Adeptus Mechanicus and Astra Militarum/Imperial Guard "Wiki"

Ave Omnissiah!


My blog is primarily my own personal fluff in the Warhammer 40,000 universe regarding the Draconis system such as the Knight House Yato in Draconis III, the Imperial Guard...I mean, Astra Militarum regiment trained there, the Draconian Armored Force, and the Forge World of Draconis IV with its Adeptus Mechanicus priesthood and Skitarii legions, and perhaps the Titan Legion, Legio Gojira (which will never happen because I don't have money for Forge World Titans).

Oh, and I'll throw in the Thousand Sons from time to time because they're my favorite Space Marine Legion. I refuse to believe that they are Traitors! They're just...ahem...secretly loyal to the Imperium!

Featured Post

Compilaton of 8th Edition news

I'm not Natfka and I shouldn't try to copy or learn from him because...frankly speaking, I'm inferior and I'm not even worth...

Sunday, August 13, 2017

Cadiascreed and Elite40k (Charlie), Imperial Guard

Anyone has any news on Cadia's Creed or Elite40K (Charlie)? It's been months since the blogger for Cadia's Creed, Grumpy Guardsman, has posted anything. Charlie is another thing, since it's been less than a month since he posted on the Elysian Drop Troops. But after the mathhammering he did and the analysis, I would have thought he went off to play games to test his statistics or get a good idea on how his analysis and theories worked out. But...nope. After all those analytical posts, I didn't see any battle reports or news from him. Where did he go?

I'm curious as to know how Imperial Guard is doing in this edition. Other than the Conscript spam, of course. Ugh. I've decided to sell off most of my Imperial Guard stuff and just keep my Leman Russ tanks and Shadowsword. I'll probably grab a couple of Hellhounds and 3 Armored Sentinels to play an Armored Company - I don't care if it's not competitive, I'm a fluff player and my Imperial Guard is a tank or armored regiment. With that said, I'm pretty interested in seeing how Leman Russ tanks fare in the new edition. My Imperial Knights are doing a lot better than expected, crushing a lot of armies one-sidedly. So has my Adeptus Mechanicus army, which...yeah, has tons of firepower. But I don't think that's representative of the meta, and I'm also a little invested in how Imperial Guard performs. When I return to Singapore next year, I'll be taking my Leman Russ tanks and Shadowsword from my friend (by force if necessary, heh - I'm a Commissar, after all), and adding the Hellhounds and Sentinels.

So let me know if you guys have any news regarding the Grumpy Guardsman or Charlie. I would love to know if they have gotten any games under their belt for 8th Edition and how Imperial Guard is performing. I would prefer not to hear about Conscript spam, but if that's what you got, I'll be happy to listen to your stories about how your blobs of Conscripts overwhelmed your opponents with wave after wave of bodies.

And so I'll be traveling back to Minneapolis, and this time I'm bringing my Imperial Knights and Adeptus Mechanicus with me! Heh, with the way I'm going for the past few months and probably for the next 9 months, it seems that I really am Admech Knight, what with my Adeptus Mechanicus and Imperial Knights army...

Friday, August 11, 2017

Disaster on Nethamus

Well...I went to have my final game in Singapore before returning to the States on Monday (will be bringing my Imperial Knights and several of my Adeptus Mechanicus forces with me), and it was a disaster.

For my opponents, that is.

We had sort of a 2v1 game, where my opponents joined forces to patch together a 102-power rating army while I had a 101-power rating one. They were both Imperium, so one brought Primaris Space Marines from the starter set (2 Intercessors squads, 1 Inceptor squad, 1 Hellblaster squad, 2 Lieutenants, 1 Ancient with standard, and 1 Captain in Gravis Armor), and the other brought 2 Land Raiders and 2 Vindicators. Spearhead Detachment, in other words.

As for me, I scrapped together an Adeptus Mechanicus army with 3 Tech-priests Dominus (proxied one of my Cybernetica Datasmith as a Tech-priest Dominus), 2 squads of Skitarii Vanguard - 1 with 2 plasma calivers, the other with 1 and both with omnispexes. 1 squad of Skitarii Rangers with 2 arc rifles, a Cybernetica Datasmith as himself, 4 Kastelan Robots, 3 Onager Dunecrawlers with neutron lasers and 1 Knight Errant. I wasn't actually planning on using my Knight, but I didn't have enough models for a 100-power level game, so I threw him in to make up the points. Thanks to that, I have a Battalion Detachment, a Spearhead Detachment and a super-heavy auxiliary detachment.

Needless to say, despite the Land Raiders and Vindicators and the Inceptors gunning down 2 of my 3 Skitarii squads and whittling the last Vanguard squad to 2 men, I basically tabled my poor opponents. The final score was 13-2 - I had 13 points and the both of them had 2 points from killing 2 Skitarii squads with the new guy's Inceptors.

The bad news is that I seemed to have been counted as Chaos for this game, so my Knight is a Renegade Knight and my Adeptus Mechancius forces are Dark Mechanicum. Thanks to that, Chaos has gotten a fotohold in Nethamus.

Uh oh...holy Omnissiah, what have I done!?

Tuesday, August 8, 2017

Konor Campaign Battle Report 4

Well, the local gaming store that I went to dangerously swung under the influence of Chaos during the weekend. As a loyal servant of the Imperium and a faithful crusader of the Omnissiah, I set out to make that right. I actually planned on delivering vengeance to the Omnissiah's enemies yesterday, but I fell sick. Thankfully, thanks to the grace of the Emperor, I recovered today and made the trip down to my local gaming store.

I brought my Imperial Knights...cough, but obviously I didn't use them. The only reason why I brought them along was because I was clearing out my locker in the other local gaming store and getting ready to bring my Knights to the United States. Oh, and I told my friend to sell all my Imperial Guard stuff except my Shadowsword. I'll be getting a new Imperial Guard army next year when I return. Hopefully he gets some good cash for my Imperial Guard guys. And my Knight Crusader. I'm not crazy enough to play 4 Knights...might as well sell off the Knight Crusader. I mean, nobody will play against 4 Imperial Knights. Nobody.

Not sure what I'm going to do about my Shadowsword though. Maybe get Malefic Lords from Renegades and Heretics and ally it to a new Thousand Sons army. Or I'll get 5 Primaris Psykers to spam Smite. We shall see. Anyway, that's neither here nor there. Let's get on to the actual Battle Report!

I dropped in all of a sudden and I managed to convince a bunch of people to play. We ended up doing a 2v2 battle with power rating of 50 for each player (so 100 per side). Sounds good to me.

Our opponents were Death Guard and a bunch of corrupted Tau who decided to fall under the influence of Chaos for some reason (gah, who cares? Just assume they're anti-Imperium and their attacks coincide with the Death Guard). The Death Guard player brought a squad of 7 Plague Marines as Troops, a Plaguecaster as his HQ, a Hellbrute with twin lascannons, a Chaos Predator with twin lascannons, heavy bolters and havoc launcher and a Chaos Land Raider with 2 twin lascannons, heavy bolters and havoc launcher. It turned out to be a patrol detachment, so no command benefits for him.

The Death Guard and all their tanks and heavy armor!
The Tau player brought a lot of stuff. First he brought Commander Farsight, who for some reason had fallen to Chaos and was beseiging Konor (uh, what?). Accompanying him is Longshot, the dude in the Hammerhead. Wait, since when was Longshot a comrade of Farsight? Never mind. Then 3 squads of 5 Fire Warriors, 1 squad of 5 Pathfinders, a bunch of gun drones and shield drones, which totalled to 8 drones, 3 Crisis Suits with 2 flamers and 4 plasma rifles and...that's about it. That was a Battalion detachment, so 3 extra Command Points for the enemy team!

On the side of the Imperium was a Ynnari Vanguard detachment - my ally. Paralleling Belisarius Cawl's alliance with the Ynnari and Harlequins in Fall of Cadia and the Gathering Storm thing, the Ynnari and Adeptus Mechanicus have once again banded together to fight the Great Enemy. My teammate brought a Farseer on a bike, a Warlock also on a bike, 2 squads of 5 Wraithguards - one with D-scythes and the other with D-cannons or whatever those Wraithguard 12" weapons are called, 1 squad of Wraithblades with shields, and finally a Harlequin Solitaire who was pretty awesome. No kidding. He is awesome.

Rounding up the forces of the Imperium was my household of Imperial Knights...cough, I mean Adeptus Mechanicus forces. No Imperial Knights this time folks. I'm scaring my opponents away with them. So instead I brought a Spearhead Detachment. My HQ was the Tech-priest Dominus, and he was accompanied by a Cybernetica Datasmith babysitting 4 Kastelan Robots with 3 heavy phospohor blasters each, and 3 Onager Dunecrawlers. As usual, I brought 2 neutron lasers and 1 Icarus array. Since it was power rating rather than points, I decided to buy extra Cognis heavy stubbers for my neutron laser Onager Dunecrawlers. Thanks to that we have 2 extra Command Points.
Adeptus Mechanicus Spearhead Detachment!
So we deployed, and the corrupted Tau failed to seize, rolling a 1. That's what happens when you consort of unholy powers!

