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Messages - Cammerz

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Battle Reports / A foray into 8th edition
« on: November 14, 2017, 12:13:03 PM »
8th edition WHFB that is, 1000pts Empire vs Daemons of Chaos.

My army is entirely mounted, the warriors of light against the approaching darkness:
  • Luthor Huss, Prophet of Sigmar
  • Battle Wizard (Lore of Light - Shem's Burning Gaze) w. Barded Warhorse and Shrieking Sword
  • 9x Empire Knights w. Full Command (joined by Luthor)
  • 10x Empire Knights w. Full Command
  • 5x Pistoliers w. Musician
  • 3x Demigryph Knights w. Halberds

My opponent opted for Daemons of Khorne:
  • Skulltaker
  • 20x Bloodletters w. Full Command (joined by Skulltaker)
  • 20x Bloodletters w. Full Command
  • 8x Flesh Hounds of Khorne
(Looking over the army lists he was actually 60pts over the limit, that's probably an automatic driving ban).

We rolled for a pitched battle and randomly generated terrain which granted us lots of buildings (five if I recall correctly) plus a few mystical monuments that didn't come into play and a river that bisected the table from the centre of one deployment zone to the centre of the other.

Alternating deployment saw him place one unit of Bloodletters on the eastern side of the river with the rest of his army (including Skulltaker) on the western side. I set up entirely on the eastern side with my Demigryphs closest to the river. Vanguard deployment saw my pistoliers move forwards but a building ensured that the Bloodletters were out of sight.

The Daemons went first, the Reign of Chaos ebbing his ward saves down to 6+. All of his models marched forwards but he could do nothing else.
I positioned my Knights in order to attempt multiple charges against his 'letters on turn two. In the magic phase Luthor successfully cast Hammer of Sigmar on his Knights and the Battle Wizard cast Shem's Burning Gaze at the higher casting value which killed the entire back row of the Bloodletter unit (down to 15). Sadly the hard cover between the Daemons and Pistoliers meant that none of my shooting attacks hit anything.

On turn two the eastern Bloodletters successfully charged the Pistoliers who again failed to hit anything with their stand and shoot. The Daemons wiped them out in a single phase and then used their free reform to face the nearest Knight unit (who fortunately passed their panic test). In that magic phase the Reign of Chaos fell to Nurgle who killed my wizard (the swine).

On my turn the two Knight units attempted to charge the Bloodletters but sadly only the closest managed to get in, (leaving Luthor out of action for another round at least). Charging with lances is fun and 1+ armour saves are even more fun so I won combat and four further Daemons perished due to instability.

Turn three saw his Flesh Hounds get bored and charge the Demigryph Knights across the river (which sadly turned out to be just an ordinary river). Tzeentch took over the Reign of Chaos and killed one of Luthor's Knights. The Bloodletter-Knight combat saw me win again andf a combination of swords, horses hooves and instability brought the servants of Khorne down to two. The Flesh Hounds brought down a single Demigryph Knight whilst the other two killed three Hounds in return, this would be a drawn combat but for the fact that he charged. I failed the break test and the Hounds destroyed my elite Inner Circle.

Luthor finally charged into combat and the two units of Knights made very short work of the Bloodletters before reforming to face the river.

The Flesh Hounds retreated into the river where Slaanesh took control of the Reigns and drowned them all.
Skulltaker and his unit have slowly been winding their way towards the river over the last few turns.

Everyone approaches the river on turn five and Khorne finally takes his turn at the Reigns, killing a Knight from Luthor's unit (so each God has now had a turn, Nurgle and Slaanesh having the most impact), on turn six Skulltaker charges Luthor Huss (it was hit-or-miss whether he was in range but we thought it'd be more fun if he succeeded). Luthor Huss harnessed the power of Sigmar, boosting his Weapon Skill, Strength, Toughness and Attacks by two for the phase, although sadly my unit failed the fear check and was striking at WS1. Skulltaker challenged and Luthor Huss accepted. Luthor's 4+ ward save protected him from Skulltaker's attacks and he dealt one wound in return with an almighty blow from his hammer. The Knights and Bloodletters dealt some damage to each other and the combat was drawn.

