Thursday, 13 April 2017

40k Brawl Eggsterminartus


Hi all,

I recently attended my first event this year, it was a Horus Heresy one (yay I hear you cry), well there was no yay but definitely crying!

40k Brawl Presents -Egg'sterminatus - A Horus Heresy Team Event

The event was eggsterminatus, one of many run by 40k brawl. I managed to get a reserve spot to the event and felt lucky; it was touted as a team event and I was all over it. A nice quirk to list submissions was that the first game match up would be listed on the facebook event page with all the lists to follow the next day. This is cool and lets you think ahead of the game how you might play it. It can also upset you if you find out your playing the thousand sons and Magnus……

I had to take my iron warriors as the space wolves wouldn't be ready in time, its fine, i'm happy with the list(it’s the same one I used at Hate Vs Vanguard 2016) its capable and fluffy; exactly what you want in a heresy event.

Off my list went through the magic of the internet and I sat back and eagerly waited for my pairing; Sons of Horus! Ok, not bad, however, roll on 24 hours and all the lists were published, it was only then I realised I’d made a mistake by taking a fluffy army.

The lists https://www.dropbox.com/s/uojwdqipomn05kw/Egg%27sterminatus%20List%20docv1.pdf?dl=0 are not what I would have expected from a Heresy Event. It wasn't touted as a ‘I’m going to shaft you six ways from Sunday event so be prepared’ and I was shocked at some of the lists. The worst by far was the Magnus list; luckily the player was on my team so I didn't play it (I did however share the table next to the last guy that did and he wasn't enjoying any of it!)

So, mildly apprehensive I set off on a lovely Saturday morning for a 1hr 30min drive to a scout hut in Salisbury. I was pleasantly surprised with the place, it had a maximum capacity of 18, had good parking and toilets, quite open and very light.

Simon (or SJ as he's known) was running the event and he was a nice guy. We had a chat about competitiveness and how different places approach gaming. It’s clear that the Salisbury lot are into ultra-competitive games and that when we compare Bristol Vanguard to them, we are a lot fluffier and our ideas of a good game are totally different.

The first thing I noticed was that the players were very familiar with each other (as in they played together very often and were good friends). Try as I might I couldn't get any purchase into the banter and it felt a bit isolating; it’s very different from Vanguards approach.

Another  difference (and one ive come to expect now) was that coming from Bristol Vanguard and playing on their tables has shown me how lucky we are to have the terrain guru Paul. Bristol Vanguard has the best terrain I have ever played on, no doubt about it; So, I know now that going to other events I should expect less from them, however, the terrain at this event was non-existent. I saw about three pieces of area terrain and the ‘buildings’ were the  MDF ones with no line of sight blocking. Nothing apart from two or three pieces over all 9 tables had anything that could be classed as line of sight blocking and there was only about 5 pieces total on most of the boards. This ruined the immersion straight away and from a more practicable stance, a deep striking army wasn't going to be able to use cover to its advantage (i.e. they were screwed!).





GAME 1 – Sons of Horus
This turned out to be the best game of the day (and who got my vote for most sporting). He was a nice guy with a strong list but nothing I wasn't expecting from a Sons of Horus player. His list was pretty elite like mine and we'd pretty much agreed to get the primarchs fighting in the middle of the board. I had three iron circle and Perty, he had 8 terminators with chainfists, a librarian with telepathy (what else would people be using…) and Horus. He managed to win the combat, but only because I kept reminding him of his will not die roll which he made all 4 turns (last time I help anyone out!). He took two iron circle down with instant death and every time I hit him with anything he'd make his 4++. It was a close game, so much so that we drew (I actually won then realised I wasn't scoring when Perturabo died which brought it back to a draw). I didn't realise this till 10 minutes after the game so I went and fessed up!




Game 2 – Son of Horus (again)
I get the impression this guy was spoilt, I didn't really get a good vibe from the start and it only got worse from there. He was running, wait for it…………….VETS! Yay, vets, the first of the cheese course was served. He had 4 vet squads (2 x flamers and 2 x meltas), Maloghurst, knight (sword version), 10 x raiders??? and a 10 man plasma squad both in anvilluis drop pods.



The knight was my concern (not for long) and I dropped everything around it to take it down which I did, however to ensure I would be able to get a charge I split perty from the iron circle. This was a major mistake. The knight blew, scattered onto my terminators and promptly wiped five out. His plasma squad came in, put 18 wounds on Perty and then flamed my iron circle with all the vets in the world (seriously I don’t think any vets could have been anywhere else on planet earth they were all in Salisbury on table 2!)


