The Hive vs The Lost for control of the Wyrd.
The Damned take on the Zealous for the Tower.
1500 pts per side, game type is a secret. To be announced the day of the tourney.
One losing faction will have an opportunity to battle the Alliance at their earliest availability. Game type for that match will also be secret in order to maintain fairness.
The Imperial Truth is a small group of Warhammer 40,000 players based in Wisconsin USA. We will post battle reports from the games that we play, discuss Warhammer, and post our paint/modelling work.
Monday, December 29, 2014
House Taranis Enters The Fray!
While on vacation I got the sudden urge to finish my Knight, he was already basecoated and just waiting on the actual detail portion... Here is the result of my sudden urge.
New Dreadnought.
For those of us that do not receive the Forgeworld Newsletter.... a preview of the new pattern of Dreadnought currently being sculpted.
Definitely based on a Contemptor Sarcophagus... But holy weapons platform!!! and Maybe 14 Front AV?
Definitely based on a Contemptor Sarcophagus... But holy weapons platform!!! and Maybe 14 Front AV?
Thursday, December 25, 2014
Thursday, December 18, 2014
Dear Power Gamers
The point limit for the infantry unit to be summoned by holding the Tower zone is 200 pts.
Tuesday, December 16, 2014
Zones please
Hi All,
Please email or message me and let me know which zone your faction would like to battle for next.
Thanks,
Chris
Please email or message me and let me know which zone your faction would like to battle for next.
Thanks,
Chris
Saturday, December 13, 2014
Game Size
Hi All,
For round two plan on 1500 pts again. I want to keep these initial phases similar in scope. Game type should be decided this weekend, just doing some reading before I decide.
Contemptor load outs.
So with the changes to the moritat i find myself not taking two destroyer squads. This frees me up some points. I was thinking on load outs for contemptors. I can afford two in the list. But not sure if I should run them as big guns or as a gun and a close combat weapon or twin las cannon. Just interested in seeing what other people run for theirs and any advice for using them.
Sunday, December 7, 2014
Thursday, December 4, 2014
Heresy Updates and FAQs
So how does the new faqs mess with your guys current army lists.....my moritat got real shitty all of a sudden. However Kaedes Nex has both precise shots and precise strikes which isnt too bad. My Mor Deythane are now scoring units/objective secured models.
Tuesday, December 2, 2014
Next Game Day
Hello All,
The next proposed game date is Saturday 1/3/15. Please let me know if this works?
Also to re-cap; The Lost hold LZ426 and the Damned hold Capitol Blvd. The Hive will take on The Alliance for control of Deff Valley this weekend.
Start thinking of your next proposed zone to attack and possible kill team targets!
Thanks,
Chris
The next proposed game date is Saturday 1/3/15. Please let me know if this works?
Also to re-cap; The Lost hold LZ426 and the Damned hold Capitol Blvd. The Hive will take on The Alliance for control of Deff Valley this weekend.
Start thinking of your next proposed zone to attack and possible kill team targets!
Thanks,
Chris
Monday, December 1, 2014
Week One
“Sir?”
There was no response. Commissar Prash looked sternly
through his long range viewer, not acknowledging his subordinate.
The prompt came again, “Sir?”
Prash turned slowly to see Lt Colonel Braithwaite. He held a
dataslate in his gloved hand. As Prash lowered his viewfinder, he noticed that
Braithwaite was bleeding from under his helmet. “Lieutenant, are you injured?”
Braithwaite looked somewhat faint, he was sweating and had clearly lost a
significant amount of blood. “Just a fleshwound Sir. My men and I are just back
from Area 317, the area the Death Korps refer to as ‘Deff Valley’.” Prash took
the slate from his hand, “what am I looking at, exactly?”
“Battle reports from the last few days Sir. Fighting has
intensified in a couple of key strategic locales and it seems there are new
factions involved.” Prash studied the screen intently. “Lieutenant, why are
Astartes battling Astartes at LZ426?” Braithwaite had begun to fade, he was
leaning against the hull of a Leman Russ with his head bowed. At the word of
the Commissar he snapped back to attention. “Sir! Yes, uhh we believe that the
Dark Angels and Red Scorpions may have more information but at the moment
they’re not responding to our communiques. They took quite a pounding. We show
no corresponding marks on file for the Astartes they did battle with at LZ426.