On the final turn of the game my other unit of Knights entered the river to face the Bloodletters (a rather pointless endeavour as they would be unable to engage the Daemons before the end of the game). Skulltaker challenged again and Luthor accepted but sadly he was felled by a Killing Blow and the Knights lost the combat, breaking and being caught by the pursuing Bloodletters.

Game Over

Empire - 550 (Bloodletters + Flesh Hounds + 1 Seized Standard)
Daemons - 875 (Luthor + Knights + Wizard + Demigryphs + Pistoliers + Slain General + 1 Seized Standard)

"In order to win you must wipe the opposing army out completely, or score at least twice as many victory points as your opponent - any other result is a draw." - Core rulebook p.143

That's a pity, oh well, it was good while it lasted.

If things change in the future I'm sure we'll all still be around to pick it up or try something new.

Dark Heresy has taught me that schola-trained individuals get taught philosophy so I feel fully justified quoting Sun Tzu

Online Roleplaying / Re: Inquisitorial Training School (RP thread)
« on: October 24, 2017, 12:48:04 PM »
"More than that, it is vital for a team to know each other in order to function. We need to fully grasp each others strengths and weaknesses. If one knows neither the enemy nor themselves then they will succumb to every battle".

Can I have a "Detect bullshite" check/roll on that statment about fighting a demon? :P

I think the term is 'scrutinise' but yeah I was thinking the same thing.

Online Roleplaying / Re: Inquisitorial Training School (RP thread)
« on: October 24, 2017, 10:15:39 AM »
Titus stood to attention and saluted the Interrogator,

"Titus Wolfe, Adeptus Arbites, I serve at the pleasure of the Emperor"

Online Roleplaying / Re: Inquisitorial Training School (RP thread)
« on: October 23, 2017, 12:02:59 AM »
Another talker, these two are going to keep each other going for hours, Titus wondered whether they were good at anything besides talking, the Inquisition had clearly selected them for something and Titus hoped it wasn't just to test the patience of their (hopefully) soon-to-be-revealed Interrogator. He didn't envy the unlucky soul.

Online Roleplaying / Re: Inquisitorial Training School (RP thread)
« on: October 19, 2017, 02:22:57 PM »
Titus' gaze passed over each of the newcomers, taking in details and starting to construct profiles for the two men. The first seemed to lack any social graces and seemed completely at ease despite clearly having been told why he was here, did that make him a fool or a jaded veteran? Time would tell.
The second man was a talker, perhaps the sort who made friends with everybody before finding out whether he should.

"It surprises me that you don't know why you are aboard this vessel Mr Sesamekesh, I am Titus Wolfe of the Adeptus Arbites".

Sesamekesh seemed like the sort who, with extended exposure, would cause Titus to desire many lho sticks, but given the circumstances it would be prudent not to so he ignored the last of the man's rambled questions.

Online Roleplaying / Re: Inquisitorial Training School (RP thread)
« on: October 16, 2017, 10:14:31 PM »
Titus Wolfe was the first to arrive, as he had intended. He strode into the room clean-shaven and wearing his full uniform in spotless condition (it never hurt to make a good first impression). He was broad-shouldered and muscle-bound (although not excessively so), his black hair dotted with a few flecks of silver. He was also, unsually for him, unarmed as he felt it might give the wrong impression at this stage.

Despite the seats in the room he elected to stand over to one side, helmet tucked under one arm, all the better to view everyone as they entered the room where he could run his piercing green eyes over them and get a clear idea of the sort of people he would be working with.

Official Announcements / Re: 2S Improvement Survey
« on: October 09, 2017, 10:17:05 PM »
I don't actually care for the mobile site, because it drops two very useful features: The main page doesn't list the black/grey/white icons that let you know if there's a new post, and it doesn't have the subheader showing the most recently active thread. Rather than being able to tell what's up at a glance, I have to check each subforum individually... Or set my phone to load the desktop view.