Sniper and outflank are very powerful in any army. To be able to wound primarchs and MCs on4+ is stupid, and to be able to outflank to position better is too much of a good thing. I wasn’t tabled dispute him bragging to his mate (I had two iron circle left) we did all 5 turns in a record 35 minutes. I lost this in case you hadn't guessed!

Game 3 - Thousand Sons
Yes, the rumours are as bad as we feared. No Magnus;  however, 15 physic terminators in two squads (10 power fists & 5 Chain fists) in a Spartan and phobos respectively. 20 vets (yay more vets) two thudd guns (or where they rapiers), a deradeo dread, and a praetor.


I'll start off by saying that if you’re going to an event ‘assemble and paint your F&*%^£G armies’. Seriously, the Spartan was partly base coated and didn’t have any tracks, when I asked if the phobos had armoured ceramite he replied ‘whats a phobos?’  WTF!

His thudd guns were in fact rapier models, but he didn’t know the difference when he brought them (read the f'ing description) and his whole army bar 5 terminators were only base coated!

I didn’t care anymore, I cared even less when he said he had 20 psychic dice and started to roll on powers. 10 mins later we were ready to go. I shot a load of stuff killed a few things and then he had his turn.

He moved two landraiders, spent 10 minutes casting powers and started to remove my models. 10 terminators went down to two vet squads who had divination and aether shells. To be clear, that was re-rolling hits and shred; dirty and boring as f&^k.

At one point I had 2 physic dice, and he had >20. He rolled five dice needed 3+ to manifest some shitty telepathy spell and got all 5, he then asked if I wanted to dispel!!!!!
Anyway, he won, by a few points; I didn’t care I wanted to go home and enjoy the sun!

Summary
I won the lemon (last place), the Magnus list came 6th I think (which was awesome as he was a tit), I congratulated best painted (he was up his own arse a bit as well) and I left! I did help pack up unlike some of the others there though!

In short, if you take anything from this. SJ is a nice guy, terrain wasn’t any good, very competitive over in Salisbury and some very unsavoury personalities! Enter at your own risk!



















Thursday, 23 March 2017

Russ v Guilliman - Part 2

Russ Vs Guilliman – Part 2
The Vanaheimr Retribution
After suffering grievous wounds at the hands of his erstwhile brother on Krellic VII, Roboute Guilliman and elements of the 3rd Chapter headed for Russ’ last known location.  Vanaheimr or Vanaheim in High Gothic a supplementary Forge World supporting the Vkla Fenryka, there have been rumours of a terrible outbreak of violence on that world due to the machinations of Lorgar’s foul gene sons. The VIth legion had pledged many oaths to defend this planet, from every threat within and without. It was in the midst of battle that the Ultramarines found the Rout, their entreaties unanswered the 42nd Company, 3rd Chapter descended upon Vanaheim.

Dan and I had another game recently, as we regularly play with or against each other its good to develop a bit of a Narrative as to why the VIth would take on the XIIIth, as they are supposed to be allies after all! Interestingly Vanaheimr is a Norse world, one of the 9, that is home to the gods of wisdom, fertility and precognition (remind you of anyone?), it is also a minor Forgeworld in the imperium that was featured in the Badab War books. I thought it fitting to meet Russ once again, who knows maybe we could ally to defeat the real foe (Chaos traitors) in a later game.

We played Mission 5: Tide of Carnage. Using Dawn of War deployment, Primary VPs given to scoring units in the opponent’s half (7), Middle of the Board (5) and controlling your own half (3). Secondaries: Slay the Warlord and Surviving Units. A special rule for this game was that units with the Tank type were scoring, including large tanks!

Pride of Ultramar


Russ' Rabble
Our lists were similar to last time, the exception for me is that I swapped out my Scorpius for a Legion Vindicator Destroyer. There is about 30pts difference so I had to play tunes with some units and remove Armoured Ceremite off some transports. Dan’s list was largely unchaged as he frantically trying to paint them up for an event in May (I am sure he will blog his preparations in time). The other difference was our Allies weren’t here, so it was a straight up fight.