The Inquisition is getting involved Sir; specifically the Ordo Chronos. In the
meantime, these unknown Marines have taken possession of the teleport beacon
and the landing zone.”
The Commissar flipped through several pages on the slate and
turned to face Braithwaite. “I see. What can you tell me about these traitorous
bastards from the 113th? According to this; they may actually be
supporting our efforts.” A thin line of blood streamed from the Lieutenants nose and
ran down onto his uniform “plip, plip” in little drops it spattered on the
silver Aquila on his chest.
Braithwaite returned; “Well sir, intelligence indicates
that the traitorous guardsmen from the 113th were able to route a
combined Xenos threat within the city. They made a hell of a mess of Capitol
Boulevard, Commissar. Our former brethren are fortifying their position as we
speak. Decrypted Vox transmissions indicate they may have been a vanguard force
sir.” “A vanguard?” Prash replied. “Yes sir, we believe Chaos forces from the
warband known as the Crimson Slaughter are arriving in orbit over the city now.
Our Naval forces are engaging them in ship to ship combat…” Braithwaite began
to slump as he trailed off. Prash set the dataslate down and returned to his
viewer “That explains why these Tau are advancing on Deff Valley I suppose.
Seems they think by entrenching themselves on the edge of the city, perhaps
they can shell the Chaos forces from the safety of those Aegis lines.”
A cloud of dust blew in from the western edge of the zone
and Prash adjusted the filters on his viewer to compensate. Within the cloud he
could discern shapes. Those shapes were Tyranid bioforms. His mouth got dry and
he felt a hot flush at the back of his neck. He snapped the lens of his viewer
closed and turned to Braithwaite. “Lieutenant, broadcast emergency Vox on all
channels. The Tyranids have made landfall at Area 317. Begin our withdrawal,
prepare area for Exterminatus.”
Braithwaite lay still and unbreathing, splayed over an
ammunition crate. Prash could see clearly now the crack in his helmet and the
knife lodged in the back of his skull.
Thursday, November 27, 2014
Tuesday, November 25, 2014
Important!! 8 AM START SATURDAY
Hey guys. My wife tells me I have afternoon commitments on Saturday so I want to plan on starting at 8 AM. Please get there as close to 8 as possible.
Monday, November 24, 2014
Last minute change
In order to facilitate communication within the factions; the Alliance will now consist of Tyler's Necrons and Andy's Tau. The Zealous will now be James' Dark Angels and my Red Scorpions.
Welcome to the winning team, James. Tim has my email address.
Match-ups for Saturday- 8AM start!
The Damned will battle the Alliance for control of Capitol Blvd
The Lost will battle the Zealous for LZ426
The losers of the first game set (GMs choice) will battle The Hive for Deff Valley.
Monday, November 17, 2014
Campaign Game Type
Will be Emperor's Will for week one. Please get in touch with your faction mate and let me know which strategic locale you would like to battle for. I will make the battle pairings based on that info.
Tuesday, November 11, 2014
Campaign Kickoff
Hi All,
The date is November 29th. 1500 pts per player/3000 pts per faction. I am working on game type now and will let you all know ASAP.
Thanks,
Chris
Saturday, November 8, 2014
Wednesday, November 5, 2014
Monday, November 3, 2014
Thursday, October 30, 2014
Wednesday, October 29, 2014
Sunday, October 26, 2014
Monday, October 20, 2014
Thursday, October 16, 2014
Campaign Update
The Battle for Redemption- Campaign 2014
The world of Redemption was once the seat of the entire
Urgalt Cluster. A system of planets which house a vast array of Agri-Worlds and
raw materials desperately needed to fuel the endless war.
Redemption itself has been torn apart by hundreds of years
of conflict. Nearly every warring faction in the galaxy desires to lay claim to
it. However, what is only known to a precious few is the true reason why
Redemption is such a prize.
On the continent of Hope and deep beneath the capital city
of New Hope lays a stable warp rift crafted by a long dead xenos civilization.
This warp gate would provide a strategic launching point to countless other
locations across the galaxy. Imperial Scholars from the Ordo Chronos have speculated
that this rift may also enable time travel across the Empyrean. The value of
this portal cannot be calculated. It is not hyperbole to say that whoever holds
the rift and accesses its secrets may someday soon rule the galaxy.