Turn 1

My ally and I moved our units up, but somehow my Onager Dunecrawler with Icarus array still wasn't within range of Longshot (or was it Longstrike?) because the Tau dude had put him way, way back in their deployment zone. My teammate decided to blitz her Solitaire forward, and she rolled a 1. Ugh. But then she used a Command Point and blitzed a 5 this time - worth spending those Command Points. The Solitaire ended up right in front of the Tau Fire Warriors and Plague Marines. Her Wraithguard and Wraithblades, with the former's ridiculously short range, couldn't do much but move and advance. Only 2 of her Wraithguard were within range of the Plague Marines, but I think they fluffed their shots because of the -1 penalty to assault weapons when advancing. Too bad.

Oh, and in the psychic phase, I think she casted Doom on the Plague Marines or something, but it didn't work because she missed her shots. On the other hand, she buffed her Wraithguard and Farseer, forcing the opponent to -1 to their shots against them. There was one other power she casted, but I think she failed the psychic test.

Then came the shooting phase. And Adeptus Mechanicus shooting phase is devastating.

My Onager Dunecrawler didn't do much with his neutron laser against the Land Raider. I think I failed to wound it. Ouch. And that was after rolling a 1 with the D3 shots, so...yeah. Bad, bad rolls. My Cognis heavy stubber shots also didn't do much to the Plague Marines. The 2nd Onager Dunecrawler couldn't see the Land Raider, so he fired at the Plague Marines instead. The Cognis heavy stubbers, as usual, did f all, but the neutron laser took out at least 2 of the Plague Marines, reducing them to 5.

The Onager Dunecrawler with Icarus array was out of range for Longshot, so he targeted the Crisis suits instead. Thanks to Crisis suits having Fly but no supersonic, he hit them on a 2+. I wiped out about 3 drones and put 2 wounds on a Crisis suit. I think.

Then my Kastelan Robots fired. 2 of them fired at the Pathfinders and wiped them out. First Blood! The other 2 Kastelan Robots fired at a squad of Fire Warriors and annihilated them. 2 units wiped out in our first turn, netting us 2 victory points...which doubled to 4 because my Kastelan Robots have a 3+ armor save.

Deployment - the Adpetus Mechanicus is the hammer and the Ynnari the anvil!
The Solitare then charged the Fire Warriors hiding up a building with the Plague Marines. She actually wanted to charge him into the Plague Marines, but then her Solitaire would have to eat overwatches from three units. As it was, she decided to charge the Fire Warriors, so only the Crisis suits fired overwatched thanks to supporting fire rule. The Solitaire managed to survive the flamer shots and the plasma rifle and pulse rifle shots missed. He took only one wound, but my teammate went and spent 3 command points to make sure he re-rolled those 3 failed saves to reduce that to 1 wound. He then blitzed into the Fire Warrior squad, only to fluff most of his attacks and only kill a mere 3 Fire Warriors despite having 8 attacks. Ouch.

Our opponents then did a lot of stuff, having the Fire Warriors fall back, the Crisis suits move up, the Land Raider move a bit forward, the Predator deeper into cover, and the Helbrute up. Oh, and Farsight jumped all the way forward, and his shield drones joined the gun drones that I massacred earlier during my turn.

Our opponents rolled pretty poorly. The psychic phase was a disaster for them, and my opponent spent a couple of command points to re-roll them. He succeeded in casting the same -1 to To Hit rolls buff on his Chaos Predator, and despite successfully casting Smite on the Solitaire, my teammate made her Deny the Witch rolls and countered it. Ouch. Despite Longstrike being BS2+, he rolled a 1 to hit, and then despite spending a command point to re-roll it, rolled a 1 again. Ouch. That's what you get for consorting with fell powers. The Plague Marine with a plasma gun overcharged and fired on my Kastelan Robot, prompting my teammate to laugh at the Death Guard player for living dangerously. Fortunately, he didn't roll a 1, and even made a hit. Unfortunately, he rolled a 1 for his To Wound roll and failed to wound my Kastelan Robot. Heh. Farsight killed a Kastelan Robot with his fusion blaster - despite Aegis Protocols helping me make 2 of my 3 invulnerable save, he rolled a 6 for the D6 damage, and one Kastelan Robot died immediately. Ouch. The smart missile system on the Hammerhead, heavy bolters from the Chaos Predator and Land Raider, and pulse rifle from the 3rd Fire Warrior squad killed about 1 Wraithblades and 1 or 2 Wraithguard (I think). The lascannons from the Hellbrute, Chaos Predator and Chaos Land Raider killed a 2nd Kastelan Robot (ouch) and knocked 2 wounds off a third. That was extremely painful. I was weeping over my fallen Cybernetica constructs.

The Commander Farsight then charged the Solitaire, and...the Solitaire passed all his invulnerable saves. The Plague Marines also charged the Solitaire and despite dealing 3 wounds, the Solitaire's superhuman reflexes kept him alive. I told you the guy is amazing. His 3+ invulnerable just kicks ass. Then he fought back and put 3 wounds on Commander Farsight. He is one brutal combatant in melee. Heh.

Turn 2

The Wraithblades continued to move and advance, and the Wraithguard also moved, but only the ones with D-Scythes advanced because they're still out of range. I moved only my Onager Dunecrawlers so that they can see the Chaos Land Raider while my Icarus array Onager Dunecrawler tried to get closer to Longstrike, but I was still barely out of range. No matter. Oh, and I rolled a 4 for the D3 wounds, so I could heal the 2 wounds on my wounded Kastelan Robot and restored him back to full health. Yay!

My teammate fluffed her psychic phase and I don't think any spells went off. In fact, the Warlock went and perils himself and suffered 1 or 2 wounds. Ouch. The Farseer also fluffed his psychic spell, but he successfully cast Smite, only for a drone to successfully intercept the mortal wound (because it apparently counts as Feel No Pain and so can be used to save against mortal wounds). With the psychic phase ending in disaster, we decided to open fire.

Using a combination of the shuriken cannon on the bikes, the Farseer and Warlock, along with the first Wraithguard squad with the 12" cannons killed a bunch of drones and erased a unit (one unit of drones was with the Crisis suits, and a separate unit was with the Crisis suits). That allowed her to soulburst her Wraithguard and shoot even more stuff, reducing the unit to just one drone and one or two Crisis suits. I can't remember if she succeeded in killing one or two Crisis suits.

With that done, I fired on the Crisis suits, and surprisingly enough, he failed a one save against my Cognis heavy stubber shots, and took a wound. Wow. The Icarus array did the rest, killing the drone and then wiping out the Crisis suit team for good. This allowed my teammate to use Soulburst again, and her Solitaire fought as if in the Fight Phase, and put another wound on Farsight. He, uh, fluffed his To Wound rolls. Ouch.

The Onager Dunecrawlers then fired their 2 neutron lasers on the Chaos Land Raider, and I think I only managed to take out 6 wounds in total? I can't remember. It was either 3 or 6, because I rolled pretty badly. On the other hand, my surviving Kastelan Robots fired and erased the 3rd Fire Warrior squad.

The Solitaire then killed Farsight in combat in the normal fight phase. Good thing my teammate soulburst earlier because Farsight failed exactly 2 of his saves - just barely enough to kill him. The Plague Marines then swung at the Solitaire with their power fists and plague knives, but despite hitting, the Harlequin nimbly jumped out of the way and made all his invulnerable saves. Good man. I think he still had 2 wounds left or so. Not bad.

Unfortunately, his luck eventually ran out when the Plaguecaster casted Smite on him and did the 2 mortal wounds needed to take him out. Poor guy. We'll always remember you and your bravery on the battlefield, taking on a squad of Fire Warriors, braving the overwatch of Crisis suits, besting Commander Farsight in combat and surviving a rampage from Plague Marines.

The Adeptus Mechanicus forces continue to stand strong over the forge world of Konor!
The shooting, thankfully, was less brutal now that there were so little Tau Empire left. The Plague Marines fell back so that they could shoot the Solitaire, but that was moot now that the Plaguecaster had Smote him with mortal wounds. Either way, they couldn't shoot. Longstrike took a potshot at my Onager Dunecrawler and hit with his BS 2+, only to fail to Wound...because he rolled a 1 to wound even though he only needed a 2+ to wound. Just not his lucky day, is it?

I can't remember, but the havoc launchers, the smart missile system, the heavy bolters took out another Wraithblade and wounded a Wraithguard, but that's all they did. My teammate still had 3 Wraithblades remaining and 4 Wraithguard, I think. The lascannons did more damage, but thanks to me deciding to stick to Aegis Protocols instead of switching over to Protector Protocols, I managed to make a couple of saves against the lascannons and even reflected a shot with the Repulsor Grid and did a single mortal wound to the Chaos Land Raider. Way to go! But he eventually took 3 wounds, which was 1 more than the wound he took last turn. I think that was all our opponents were able to do.

Turn 3

The Wraithblades continued their steady advance up the table toward Longstrike, while the Wraithguard moved closer to the Plague Marines and the Deathguard. Once again, the Farseer and Warlock fluffed their psychic phase, rolling 1s and 2s and failing to pull a power off. Psychic extraordinaires they are not. Oh well.

