About My Blog

Ave Omnissiah!

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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 Ryusei, their Household Militia, the Draconian Defenders, and the Forge World of Draconis IV with its Adeptus Mechanicus priesthood, Cybernetica cohorts and Skitarii legions, and the Titan Legion, Legio Draconis, known as the Dark Dragons.

Featured Post

Retrospective: Imperial Knights

Today, we're going to a Retrospective on...Imperial Knights! I mean, this is primarily an Imperial Knight blog, so obviously if I'm ...

Wednesday, January 24, 2018

Battlefleet Gothic: Armada 2 announced!

Hey, guys. I just came from the Warhammer 40,000 Discord server and look at what news I found!





AWESOME! Was a fan of the first game (I'm sure you guys remember my posts on the first Battlefleet Gothic Armada game). I hope we get bigger caps this time because I was kind of suffocated by only being able to field 1 Battleship and a couple of battlecruisers. I want an entire fleet! And I can't wait to build my Adeptus Mechanicus fleet!

Oh, and from the trailer, it appears that the game is set after the fall of Cadia and the rise of the Primarch, so this looks really interesting!

Tuesday, January 23, 2018

Faction Focus: The Thousand Sons

Warhammer Community has a Thousand Sons Faction Focus today! WOOHOO! Time to bring on our psychic shennigans! As Thousand Sons will be my 4th (and next) army, I'm looking forward to seeing what I can do with them. My Rubric Marines, Scarab Occult Terminators, Exalted Sorcerers and Mutalith Vortex are on the way, and depending on the codex, I might buy a bunch of Tzaangors to get a Brigade Detachment. If that's not feasible, then I'll just run an army made entirely of psykers (and the Mutalith Vortex)!



The Thousand Sons have always been my favorite Legion. Blame their psychic powers. Or blame me for reading A Thousand Sons by Graham McNeill. That was one of my favorite Horus Heresy books, next to Mechanicum (also by Graham McNeill). And I enjoyed the Ahriman Collection tremendously. I'll get the Battle of the Fang soon, after I finish my current log of Gaunt's Ghosts books. We'll see.

Anyway, what do we get for our Legion Trait? Buffs to our psychic powers!



While I'm a bit disappointed it's not re-rolls of psychic tests or add stuff to our psychic tests, I'm glad it's not a copy-and-paste of the Grey Knights Chapter Tactic. Plus 6" buff is pretty good - we can Smite from 24" away now, which is bolter range. Not bad.

Not only that, we have access to three psychic disciplines. Dark Hereticus from Codex: Chaos Space Marines (I'm so gonna use Warptime for my Rubric Marines!), the Discipline of Change and even the Discipline of Tzeentch from Codex: Chaos Daemons. Take note, the 3rd is for Daemonic sorcerers only, such as Daemon Princes of Tzeentch and Magnus, and perhaps Sorcerers on Disc (we'll see). The Aspiring Sorcerers, Exalted Sorcerers on foot and Scarab Occult Terminators most likely will not be able to take the Discipline of Tzeentch. Oh, and the Tzaangor psykers too.

So what psychic powers do we have from Discipline of Change? The first is Glamor of Tzeentch, which basically gives our units protection from enemy units in the form of giving the enemy units a -1 penalty to their hit rolls (both shooting and fighting) when they target them. Awesome.



And then Doombolt is back! WOOHOO! Time to dish out mortal wounds! However, Doombolt is pretty expensive at 9 warp charge. D3 mortal wounds are awesome, but it also has the added bonus of halving the target's movement characteristic and prevent them from advancing. Cool. But with a warp charge value of 9, I doubt it's unlikely to go off, and furthermore we don't seem to have any bonus to casting psychic spells. Oh well.

That's not all. We also have awesome Stratagems!

Remember I have a unit of Rubric Marines armed with nothing but warpflamers? Yeah! Even though they're slow as feth (I've been spending too much time with the Tanith), I can use this Stratagem, Webway Infiltration, to Deep Strike them 9" away from the enemy, and then cast Warptime on them and unleash lots of hellish flames on the enemy! This will melt hordes into they who must not be named!



Want to Deep Strike more Rubric Marines to get them into close combat? Then look no closer than...