Turn One: As I won the roll off, I went deployed and went first. Expecting Russ to take the centre I deployed in to counter that, with my Sicaran and Melta Squad covering the flanks. The wolves deployed fairly liberally and clustered in the cover (except the flare shielded Spartan), it was also night fighting as well! With my movement being minimal, I started to shoot, the first casualty was a Grey Slayer rhino and the Leviathan lost a hull point, to the Sicaran. Even the Spartan lost one HP to the Vindicator. 
Wolves hiding in a Ruin!

As expected the Anvillus drop pod came in next to my terminators, giving them a small tickle with its heat blast attack. Getting out of the Spartan (good choice – see below) the Grey Slayers bounded forward (toward the terminators) and Russ, Freki and Geri leapt forward for Guilliman’s Land Raider. Being a little wimp the Leviathan came forward to aim its Melta lance at the Vindicator. Before the Wolves could open fire, the Sicaran intercepted (due to G’s rules) the drop pod and Ancient Galatan also shot at the drop pod, though only causing a single HP damage.

The great thing about the new Wolves rite of war are the bonuses that get, particularly with ‘Howl of the Deathwolf’ and Russ brings it as well. Naturally the Wolves howled and got an extra Run to close charge range for my terminators. Russ and Wolf-kin ripped up the Land Raider and 20 Grey Slayers charged the Cataphractii clad termies. The resulting combat was quite furious, 20 maddened Grey Slayers led by Geigor Fell-Hand literally tore into a unit of terminators, killing all of them with less than half killed in return. I remarked afterward that the GS are a great utility squad, all Wolf players are going to have to model almost every Ranged/ Melee weapon option for their GS packs.


Turn Two: Ultramarines are not normally known for their swift and vengeful retribution, however this turn felt that way! Guilliman and his ‘Boyfriends’ disembarked from their transport and went straight for the poor defenceless Grey Slayers in their own table half. The Sicaran, unable to shoot went to score a touchdown, this was additionally aided by a single unit of Vets on the opposite side of the board coming on from reserve. (Touchdown complete). Melta squad got out of their transport to harass the flanks, leaving their Rhino to race onwards to score.  Shooting phase saw my Volkite squad choom some Wolves from the GS pack off the table, most notably Geigor, Laser Vindicator stripping more HPs off the Leviathan coupled with the Quad Mortars chipping away at Russ’ unit. Assault phase saw my Contemptor, charge the Grey Slayers and Guilliman charge the second GS pack.

Seeing Guilliman on the charge was pretty amazing, he pretty much cleared the squad all bar one guy, who then got a Legatine Axe to the face from the Chaplain. The Contemptor did its job and tied up the GS pack for a turn.

Wolves turn 2 saw Russ stalk toward a far off Guilliman (subsequently failed his charge, though we later realised that Beasts have fleet and that charge role could be re-rolled!), the Leviathan tried to blow up the Sicaran and whiffed, a unit of deathsworn came on to deal with the Vets in the flank. The original Deathsworn in the Anvillus hurled their potions and stasis bombs at my Volkite squad, wiping them all out! – Pretty cool bag of tricks there!




A second hilarious moment of the game, Dan’s Spartan rushed forward to attempt to score a touchdown on my half of the board, as it crested the hill, Dan rolled a 1 for Dangerous terrain.  This is the second time his Spartan has hobbled itself like this! It secretly wants to be a Drop Pod!

Turn Three: Allowed me to consolidate Guilliman further away from Russ’ making him come to me gave me the chance to try and wound him first before the inescapable fight. My second unit of Vets came on next the Sicaran, scoring more touchdowns! (I need to start playing bloodbowl!). My Vindi and Mortar team put more wounds on Russ’ unit, taking down Freki (or was it Geri) and wounding the second. Guilliman precision shot Russ but failed to wound, and the Suzrains also failed to take the final wound off the lone Wolf-kin.
Elsewhere my Dual Kheres dread charged the Grey Slayers - It didn't end well for him but it tied up that unit for 2 turns!

Oh and my Sicaran blew apart the Leviathan with its Lascannons, ending its misery there.


The Wolves turn saw more advancement and encirclement of the Wolves all over the board. Russ eventually solo charged Guilliman and his command team (however Geri got killed to overwatch fire!). This battle wasn’t really meant to be a re-match from the other week but with 2 Primarchs on the table it was inevitable that it would happen. Guilliman accepted the challenge from Russ and the two began to slug it out.  