I had the same issue but have taken to clicking the 'Show unread posts since last visit button', that tends to make up for it.

Great batrep BT, I'm glad the lances worked out for you, I was actually worried that it might have trouble with that Knight (after all this time I should know better).

It's sort of a shame that battles are over so quickly in 8th ed, I wouldn't mind the battles being longer, even if only so I can read more fluff.

On that note: it's more classic BT fluff which I have always enjoyed. What more needs to be said?

Job's a good un!

PS. Maybe more Orks soon? I do like to see Waaagh! Grumgutz, that's where it all started.

Right then, how about this?

Name: Titus Wolfe
Age/Gender: Late-30s Male
Background: A grizzled Adeptus Arbites veteran, Schola educated and then shipped off to an Imperial sector capital to uphold the Emperor's Law (Lex Imperialis for those of you who speak High Gothic). In this role Wolfe excelled in close-quarters combat with shock maul and riot shield, powerful enough to quell a riot but non-lethal enough to bring in survivors for interrogation which he also developed a knack for.
Titus Wolfe came to the attention of the Inquisition when he was tasked with leading a team to clear out a recidivist organisation which turned out to be a newly-formed genestealer cult.

Strength   Co-ordination   Intelligence   Endurance   Sanity   Willpower   Charisma
7              4                     5                6                 6          6              6

  • Shock Maul Weapon Use (Combat skill)
  • I Am The Law (Charisma Skill [Intimidation/Interrogation])
  • Sense for Trouble (Perception skill [not sure which stat you're basing this on]) - Good Arbites develop an instinctive sense for lawlessness; Is that man trying to avoid my gaze because he's up to no good? Is this crowd about to turn violent? Is there a weapon concealed under that coat?

Note: Not trying to step on your toes with the interrogation skill there Narric, I'm seeing yours as subtle whilst mine is intended as very not.

Comments, Suggestions and Troubleshooting / The world's longest bicycle race
« on: September 23, 2017, 03:16:02 PM »
Hardly a major issue, but I do notice that the 2S banner has been set to commemorate the tour de France and I cannot remember how long it has been like this but we must be looking at several years now. Is the standard banner still around at all?

Official Announcements / Re: 2S Improvement Survey
« on: September 14, 2017, 07:08:00 AM »
I'm having a look at the new mobile site now, I am impressed, I don't usually like change but this makes it so much easier to use.

Battle Reports / Re: Battle Anecdotes
« on: September 13, 2017, 11:02:52 PM »
The Death of Gods and Angels, the final legendary battle of the first Horus Heresy book, Betrayal. As with the previous three legendary battles I took control of the loyalists, we agreed 3000pts (which mean that my opponent got 3750 as the traitors get an extra 25% in this one).

My army list was; a Forge Master, 2x 10 Tactical Marines (with sergeants wielding power fists), a Medusa, 4x 3 Dreadnoughts (3x t-l lascannons, 3x t-l missile launchers, 3x plasma cannons and 3x dual t-l autocannons), a Warhound Titan with a Vulcan Mega Bolter and Plasma Blastgun.

My opponent selected; Horus, Abaddon, 2x several Justaerin Terminators (one unit deep-striking with Horus, the other transported with Abaddon), 2x veteran squads (one unit in a land raider, the other in a rhino), Thunderhawk Gunship (containing Abaddon and chums).

I set up in the centre of the board, he then deployed his land raider and rhino. He automatically gets first turn unless I seize the initiative, which I do.

His Preliminary Bombardment kills two of my tactical marines.

The Seismic Cataclysm (for that is involved in this mission) succesfully swallows his Land Raider, all souls trapped inside.

I manoeuvre various things to point at his Rhino. One of my autocannon dreads opens up the can, the Medusa and Titan eat the contents.

Tabled, turn 1.

(We then went back and had a rematch where I didn't steal the initiative, it nearly ended the same way with him on only one traitor veteran at the end of turn one, but then Horus showed up and on turn five I lost my final dreadnought.)

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