With this Stratagem and relic, we can Deep Strike potentially up to 3 units! Imagine Deep Striking a squad of 10 Rubric Marines with warpflamers with Dark Matter Crystal, and then having 2 more Rubric Marine squads with inferno bolters get within 9" of the opponent with Webway Infiltration. And also Deep Striking yet another unit of Scarab Occult Terminators next to them. That's four dudes that can fire and then charge! It's too bad we can't Deep Strike monsters and vehicles like the Mutalix Vortex Beast and Maulerfiend, though.

That said, the Maulerfiend is still awesome for Thousand Sons! Let's buff him with this other Stratagem!



Ha ha! Nice! This guy will be dishing out a lot of stuff to hordes!

Tzaangors also get their own Stratagem, which is pretty neat.



Chaos Spawn also get to be useful with Stratagems, but I'm not exactly fond of using they who must not be named...gaaah!



And we have a flesh-change Stratagem, which is...uh...



Well, seems useful if you have a Sorcerer or Tzaangor Shaman with only one wound left and is about to die (or locked in combat with an enemy). Cast a psychic spell, kill him (since he can't shoot if he's forced to fall back), then throw a Chaos Spawn somewhere 6" away, and then charge the enemy with it. Heh.

That's all the information I have for now, and I'll certainly be looking forward to playing with my Thousand Sons army once they're shipped to me!

Monday, January 22, 2018

Tzaangor upgrade pack

Oh! I found it weird that the Tzaangor boxes on the Warhammer 40,000 webstore and Triple Helix have gone out of stock, but I found out the reason why! Thanks to Warhammer Community's post today, we know that we'll have a separate Tzaangor uprade pack for our Thousand Sons!



Not only that, we have eighteen - that's right, EIGHTEEN psychic powers to choose from! They also mentioned the Tzaangor Shaman and Tzaangor Enlightened, as well as the Mutalith Vortex Beast, which we already know since Warhammer Open Day. Or was it Warhammer World? Whatever that event is called.

Just a bit more news, apparently the Tzaangor Skyfires are an alternative build of the Tzaangor Enlightened, who will have three weapon options (so Skyfire is basically Tzaangor Enlightened armed with bows). And if you want, you can upgrade your Tzaangors with the Tzaangor upgrade pack, and maybe even upgrade the Kairic Acolytes in the Battleforce Tzeentch Arcanites Changecult into Chaos Cultists with the same pack. To be honest, I'll just use my Guardsmen as cultists, ha ha. Good thing I have a bunch of flamer Guardsmen that I can use for this too.

Anyway, I'll let you know more when I get more information about the Thousand Sons! I still wish I can run Traitor/Renegade Guard alongside them, but it doesn't look like I can. Oh well.

Saturday, January 20, 2018

Thousand Sons versus Adeptus Custodes

Okay, I'm hearing some conflicting reports about the Thousand Sons versus Adeptus Custodes on Thursday, but while some people claimed that the Thousand Sons won handily on objectives, another guy replied that they won only because the Custodes player was rolling badly. I don't know who's right, and unfortunately I couldn't watch the stream because I was in class, and time difference. Whatever the case is, I'm glad we won, and wished I was able to watch the game.

But what do we know?

Here was the list:

Battalion Detachment 

HQ 

Magnus the Red 
– Warlord – Lord of Forbidden Lore 
– Warptime, Death Hex, Weaver of Fates 
– Infernal Gateway 

Daemon Prince of Tzeentch with Wings 
– Dark Matter Crystal 
– Gaze of Fate 
– Glamour of Tzeentch 
– Hellforged Sword 

Ahriman on Disc of Tzeentch 
– Prescience 
– Infernal Gaze 
– Warptime 
– Inferno bolt pistol 

Elites 

Tzaangor Shaman 
– Force Stave 
– Doombolt 

5x Scarab Occult Terminators 
– Force stave 
– Temporal manipulation 
– 4 inferno combi bolters 
– 4 power swords 
– Hellfyre missile rack 
– Soulreaper cannon 

Troops 

5x Rubric Marines 
– Force Stave 
– Inferno Bolt Pistol 
– Glamour of Tzeentch 
– 4x Inferno Boltguns 

30x Tzaangor 
– Brayhorn 

10x Chaos Cultists 

Fast Attack 

9x Tzaangor Enlightened 
– 9x fatecaster greatbows 

Heavy Support 

Chaos Predator 
– Combi-melta 
– Twin lascannon 
– 2x lascannon 

Mutalith Vortex Beast 

6 command points


Cool. The whole list comes to about 1,999 points, by the way. Even more cool. So what do they do?

