Sunday, January 31, 2021

Alternate Unit Activation: First Trial Game

Pete and I played a full game using the trial rules for alternate unit activation. Here is a quick recap of how the rules functioned.

The Game

  • Orks vs World Eaters: 1500 points
  • Onslaught Scenario: Each player places an objective in the opponent's deployment zone and gains 5VP for controlling it at the end of the game (6 turns). Also gain 1 VP for each unit destroyed in Turn 1, Slay the Warlord, and Attrition (1 VP for whichever side destroyed the most enemy units).
  • Long table edge deployment zones.
  • Alternating unit deployment, starting with Pete. 
  • Roll each turn for first unit activation.


What Worked Well

  • Selecting which unit to activate in which order was very fun. It added another level of tactical depth by forcing prioritization, anticipating enemy moves, and requiring more forethought in order to coordinate your attacks. I really like this aspect and would like to keep it as it is (as opposed to the units always going in a fixed order or a random order).
  • It was satisfying to perform an entire round with a single unit: move, shoot, charge, and resolve morale checks.
  • I felt there were offsetting pros and cons to armies with more (weaker) units compared to armies with fewer (stronger) units. At times, the orks were able to move expendable units into range first, forcing the marines to fire before later moving their more important units into the open. An example was waiting until the dreadnought fired before exposing the mega trukk later in the turn. But the orks also suffered from trying to coordinate multiple units against one strong unit. An example was when the shoota boyz and warbikes faced a large tactical squad with chaplain. The shoota boyz shot and charged, lost combat and were wiped in a sweeping advance before the warbikes could charge in to lend a hand and add their damage to the result - either tipping in the orks' favor or least reducing the negative morale modifier by inflicting more wounds. (And if the shoota boyz had not been destroyed, then the warbikers would have lost the ability to shoot before charging, compared to the normal rules). 