Turn Four: Was where the action slowed down and the battle focussed on the Primarch fight. Elsewhere on the board my Vets disembarked and proceeded to wipe off the Elsewhere on the board my Vets disembarked and proceded to wipe off the deathsworn squad - Sniper Vets are ace!

First round of combat goes to Russ, but he took 2 wounds from massed Legatine axes chopping at his feet!

Guilliman tanked the wounds off Russ (Re-rollable Invun save is awesome) whilst failing to score many hits on Russ. The key part in this fight was that Russ was alone however Guilliman’s








For me, the Primarch fight was fun, though the confusion over Russ’ Axe rules meant that we were second guessing what the best course of action was.  So Dan did lose a bit of steam in the match (I think it was because I killed his Pups!) however it was a good example of how FW do need to pay attention to the rules they create. 








Overall the scores worked out to be: 8 - 7 to me as we both claimed each others half and the middle zone was contested. Though I luckily got slay the Warlord!

As side note we intend to develop the Battle chart that the 30K group had last year, though there will be no element of competition in this, as its meant to be fun and friendly!  I am sure that Russ will get his revenge on Guilliman in the coming months!

Next Heresy night is 5 Apr, hopefully there'll be more epic action!



Sunday, 12 March 2017

The Might of Ultramar vs. The Wrath of Fenris

Hi all,

I have been slowly collecting an Ultramarine force, since Betrayal at Calth came out. It's only in the last few months that I have been able to experience proper Heresy battles.  Bristol Vanguard's 30k Group has been meeting on a regular basis now (usually the first Weds of the month) this is the first time I have written up a BatRep. Hope you enjoy it!

The Battle of Krellic VII:  Leman Russ, the Wolf King the Lord of Winter and Ruin, Primarch of the VI legion was not too impressed with his brother Roboute Guilliman, Lord of Macragge and Primarch of the XIII Legion, the Ultramarines. The heresy was a time of severe tumult, many compromises were made, most notably in Ultramar with Imperium Secundus. Upon hearing of Guilliman's heresies, Russ went to Krellic VII to 'have words' with his brother. The Lords of Terra, afraid to lose another Primarch sent Brother Captain Lorenzo and his host of Blood Angels to intercede, hoping that the image of the Great Angel may help cooler heads prevail.

The Ultramarines: I have been waiting to play RG for a while, I finally had the chance. I was partnered with Rich, who is himself building an Ultramarine Army. Our list consisted of 3K of my Ultras and 1K allied Ultramarines.


Battle lines are drawn.


The noble Guilliman (half finished) on his noble chariot, Regis Konor, with 5 Invictarus Suzrain.

The Vkla Fenryka: Since Inferno was released, Dan has been itching to play his rules, packed into the Spartan was Russ, Freki and Geri, Geigor and many more Grey Slayers! Scary!


 The Vkla Fenrika: Leman Russ and his Wolf-Kin are sat in their chariot to be conveyed to the Ultramarine lines.

The Blood Angels holed up in the objective zone, don't think it will last long!

Turn 1: Ultramarines take first turn, (even with Guilliman's re-roll on Seize) The movement phase was fairly minimal, with tanks jostling for position.


Watched over by the Jelly Babies, the Ultramarines open fire. I'd never thought Ultramarine shooting could be fun, This turn we managed to immobilise the Leviathan, strip a few hull points of a dread and wreck quite a few transports. Though that's good news for the Grey Slayers within!

The Anvillus comes down but is intercepted by the Dual Kheres dreadnought and was subsequently immobilised. However it's contents of Grey Slayers were delivered to the battlefield.
Dan's rhino filled with Grey Slayers manage to pop my Melta Squad rhino, but I only took 1 casualty!


Turn 2: UM The plucky 'melta squad manage to blow the BA Rhino parked in their HQ, causing a 6" explosion, blasting those unfortunate Grey Slayers and BA Veterans. (You can see Dan reluctantly removing his models!)


Below shows the calm before the storm... both sides poised for a very large melee.


Guilliman's Terminator cadre bravely whether the storm of Wolves (both Marine and Real), however despite tanking a butt load of AP2 wounds the 7 man Terminator Squad are whittled down to the Praetor who bravely ran away... only to be chased down by the Geri and Freki!


Turn 3: After consulting his Codex, Guilliman decided the best tactical move was to wait inside his Land Raider for reinforcements to arrive. However he didn't count upon the second Dreadclaw dropping behind, so reinforcements were going to be delayed. Some good shooting whittled down the Grey Slayer packs in front of the Regis Konor.