First, Magnus's Lord of Forbidden Lore Warlord Trait gives him 1 extra psychic power. Second, it seems the Thousand Sons's Legion Trait is giving them 6" extra range to all psychic powers. 24" Smite, anyone? :D Third, no more re-rolls of ones for invulnerable saves. I was trying to find information on the new aura buffs, but it doesn't seem like anyone caught it.

New psychic spells:
- Glamor of Tzeentch causes enemy units to shoot with a -1 penalty at your buffed unit.
- Doombolt is back! Mortal wounds and halves the movement distance of the target.
- Temporal Manipulation gives free re-roll for anything later in the turn (basically free Command Re-roll).

Take note that Aspiring Sorcerers and Scarab Occult Sorcerers can now take spells from several different tables of powers. Keeps access to Dark Hereticus, and we have a new Tzeentch table. Possibly another one, but don't get your hopes too high up yet.

Tzaangor Enlightened automatically wounds on hit rolls of 6s. In other words, if you roll a 6 for your hit rolls, that's a wound, no need to roll to wound for that hit. However, it's not a mortal wound, so your opponent still has his armor saves. You can take a maximum of 9 in a unit, and boy are they fast. I'm talking about movement speed fast. They also have 3 equipment options, and the ones they used in the battle report was Fatecaster, which was the bow and arrow one.

Tzaangor Shaman is an Elite, and he has the ability to re-roll psychic tests for his first spell in the game. So only once per game, but I guess it's better than nothing.

Tzaangors have Death to the False Emperor, can be taken in units of up to 40, and if you take 20 or more, they get +1 to their hit rolls.

Mutalith Vortex has an invulnerable save, 14 wounds, and can regenerate a wound every turn (basically like any other Daemon engines), buffs the units around it via auras - you have to roll for the buffs, and explodes when killed. Ouch.

Our Marines have Veterans of the Long War! Yay!

Speaking of which, Dark Metal Crystal is a relic that is one-use and allows you to remove a unit from the table and then Deep Strike...cough, I mean redeploy them anywhere in the table. Not enough? Then you can spend 2 Command Points to place a unit of Thousand Sons in the Webway before the game and then Deep Strike them.

Thousand Sons also have a Stratagem to improve their psychic tests. Hope to the Emperor that it's not the awful must be 6" away from 2 other Sorcerers in Chapter Approved.

Yeah, and I got the information from the Dakka Dakka thread. Someone complained about the 40 Tzaangor models to 11 Thousand Sons models (not including Magnus). I'm not sure if I'm missing something, but your horde units are supposed to outnumber your main, elite units. Like...duh? That's the point? What's the point of bringing a Tzaangor horde if they don't outnumber the Thousand Sons Marines? It's like me complaining that I have more infantry models than tanks in a tank army. Like, duh? You have 10 Guardsmen in one unit, minimum, compared to 1 tank in one unit.

If we break down to unit sizes, it was actually 3 Thousand Son marine units and 3 Tzaangor units. And we haven't counted Magnus, the Daemon Prince of Tzeentch (who was a former Marine), or even the Thousand Sons Predator. I don't know what to say. The whole whining about how the Thousand Sons are dead and how this is Codex: Tzaangor has seriously gotten out of hand. It's natural if your horde units outnumber your Marines in terms of models - that's their freaking job! And in terms of units, you actually have more Marine units than Tzaangors! Calm down, people!

Anyway, that's all the information I have for now. I'll update you guys when I find out more. Till then! For the Emperor!

Thursday, January 18, 2018

Codex: Thousand Sons and not Codex: Tzaangors

Well, technically, my semester had begun yesterday (Tuesday, January 16th). I just finished my homework and stuff, so I'm going to let you guys know that my updates will be less sporadic because of school.

Don't worry, there will be more updates once the Thousand Sons codex drops - I guarantee I'll cover that no matter how late I am. For now, I apologize for the lack of updates.

By the way, I see people complaining that the new Thousand Sons codex will be Codex: Tzaangor all because Games Workshop announced that the Tzaangor units will be ported over from Age of Sigmar. Calm down, people. They are just new options. That doesn't mean that Tzaangors will be the only viable way to play, nor does it mean the Tzaangors will take center stage and become the focus of the new codex. Besides, we don't even have the codex yet! Where are you guys getting the information from? I mean, it's a leap to conclude that the codex will be based mostly on Tzaangors or that they'll be the only viable way to play Thousand Sons just from what little information we have!