Areas for More Thought

  • We did not attempt to Hold or Seize. We were busy enough with the base rules that we did not really think about it. It may have helped to fix some of the seemingly odd issues, or it may have created worse imbalance. We will need to play test these next time.
  • As expected, the biggest differences are in melee. As stated in the rules, we limited a unit to attacking in melee to no more than two times in a game turn to keep it in line with the current rules. This worked fine for the entire game except one instance. Pete's tactical squad went first and charged and destroyed the tankbustas, then consolidated. The shoota boyz charged the tactical squad and were defeated in a sweeping advance, so his tactical squad consolidated again. Then the warbikers charged. Since the marines had fought twice, the rules-as-written stated that the warbikers were allowed to attack the marines but the marines could not fight back, and since the marines of course lost combat, they had to make a morale check. This felt odd, but I think it actually worked out OK. The marines all got to dish out two rounds of attacks and destroy two units and then they may have been destroyed themselves (but they passed morale). I think this is an important advantage/reward to coordinating attacks from multiple units on a single enemy unit. It helps to balance out the negative impact of having to attack piecemeal with your multiple weaker units. It could result in some situations where a unit of grots or militia charge a powerful unit and "use up" their attacks before a stronger unit moves in to attack without retribution. But, with a unit being able to fight twice in a turn, the outnumbered unit would have needed to already have charged earlier in the turn, or the outnumbering side would need to throw three units at them in one turn. I'd like to hear your thoughts on this one. And if this is a big advantage to having some disposable units, I say "good"! Right now, militia are so weak as to be nearly useless in games and certainly not worth the points cost. I am fine with rewarding a player who chooses more "regular men" rather than just filling the bare minimum of two troops and then loading up on elite units. Right now, I am leaning toward leaving this rule as it is and seeing how it plays out in more situations. 
  • There was a situation where a unit got what felt like a double move. The mega trukk was activated near the end of turn 1, going flat out to get close to the dreadnought. A different ork unit went last in the turn. On the next turn, I believe the orks had the first activation and chose to charge with the meganobz before the dreadnought could shoot the trukk and charge the survivors. At first this felt unfair to the dreadnought - the last time it went, the orks were out of sight. Then the orks moved up to point blank range and got to go again before the dreadnought had a chance to shoot. But we played it out: the orks disembarked and declared a charge, the dreadnought killed one with overwatch, the other two charged in, the dreadnought killed them both in melee before they could attack. So the end result was fine for the dreadnought (in this case) even though it felt "wrong" at the time. One thing to keep in mind is that a transport and the unit inside are activated separately. So the only reason the orks got to charge as the first activation is because the trukk did not need to move farther first. So this limits a bit just how far of a reach an embarked unit has. (Obviously assault units with jump packs, wings or bikes could still be unbalanced with an extremely long reach on the double move). I think this played out OK. We will have to account for this possibility and position units to anticipate it. Also, if a player focuses on one unit for a "double move" that means the opponent will have the potential to have an effective "double move" somewhere else on the table that turn, where a unit acts twice since the last time the offsetting enemy acted. I think the roll to see who gets to activate first, and the stipulation that the last unit to act can't be first next turn both helped to make an effective double move harder to plan on but it can still happen (there was an equal chance that the dreadnought would have gone first and the orks would have been sitting ducks at point blank range). This roll simulated the initiative swinging to the orks as they stole the first activation and the marines were left flatfooted by the unexpected appearance of the orks so quickly. My gut feel is to leave this alone for now and continue play testing, but I am curious to hear what Pete thinks. I can't think of a way to prevent this while still allowing the selection of the unit to activate (rather than having the order be fixed or random - and if it is random, the same thing can still happen). I think the best way to give a player a chance to avoid being on the receiving end of this is to expand the "Hold" rule such that an HQ can attempt a Hold for any unit within 12" as a sort of command radius. This would have given Pete the option to Hold the dreadnought and wait for the trukk to show itself on turn 1 (if he had an HQ closer to it). This would reward using an HQ choice as a central commander. I'm open to other ideas as well!
  • Activating a transport and the transported unit separately creates some differences compared to how the unit would act normally. Whereas you would normally get to move the transport, dismount, and then shoot/charge all at once, with these rules you move the transport and shoot, but then your opponent may have a chance to shoot or charge the transport before your squad can disembark. Most of the time this was not an issue, but it gave Pete some headaches when his land raider full of terminators was facing off against the tankbustas. If he moved up so that his terminators would be in range to charge, then the tankbustas would also be in range to possibly move and charge the tank first. But, even if the tankbustas destroyed the tank, the terminators would have had a chance to move, shoot and charge in return from the wreckage (assuming they were not pinned). Or if he would have moved his land raider forward and destroyed the trukk with shooting, the orks may have become pinned and unable to charge. Overall, in this particular situation, these rules made the transport less effective. Other times, it may be advantageous to have the unit and transport go separately, such as if you want to have a unit wait: move up, let the transport absorb enemy fire and only disembark once your unit would be mostly safe. Also, this would have been a perfect attempt for Pete to try to Seize the Initiative: move the land raider and shoot the tankbusta's trukk. Then attempt to Seize in order to activate the terminators next before I could respond. It is a very risky choice due to the low probability, but sometimes the situation calls for desperate moves. Or simply just wait for your opponent to move his target unit first, then you know you can move your transport and the unit without being charged. I'd like to hear your opinion on this one as well. 

Summary
The game was very close with lots of back and forth momentum swings and exciting moments. I'm sure the new rules impacted many things compared to playing normally, but if the game was fun, engaging, and closely fought then I say the rules are a success! Realistically, I think the biggest reason the orks were in a better position at the end is Pete's poor use of his most powerful unit: the land raider filled with terminators indecisively shifted back and forth for most of the battle before finally attacking in the last few turns. The terminators never entered combat until the sixth turn, too late to have much impact. This was partially due to us learning how the new rules would play out, especially the issue with a transport and its unit going separately, but mostly because Pete underestimated the threat of the tankbustas early on and did not prioritize their destruction. Once they moved up into the midfield, they forced him to hold his tank back at a safe distance until they were dealt with. In hindsight, he should have had his predator target them immediately in an attempt to destroy their transport in the back field, leaving them to footslog toward the land raider totally exposed. 