On the other hand, the Farseer was much better at shooting. While the Warlock failed to kill the 2 remaining Fire Warriors in that squad the Solitaire charged in Turn 1, the Farseer killed them both and allowed the Wraithguard to Soulburst. The Wraithguard actually fired their D-scythes first and did 15 auto-hits and 11 wounds. The Death Guard player made some 6+ armor saves (with cover bonus), and then made about 6 or 7 Disgustingly Resilient saves, which meant he only lost 2 Plague Marines to the initial volley. However, the Soulburst allowed the Wraithguard to fire a second salvo, and even though their only did 10 auto-hits and 9 wounds this time, they finally succeeded in wiping out the Plague Marines. I think the other 4 Wraithguard also took shots at them. I can't remember. Anyway, we wiped out both the Plague Marines and all 3 Fire Warrior squads by then.

With nothing else in range, I had both my Onager Dunecrawlers fire their neutron lasers on the Chaos Land Raider and took out another 7 wounds. With nothing to lose (and nothing else to shoot at), I fired my cognis heavy stubbers - 12 shots - and I actually put a wound on the Chaos Land Raider when he rolled a 1. That left the Chaos Land Raider with 1 or 2 wounds left, I believe. My Kastelan Robots then fired at him to finish him off, and they actually succeeded despite being on Aegis Protocols and not Protector Protocols. The Land Raider blew up - the Death Guard opponent rolled a 6, but thankfully it seemed nobody was within range to catch the blast...I think? The nearest unit was the Chaos Predator, but it was further than 6" away.

By this time, the opponent's side of the table is looking really empty. Nah, the photograph is in the wrong chronological order because I should have 2 Kastelan Robots dead by this turn. Sorry.
At that point, our opponents called it. We were leading by 19 victory points and they only had 2 from killing a solitary Solitaire. The Tau opponent only had one unit left - Longstrike/Longshot in his Hammerhead. The Chaos guy fared better - he only lost his Plague Marines and Chaos Land Raider, but still had his Plaguecaster, Chaos Predator and Helbrute in play. But they seem to think they wouldn't be able to make the difference, not with the Wraithguards inexorably advancing on the Helbrute and Chaos Predator and the Wraithblades nearing the Hammerhead. Plus I still had 3 Onager Dunecrawlers and 2 Kastelan Robots. So they decided to concede because they knew they couldn't catch up.

I asked them to allow me one last shot since the Icarus array hadn't fired yet, to see if I could kill Longstrike. They good-naturedly allowed me to do so, and despite the Icarus array's devastating...uh array of weaponry, I only put about 7 wounds on the guy, leaving him with just 4. Oh well. Still not too bad. After that, the Chaos forces withdrew and it became an Imperial victory. Or combined Imperial and Ynnari victory. Thanks to our mysterious Ynnari allies, the Adeptus Mechanicus Skitarii and Cybernetica legions of forge world Draconis IV have successfully defended Konor! Let it not be said that we don't help our priestly brothers from other forge worlds! (even brought Imperial Knights to help, but the Emperor decided to be merciful to the Great Enemy - know his holy benevolence!)

Thanks to that, the balance at the local gaming store swung back toward the Imperium! For the Emperor! The Omnissiah be praised! Woohoo! Konor is safe! Or so I hope...there's still 1 day and 14 hours left...brr...I hope my victories made a difference in the imperial war effort to liberate Konor from the forces of Chaos!

Saturday, August 5, 2017

No one wants to play against Knights

So I was trying to get a game at my local gaming store today, and my friend who works at the store and organizes stuff, sent me a message.

"no, sorry, but no one wants to play against Knights."

Looks like I became THAT guy after crushing everyone one-sidedly with my Imperial Knights despite not meaning to do so. Uh oh. Sorry. So until I find new opponents and a new local gaming store (actually, I already did!), there will be no battle reports for a while. Sorry.

For the Emperor! Ugh...Knights really are...strong.

Friday, August 4, 2017

Konor Campaign Battle Report 3

Hell, yeah! I finally had a proper Fate of Konor Campaign game today! As my friend in Battle Bunker was too busy taking stock and doing lots of other jobs to be able to help me log my battle, I decided to visit another place that was actively participating. This time, I dropped by Games@Pi in Orchard Road. Phew! I finally could contribute to the defense of the Konor system!

I had the fortune to play against a very sporting person at Games@Pi, who had to use a makeshift Death Guard army because I just dropped in out of nowhere after finding no opponents in Battle Bunker. Phew. Unfortunately, his list wasn't optimal for taking on 2 Imperial Knights, and those were practically the only guys I brought (I brought 3 Imperial Knights, typical of me). Apparently Games@Pi were under Chaos control last week during the Astaramis campaign, and Chaos won there (though the Imperium eventually secured an overall victory, phew), so I brought my big guns, thinking there would be a formidable Chaos army waiting for me.

Instead, I faced a Death Guard army of 2 Lords of Contagion, 2 Maligant Plaguecasters, 2 Noxious Blightbringers, 4 squads of 10 Poxwalkers, 2 squads of 7 Plague Marines (why 7? because those were the only models available to him), and 2 Foetid Bloat-drones. That army had a power rating of 88 points, apparently. To exploit the Command Points, he divided his army into 2 Battalion Detachments so that he can have up to 9 Command Points. Woohoo. Fun times. He spent every last one of them.

The deathly Death Guard guards the forge world, Konor.
I originally decided to just bring 1 Imperial Knight - so my Knight Warden, supported by a Patrol Detachment of Adeptus Mechanicus forces. They included a Tech-priest Dominus, a squad of 5 Skitarii Vanguard with 2 plasma calivers and omnispex, 4 Kastelan Robots with 3 heavy phosphor blasters each, and 1 Cybernetica Datasmith. Funnily enough, I only had 63 power rating, so to match my opponent, I brought a 2nd Knight Paladin to bring the power rating up to 87. My Knight Warden and Knight Paladin took their respective carapace weapons of twin Icarus autocannon and Stormspear rocket pod. After the beating they received during that 3-way battle where my Knights got wrecked by Death Guard's smite and Necrons' tesla weaponry, I was taking no chances.

Taking them by utter surprise are two Imperial Knights.
...I really am turning into that guy, am I not?

Anyway, we deployed, and as usual I got to go first. My opponent attempted to seize the initiative, only to roll a 5, and...whoops. No go. So I started first. We did this 1/4 deployment where we deployed in one-quarter of the table 9" away from the center. If that makes sense. We were following an actual Konor Campaign mission where I played the attacker and my opponent played the defender. The mission is Seek and Destroy. It was mostly kill points, so we get 1 point for each unit we killed, Slay the Warlord, and if I'm not mistaken, we get an extra point if we wipe out an entire unit with our own units that have a 2+ or 3+ armor save. Meaning, if my Kastelan Robot with a 3+ armor save kills the last model in a Plague Marine squad, I get an extra point for that. I think. It's the victory condition entitled Heavy Duty Onslaught.

Turn 1

Well, this was quite the devastating turn for me. First off, I made a roll to change the protocols for my Kastelan Robots from Aegis to Protector, which would only take effect during my next turn. My Skitarii Vanguard fired their 3 radium carbines and 2 plasma calivers, and so did my Tech-priest Dominus with his Volkite blaster, but they probably only took out 6 Poxwalkers or something? Then my Knight Warden fired at a second squad of Poxwalkers, but despite the heavy flamer and Avenger gatling cannon, he only erased 9 of them and failed to kill the last one. The guy tanked the heavy stubber shots. My Knight Warden then fired his twin Icarus autocannon at one Foetid Bloat-drone, but failed to do any damage.

My Knight Paladin also fired his heavy stubbers at that last remaining Poxwalker, but that guy was disgustingly resilient, tanking every single shot and surviving despite all odds. It also helped that I fluffed my rolls for my heavy stubbers. He then turned his attention to another squad of Poxwalkers and killed about 6 of them with his Stormspear rockets and rapid-fire battle cannon. In the end, the real VIP was my Kastelan Robots, who erased an entire squad of Poxwalkers by himself. No First Blood for this Konor Campaign specific mission, though. Oh well.

Kastelan Robots are awesome!
My Knight Warden then charged in and stomped the 4 remaining Poxwalkers in the first squad with his Titanic Feet, so I succeeded in erasing 2 units.

My opponent tried to advance the 4 Poxwalkers that survived my Knight Paladin's rage, moving them within range of my Skitarii Vanguard (unfortunately). He also moved his Noxious Blightbringer and his warlord Lord of Contagion up to support them while buzzing the first Foetid Bloat-drone away. He also moved his Plague Marines out into view to get them closer to my Knight Warden, and had his Maligant Plaguecasters cast Smite on my poor Imperial Knight, dealing 6 mortal wounds to my Knight Warden. Ouch, that was painful. The second Foetid Bloat-drone buzzed somewhere behind my Knight Warden, but I don't think it was within range. The single Poxwalker stayed where he was, and that was about it.

The Plague Marines opened up on my Knight Warden, but failed to wound him. Any wounds they dealt, I think I managed to save. Phew! Oh, and the 2nd Noxious Blightbringer fired his overcharged plasma pistol on my Knight Warden, but failed to wound him. The first also fired on my Knight Paladin, and also didn't wound him. Knights are tough!