Let's wait for more information before hitting the panic button and raging about how Thousand Sons is no longer Thousand Sons but all about Tzaangors, all right?

Friday, January 12, 2018

Forge World news - Fires of Cyraxus and Thousand Sons release

Hey, guys. I can't find the official source or confirmation, but I heard from the Discord server for Warhammer 40,000 that Fires of Cyraxus will be released "no later than March."

I don't know how true this is, so for now assume that it is a rumor and take it with a lot of salt. According to the guy on Discord, the source was from the Warhammer World Open Day on Saturday when they asked one of the Forge World staff. If true, then we'll be getting Fires of Cyraxus around March.


Haechi: From my inside infos, the TS codex was delayed until unknown times and therefore there was a big gap in the previsions for February. I guess now for some reason it's back on schedule ! So now we have Custodes-Thousand Sons-T'au-Necrons-Dark Eldars-Harlquins.
Another guy: So, T'au codex have a possibility to be released in mid Feb then. yeah! :smile: :smile: :D  
Haechi: No, that gap is filled again by Thousand Sons haha. We have Daemons soon, Custodes last week of January, and probably for 3 more weeks because of multiple releases, then Thousand Sons, mid/end of Feb, and finally T'au around mid March. Keep in mind I don't have the exact dates, my source just says it like "early, late, mid, of a month

That's what he wrote, so we can assume that Thousand Sons will be released in February, then Imperial Armor: Fires of Cyraxus in March or so. I'm still building my Thanatar, who is half-built because it's resin and my plastic glue isn't working on him. I've ordered Citadel superglue (along with plasma guns, a Culexus Assassin and a Sentinel) almost two weeks ago, but there shows no sign of them being dispatched. Bloody hell, I was planning on building them before the semester begins, but it looks like it's impossible.

Oh well. I have no idea what's the delay with the Warhammer 40,000 web store delivery, but we'll find out soon enough. For now I'll wait for my Thousand Sons to be shipped over.

Another thing I received, a so-called Forge World product, is a new Leman Russ Annihilator. So now I have 2 Leman Russ Annihilator tanks!

Warhammer 40k Astra Militarum or Imperial Guard Leman Russ Annihilator

Looks absolutely beautiful. Cool! I love the paint. Unfortunately it's missing one sponson, but I'm planning to fix that with a plasma cannon from the Sentinels I'm ordering. Unfortunately, as I said, the delivery still hasn't arrived yet...

Update: I received a reply from Games Workshop! Apparently the Sentinels have been out of stock for a while, and they're only returning this week. They should be shipped soon. Thanks for the response, Games Workshop!

This is why you should buy Citadel products, everybody. Fast and solid response, and guarantee that your products will be delivered.

Thursday, January 11, 2018

Battle Report 23

Well, this is my last week of winter break before I return to school next week (spring semester is starting for the University of Minnesota). So I was trying to get as many games in as possible before the inevitable return to studying and cramming (and grading).

So today (or yesterday, since it's past 1am, rather...3am because it took me 2 hours to write the entire battle report), I managed to get a couple of games against an Orks player. Waaagh! I was looking forward to pitting my Imperial Guardsmen against Orks, especially after all the Ciaphas Cain novels and other Imperial Guard novels that I've read (Imperial Glory with the Brimlock Dragoons, Baneblade by Guy Haley, and Pyres of Armageddon starring Yarrick).

First Game

The first game was Dominate and Destroy (yay!), and we decided to do 2,000 points. I actually offered to not play my Shadowsword, but he suggested that I should because he wanted to try out my list. I was like, "uh, my Shadowsword isn't going to be useful anyway" because he wasn't bringing any tanks, battlewagons, Stompas or even a Morkanaut/Gorkanaut. But he wanted to test his list out against my tank list, so I decided to use him as a Banehammer, which he agreed.


The Ork list consisted of 2 Weirdboys, 2 Big Meks, 3 squads of 10 Boyz, 1 group of Nobz, tankbustas all loaded on a trukk, 10 lootas, 3 Killa Klans, 3 deff koptas, 3 Deff Dreads...and 2 Kommando squads, I think. Yeah. That should be it. I think he used a Battalion and a Vanguard Detachment.

