Sunday, December 9, 2012

Introducing a campaign between Eldar Craftworld Antares and Iron Warriors (Chaos). Game 1 location Beliel IV coordinates in the Eye of Terror.

1500pts. Escape from the Jaws of Hell (Crusade of Fire campaign book)

- Slay the Warlord, First Blood, Center objective control = points/Turn number (so turn 1 =1pt. turn 3=3pts.. ect.) End of every game turn add up casualties round to 5 = number of lesser Daemons deploy within 2d6 of the objective and move and assault the closest unit.
- Table quarters controlled at the end of the game determine next game deployment zones.

Iron Warriors deploy first, go first.

Eldar Deployment.

Turn 1) Iron Warriors move their Rhinos towards the center objective. Havoc's take 1 wound off the Wraithlord with Autocannons. 

The Eldar Warp Hunter fires it's D-Cannon destroying the Chaos Predator. Pathfinders score a rend ap1 hit taking out a Rhino.

Eldar score First Blood 1 vp.

A precise hit from Pathfinders hits a Rhino.

Turn 2) The Iron Warriors move a unit within 3 inches of the center objective. A Marine unit fires it's Bolters killing 1 Pathfinder.

Iron Warriors control the Orb of Knowledge. 

The Eldar Warp Hunter destroys a Chaos Rhino and 4 Chaos Space Marines. A Wave Serpent scores a hit with it's Twin Linked Brightlance destroying another Rhino. But the Eldar Farseer discovers the perils of using the warp while on a Daemon world and takes a Perils of the Warp wound.

Iron Warriors score 2 vp. Holding the objective at the end of turn 2. 5 Lesser Daemons are spawned!!

Turn 3) The newly spawned Daemons move and attack the closest unit, an unfortunate Iron Warrior Rhino pays the price.

Daemons!!

In a daring move, 2 Oblitorators deep strike next to the pesky Eldar Warp Hunter, and score a hit destroying the D-Cannon. Melkor, sorcerer of the Iron Warriors attempts a Psychic Power only to have the Eldar Ruins of Warding cause it to fail giving a wound the the Iron Warrior Spell caster. Meanwhile his unit is forced to engage the Lesser Daemons that were spawned, they dispatch 3. A second unit of Chaos Marines unload their trusty Bolters into the other 2 Daemons eliminating the squad. More accurate shooting from the Iron Warriors destroys a Shuriken Cannon on a Wave Serpent.

Oblitorators Deep Strike in the back field.

With a burst from his Fusion Gun, the Eldar Autarch eliminates 1 Oblitorator. Meanwhile 2 units of Dire Avengers deploy from their transports, setting their guns on a squad of Chaos Marines, killing the squad. A Second squad of Marines suffers 2 deaths from Dire Avenger fire. After Pathfinder fire, the Chaos unit break. They would regroup next turn. Finally an assault by the Guardians, Farseer, and Autarch take one wound off the last Oblitorator.

Dire Avengers enter the fray. 

Iron Warriors score 3 vp. Holding the objective end of turn 3, a Massive 15 Daemon squad is spawned.

Turn 4) The new Daemons attack the closest unit, which happens to the the Iron Warrior squad securing the objective. Iron Warriors are forced to deal with this new threat that materialized on the planet. But a death blow to a Guardian forces the Eldar unit to take a leadership test they fail, and retreat from the battlefield!

Daemons attack the Iron Warriors.

In the Eldar half of the turn, a Wave Serpent lays low Melkor's personal Rhino. The Oblitorator takes a precise hit from the Pathfinders ending that threat. The Wraithlord moves past the objective to assault the Lesser Daemons close to the center objective. Dire Avengers lay low 4 Chaos Marines, the second squad secures the objective.

Eldar score 4 vp. Holding the Objective end of turn 4, Iron Warriors score Slay the Warlord. More Daemons enter the battle. 

Turn 5) The Daemon horde attacks Melkor and his unit, overwhelming them. Another Iron Warrior unit decides the chaos of Daemons materializing and the unexpected arrival the the Eldar is too much, the embark the last Rhino and seek cover deep in the lower east quadrant.

These Marines decide to live to fight another day!

The Eldar Wraithlord confidently strides into the Daemon hoard. Meanwhile the Dire Avengers continue to hold the Orb of Knowledge.

Eldar score 5 vp. Holding the objective turn 5. Eldar score Kill the Warlord. Yup...another 5 Daemons arrive.

Eldar now battle the Daemons.

Turn 6) The Iron Warriors now hope to just hold their one table quarter. The Dire Avengers dispatch the Daemon unit they fight, and the Wraithlord stomps pesky Daemons that cannot hurt it. The Eldar move to contest the northeast table quarter, while holding both the Northwest and Southwest. The game ends.

Victory points Eldar 16 Iron Warriors 6, Eldar hold the Northwest and Southwest quadrants, Iron Warriors the Southeast. 

For securing a solid victory, Craftworld Antares will be shown the Iron Warrior list next game, before they make their own. The Next game they will also have a full half the board to deploy in, while Iron Warriors deploy in the South East Quadrant only.

- For running away Farseer and Autarch will have -1 leadership next game. due to the decisive victory the Eldar scored how could those cowards run off early??

Craftworld Antares casualties: 2 Guardian Defenders (a lute player, a cook) 1 Pathfinder, 1 Dire Avenger. All Spirit Stones collected. 



2 comments:

  1. Looking forward to more! Poor Farseer running away like that...

    I can't believe you only lost those 4 dudes. Makes me feel a bit better about the losses I used to suffer to your Eldar!

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  2. Those daemons spawning every turn hurt me the most. Since I grabbed the objective immediately the daemons were closest to me for most of the game and so I had to deal with daemons and Eldar! Not the easiest thing to do.

    Seti played a great game though, and going last definitely helped.

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