Hilariously enough, one of the Plague Marines fired his plasma gun into my Knight Warden but rolled a 1 when he supercharged, killing himself. All he showed for his efforts was a fluffed roll that failed to wound my Knight. Poor guy.

I think the Lord of Contagion charged in first and ate all the overwatch shots, only to not suffer any wounds. The Plague Marines and the Blightbringer also charged in, and I think the Lord of Contatgion swung his axe and dealt a bunch of wounds to my Knight, bringing him down to 12. Ouch. On the other hand, I killed a couple of Plague Marines by stomping them to death with his Titanic Feet.

Turn 2

As I said earlier, my opponent had made the unfortunate mistake of moving his Poxwalkers within range of my Skitarii Vanguard. Ignoring the Poxwalkers, my Knight Paladin stomped toward the Noxious Blightbringer. My Knight Warden also moved away from combat so that he could shoot them. His shooting proved...ineffective. Well, not really. Surprisingly enough, his and the Knight Paladin's heavy stubbers were able to remove that last Poxwalker and helped me erase 3 units.

My Skitarii Vanguard then fired on the last squad of Poxwalkers and annihilated them with radium rounds and plasma blasts, which meant every single Poxwalker is dead. For the Omnissiah!

Again, my twin Icarus autocannon didn't do much to the Foetid Bloat-drone. Maybe 2 damage at the most, or none at all, I can't remember. That thing is hard to kill. My Kastelan Robots fired and erased the first squad of Plague Marines with their Ignores Cover heavy phosphor blasters, taking out all 7 of them. I then fired a second time - thanks to Protector Protocols - on the remaining Plague Marines that had charged my Knight Warden earlier, and wiped them out.

Wait, what? Did I just destroy 6 of my opponent's units in 2 turns? Holy Omnissiah...

My Knight Warden's and Knight Paladin's shooting, however, were ineffective, and I ended up charging. My Knight Paladin and Knight Warden, despite revving up their Reaper chainswords, couldn't kill the Noxious Blightbringer or Lord of Contagion because of their invulnerable saves. Ouch.

My opponent left his dudes to be stuck in combat with me. I think he casted Smite, took 3 wounds off my Knight Paladin, and another few wounds off my poor Knight Warden. His Foetid Bloat-drone floated away to harrass my Kastelan Robots, and put a single wound on them. The combat continued, but thankfully the Knight Paladin received no damage from the Blightbringer. On the other hand, my Knight Warden was reduced to just 4 wounds after taking a few hits from the Lord of Contagion's axe, and was teetering dangerously close to exploding.

I opted to stomp with their Titanic Feet, and this time, I succeeded in stomping the Lord of Contagion and the Blightbringer to death. Phew.

Death to the Death Guard! Death to all Traitors!
Turn 3

I adjusted the movements again, and somehow I was forced to shoot at the Foetid Bloat-drone with my Skitarii Vanguard and Kastelan Robots and finally brought it down. I couldn't kill the 2nd Noxious Blightbringer with shooting, so I charged my Knight Warden in. My Knight Paladin also couldn't bring down the Warlord Lord of Contagion with shooting, so he also charged in. By stomping with their Titanic Feet, I managed to bring about both Characters' demise, leaving just the 2 Plaguecasters and a single Foetid Bloat-drone left on the table. I failed to change Protocols for my Kastelan Robots, though, so they remained in Protector Protocol.

My opponent used Smite, but he was pretty unlucky this time and took only 2 wounds off my creaking and failing Knight Warden, bringing him down to 4. Despite his Foetid Bloat-drone shooting him in the back, he failed to wound, and thus my Knight Warden continued to stand. Grandpa Nurgle had frowned upon his champions and abandoned them, it seems. The Foetid Bloat-drone, not to be outdone, charged my Knight. It failed to wound. My Knight also did some damage to it, but other than that, not much else could be done and both models survived.

Turn 4

Theere was not much that could be done. My Knight Warden, with only 2 wounds left, retreated. He fired on the Foetid Bloat-drone, did some damage, but that's about it. My Knight Paladin chased down the Maligant Plaguecasters, wounding one of them with his shooting, and then the two of them charged, and killed their respective targets with their Titanic Feet. Phew.

My opponent, left with only one Plaguecaster, ran and advanced him to within 8" of my wounded Knight Warden and Smited him to death, scoring a great moral victory. At that point we called the game. With only one model left, there was little my opponent could do, and I still had 4 Kastelan Robots, 1 Cybernetica Datasmith, a Knight Paladin with 21 wounds left, 5 Skitarii Vanguard and 1 Tech-priest Dominus. Even if we count his killing of my Knight Warden as 3, he would only score 3 points. 6 since his Plaguecaster has an armor save of 3+. In contrast, I had killed 13 of his units so far, was on the way to tabling him, and given how most of my kills were by my Knights or Kastelan Robots, I would easily have 24 or 25 points. Oh, don't forget. My opponent scored Hold Your Ground by running his Plaguecaster all the way to his deployment zone...though, truthfully, if we had continued onto turn 5, I would have stomped on him with my Knight Paladin, but let's not rub salt in his wounds. On the other hand, I have Slay the Warlord, and my very own Warlord is still alive. So it's actually 7 points for my opponent and 25 or 26 for me. Still an overwhelming victory for the Adeptus Mechanicus and Imperial Knights. But not a victory I can be proud of because...well, my opponent was caught off guard by my list and didn't have any anti-tank weaponry.

Oh well...that was one-sided. Thankfully, my opponent was sporting enough and had fun with his moral victory. For now, Konor has been successfully retaken by the Adeptus Mechanicus forces of Draconis IV and the Imperial Knights of House Yato. I have scored a victory for the Imperium and made a difference! YAY!

See that 100% Imperium right there? That's all thanks to me!

Thursday, August 3, 2017

Astaramis stands!

Well...thanks to my local gaming store not logging the results because my friend is busy taking stock, and the American guy I sent to for Fantasy Flight Games didn't respond at all to my submissions, my results for the Konor Campaign last week weren't counted.

Yeah, I know. That sucks. I'm extremely bitter and disappointed. But hey, whatever. I guess I'll use those battle reports for some Adeptus Mechanicus (and Imperial Knights) versus Necrons story.

On the plus side, it seems that the Imperium has won. Astaramis stands strong. We have won! Just barely. Now, it's Konor's turn, and the Adeptus Mechanicus forces of Draconis IV will aid their brothers in the priesthood of Mars and defend the forge world from the forces of Chaos!

You can read the results and find out about the second week's missions here.

As for me, I think I'll be going to a different local gaming store tomorrow to make sure my results for the campaign are counted this time.

Tuesday, August 1, 2017

Konor Campaign Battle Report 2

Hello, and welcome to the second battle report for Konor Campaign where my Imperial Knights continue to stand guard over the hive world of Astaramis!

This time it was a 1,500-point list, and I'm sure my opponents are sick of me bring so many Imperial Knights by now, so I cut down the number to 1. I wanted to bring 2 or 3, but I'm pretty sure my opponent would flip the table if I did that. So I instead brought an Adeptus Mechanicus Spearhead Detachment, supported by an Imperial Knight Super-heavy Auxiliary Detachment.

On the other hand, my opponent brought Necrons - this time it is the true owner of the Necrons that I played against on Saturday, so he could bring 1,500 points and his Resurrection Orb. Uh oh. Anyway, he brought 2 Command Barges, 1 Cryptek, 4 Immortal squads - 3 of them had 10 Immortals, and the 4th one only had 7 because he didn't have enough points, 1 Triarch Stalker and 1 Doom Scythe. Scary list.

The Necrons are all hiding in cover like the cowardly xenos they are!
From the Knight House of House Yato comes a single Knight Errant, supporting a bunch of Adeptus Mechanicus forces from the Forge World Draconis IV. A single Tech-priest Dominus with a volkite blaster leads a squadron of 3 Onager Dunecrawlers - 2 with neutron lasers, 1 with Icarus array, 4 Kastelan robots with 3 heavy phosphor blasters each and 1 Cybernetica Datasmith to change their protocols and repair them.

The Adeptus Mechanicus forces of Forge World Draconis IV and the Imperial Knights of House Yato march to war!

We decided to have a simple game of killpoints because we don't have the objective cards and didn't want to waste time claiming objectives. So simple is best. Thanks to me having fewer models, I got to go first, and my opponent failed to seize the initiative. Lucky me.

Turn 1

Turn 1, quite unexpectedly, turned out to be a pretty bad turn of shooting for me. My Onager Dunecrawlers did diddily with their neutron lasers, and I began regretting equipping them with such. Note to self. Neutron lasers suck against infantry. I should have fired against the Triarch Stalker, but the quantum shielding meant that it would save its wounds against a high-damage weapon like neutron lasers that deal a minimim damage of 3. My Knight Errant probably only killed one or two Immortals with his Thermal cannon, and like the neutron laser Dunecrawlers, did absolutely squat. The Onager Dunecrawler with the Icarus array fired on the Doomscythe and despite the volume of shots it made - because the Doomscythe was behind cover, it made most of its saves and I think I only did 2 damage to it at most.

The only ones that did real damage was the Kastelan robots, who erased 4 Immortals from the 7-strong squad, but one of them promptly stood back up from Reanimation Protocols next turn. Thankfully, I managed to pass my roll to change the Protocol from Aegis to Protector so that will come into effect next turn.