However Guilliman's noble chariot was destroyed by a few melta bombs, leaving Guilliman and his honour guard surrounded by a pack of ravenous dogs!


Though one of the high points of the game was the Spartan reversing onto the terrain and subsequently immobilised itself, unfortunately it was down to its last HP thus removing itself from play!



Then the inevitable happened, Russ tore into Guilliman, the Sword of Balenight swung and was met in turn by the Gladius Incandor.


After the first round of close combat, Guilliman only took a single wound whilst Russ took 2. Wonder how long that will last?


Meanwhile, Guilliman's honour guard face the horde, it didn't go well for them at all! Despite the Suzrain's AP2 axes, they weren't enough to stem the tide of Claw, Axes, Blade and teeth! All 5 Suzrain and their Chaplain are removed. Even Ancient Galatus takes one melta bomb too many and explodes, causing a single casualty for the Wolves.


Finally, surrounded by a ravenous pack of Wolves and their King, Guilliman faced his errors. It took the Axe of Helwinter, several Great Frost Axes, a pair of Rending Claws, Geigor's Fell hand and a humble Power Fist before Guilliman finally succumbed to his wounds.



So, as you can probably tell I was quite sucked into the melee at the centre of the board. The real battle came at the opposite edges. The mission was to capture the opponent's objective. So whilst my Veterans were trying to capture the Wolves/BA base, the BA were capturing the Ultramarine base. The game ended in a Win to the Vkla Fenrika, just, but the Ultramarine definitely gave a good fight!

My first Primarch outing wasn't a great success (for RG!) but i learnt loads and hope to field RG in more games in the future!

If you are stuck for things to do and need some heresy love, check out Bristol Vanguard 30k Group on Facebook and come along to our monthly meets. Maybe one day we might do an event.... who knows.

Tuesday, 13 December 2016

Bristol Vanguard: Treachery 30k Campaign

Hi all,

With Retaliation coming up in March, I figured that I would give an overview of the first event including fluff so that people had an idea of what was involved and what you can expect if you attend the second part of the campaign.

Bristol Vanguard Treachery was the first part of an ongoing campaign that was designed to loosely follow the heresy as is written, but diverging from it as the campaign developed to establish our own history.

The format of the event was to have two teams; the loyalists and traitors. The loyalists would be the attacking force assaulting the traitors staging ground, whilst the traitor forces defended against this assault (initially). The first mission provided the attacker with some special rules that aimed to provide the feel of the wrath the loyalists were bringing with them. Subsequent missions would be affected by the outcome of the previous mission and each round had a special mission that would provide a permanent buff for the rest of the event for the winner.

Event scoring was kept to a minim with the outcome resulting in either a win, loss or draw. The side with the most wins claimed the overall campaign weekend.

Players were asked to bring lists that felt fluffy within the theme of the event and all armies were required to be fully painted.

There were ten players in attendance which whilst was less than was expected, actually worked out well as we all got to play each other!

The event was held at BIG and Vanguard terrain was used to give players a more immersive feel for the games.








The players were split into two teams and  team leaders selected. The role of the team leaders was mainly to decide who would get to play the special mission (depending on which army suited the mission best) and to generally give the other leader grief.

Each mission had a piece of introductory fluff from either the loyalist or traitor viewpoint dependent on what team they were on. This helped to set the scene and allowed players to engage with the narrative.

Mission 1 - Vengeance 
Mission 1 saw the loyalists assaulting the staging ground of traitors in a modified kill team came.


Loyalists
Treachery; there was no other word for it. On Istvan III the heresy was uncovered by the acts of those who used to call themselves brothers, massacring thousands of Astarte’s as if they were nothing but insects. There can be no way back for these heretics who now scuttle around on the planet of Istvan V preparing themselves for the attack that they must know is coming, however, it is doubtful that they have expected with what force we bring to bear and what vengeance we will claim for those betrayed in the atrocities they have committed.

Traitors
Treachery; that’s what they are calling it; they are nothing but loyal dogs protecting their false emperor who no longer even wishes to fight alongside his sons; how could they be so blind? The Warmaster has shown the true path to be taken, and his acts thus far have shown he has the strength to do what must be done, kill those that oppose, weaken them and strike at the heart. This, however is a duty that lies down the end of a long path, one of which only the first steps had been taken. First, however, those loyalist fools who have appeared in orbit of this planet must be dealt with.






