2nd Tau force remained in position at Medicae Primus, the Blood Angels immediately mobilized to support their allies, rushing to the battle in an armored spearhead. They never arrived; a rumbling swarm of Ork vehicles intercepted the Sons of Sanguinius en route, critically delaying the Marines. The battle was a nightmare demolition derby. Looted Wagons and Battlewagons dueled with Predators and Vindicators, while Trukkboyz madly traded fire with Rhino and Razorback transports. The Blood Angels ultimately claimed victory, reducing the Ork vehicles to scrap and halting their advance. Unfortunately their own force was in little better shape; as they prepared to move out with what troops and weaponry they had left, their comms were overwhelmed with a howl of distress signals...
On the outskirts of Medicae Primus, the true attack finally appeared as two forces of Daemons burst from the Warp onto Feorla's surface.
The Cadians, already drawn up in defensive formations in the event of an Orkish breakthrough, initially held despite the appearance of Horrors in the middle of their lines; it seemed the troops of Daemons were leaderless and disorganized. That changed rapidly, as Skarbrand the Exiled, flanked by a pair of Daemon Princes, materialized on the battlefield and began laying waste to everything within reach. The Imperial line crumbled as the fallen Bloodthirster's rage infected the combatants, driving them to acts of suicidal aggression. The famed Cadian discipline collapsed as the entire command squad, supported by a Sentinel and support troopers, rushed one of the Daemon Princes, hammering it with rifle butts and point blank lasfire. Against such a foe there could be only one result, and as their commander fell, so did the Cadians.
The Tau had also formed up defensively, but they too had miscalculated. Expecting a head on charge, they detached their Broadsides and Pathfinders to the edges of their kill zones, and waited to receive a frontal assault. Unfortunately the attack was not head on; the first warning the Tau had was the screams of their Pathfinders dying to bursts of Warp energy. The battle was short but vicious. Pulse- and Missile fire devastated the first wave of Slaaneshi daemons, while Kroot mercenaries held the line against the survivors. It could not be held, however. The last Kroot died futilely writhing in the jaws of a Fiend, while an advancing Greater Daemon simply waded through the volley after volley of fire, buying time for multiple Daemon Princes and Heralds to get into position. Bereft of an escape route and unable to focus fire without Pathfinder support, the Tau's hope, determination, and dying agony were all harvested for the Dark Prince.
Aware of their allies' defeat but too battered to provide assistance, the surviving Blood Angels began the long retreat to friendly territory, vowing revenge on the invaders...
Already the facilities of Medicae Primus are being put to use by their new masters. The transfer of medical treatment and cybernetic enhancement to the invaders is the least of the Imperium's worries. With a captive staff, the corrupting power of Chaos, advanced biotechnology, and thousands of fresh prisoners to experiment upon, there is no telling what horrors will emerge from the desecrated operating rooms and manufactorums...
Thursday, October 20, 2011
Betrayal on St. Feorla's World
Despite the best efforts of its defenders, the fate of St. Feorla's World now hangs in the balance. With time bought by the heroic efforts of its front line forces, the Imperial war machine had prepared a massive counterattack and was set to unleash it upon the hapless invaders ... but just as the hammer blow was about to land, disaster struck! Pushed to the brink of endurance by wartime measures, whole districts have risen up in revolt against Imperial rule, wrecking supply depots and inducing entire PDF regiments to lay down their arms. Initial reports by the Adeptus Arbites in the affected areas indicated only disorganized mobs, but their bastions have now gone ominously silent. Scouting forces to the insurgent areas have uncovered evidence of organized cult activity and genetic debasement; it seems the presence of Slaanehi daemons and Tyranids is not coincidental as coincidental as was hoped...
The Tau were the first to feel the brunt of the population's treachery. As they were advancing through pacified territory, intent on spearheading an attack, their column was set upon by a horde of Tyranids. Unable to disengage, the Tau were forced to stand and fight. Although they were able to defeat wave upon wave of assault beasts with minimal losses, the Tau advance has slowed to a crawl as they perform seek and destroy missions against a seemingly endless number of hidden nests and try to reestablish their supply lines.