My opponent had hidden everyone except the Doomscythe and that 7-men Immortal squad in cover, but now he was moving everything out of cover and advancing one squad toward my Knight Errant. The Doomscythe swooped over because of its minimum movement speed, and then everything that could shoot at my Knight, including the single squad of Immortals that advanced, shot.

The Triarch Stalker hit with its twin heavy gauss cannon...only for my opponent to roll snake eyes for the To Wound rolls - he rolled 2 ones, despite it being a Strength 9 weapon. Ouch. In the end, it was the Doomscythe who did the most damage, along with several tesla shots, that reduced my poor Knight to 13 wounds. Ouch. But he was still standing after soaking up an entire army's worth of shooting, so I'm relieved.

Adeptus Mechanicus and Imperial Knights versus an awakening tomb world of Necrons - the war is on!
Turn 2

Turn 2 was a lot better for me. I moved my Knight Errant in, but as usual his thermal cannon only killed 1 or 2 Immortals. The Onager Dunecrawlers also fired on the same squad and probably took out 1 or 2 at most, and eventually they would stand back up. The Onager Dunecrawler with Icarus array managed to put about 6 more wounds on the Doomscythe, but failed to destroy it thanks to some armor saves, but it was a lot better than the 2 wounds it dealt last turn.

Then my Kastelan robots opened up with 72 shots - their Protector Protocols enabling them to shoot twice - and they all but erased a single squad of 10 Immortals by themselves. My Knight Errant then charged into the squad of 4 Immortals and stomped them into oblivion with Titanic Feet. First Blood to me, and 2 units down!

Then my opponent struck back. With his remaining units, including the Triarch Stalker and Doom Scythe, he destroyed my Knight Errant...who promptly blew up when I rolled a 6 and did D6 mortal wounds to everything within 6" of him (I rolled a 5 and a 1 for the 2D6" distance). I ended up dealing 4 mortal wounds to the nearest Immortal squad and my opponent spent 2 Command Points to make sure they don't fail their morale test. I did 6 mortal wounds to one Command Barge but only 1 mortal wound to the Warlord in the Command Barge. Ouch. Oh well.

With my Knight down, things were not looking too good for me.

Turn 3

My Kastelan robots were out of range, so I had to roll to change protocols, only for me to roll a one. Whoops. No shooting for them this turn.

My Onager Dunecrawler managed to take out the Doomscythe - finally! - with his Icarus array, but he was the only one who did something, because the rest of the Onager Dunecrawlers did little to no damage with their neutron lasers. I begin to regret equipping them with neutron lasers. Icarus array, though with the -1 penalty to their shooting, has a lot more dakka.

My opponent moved his guys up, all of them, and took potshots at my Onager Dunecrawler in the far corner. I think he did enough damage that he had 6 wounds left. However, by moving, he exposed one squad of Immortals to the range of my Kastelan robots. YAY!

Turn 4

This time I rolled and passed the test for changing their protocols, but...well, I couldn't move them this turn as the change in protocols only take effect next battle round. Ugh. 3 of my Kastelan robots could see the Immortals, and they promptly erased the 7 or so Immortals with their 54 heavy phosphor blaster shots. Yay! Another unit down, which made it 4 killpoints for me!

The Onager Dunecrawlers' neutron lasers and my Tech-priest Dominus's volkite blaster did nothing much to the squad of Immortals. On the other hand, I had my Onager Dunecrawler with Icarus array shoot the Warlord in the Command Barge. Apparently the Command Barge has the Fly special rule, so my Onager Dunecrawler received a +1 to his hits thanks to Skyfire. Thanks to that, I put about 6 wounds or so on him. Not enough to kill him, but whatever.

My opponent then moved his Triarch Stalker and the rest of his Immortals closer, but this time he split his fire because he realized just how dangerous my Onager Dunecrawler with the Icarus array was. That guy is my MVP, taking down the Doomscythe and threatening his Command Barges. But he only took out 5 wounds on my Icarus Array Onager Dunecrawler, leaving him with 6 wounds. On the other hand, the Immortals' Tesla pinged off 2 wounds from my neutron laser Dunecrawler in the corner, leaving him with only 4 wounds. Uh oh.

Turn 5

I could finally move my Kastelan robots up and they could see the Triarch Stalker and fire at him, though they suffer -1 penalty to their BS for moving (heavy phosphor blasters are heavy weapons) and needed 5+ to hit. Even worse, only 2 or 3 could see the guy, because the 4th one's line of view was blocked. Still, I took off about 6 or so wounds from the Triarch Stalker, which meant he had to hit on 4+s now.

Needless to say, my neutron laser Onager Dunecrawlers and Tech-priest Dominus did nothing. The wounded one missed all his shots, but the unscathed one managed to kill 1 Immortal. Whoopeedo.

My Icarus array Onager Dunecrawler then shot down the Command Barge with the Warlord, gaining me another killpoint as well as Slay the Warlord. Woohoo!

Needless to say, the Triarch Stalker wiped out the wounded Onager Dunecrawler and the Command Barge put 5 wounds on the poor Onager Dunecrawler. On the other hand, the surviving Immortals fired on my Icarus array Onager Dunecrawler with their tesla weapons, and did 5 to 6 wounds...only for me to make all my armor saves. He survived! Woohoo!

Turn 6

My Tech-priest Dominus only managed to heal 1 wound from the neutron laser Dunecrawler next to him, and I was about to fire on the Triarch Stalker and last squad of Immortals when my opponent conceded out of frustration. He had nothing much left that could kill my Kastelan robots and my remaining Onager Dunecrawlers, while my Kastelan robots were posed to either destroy his Triarch Stalker or Immortals, and my Onager Dunecrawler with Icarus array would have destroyed the remaining Command Barge, which only recovered about 3 wounds (so taking 3 wounds thanks to the 6 mortal wounds at the end of turn 2) by now. There was little he could do, so he forfeited out of frustration.

I feel sorry for him. Even though I cut down on the number of Imperial Knights and only brought 1 game, it seemed that the Adeptus Mechanicus list of heavy support units are pretty...strong. My opponent had used up all 6 of his Command Points by then, and I only spent 2 out of my 4 by the end of the game. Huh...

This is weird. Is Adeptus Mechanicus supposed to be this strong? Keep in mind, this isn't even an optimized list, my Kastelan robots were out of position for quite some time, and I had 14 points to spare. I probably would have done better if I had swapped one neutron laser for another icarus array and swapped my Knight Errant for a Kngiht Warden. That would probably drive my poor opponent even crazier.

It also helped that he had some crazy rolls. Rolling snake eyes with his Triarch Stalkers at least twice and failing to wound my Kight Errant and Onager Dunecrawler. Oh well. I asked if he wanted to reroll those but he rather spent his Command Points elsewhere, which he did. I think he spent one on the Doomscythe to make sure it killed my Knight Errant. Other than that, it was a pretty bad game for him, and I felt bad for making it so one-sided. Even though I only brought one Knight Errant this time, it was a pretty...lopsided match. Must be the rolls. He would have done more damage if his Triarch Stalker didn't roll those ones, but it was not meant to be.

At least he killed my Knight by turn 2. So moral victory for him there.

In the end, I won the killpoint game 7 to 4 (my opponent gets 3 points for killing a super-heavy). I killed 5 of his units, had a point from First Blood and another from Slay the Warlord. My Onager Dunecrawler probably was close enough to get Linebreaker, so it could have gone up to 8. Yeah. That was bad.

Anyway, I had fun, and the Imperial Knights of House Yato and the Adeptus Mechanicus forces of Forge World Draconis IV have successfully protected this part of Astaramis from the Necrons this week! This Saturday I will hopefully get to play against a Chaos army, and I'll make sure to bring out my big guns (my 3 Imperial Knights) so stay tuned!

Why 3 Imperial Knights this time? Well...because my opponent is bringing a Renegade Knight! This will be fun.

Saturday, July 29, 2017

Konor Campaign Battle Report 1

And so my very own Konor Campaign kicked off today! I mobilized my Imperial Knights in defense of the hive world, Astaramis, but...well, it was weird because I was unable to find an opponent for the past 2 days. Eventually, I managed to find a friend who agreed to play with me, but he didn't bring his Chaos army along. So he made do with a borrowed Necron army. Oh well, not exacctly Konor Campaign, but hey, Games Workshop said the xenos will enter the conflict with their own agenda, right?

Oh, right. Yesterday I posted on the Citadel Case, but I forgot to include pictures. Here's a couple of photographs as evidence that I managed to fit 3 Imperial Knights and a bunch of Adeptus Mechanicus forces into my medium-sized Citadel Case.

Three Imperial Knights, 4 Kastelan Robots and 3 Kataphron Destroyers all able to fit inside one medium-sized Citadel Case!