My list was my standard Shadowsword list, except that I replaced my Shadowsword with a Banehammer. So I fielded a Spearhead Detachment of my Tank Commander in Leman Russ Executioner (with lascannon and plasma cannons), a 2nd Leman Russ Executioner, a Leman Russ Annihilator (I got a new, 2nd one today!) and 2 Wyverns, a Vanguard Detachment of 2 Tempestors Prime, 2 plasma Tempestus command squads, a Valkyrie and a Tech-priest Enginseer, and a Supreme Command Detachment of 2 Primaris Psykers, 1 Company Commander and 1 plasma command squad and the Banehammer.

Surprisingly enough, I finished deploying first for once even though I'm Imperial Guard. It looked like the Orks had many more units than me. Thanks to that, I got a +1 to my roll, which helped me tie the first time. On our second roll, I managed to out-roll him and claim first turn. He tried to seize the initiative, but failed.

Turn 1



I moved my Valkyrie up and dropped my Primaris Psykers, Company Commander and plasma command squad 9" away from the deff koptas, which were the nearest unit to my deployment zone. My Kamikaze Troopers deep struck inside a building to capture an objective. And then I used Smite and brought down one deff kopta to one or two wounds. The Valkyrie fired his lascannon, and finished off the deff kopta, giving me First Blood! Meanwhile his heavy bolters and multiple rocket pods erased a bunch of Ork Boyz, downing them to...3 guys, I think? The plasma command squad supercharged their plasma guns and fired on another deff kopta and destroyed it. The Leman Russ Annihilator fired and killed a few Lootas because they were the only ones in range. The Leman Russ Executioners couldn't do much because they were practically out of range from anything except the Lootas, so I killed a few more Lootas with them. My first Tempestus Command squad fired their plasma guns and wiped out the Lootas - oh, and thanks to that, I was racking up victory points because of Dominate and Destroy. The second Kamikaze plasma squad fired on the Big Mek and brought him down to 2 wounds because of his invulnerable save and being out of rapid fire range. My Wyverns were MVP. Firing their stormshard mortars, they wiped out about 9 Boyz. The Nob then fled due to morale, granting me another victory point. The 3 guys lost another guy to morale, but still had 2 guys left.

As for the Banehammer, he did almost nothing. He missed his lascannons' shots, his twin heavy bolters were out of reach of anything, and his tremor cannon, despite doing 3D6 shots rolled a 2 and 2 ones - 4 shots. I ended up only dealing two wounds, which my opponent failed his saves, and destroyed just one Killa Klan. The good news is that the surviving two's movement were halved thanks to the shot. Yay.

I captured about three objectives and killed 4 units, and with First Blood, that led me to having 8 victory points in my first turn alone.

My opponent then moved his surviving Boyz up, and his Killa Klans toward my plasma command squad. Thanks to my Tremor cannon, their movement was halved, so they were practically out of charge range. The Weirdboyz casted Jump or something and had the Boyz appear more than 9" away from my plasma command squad. The trukk moved and stayed behind cover at a building while his Deff Dreads and 2nd Big Mek moved and advanced. The final deff kopta also moved toward my Leman Russ tank. The Kommandoes then deep struck behind my lines, right behind my Leman Russ Annihilator, and the 2nd squad of Kommandoes deep struck right behind my Tempestus Command squad. They fired and failed to wound any of my Kamikaze Troopers because I was in cover and had a 3+ armor save. The other Kommandoes squad also failed to wound my Leman Russ Annihilator with their shooting. The Boyz fared little better, shooting and killing just one plasma gunner in the command squad. It was the Tankbustas who had much better luck, firing from the Trukk and killing 3 Kamikaze Troopers in one squad. Ouch. The Killa Klans also failed to shoot or wound the plasma squad for some reason. That was really bad rolling on my opponent's part...in any event, both Kommando squads charged and even with 'ere we go! only one of them made it in - and started hitting my Leman Russ Annihilator. I killed one or two with overwatch despite using the Defensive Gunners Stratagem. The plasma gunners killed a few Boyz on overwatch, funnily enough, as did the Kamikaze Troopers, who killed a couple of Kommandoes - but neither of these made it in. On the other hand, the deff kopta did succeed his charge and got into combat with my Leman Russ Executioner. Oh, and the Killa Klans failed their charge despite 'here we go!But it was a 10" charge, so he needed a 9 or better.