The Grey Knights encountered a familiar adversary on St. Feorla: Orks. Spoiling for a fight, the Deff Skullz set upon the daemon hunters as they responded to reports of a cult uprising in an outlying town. It is unclear how the Orks reached an area so far from the fighting without being detected, but the Grey Knights were able to meet their unexpected foes on the battlefield and overcome them with sheer righteous fury. The Orks fought with characteristic ferocity and kunning, but few survived to vie for the title of new Warboss. The Knights continued on to their initial objective, and purged the corrupted town.
Forces of the Imperial Guard, advancing in what was supposed to have been the counterattack's vanguard, were encircled and destroyed by a combined force of Orks and Tau. Although it remains unclear how or why these two forces were working together, they were able to overwhelm the hapless Guardsmen. Although the Guard spearhead fought bravely, they were pinned in place and held out for reinforcements that never arrived. The armored advance quickly became a route for the Imperial troops. Reports indicate the missing relief forces were local PDF troops who are currently AWOL; execution writs have been issued for the officers responsible.
The Black Templar once again met with infuriating defeat, as they sought to destroy a Necron command center. Although they were able to breach the Necron perimeter with ease, the Templar found themselves surrounded by undying warriors. The Marshal and Emperor's Champion were cut down in a hail of gauss fire, while the supporting Crusader squads were unable break from of harassing Scarabs and Warriors. The Necrontyr defended their newly taken ground with brutal efficiency.
The Blood Angels once again found themselves ambushed by the forces of Chaos; although prepared for the appearance of daemons in their midst, the heavy casualities inflicted upon the Marines in prior battles hamstrung their ability to fight. With only a few understrength squads and quickly repaired armor, they were unable to halt the minions of Slaanesh, and took severe losses while disengaging.
Within a span of days the Imperium's position on Feorla has been upended. Previously secure territories have been overrun, the impending counterattack is in shambles, and multiple strategic sites are open to attack...
The Tau were the first to feel the brunt of the population's treachery. As they were advancing through pacified territory, intent on spearheading an attack, their column was set upon by a horde of Tyranids. Unable to disengage, the Tau were forced to stand and fight. Although they were able to defeat wave upon wave of assault beasts with minimal losses, the Tau advance has slowed to a crawl as they perform seek and destroy missions against a seemingly endless number of hidden nests and try to reestablish their supply lines.
The Grey Knights encountered a familiar adversary on St. Feorla: Orks. Spoiling for a fight, the Deff Skullz set upon the daemon hunters as they responded to reports of a cult uprising in an outlying town. It is unclear how the Orks reached an area so far from the fighting without being detected, but the Grey Knights were able to meet their unexpected foes on the battlefield and overcome them with sheer righteous fury. The Orks fought with characteristic ferocity and kunning, but few survived to vie for the title of new Warboss. The Knights continued on to their initial objective, and purged the corrupted town.
Forces of the Imperial Guard, advancing in what was supposed to have been the counterattack's vanguard, were encircled and destroyed by a combined force of Orks and Tau. Although it remains unclear how or why these two forces were working together, they were able to overwhelm the hapless Guardsmen. Although the Guard spearhead fought bravely, they were pinned in place and held out for reinforcements that never arrived. The armored advance quickly became a route for the Imperial troops. Reports indicate the missing relief forces were local PDF troops who are currently AWOL; execution writs have been issued for the officers responsible.
The Black Templar once again met with infuriating defeat, as they sought to destroy a Necron command center. Although they were able to breach the Necron perimeter with ease, the Templar found themselves surrounded by undying warriors. The Marshal and Emperor's Champion were cut down in a hail of gauss fire, while the supporting Crusader squads were unable break from of harassing Scarabs and Warriors. The Necrontyr defended their newly taken ground with brutal efficiency.
The Blood Angels once again found themselves ambushed by the forces of Chaos; although prepared for the appearance of daemons in their midst, the heavy casualities inflicted upon the Marines in prior battles hamstrung their ability to fight. With only a few understrength squads and quickly repaired armor, they were unable to halt the minions of Slaanesh, and took severe losses while disengaging.
Within a span of days the Imperium's position on Feorla has been upended. Previously secure territories have been overrun, the impending counterattack is in shambles, and multiple strategic sites are open to attack...
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