The rest of the infantry - the Skitarii Vanguard, Skitarii Rangers, 2 Tech-priests Dominus and 2 Cybernetica Datasmith. And dice.
So it turned out to be a 1,000 point game between Imperial Knights and Necrons. I brought my usual 2 Imperial Knights from House Yato, a Knight Paladin with a Stormspear rocket pod and a Knight Warden with a twin Icarus autocannon. Opposing the two Knights was a Necron army with Imotekh the Stormlord (no, not the Imperial Guard super-heavy tank with Vulcan mega-bolters) leading 2 10-men (or undead) squads of Warriors, a single squad of 10 Immortals (who died pretty easily), a Cryptek to boost their Reanimation Protocols, and a Triarch Stalker with a twin heavy gauss cannon for anti-tank. And trust me, that damned Triarch Stalker is pretty powerful. Ugh.

This turned out to be a killpoint game because my opponent didn't bring his actual army, and could only get the rules off his smartphone. I brought along my Imperium II Index, but that wouldn't have helped him with his Necrons. Oh well. So no objectives. I was happy to play against Necrons, because if you remember, my Knights got rekted and utterly destroyed by Necrons in the three-way Battle Report last month. I wanted a revenge match against those Necrons, especially after seeing them crawl back up to their feet via Reanimation Protocols. Grudge match! So I was glad when my opponent agreed to let me use my Imperial Knights against his borrowed Necrons.

Anyway, he got to deploy first, but I chose to go first since I only have 2 units when compared to his 6. However, he succeeded in seizing the initiative! Ouch.

Imperial Knights versus Necrons!

Turn 1

First turn shooting was pretty painful. The Necron Warriors moved up the table and the Triarch Stalker moved into cover. The Immortals had to advance, and the two HQ units followed the Warrior squads, presumably to buff them. Apparently Imotekh grants a squad BS2+, and allows for all units to re-rolls To Hit rolls of ones, so best to keep them together. My opponent did some Imotekh once-per-battle ability where he rolled to deal 2 mortal wounds to my Knight Paladin. He used a Command Point to reroll and got 1, which dealt 0 mortal wounds, and I gave him a chance by saying that doesn't count. I mean, I brought 2 Imperial Knights to the table, so...yeah. I'll just take the 2 mortal wounds.

The Triarch Stalker took off about 4 or 5 wounds from my Knight Warden, but I managed to save all the wounds from the Warriors. I can't remember, but I think the Warriors failed to hurt my Knight Paladin as well. Oh well.

My turn, and I retaliated by mowing down about...5 or 6 Warriors, I think, with my Knight Warden. My Knight Paladin also killed a bunch of Immortals, maybe about 6 or so. I can't remember the exact number. Whatever the case, I failed to kill them all in one round of shooting and I tried to charge, but I failed my charge. My Knight Paladin took a wound or 2 from the Warriors' overwatch while my Knight Warden thankfully emerged unscathed. It sucks that I failed both their charges though.

Turn 2

The dice rolls went well for my opponent. He managed to revive a good number of Warriors and Immortals and almost brought them back to full strength. I believe the Triarch Stalker and all the other guys, including Imotekh, focused their fire on the Knight Paladin and brought him down to 15 wounds. The Immortals and their tesla weapons really hurt. I failed quite a few armor saves. Sigh. On the other hand, only one Warrior squad fired on my Knight Warden and failed to do anything.

Again, I failed to wipe out both the Warrior and Immortal squads despite shooting them. Damn, but Necrons are tough. This time, I managed to make my charge, and despite my best efforts, my Knight Paladin failed to wipe out the Immortal squad, and reduced it down to just one Immortal. Damn, but I failed. My opponent spent 2 command points to negate the effects of battle shock for the Immortal. On the other hand, my Knight Warden utterly destroyed the Warriors in close combat, stomping them to oblivion with his Titanic Feet. Woohoo! One unit destroyed! Finally!

Turn 3

Reanimation Protocols kicked in and the Immortal squad had a good number of guys standing back up again. The Immortal squad fell back. This time, everyone including the Triarch Stalker fired on my Knight Paladin and destroyed him. First Blood to the Necrons, while I still haven't killed a single unit on the Necrons' side. Things were not looking good for me.

Fortunately, my Knight Warden turned out to be my MVP. As if to avenge his fallen brother, the Knight Warden stomped toward the ravaged squad of Immortals and succeeded in wiping them out with shooting. Then he charged into the final squad of Warriors and stomped them to death with his Titanic Feet. 4 survived, and were forced to fall back.

Turn 4

As I said, 4 Warriors survived and they fell back to shield Imotekh from the angry, vengeful Knight Warden. Imotekh failed to do any damage, the Triarch Stalker missed his shots or something, and the Cryptek was out of range.

I killed the 4 Warriors with shooting, but failed my charge toward Imotekh. Well...stuff happens. Sigh.

Turn 5

Another round of shooting, and I think my Knight Warden shrugged off most wounds, taking only maybe a couple from the Triarch Stalker, but the Cryptek and Imotekh failed to wound him at all. My opponent decided to charge both his Cryptek and Imotekh, and my Knight Warden killed the former in overwatch. Twin Icarus autocannon dealt 2 damage, and even though only one round of the Avenger gatling cannon hit, it also dealt 2 damage, and the Cryptek cried and died. Imotekh, funnily enough, failed his charge.

So I shot him, and he actually managed to survive most of the shots, thanks to him being in cover and having a 2+ armor save. I then charged him in combat and proceeded to stomp on him with Titanic Feet, and this time he failed 3 of his saves (because cover doesn't work in close combat). I rolled 3 D3, and did about 8 or 9 wounds. Instant death for poor Imotekh and Slay the Warlord for me.

Turn 6

This turned out to be a dance of death between the retreating Triarch Stalker and my remaining Knight Warden, who was trying to chase him down. He managed to take several wounds off my Knight, reducing him to about 15 wounds, I think?

My Knight then fired at him, and despite having Quantum Shielding a 3+ save that turned into 2+ in cover, he failed all his saves and took 8 wounds. Ouch. Admittedly, the AP -2 of the Avenger gatling cannon turned that into a 4+ save.

Turn 7

The game continues! The Triarch Stalker fired again, and this time managed to reduce my Knight Warden down to 11 wounds, dropping his movement speed, ballistic skill and weapon skill. In retaliation, my Knight Warden continued to lumber forward, albeit at a reduced speed, and fired his twin Icarus autocannon. Never mind my Avenger gatling cannon. Just one round of the twin Icarus autocannon penetrated the Triarch Stalker's hull, and he failed both his armor save and Quantum Shielding, and took 2 damage. That destroyed him. My opponent was finally tabled.

Phew, that was a tough game. I barely managed to win. My Knight Warden was below half his health, and if we are to assume that each Knight is worth 3 kill points, my opponent has 4.5 to my 6 kill points. Not to mention he gained an extra point thanks to First Blood, so it's actually 5.5 to my 6. Well, I should get 7 since I slew his Warlord, and regardless of kill points, it automatically becomes my victory the moment I tabled him. But damn, he made me work hard for it, and there were many moments when I thought he would win, especially when he destroyed my Knight Paladin even though I failed to kill any of his units...

Wait, what? Hey, now that I recount the battle, I actually have First Blood because I destroyed one unit of Warriors before he destroyed my Knight Paladin. That's not right...well, whatever. I'll just give it to him and assume I remembered wrongly. It matters not, since I won in the end anyway. Give him that little concession. Never mind.

Anyway, Astaramis is safe and firmly in control of the Imperium, at least under the jurisdiction of Battle Bunker at Bugis+. This will probably be input into the Battle Log and registered as an Imperial victory. We'll continue to keep an eye out for Chaos or xenos invaders, and defend the hive world at all costs! For the Emperor! I managed to get my friend to bring his Chaos army next week, so maybe we'll have a more fluffy and thematic match befitting of the Konor campaign then! I'll keep you guys poseted!

Forces deployed:

Imperial Knights (House Yato of Draconis III, Draconian System) - 50% casualties

Necrons (presumably Sautekh Dynasty) - completely destroyed

Friday, July 28, 2017

Making a case for Citadel cases

The Konnor campaign has begun! Or so I thought, but when I dropped in at my local gaming store, there was no one there. With no opponents and no enemies to fight against, my Imperial Knights and Adeptus Mechanicus support battalion ended up stoning inside a case.

That's right. You heard me right. I've gone and purchased a new Citadel case.

I didn't even need the biggest "Citadel Crusade Figure Case". I went and bought a new Citadel Battle Figure Case for SGD $120 (apparently it's USD $83), the medium sized one, and I managed to fit all 3 of my Imperial Knights in it (okay, the 4th one is languishing somewhere at my friend's storeroom). That was awesome. I thought I was going to need the Crusade Figure Case, but that would cost SGD $180 (or USD $124), which is 50% more, and a bit out of my price range. But voila! Look! I could fit all 3 Imperial Knights into the medium sized case, so I don't need the large sized one. Besides, I would need to order the large one, and it would take 2 weeks to arrive. With me flying off on August 14th, I don't think I can wait that long (in case there are delays in shipments and stuff), and I realize I don't need that big a case anyway, I thought it prudent to buy the more affordable medium sized Citadel case.