The rules for this mission can be found at the following links:
Traitors
Loyalists

Special Mission 1 - Planetary Air Defence
During the various battle planning stratagems that were carried out on the loyalist flag ship in orbit of Isstvan V, key positions were identified that would need to be captured or destroyed if the loyalist attack was to prevail. Most critical was a command node that co-ordinated the planetary air defence net. With teleporter jammers and impenetrable overlapping hydra positions an assault from orbit was impossible. It would be suicide to attack such a well-defended position by ground with no orbital support… but the primarchs agreed; the attempt must be made.

The special mission for both sides is here. This was a fun mission and saw the loyalists try to destroy or take control of the air defence platforms to maintain air superiority throughout the weekend. If the traitors won, they would impose a permanent -2 for reserves for the rest of the campaign. if the loyalists won, they could grant one unit a game with the skyfire and/or interceptor rule.

The loyalists took the planetary defence network and secured themselves some anti-air defence for future games; however, the traitors would soon turn things around....

Mission 2 - Ambush
With the loyalists having the upper hand and taking the first game (narrowly) it was time for the traitors to get some payback. This mission saw the loyalists forces being drawn into an ambush, the likes which has never been seen before.

It was another modified kill point game in which the traitor forces gained more VPs than the loyalists per unit destroyed. In addition, the traitors got an extra VP for each unit out of the deployment zone and the loyalists gain 1VP for each unit that remained alive.

Loyalists
After the initial fury of the assault, it was clear that the loyalist forces needed to push out of the initial landing zones to ensure that a solid staging area could be achieved. This would allow a base of operations and a permanent resupply point to be established for the forthcoming hostilities. To do this, smaller sections of each loyalist legion were sent to identify improved tactical positions where the flow of war could be dictated by them and not the enemy; however, as solid as these tactics were, all legions were taught them as the basics of their trade and traps could be made out of tactical decisions so ingrained into warriors who follow these tactics so stalwartly as the loyalists did…… however there were no life signs indicted by any or the augur scans carried out by the fleet in orbit so this task should be an easy one…

Traitors
After the initial fury of the assault, it was clear that the loyalist forces would need to push out of their initial landing zones to ensure that a solid staging area could be achieved. This would allow a base of operations and a permanent resupply point to be established for the forthcoming hostilities. To do this, smaller sections of each loyalist legion were sent to identify improved tactical positions where the flow of war could be dictated by them and not the enemy; however, as solid as these tactics were, all legions were taught them as the basics of their trade and traps could be made out of tactical decisions so ingrained into warriors who follow these tactics so stalwartly as the loyalists did…it was made even easier to lie in wait when the use of the dark powers newly granted to the followers of Horus masked their locations so well!



This was a brutal game in which I personally bore the brunt of Robs awesome mechanicum. I lost several units on the first turn and couldn't really get back from that. This however was the aim of this game; it wasn't meant to be balanced and allowed the traitor forces to get stuck in.

At the end of game two, the traitors had managed to get some revenge by winning nearly all their games!


Rob, what a douchebag!


The rules for this mission can be found at the following links:
Traitors
Loyalists

Special Mission 2 - Fall of a God
When the ambush had been sprung, it was clear that the loyalists were fighting against all odds, however with the sighting of a traitor primarch on the field hope that the loyalists could survive diminished drastically. However, secretly hidden within one of the small legion forces travelled a primarch, who upon hearing that one of his traitorous brothers was sighted nearby, directed his force to meet this foe head on; this battle had become about more than just surviving; it became personal…the sight of these primarchs duelling in the dust covered plateau will forever be etched into the memories of those who witnessed it….


This was another great mission which pitted two primarchs against each other. The aim of the game was to get the two primarchs fitting each other underneath the impressive vanguard archway (there was surely no better place to fight a duel?). Each of the forces bodyguards would fight each other and not be able to attack their opponents primarch unless there's had been killed; this was personal after all!

VPs depended on the method of killing blow that removed yours or your opponents primarch first as stated in the table below.

Method of Killing Blow
VPs Scored
Close Combat by your primarch
6 VP
Close Combat by any other units
3 VP
Shooting attack
1 VP

Whoever won this mission would gain +1 leadership in the next game to the whole army (up to a max of 10). The loser gained rage when facing the legion that removed the last wound from the fallen primarch for the next round.