I don't think the Kommandoes wounded my Leman Russ tank at all. Surprisingly enough, my opponent failed to kill even a single unit. So all he had was 1 victory point for that single objective he had his Big Mek camping on. I passed morale for both command squads, so none of them ran away, even the single Kamikaze trooper.

Turn 2

I had both my Leman Russ tanks fall back, while my Primaris Psykers and plasma command squad moved up to capture another objective. My psykers used Smite and brought one of the Killa Klans to just 2 wounds. In the shooting phase, my plasma guys supercharged their plasma guns and killed the Killa Klans. My Valkyrie fired and destroyed the deff kopta with his lascannon and wiped out the Boyz squad with his heavy bolters and multiple rocket pods. Meanwhile my plasma Kamikaze Troopers fired and wiped out the Kommandoes. I can't remember what else...I think my tank commander fired and killed the Big Mek. Meanwhile my Wyverns fired and decimated the Nobz, leaving just 2 or 3. My Banehammer fired and wiped out the 2nd Kommandoes with his twin heavy bolters, and his lascannons brought the trukk down to just one wound, while with his tremor cannon, he destroyed a single Deff Dread.

That gave me another 4 victory points for securing 4 objectives, and 6 victory points for destroying that many units, bringing my total tally up to 18 victory points.

My opponent then tried to move his Weirdboyz up and Smite my Primaris Psykers, while his 2 surviving Deff Dreads and the accompanying Big Mek moved and advanced. His trukk stayed where it was while the two surviving Boyz in the last squad ran forward toward my plasma command squad.

I managed to deny the witch with my 2 Primaris Psykers and the Weirdboyz's Smite fizzled out. Or maybe they killed 1 or 2 plasma guys because I failed to deny the witch with one of them. I can't remember. Anyway, Orks' shooting being what it was, they failed to hit the plasma guys. On the other hand, the tankbustas fired on the last remaining Kamikaze Trooper in the first plasma squad and killed him, earning him 1 victory point. I think that was it...he charged his Boyz at my plasma squad, and both guys got killed in a very lucky overwatch.

And that point, we called it game. My opponent had only 3 victory points while I had 19. There was no way he was going to win this game - I was too far ahead, and he killed only one of my units and wounded none of my tanks. It was a uphill battle for him. There was no way he could catch up now.


So we decided to stop the game and play a 2nd, smaller game of 1,000 points. This one worked out much better and was more even.

Second Game

This time, the mission was Scorched Earth. We had a thousand points for each army, so I had to adjust my list. My opponent brought a Weirdboy, a Painboy, a Big Mek, 3 squads of 10 Boyz, tankbustas, a trukk, a dakkajet, 2 Kommando squads, and a single deff kopta. I think he loaded his tankbustas and Big Mek into the trukk.

As for me, I brought my Spearhead Detachment of Tank Commander in a Leman Russ Executioner with lascannon and plasma cannons, a 2nd Leman Russ Executioner, a Leman Russ Annihilator and 2 Wyverns, plus a Company commander, a plasma command squad and a Tech-priest Enginseer.

Turn 1

Once again, I managed to get the first roll, and he failed to seize the Initiative, but this time he deployed intelligently and had all his units hidden behind a building and away from my line of sight. The only thing I could shoot at was the Dakkajet with my Leman Russ Annihilator and my Tank Commander. Between the two of them, I could barely kill it, leaving only one wound on it. Then the Wyverns fired and obliterated one Boyz squad, leaving just 3 Boyz, who lost 2 to morale, leaving just 1 Nob. Wyverns for the win! Unfortunately, with everyone else out of line of sight, that was all I could fire. I did gain 2 Victory Points for the objectives, but that was all.

My opponent then used the Weirdboy to cast the jump and had one Boyz squad jump behind my Wyverns, and also the 2 Kommando squads appear behind my Wyvern and my tanks. The trukk moved around the building and the tankbustas fired on my Leman Russ Executioner, doing 6 wounds to him. Between the shooting and melee (the Boyz and Kommandoes made it in when they charged my Wyvern), they brought my Wyvern down to 3 wounds. Ouch. The dakkajet fired and did absolutely nothing to my tank commander. Meanwhile the other 2 Boyz squad, including the decimated one, moved forward. Fortunately, he didn't kill any of my units either, so no First Blood to him, but he had moved his deff kopta forward to capture 1 objective and gain 1 victory point. The 2nd Kommando squad failed their charge, I think. I'm not sure. Oh, but I used Defensive Gunners Stratagem on my Wyvern and killed a couple of Boyz and a few of the Kommandoes, decimating them.