So anyone who has Imperial Knights and are racking their brains on how to transport them around, worry no more! The medium-sized Citadel Battle Figure Case is more than enough to store three Imperial Knights! Not only did I put 3 Imperial Knights in there, I even had space to store all my Adeptus Mechanicus support Battalion, a total of 20 Skitarii Vanguard and Rangers, 2 Tech-Priests Dominus, 3 Kataphron Destroyers, and included an extra bunch of 2 Cybernetica Datasmiths and 4 Kastelan Robots in case I want to go down the Legio Cybernetica route. I'm still waiting on Forge World's Imperial Armor: Fires of Cyrostax or however they spell it, so I might swap out the Skitarii for a couple of Castallex Battle-automata and a Thanatar Siege-automata eventually. I love giant robots.

Since I don't have my gaming fix for Warhammer 40,000, I'm stuck playing Starcraft 2 for now, and funnily enough I play as Terran, and my only strategy is Hellbat-Thor-Siege Tanks. Yeah, I play mech. So lots of giant robots. Siege tanks = Leman Russ tanks, Thors = Imperial Knights. I guess one's personality/preferences will inevitably dictate one's gaming style.

Monday, July 24, 2017

First mission for Fate of Konor

We're going to Astramis, people!

Week-1

According to the Warhammer40000.com website, this is what lies in store for us:

"Astaramis is a well-ordered and heavily defended hive world, the largest center of population in the Konor System and a potent symbol of Imperial dominance.
Having gathered significant momentum with their early victories on the outskirts of the Konor System, the armies of Chaos spread out across the region like poison seeping into the blood stream of the Imperium.
A vast segment of the Chaos armada descends upon Astaramis, the most populous planet in the system. With its teeming cities arranged in vast concentric rings, the well governed and prosperous hive world exemplifies the grand dream that is Ultramar. However, even Astaramis’ formidable orbital defence platforms and veteran garrison are not enough to hold back the oncoming tide. The Chaos armada launches waves of magmatic torpedoes, and macro-cannons obliterate planetary fortifications and engulf entire regiments of defenders in searing firestorms. Heretic Astartes and their allies slam to earth in blistering drop pod assaults, blasting apart anything that moves even as they march implacably onwards towards targets of strategic value.
During the Great Crusade, the Ultramarines Primarch Roboute Guilliman made landfall upon Astaramis. In the centuries since, the population has come to regard him as a saint, raising vast statues and temples in his name. Hearts emboldened by the revelation that Guilliman has risen from his millennia-long slumber to defend Humanity once more, they fight on bravely in the face of an unceasing onslaught. From the shrines of Saviour’s Landing to the vast and imposing Quintus Gate, the streets echo with the unceasing chatter of las-fire and the dull thud of bolters and high-explosive rounds.
Yet for all the tenaciousness and devotion shown by the people of Astaramis, they cannot stand alone. With every passing hour, the invaders push further inward, taking hab-block after hab-block. Xenos forces have also been spotted planetside, exploiting the confusion of battle in order to kill, loot or pursue their unknowable ends. Imperial forces have already been forced back as far as the hive’s innermost spires, and the outer districts are little more than a rubble-strewn wasteland. If reinforcements do not arrive soon then Chaos will have gutted the Imperium’s greatest source of manpower in the Konor System, and destroyed a potent symbol of Imperial faith."

Wednesday, July 5, 2017

Codex

Big news! Warhammer Community released a post on codex today! Well, the first four codexes will be Space Marines, Chaos Space Marines, Grey Knights and Death Guard.





For the rest of us, Adeptus Mechanicus, Imperial Guard and Imperial Knights players, we will have to wait. Games Workshop is aiming to release 10 codexes before Christmas this year, and the Space Marines codex will drop in July.

The Index will remain viable, so don't throw them away yet. It's not like you'll get all the codexes for all the armies in the indexes right away, so hang on to the indexes for now.

But what can you expect from the codexes? You will get army specific Stratagems, Relics, Warlord Traits, Tactical Objectives and psychic powers. You can pick your own Warlord Traits and psychic powers, which allows you to customize and tailor your characters and armies to your own playstyle.



Apparently we also get Sub-Faction rules, which means we get bonus rules for playing a specific Forge World, Knight House or Imperial Guard regiment. Sounds awesome! I can't wait!

For more details, visit the Questions page that Warhammer Community wrote for the codexes.

Monday, July 3, 2017

Imperial Armor Index

My Imperial Armor Index has finally arrived! It's thinner and lighter than expected, and does not contain a lot of fluff. Instead, it's filled with datasheets. Lots of them.

Here's some takeaways that I find interesting. The Vendetta gunship is now armed with 3 twin lascannons, so now they shoot 6 lascannon shots at BS 4+. Awesome. On the downside, it's pretty expensive now. It costs 230 points if you include the 3 twin lascannons, which cost 40 points each. Phew. However, the good news is that Vendetta gunships can now carry up to 12 infantry models! A huge buff! The last version in 7th Edition had them reduced to 6 infantry models, but now they're back to 12! WOOHOO! Nice!

Otherwise it's pretty identical to a Valkyrie. Yeah. Only the weapons are different, and it's pretty cool. We also have the Vulture gunship, which is better at anti-infantry if you give it the twin punisher gatling cannons. It now fires 40 shots. Wow. It also has the strafing run rule, which the Vendetta gunship does not, so you can add +1 to your To Hit rolls against units without the Fly keyword. It's also much cheaper at 160 points. So it depends on what you want.

The Death Korps of Krieg look like a cool army, and you can now take Death Korps Grenadier Storm Squad as Troops. Wow! They are almost the same as Storm Troopers and are armed with hot-shot lasguns, and can take special weapons. However, they can't take hot-shot volley guns for some reason. Oh well. Anyway, they ignore models slain in the Shooting phase when taking Morale test as an army-wide rule, which is pretty useful and fluffy. Their orders seem a bit melee orientated, with one allowing an infantry or Calvary model in the unit who is killled in the Fight phase to immediately make a single attack, and another, Without Mercy, turns their lasguns and hot-shot lasguns into pistol 2, which means you can shoot them twice when locked in combat. However, you probably will be taking them for their special Death Korps units and not the orders.

Elysian Drop Troops have a new Aerial Drop ability that allows them to Deep Strike more than 9" away from any enemy units. But they lose the Valkyrie/Vendetta as Dedicated Transport thing. Oh well. That sucks. They have one new order which allows them to ignores models who get killed during the Shooting and Fighting phase when taking Morale tests. That's about it. Probably the only reason why you're taking them is to have an entire army that can Aerial Drop. And no more spamming Valkyies or Vendettas for Dedicated Transports, I guess.

Titans are awesome. A Warlord costs a whooping 4,000 points, including wargear. Reaver Titans are 2,400 points and Warhounds are 1,500 points. Have fun!

Saturday, July 1, 2017

The Fate of Konor has begun!

Warhammer Community has a new post letting us know that the Fate of Konor campaign has begun!



I'm definitely taking part in this, so I'll let you guys know the results of my games or whatever.

As you know, I'm an Imperial Knight player, so I'll be fielding my House Yato's Lances. I want to try out my Onager Dunecrawler Spearhead support alongside my 3 Imperial Knights and see how they fare against the Death Guard or whoever comes up against me. I can't wait! You already saw my army rosters in an earlier post, so I'm using those.



I won't be able to do much, only a couple of weeks, before I'm recalled back to America for the new semester, so we shall see what I can do! Maybe I'll just bring my Imperial Knights to America.

3-way battle report

I call this a 3-way battle report, but it was actually a 2 versus 1 battle report. Basically, 3 of us played 1,000-points armies, but my 2 opponents ganged up on me. I deserve it, to be fair. I brought 2 Imperial Knights to the table.


I brought my usual Knight Paladin with a Stormspear rocket pod, and a Knight Warden with a twin Icarus autocannon. One opponent brought Necrons, with an Overlord, a Cryptek, some other guy, and 3 squads of Immortals and 1squad of Warriors. The other brought Death Guard, with a Plaguecaster, 2 squads of Poxwalkers, a squad of Plague Marines, 2 Hellbrutes and a Daemon Prince of Nurgle.


Needless to say, the two of them ganged up on my Imperial Knights, and they took 4 turns to kill both of my Imperial Knights. Keep in mind, within these 4 turns, they did not shoot or attack each other at all. They were both focused on killing my Imperial Knights. Yet I lasted 4 turns against them. Phew.

In return, I wiped out the Death Guard's Poxwalkers, he only had one poor guy left at the end of it. I annihilated one squad and almost took out the other. I killed both Helbrutes with my Knights, but that's about it. I think I only killed 1 or 2 Plague Marines total, which was pretty bad rolling on my part, and my opponent made all his Disgustingly Resilient saves. On the other side, I almost wiped out one Necron Immortal squad, took out a few here and there, but Reanimation Protocols meant his entire army resurrected again right after he took out my Knights. Oh well. But at least I killed a lot. The Death Guard had less than half his army left.

I made a mistake by not concentrating on the Necrons first. Whoops.

Anyway, that's what happened. I'll try to get a game with the House Yato's Houkai Lance one of these days, and see how the Onager Dunecrawlers support fare. I've no idea how it will work out, but we shall see. Thanks and I'll let you guys know more when I get another game.


Army Roster

Warhammer Community released a downloadable Warhammer 40,000 Army Roster yesterday.

So I downloaded it, printed it and now I have them here on hand.  I even filled them out. Here are two versions!