The loyalist primarch Ferrus took this challenge on and destroyed the traitor primarch in a twist of history (which is what I was aiming for) to allow the traitors a morale lifting leadership boost. This however only delayed the inevitable, as the traitors had gotten a taste for murder..


The missions can be found here.

Mission 3 - The Long War
In game 3 I wanted to give people the sense that they had been fighting for weeks, gaining little ground at a high cost. The aim of the game was to gain ground by ending the game with more units in your enemies deployment zone. However, special rules were added to ensure that it wasn't that easy to run or move fast due to the war torn battlefield strewn with debris and bodies.

To run, you rolled 2xD6 and picked the lowest and any vehicles moving over 6" had to take a dangerous terrain test. Both fast attack and heavy support were classed as scoring.

Loyalists
After weeks of bitter fighting, it was clear that this war would not be won quickly, and that the loyalist forces would now need to change tactics. The traitors were too well dug in for a quick victory to occur and through some means of deception their true number had been concealed as the enemy now outnumbered them; it mattered not, victory must be claimed over the traitor’s at almost any cost. The fighting was hard going with ground being paid for by the blood of Astarte’s inch by inch. This would not however prevent the loyalist forces from their advance; judgement must be carried out against those that would dare betray the emperor.

Traitors
Although the initial assault was devastating, the traitors knew that they had to let the loyalist forces break themselves upon the rocks that were the traitors defensive positions, as doing so would reduce their numbers and weaken their resolve. Through dark sorcery, the traitors true numbers had been hidden, however what was obvious now was the loyalists blind obedience to the emperor had set them on a course that would end only when their enemies were destroyed or they had all been wiped out; it was the intention of those loyal to the warmaster that the latter occur… 



I played Matt Woodsmith and his amazing word bearers in this mission; it was an absolute blast. The might of his D weapon was'nt really apparent until he blew my leviathan dreadnought up when his falchion only had a couple of hull points left!


Special Mission 3 - Pride of the legion
During the betrayal on Istvan III, the traitor forces revelled in the destruction of those still loyal to the emperor so much so that they took great pride in taking grim trophies such as helms, insignias and the heads of those whom carried great importance amongst the loyalists. There was no reasoning for this other than the grim satisfaction of seeing the horror in the loyalists eyes when they saw them, however this impact was felt even harder on Isstvan V, where Company banners of the loyalist fallen were defaced and used to goad those who would dare assault those loyal to the Warmaster. 

This was mission was fun and incorporated a loyalist legion banner which had been captured and desecrated by a unit of traitors (due to them doing so well!). It was for the loyalists to gain this banner back. The traitors scored for each enemy in line of sight of the banner, which increased when they were within 12".

If the loyalists ended the game with the banner they earned a massive 8VP.

The good thing about this mission, is that the banner, if dropped, remained exactly where it was dropped during the last game. So there was potential that the next pair of players on that table would be able to claim it. I believed this happened at least once and was a nice little extra.


The rules for this mission can be found here.

End of Day 1
At the end of the first day, it was apparent that the traitors were edging it. They had won two of the three missions and were looking to repeat this success on the second day.

To ensure the narrative remained true to the current success for the traitors, I had written missions that reflected this success.

As the traitors were winning, the direction of the event was for the loyalists to fall-back and ensure that the true scale of the heresy was known to all by escaping or sending out a signal.

Mission 4 - Know No Fear
Game 4 was used to represent the momentum that the traitors had gained within this war. The loyalists forces were in a controlled retreat and had left a small force on the front line to buy them time to send the signal.

The traitors would gain VPs for each unit that had moved out of play on their opponents table edge or were within 3" of it. The loyalists gained 1VP for each traitor unit that didn't escape or get close to their table edge. The loyalists were allowed to deploy further in to give them a fighting chance.

Loyalists
The tide has turned; the traitor forces have broken through and threaten to prevent us from regrouping and staging a counter attack. It falls upon those battle hardened and most loyal to the emperor to slow this advance down to allow our brothers the time they need to regroup and prepare; we will buy our brothers the time, and make the traitor scum pay for every one of our own that dies here; they will pay dearly this day….


Traitors
The tide has turned, the traitor forces have broken the back of the loyalist army and they are now showing their true shame and running; however some still honour the warrior’s way and have taken defensive positions to try and halt our advance allowing the rest of their forces time to retreat. The traitor’s need to wipe these forces away and catch the enemy on the run before they can escape.


