Both of these games were for the D-Co 2017 Project Mayhem Campaign.
This game was led by Warsmith Morgoth.
He had been retired for most of 6th and 7th edition because he was basically unusable. He would have been the least effective HQ I could have fielded back then but now with 8th he's a bit better because of the warlord traits and the Stratagems.
He is armed with 2 Lightning Claws.
200 Power Level of Iron Warriors
100 Power Level of Sisters
100 Power Level of Imperial Guard
The mission.
We decided to use the new Open War cards to create a mission from scratch. It turned out that we deployed opposite of each other like in a classic game of 40k. We decided that there would be a distance of 18" between the enemy units once they were set up.
The Twist was called "Dead of Night" It is a new twist on the old night fight rules basically it shortens the length of all shooting and psychic attacks to only 12". At the start of each subsequent turn the player who went first rolls a d6 and on a 4+ 6" is added to the max range everyone can shoot to.
The Objective was called "Burn & Pillage", it is basically three objectives in each deployment zone and each side has to capture the objectives in the opposite deployment zone. Once an objective is held by the opposing player it is then removed. Once all three objectives from one side are removed the game is over. It basically removes the idea of a set number of turns from the game.
The final card drawn was the Ruse. This ruse was given to me since I had 199 PL and they had 200. It allows me to pick one of my units that has been destroyed and at the end of one of my movement phases I can place it back on the battlefield 9" away from any enemy unit and within 9" of any board edge.
The Deployment
A Unit of Iron Warriors surveys the battlefield from the top of a ruined building.
A squad of Havocs equipped with 4 lascannons prepares to fire.
The left flank of the Iron Warriors.
Celestine flys above a ruin.
The battle commences.
The Iron Warriors advance on the left flank.
The Penintent Engines advance towards the Ogryn berzerkers.
The Sisters and Guard advance along the Iron Warriors right flank.
The three Predators open up and annihilate the Penitent Engines.
The Iron Warrior squad atop the ruined building moves forward for a better firing position.
Two rhinos move into position to counter the advancing Sisters' rhino.
Warsmith Morgoth leads the charge into the Imperial Guard tanks.
The Ogryn Berserkers charge and die to the Penitent Engines, taking one Penitent Engine with them.
In the center the Iron Warriors meet the Sisters head on.
The Guard counter the Iron Warriors' charge, and the Penitent Engine engages a large Iron Warrior Squad.
The range on turn three has finally reached 18"
The Penitent Engine is doing work and so is the Guard.
The Sisters have done a number to the Iron Warrior's center.
The counter punch eliminates most of the Sisters' infantry.
The Iron Warriors squad falls back from the Penitent Engine.
A squad of Raptors deep strike in to try to handle the Penitent Engine.
Morgoth is alone.
The Iron Warriors move up to the Sisters' rhino.
The Iron Warriors' Helbrute finishes off the Sisters.
The Rhino dies along with half the squad.
The other rhino dies to two Helbrute fists.
Morgoth fights on.
The Sorceror tries to take on the Penitent Engine but has little luck.
The Sisters fire upon the marines who destroyed their rhinos, killing several.
Morgoth finishes off the squad he was fighting and the whole Guard line fires on him.
A squad of Seraphim deep strike onto the board.
The Sorceror dies, but Morgoth lives on.
Morgoth lines up a charge on a tank.
The Iron Warrior Center regroups.
The battle had to end at the end of turn 3. We had time constraints so we couldn't finish the game. It was an interesting scenario that we randomly created. I like the idea of using the cards to create games.
The game end in a tie, neither side had an objective.
Overall it was a pretty fun game.
Next time I have a series of games to report on.
Until then.
Morgoth!!! Yaaa
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