The first army roster is the House Yato's Shuugeki Lance Army, which consists of the House Yato's Shuugeki Lance Super-heavy Detachment and an Adeptus Mechanicus Shuugeki Support Battalion.






The second army roster is the House Yato's Houkai Lance Army, which consists of the House Yato's Houkai Lance Super-heavy Detachment and an Adeptus Mechanicus Houkai Support Spearhead.





I think that's about it! What differentiates the Shuugeki Lance (襲撃) is that it's meant to be a Strike Lance. The Knights, as you can see, do not have carapace weapons in Shuugeki Lance. They are meant for quick, speedy deployment alongside Skitarii infantry and Kataphron Destroyers.

On the other hand, the Houkai (崩壊) is a Destruction Lance. Armed with carapace weapons, these Imperial Knights pack even more fearsome firepower and their role is to obliterate and destroy everything with overwhelming firepower...uh, why am I repeating myself? They fight alongside the neutron lasers-equipped Onager Dunecrawlers to form an Adeptus Mechanicus armored column, so an armor army in one sense, except that we use Skitarii tanks instead of the conventional Imperial Guard Leman Russ ones.

Go download your army rosters and fill them up today!

Friday, June 30, 2017

Racism in Warhammer 40,000

Do you remember me writing a short story about two Imperial Knights fighting against Genestealers?

Well, I received this review.

0/10 there are no shoguns and Asians in warhammer 40k, bad writing too

Never mind that there is a Japanese warrior by the name of Nagasena Yasu in Graham McNeill's The Crimson King, or that the White Scars are based off Mongolians, the Tallarn Desert Raiders are based off West Asia/Middle East, or the Attilan Rough Riders are based off the Huns. No, absolutely no Asians exist in Warhammer 40,000 according to this Bob.

Also never mind that the Index for Imperium II notes that titles for regimental commanders are culture-based and you can have stuff from "Knight Magnificent" to "Chief Hetman" to "Marquis Battalio" for Imperial Guard regiments and there was even a Sheikh in Kingsblade by Andy Clark who was the general-commander for the combined Imperial Guard regiments. Never mind that the aforementioned Index for Imperium II says that Imperial Knight houses are ruled by a leader often called a High King, but sometimes known by other titles such as Ritter or Patriarch or Princeps. Because no Asians exist in Warhammer 40,000, therefore there are no High Kings referred to as Shoguns either, and so my story, and the fluff for my army and my blog is rated 0/10.

Sarcasm aside, the racism annoys me. I thought we were better than this, but it seems not. I wanted to write about this earlier, but I fell sick, otherwise I would have brought this up much earlier.

By the way, since Graham McNeill has made it canon with The Crimson King, I am going to relate the ancestors of House Yato, House Takeda and House Uesugi, as well as the citizens of Draconis III to the Dragon Nations. Thank you, McNeill Sensei.

Monday, June 26, 2017

Been sick

Sorry, I can't update as much as I like to because I fell sick a week ago, had fever for a few days and just couldn't do anything. And now some family stuff has happened, so I'll be busy this week again.

What I can tell you is that my Imperial Armor: Index of the Forces of the Astra Militarum has been shipped, so I'll let you guys know when I get it.

Oh, and I finally finished reading The Crimson King by Graham McNeill. It's an awesome book. I'll take the time to write a more detailed post about it and some of the cool ways he tied all the story threads in Thousand Sons and Prospero Burns together, as well as the characters seen in John French's Ahriman series, so I look forward to spoiling you guys!

Monday, June 19, 2017

Forge World Index: Astra Militarum Preview

Awesome! Look at Warhammer Community has for us today! The Forge World Index: Astra Militarum Preview!

As you guys probably already know, I've pre-ordered my copy of the Forge World Index: Forces of the Astra Militarum on Saturday right after they announced they will be shipping it from June 23rd. I have 3 Vendetta gunships, so I probably need the Imperial Armor book to field those.



I'm still waiting for Imperial Armor: Fires of Cyrastax or whatever for the Cybernetica units from Forge World to be fielded alongside my Adeptus Mechanicus army, but this book looks like it's worth it. I mean, just look at the Malcador Infernus.



I'm so tempted to buy myself a model. I probably might, actually. Except that my Imperial Guard army is locked up somewhere and I can't use them. Yet.

We also have Death Korps of Krieg and Elysian Drop Troops inside the book, so I might use those rules for my stuff instead. I fell in love with the Death Riders when reading Dead Men Walking by Steve Lyon. That book had one of the best moments ever when the Death Riders just rode in and massacred the Necrons. One of my favorite Warhammer 40,000 scenes ever. So how do they translate into the tabletop?



Looks great, doesn't it? Those models look sweet too!



I can't wait to see what rules they will have for Elysian Drop Troops. I mean, I have Vendetta Gunships, and I can convert my Veteran squads into Elysian Drop Troops, still call them Draconian Kamikaze Troopers and use their rules. Just say the Draconians use Elysian Drop Troops rules because they learn from those dudes.

I'll let you guys know more when I get the book.

Saturday, June 17, 2017

8th Edition Rules

Hey, everybody! The rules for 8th Edition are now officially online! You can download or view them here!

Happy wargaming! Let's make this edition a blast! Knights of the Imperium, we march!

The Knights of House Yato shall annihilate all enemies of the Imperium!

Friday, June 16, 2017

Imperial Armor Index: Astra Militarum release date!

Hey folks! Great news from Forge World!

Imperial Armor Index: Astra Militarum finally has a release date! It's slated for a June 23rd release! You can pre-order it now! Just like the other Imperial Armor indices, it costs 15 British Pounds, so it's quite a sweet deal.

Imperial Armour – Index: Astra Militarum

If you haven't already known, Imperial Armor Index: Forces of the Astra Militarum will include rules for the Titans, for Renegades and Heretics, for Elysian Drop Troops and Death Korps of Krieg. And Imperial Knights from Forge World too, as well as any Astra Militarum Forge World model. Like the Vendetta. So if you have a Vendetta gunship like me (I have 3 of them, actually), make sure to grab this index! Pre-orders begin today!

As a side note, Imperial Armor Index: Xenos is also slated for a June 23rd release, so all those of you using Forge World models for xenos such as the Tyranid Malanthrope (or however you spell it) or the T'au Forge World Battle Suits, make sure to grab your own copy too! You can begin your pre-orders today!

Tuesday, June 13, 2017

Faction Focus: Adeptus Mechanicus

And we finally get a Faction Focus for the Adeptus Mechanicus. Thank the Omnissiah.



So what does Frankie have to say about the Adeptus Mechanicus?

First, he shows off Belisarius Cawl, which is a pretty good HQ unit, to be fair. All Tech-priest Dominus have re-rolls of 1 for shooting phase for units within 6", but Cawl gives re-rolls to hit, so you can re-roll those 2s too. Make sure all your Adeptus Mechanicus units are from the Forge World Mars, though.



The Canticle chart thing is okay if you really want to get that Canticle you want. By the way, what happens is that if you want to use a Canticle, you can only use it once per game. However, you can alternatively roll a D6 to decide which Canticle to use, and even if you already used that Canticle, if you roll it, you get to use it again.



So for example, you use Benediction of the Omnissiah. So you want to use it again, but you can't. Just roll a D6 and hope you get 6. Cawl's ability allows you to add 1 if you roll a 5, or deduct 1 if you roll a 1. So it can be pretty useful.

Electro Priests are very much improved in 8th Edition. The Corpuscarii now have taser for both their shooting and melee attacks, so if you roll a 6 for a to hit roll, you do 3 hits instead.



The Fulgurite cause mortal wounds on a 6+, which is basically the same as Sicarian Ruststalkers. Nice. On the other hand, the Electro Priests have a 5++ invulnerable save and a 5+ Feel No Pain, which the Ruststalkers don't have. Oh well.

Ironstrider Ballistarius are now Toughness 6 with 6 Wounds, as well as the 6++ invulnerable save that all Skitarii units with bionics have. Their Cognis weapons have been changed a bit, so you now have a twin Cognis autocannon or a twin Cognis lascannon with double the shots. Not bad, to be honest. And the Sydonian Dragoons retain their taser lances, which allows them to deal 3 hits whenever you roll a 6 for to hit rolls.



Kastelan robots are better now. They have 6 Wounds, are Toughness 7 and even have a 5++ invulnerable save in addition to their 3+ armor save. Just look at Aegis protocol. Bloody thing gives your Kastelan robots a 2+ armor save (Terminator!) and 4++ invulnerable save. Oh boy. You can equip it with the new Kastelan fists or with two heavy phosphor blasters. Up to you. In addition, if you roll a 6+ for his invulnerable save, the shooting unit takes a mortal wound. Scary. I'll probably go with the shooty version. Probably need to take out one Knight for a Kastealn robot maniple now...



So yeah. I look forward to seeing how they will fare on the tabletop. For now, my combined Adeptus Mechanicus Imperial Knight list is doing pretty well, with 2 wins, 1 draw and no losses so far. I'm thinking of  adjusting my list and replacing my Knight Errant with 3 Kastelan robots, or an Onager Dunecrawler and 3 Kataphron Destroyers (taking out the Skitarii Rangers) instead. Either way, I'll free up points for carapace weapons. We shall see.