The game highlighted the benefit of the new rules for a powerhouse unit such as Pete's tactical squad with chaplain. They destroyed in succession the 'ard boyz, the tankbustas, the shoota boyz, the warbikers and the kommandos (although the kommandos should have survived due to being fearless that turn, they were certainly badly beaten in combat). These five units made up 730 points - a full half of my army! This highlighted the ability of a strong unit to isolate and destroy weaker units one by one with less chance of being ganged-up-on than the normal rules. The game also highlighted the benefit of having many smaller units by allowing my meganobz to get the drop on the dreadnought - although it worked out rather badly for them in actuality! Both armies had their moments to shine: the dread destroying the meganobz without a scratch, the snipers taking out the weirdboy (very fitting for snipers!), the aforementioned World Eaters tactical squad bringing the pain to the orks in melee, the tankbustas blowing up the predator, the warboss destroying a building and the dreadnought, and the kommandos moving across the entire battlefield by jumping in an empty trukk in order to contest the marine objective on the last turn! Plenty of great action. 

The next step is more play testing, maybe with a tweak or two.

Sunday, January 24, 2021

Drop Troop Recon Bikers

In case you couldn't tell, I love bikes. Ork and space marine bikes are among my favorite units for each army. It always seemed strange that the Imperial Guard had horse-mounted rough riders with the same old metal models for decades (until finally being axed in the new edition), but they never had bikes. So I decided to do something about it.

Basically a Valkyrie discharging a biker squadron!


Saturday, January 23, 2021

Trial Rules: Alternate Unit Activation

Overview:
 Deploy as normal for the scenario but the default is to use alternate unit deployment. After infiltrators are placed and scout moves, both players then roll to see who goes first. 

Create a list of all units on the table or arriving from reserves this turn (see Reserves below). As a unit is activated, put a mark by it on the list to keep track of which units have gone in each game turn. A unit can be activated once per game turn.

The first player selects a unit to activate. That unit goes through the normal turn progression: Movement Phase, Shooting Phase, Assault Phase and then Morale (for any enemy unit, as applicable). 

Whichever side has more units will have a number of units to activate at the end of the turn without interruption, just like the alternating deployment. 


Movement:
Movement is handled as normal. 


Shooting:
Shooting is handled in the same way as normal. Units can elect to run, turbo-boost or move flat out as normal.

Wednesday, January 6, 2021

Sons of Horus Terminators

I need to get a photo with better lighting, but here is a quick shot of the Sons of Horus terminators that I painted back in November. They are geared up for anti-armor with combi-meltaguns, three power fists and two chainfists. 










Tuesday, January 5, 2021

Xhorik 87th Drop Troops Army Update - January 2021

 To close out 2020 and get inspired for 2021, I took a full-army photo of the Drop Troopers, being supported by the Lightning Strike Fighter borrowed from the White Scars and a piece of field artillery that normally is not part of a Drop Troops list.


Using the old Imperial Armour Volume Three Second Edition: The Taros Campaign army list (from 6th edition), this would be the army list I can create with painted models:

Xhorik 87th Drop Troops Regiment, 3rd Company Strike Force:

Company Command Squad (5) with regimental banner, medic, vox, power sword and plasma pistol

First Platoon
Platoon Command Squad (5) with power fist, vox, medic and two grenade launchers
Infantry Squad (10) with melta gun
Infantry Squad (10) with grenade launcher
Special Weapons Squad (6) with three melta gun teams
Special Weapons Squad (6) with three melta gun teams
Drop Sentinels (2) with multimeltas

Veteran Squad (10) Grenadiers with missile launcher team and three sniper rifles

Veteran Squad (10) Grenadiers with missile launcher team, two sniper rifles, and plasma gun