Turn 2

I had my Tech-priest Enginseer repair my wounded Leman Russ Executioner, bringing him to 9 wounds (I think). My Leman Russ Annihilator finished off the dakkajet with his lascannons, and his plasma cannons obliterated the Boyz. Both my Wyverns had to move because the uncharged one was blocking his fall back path. Thanks to that, he could only fire on 5+ and couldn't re-roll ones, and only killed three or so Boyz in the 10-men squad. Menawhile my Leman Russ Executioner fired and did a pitiful 2 damage to the Trukk. I think. My plasma command squad then pasted one of the Kommando squads, while my tank commander wiped out the other. First Blood to me, yeah!

Again, I gained another 2 victory points for holding 2 objectives and 1 more for First Blood, giving me 5 in total.

My opponent moved his trukk forward, as well as his two remaining Boyz, Pain Boy and Weirdboy. The Weirdboy used the jump spell and had the 7 or 8 Boyz warp in right behind my wounded Leman Russ tank. The tankbustas put another 6 wounds on my Leman Russ Executioner, leaving him with just 3 wounds left. The Boyz fired and charged him, and despite my Defensive Gunners Stratagem, I only killed 3 or so. If I remember correctly, they had about 4 or 5 left after overwatch. They didn't wound him, I believe, or maybe put just one wound, I can't remember. He had about 2 or 3 wounds when my opponent was done. Meanwhile my opponent had moved his sole remaining Boyz and trukk up to capture the 2nd and 3rd objectives, so he earned 3 points, having 4 to my 5.

Turn 3

The game was getting closer than I thought. I had my wounded Leman Russ tank move 4" away from the Boyz. My company commander and plasma command squad moved up toward the trukk to get within rapid fire range, but to no avail. Anyway, my tank commander fired and blew up the trukk, and my plasma squad fired on the tankbustas (who lost 1 or 2 guys), only to do a pitiful 2 or 3 wounds. The majority of them were still alive. My first Wyvern, who I repaired with my Tech-priest Enginseer and used the Jury Rigging Stratagem to bring him back to 6 wounds, fired his heavy bolters and killed only 1 Boyz, while his stormshard mortars killed a couple of tankbustas. The second one swapped his weapons, training his heavy bolters on the tankbustas and stormshard mortars on the Boyz. I wiped out the Boyz but the tankbustas remained strong. Oh, and I lost one plasma gunner to another re-roll of one due to supercharging my plasma guns. Ouch. Anyway, I earned another 2 victory points and got 7.


My opponent continued to claim the 2nd objective while he blew up my wounded Leman Russ Executioner with his tankbustas and killed my plasma command squad with his weirdboyz's Smite. Ouch. The deffkopta and sole surviving Boyz (a Nob) continued to hold the 2 objectives, and he earned another 2 victory points, giving him 6 to my 7. At least he killed a Leman Russ Executioner! That was a big victory for him. Wow, he was closing in on me like crazy, cutting my lead to 1 because he was capturing objectives.

Turn 4

I killed his tankbustas with my tank commander, my first Wyvern killed the Big Mek, and my second Wyvern killed the Weirdboy, granting me Slay the Warlord. Thanks to that, I earned 3 victory points, bringing me up to 10. My opponent couldn't do much and merely moved his painboy up. His Nob and deff kopta netted him another 2 victory points and he got 8.

Turn 5

My tank commander killed the nob, and it took both Wyverns to kill the painboy. At that point, my opponent only had one deff kopta left, so there was no point continuing the game. I would have earned another 2 points to get 12, while he could only get 1 victory point maximum from that sole deff kopta, who couldn't shoot anyone. So he surrendered and I managed to get another victory - just barely. The scales had tipped slightly in his favor thanks to his intelligent deployment, and honestly, my lead was hanging by a very thin thread. But I managed to prevail somehow through the sheer grit and determination of my Imperial Guard Armor. Phew!