The battle for the New Hope Rift has begun. Marshal your
forces; there is no time for peace.
The Factions
The Lost- Sons of
Horus and Death Guard (Shane and Tony)
The Damned-
Forces of Chaos (Tim and Kevin)
The Alliance- Necrons and Tau (Tyler and Andy)
The Zealous- Red
Scorpions and Dark Angels (Chris and James)
The Hive-
Tyranids (Mindy)
The Battlegrounds
Sector Sixteen- A
barren, bombed-out wasteland surrounding the approach to New Hope. This no man’s
land is riddled with magna mines, barbed wire and tank traps. Decades of
fighting to gain a foothold here have proven fruitless.
Strategic Asset-
Firebase 77. The player who holds this asset may fire the MAC cannon once
per game. It is considered twin-linked for purposes of this asset use.
The Glade- a once
lush forest, now twisted and poisoned by the unending conflict on Redemption.
This area is home to some indigenous wildlife which does not appreciate the way
their home has been treated.
Strategic Asset- Lost
Hope, Imperial Mega-Bastion. The player who holds this asset may include it
in their army as a fortification (for free). It is considered a Mighty Bulwark
and possesses automated weaponry.
LZ 426- On the
outskirts of New Hope, this landing zone is one of the hardest fought locales
in the entire theatre of war on Redemption. Laced with Aegis lines, ammo and
fuel stores and the corpses of thousands; this is where the winner of the war
may be determined.
Strategic Asset-
Skyshield Landing Pad, Victor Bravo. The player who holds this asset may
deep strike any unit from their army list, beginning on turn one. This unit
will not scatter but may not assault on the same turn which it arrived.
Capital Boulevard-
The once beautiful capital of New Hope is now a smoking husk. Dilapidated and
blackened buildings line this shattered street. Beneath the surface, the true
treasure of Redemption awaits its new master.
Strategic Asset- The
Emperor’s Visage, Shrine of the Aquila. The player who holds this asset
gains the following USRs (army wide). Hatred (other factions) and Preferred
Enemy (other factions).
The Wyrd- A
small, deserted patch of land to the west of New Hope. It houses a single,
mysterious archeotech machine which none of the factions truly understand. Of
course, that does not stop them from fighting over it.
Strategic Asset-
Archeotech Psychic Tuner. The player who holds this asset may place the
asset anywhere on the map during the deployment phase. The tuner is considered
to be indestructible as it exists both in realspace and in the warp at the same
time. Any enemy units within 12” of the device may not generate warp charges or
use psychic powers. Friendly units within 12” may add an additional warp charge
and re-roll any perils of the warp table results.
Tower Point- a
small bluff in the middle of the Yehiri Desert. This bleak and forgotten locale
is the optimum point to broadcast vox messages across the entire continent of
Hope. The Imperium long ago realized that the entire bluff is filled with a
metallic ore which boosts vox signals to previously unknown ranges.
Strategic Asset- Vox
Tower Arcus. The player who holds this asset may (once per game) summon 1
unit of troops from their army codex. The unit enters play from reserve using
the Outflank special rule.
Deff Valley-
forces of the Orks and the Death Korps of Krieg have contested this bloody
gulch for several years with neither side giving an inch of ground. This
lowland is lined completely with trenches and small fortifications, packed with
the bodies of martyrs to their war.
Strategic Asset- Wall
of Martyrs. The player who holds this asset may place a section of 3
trenches in their army list for free. Friendly units in these trenches possess
the Stubborn special rule. Alternatively the player may select to add 1
Vengeance Weapon Battery to their army list (for free).
Necropolis- untold
secrets lay beneath the surface of Redemption. One such secret is the Necron
tomb citadel of Ashran’ka. A daring commander could choose to awaken the
Necrons deep beneath the surface of the planet but he may not understand the
scope of his actions…
Strategic Asset-
Necron Control Matrix. The player who controls this asset may at any time
“awaken” a (500 pt fixed) Necron force to attack his enemy. The Necron units
arrive using the deep strike rules. Initially the Necrons will only attack the
enemy faction. At the beginning of each subsequent player turn, the controlling
player must roll a D6. On a roll of 1-4 the Necrons will also begin attacking
the controlling player’s army. On a roll of 5 the Necrons continue to unknowingly
aid the controlling player for the remainder of the turn. On a roll of 6, the
Necrons blindly attack the enemy of the controlling player until they are laid
to waste. No further rolls are required.