I played Paul from the Viet Taff and his word bearers. It was a bloodfest and an utterly brilliant game. I had also managed to use the banner (I painted one for mission 3 based on the Wordbearers) so it only seemed fit that I use it to taunt them!


Special Mission 4 - The Butchers Bill
In any battle the most insignificant terrain feature, the most worthless piece of ground can for minutes or perhaps hours become so valuable that the blood of heroes and the wealth of an army’s supply does not outweigh it. The true general knows when such a price is worth paying, and when the butchers bill is sheer folly – Robute Guiliman, ext. “On War”.

This was mission created to use objectives to gain VP; these VP escalated in worth the longer the game went on. The objectives also scattered after scoring to ensure that players didn't just sit on them.

In an interesting twist, once a unit was removed, you could 'pay the butchers bill' and pay a number of VPs to bring them back on from one of the deployment zones. This resulted in a tactical game in which you could bring in extra units (those that had been killed) to try and score more VPs, however, at the end of the game it would cost you when you had to pay back those VPs. The winner of this special mission allowed their team to pick their warlord trait in the final game.

I believe the loyalists won this game, however it was too little too late, as the traitors had won game 4.

I have misplaced mission 4 and will endeavour to dig it out should someone want it.

Mission 5 - Leave Nothing Behind
The aim of this mission was to show the extraction (cowardly retreat?) of the loyalists;it is the traitors aim to stop them!

One objective is placed within the loyalists deployment zone as is classed as the extraction zone, one loyalist unit at the end of the loyalists players turn within 6" of this objective can chose to extract and is rmeoved from the table.

There are 3 further objectives in the centre of the table in a line and act like relcis of their chpater, geneseed or something suitably important for the loyalist player, the traitor doesnt care about these and gains no VP for controlling them. If a loyalist player extracts with one of these relics then they gain significant extra VP.

If at any point the traitor player controlled the extraction zone they gain VPs.

This was a fun game, and tactical as well. You could extract a unit a turn but you would suffer as your army was losing these units, so you tended to see smaller less important units being extracted and the big hitters remaining on the board.

Loyalists
The Traitor ambush has been weathered but the loyalist losses are crippling. They have no choice but to try and extract off world and prepare for the Warmasters assault on the remaining loyal worlds of mankind.

In the dark days ahead every resource will be vital, and the loyalists must ensure nothing of value is left behind. The geneseed of the fallen must be gathered, technology secured and transported to the extraction zone. 

Traitors
All has gone to plan. The Warmasters trap has sprung tight around legs of the prey and now they attempt to limp broken and bloody from this world, to return to their master in shame and defeat clutching what minor trinkets they can carry as they go.
The warmaster has decreed that this will not be tolerated, their plunder must be stopped and  their landing zones overrun before they can make good their escape!

I played Toby and his brilliant world eaters army in the last game, and it was great. We've met many times on the battlefield and he hated my glaive so naturally I brought it! I was very lucky for it t survive in this game as his contemptor dreadnought failed a charge through difficult terrain after taking about 8 hull points of it!!

The rules for this mission can be found here. For the live of my I cant find the special mission for the last game, we did play one, however i cant find it anywhere!!

End of Day 2
At the end of the weekend, there was no surprise that the traitors had stormed ahead and taken the win, beating the loyalists into submission. However, the bravery of the loyalist forces allowed some of the forces to escape and send word of the betrayal. All the guys attending stated that they had enjoyed the event and each player got to chose a purity seal.




As with all Bristol Vanguards events, we emphasise that the hobby side is just as important as the gaming side. As a result there was a best painted unit and best army nomination, but you could only only enter one!!


Winner of the best unit award was Richard Mills, he received a £10 forgeworld voucher.








Best Army
Matt Woodsmith winning best painted with his Wordbearers and World Eater allies.






 Rob Hill with his Mehcanicum.








Bristol Vanguards Retaliation
I hope this gives you an insight of what to expect at the next event Retaliation; it will see the traitors embarking upon their heretical crusade with the loyalists trying to impede them on their way. It will be 5 games again, however the first will be a prologue to the first event using a 250 point force in the closing days of the first campaign and will allow more time for the bigger games.

For further information either see the Bristol Vanguard facebook page or email Bristol.vanguard@yahoo.co.uk or danielqevans81@yahoo.co.uk.

Dan