Grand Warlord Traits
Each faction must nominate a Grand Warlord. You may choose
whether or not to field your grand warlord on a game by game basis. Each Grand
Warlord trait has been created by the campaign gamemaster and is designed to
take advantage of the unique play style of the chosen faction. Fielding your Grand
Warlord is obviously a huge advantage as it provides you the Grand Warlord
trait. However, there is a risk as well. Slaying a Grand Warlord provides an
additional D3 victory points to the slayer and the opponent may not field their
GW in the next game in which they play. If the GW is slain in a challenge; the
winner of the challenge receives an additional D6 victory points!
The Lost- Grand
Warlord Trait, “Time Lost Legions”. Units from this faction cause Fear and
possess the Crusader USR.
The Damned- Grand
Warlord Trait, “Black Crusade”. All friendly units have the Fearless and Fleet
special rules when within 24” of the Grand Warlord.
The Zealous- Grand
Warlord Trait, “The Emperor Ascendant”. All friendly units have the Hatred
(infantry) and Preferred Enemy (other factions) when within 24” of the Grand
Warlord.
The Alliance- Grand
Warlord Trait, “Luther’s Prediction”. Dark Angels and Tau are treated as Battle
Brothers. Infantry units in this faction gain the Outflank USR.
The Hive- Grand
Warlord Trait, “The Hungry Darkness”- Non-flying units from Codex: Tyranids have
the Shrouded special rule. When an enemy psyker rolls on the perils of the warp
table, you may force them to re-roll. The second result will be kept.
How To Play (AKA How to WIN!)
The goal of each
faction is to gain control of two Battlegrounds PLUS the Capital Boulevard
Battleground (3 in all). The first round of campaign battles will be fought
to claim battlefields and gain their strategic assets. At any time after week
one (even in the middle of a battle) a faction may challenge another faction to
a Kill Team battle to fight for a claimed battlefield/asset. Unclaimed but
contested battlefields will always require a full game to claim. An attempt to
claim an uncontested battlefield will result in the claimant faction battling a
foe of the GMs choosing using a game type of the GMs choosing. Should the GM
win, the territory will be claimed by the GM faction and the GM will be
considered to hold that asset.
Once a faction has completed the campaign goals, they will
advance to the final battle. Their battlegrounds and strategic assets will be
vacated; leaving the remaining factions to war over their territory and attempt
to complete the same mission. The second faction to complete the goal will
advance to fight in the final battle. The first faction to win entrance to the
final battle will automatically go first in the final battle and will choose
their deployment zone. It will not be possible to seize the initiative. The
third faction and fourth faction will not be allowed into the final battle
(unless some backdoor deals are coordinated amongst the factions…) but they
should definitely feel free to scrap it out on the surface for bragging rights.
Wednesday, October 15, 2014
Turn 4 (top)
One khorne berserker died to gets hot. Two more sons died. The berzerkers ravaged the sons in close combat completely wiping them out.
Helbrute shakes the vindicator with his melta. Then blows it up in close combat.
Oblits kill the terminator.
Turn 2 (bottom of)
Vengeance for the forge fiend. The khorne terminators find themselves surrounded by pissed off red corsairs and t-sons. The t-sons psychic onslaught ripped 5 terminators apart including he sarge. He remaining bolter fire dropped the squad to one man. The terminator sorc wasted his combi-melta in the attempt to finish the squad and failed to wound.
Turn 2 (top of)
The hellbrute did nothing.
Two chosen got hot on the over watch. Cypher dropped two possessed. Cypher killed two and the possessed killed the sarge. The possessed were wiped out.
Tuesday, October 14, 2014
Monday, October 13, 2014
Tuesday, October 7, 2014
Campaign Consternation
Hi All,
Several of you have asked me about a kick off date for the campaign. Before I can announce anything I need FIRM commitments from everyone regarding EXACTLY who is playing and which army they intend to use. There have been a couple of wishy washy commitments and running army changes. That has to stop in order for me to plan and proceed. You (and your friends) have until Sunday to respond to this post and finalize. If your name and your army are not here, you will not be playing. Sorry to be a hardass but I can't build on shifting sand.
Thanks,
Chris
Wednesday, October 1, 2014
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