Veteran Squad (5) Demolitions with shotguns

Tauros with grenade launcher

Sentry Guns (3) with twin-linked lascannons

Lightning Strike Fighter with 6 Hellstrike missiles and twin-linked lascannons

Valkyrie with lascannon, 2 Hellstrike missiles, and 2 heavy bolters

Medusa Siege Gun (counts as Medusa tank from Codex: Imperial Guard)

Points Total: 1610

It will be fun to use these guys in a game of 6th/7th Edition 40k again someday. But don't worry Pete, the Lightning is not nearly the same beast as the Primaris-Lightning of Horus Heresy. The 40k-version does not have the option for the upgrades for Tank Hunter or +1 BS and the missiles do not have armorobane (they have Ordnance instead meaning they re-roll the d6 rather than roll 2d6 added up, making them much less effective against a Land Raider where they would have to roll a 6 just to glance and no chance to penetrate).

Saturday, January 2, 2021

2020 Hobby Recap

I did a lookback on the hobby aspect of 2020.

Built and painted:

  • Medusa Siege Gun artillery carriage
  • Three Auxilia rotor cannon mobile guns
  • Two Auxilia with sniper rifles
  • 5-man Auxilia Recon Squad
  • 5-man Auxilia Platoon Command Squad
  • Tauros garage terrain piece
  • 20-man Sons of Horus Tactical Squad
  • 10-man White Scars Recon Squad
  • Auxilia sergeant and three missile launcher troopers
  • White Scars Rhino
  • Primaris-Lightning Strike Fighter
  • 5-man Sons of Horus Terminator Squad
  • Storage and mixing facility two-story terrain piece plus a few ladders, platforms and barriers
  • Added second close combat weapons to my 10-man White Scars tactical squad, made a White Scars banner, magnetized ~70 bases and two storage boxes, and maybe a few other miscellaneous projects. 

Total: 54 infantry, three vehicles/artillery, and two terrain pieces. 

Played six battles: 

  • Five games making up Phase 4 of our Horus Heresy campaign for Xhorik Prime
    • Including our biggest game of all time: 4,000 points per side featuring four factions with fully painted armies and terrain on a 8 ft x 5 ft table.
  • One WH40k 7th Edition game with both of my brothers featuring Orks vs Drop Troops

Created six battle reports:

  • The finale of Phase 3 of our campaign and the first four reports of Phase 4
  • The Orks vs Drop Troops game
That equates to each month:
  • Building and painting either ~8 infantry or a vehicle or terrain piece 
  • Plus, either playing a game or writing a battle report
Not bad for squeezing in some hobby time around the wife, kids and job! It did not feel like much progress as the year went along, probably because the work was split over three factions plus terrain. My goal will be to meet or exceed that output in 2021! Ever onward...

Tuesday, December 22, 2020

Industrial Storage and Mixing Facility

Large, two-level terrain piece representing some kind of fluid storage, pumping and mixing facility. Made from two large peanut cans, carboard tubes, Sector Mechanicus terrain and other bits. I gave it a quick drybrush and weathering job to get it ready for the upcoming big game. It would be nice to do some more weathering and decals later when I have time. 



Saturday, December 19, 2020

Battle for Berat Final Scenario: The Decisive Moment

"The Battle for Berat was a decisive moment for the planet of Xhorik Prime during the Horus Heresy. And the action around the central industrial area was the decisive moment of that Battle."

- The Xhorik Wars:
The Military History of a Keystone System Across the Millenia 


Mission: The Decisive Moment

The Armies
Choose the armies using The Horus Heresy: Age of Darkness rules and Force Organization charts up to 4000 points. At least one Allied Detachment of a different faction must be selected consisting of at least 1000 points. 

Setting up the Game
  • Use the deployment map below.
  • Setup the terrain for the battlefield. There should be a central building or tower with two levels of elevation. At the approximate center of the battlefield is the Flag Control Point. 
  • Determine Warlord Traits and Psychic Powers. 
Mission Special Rules
  • Reserves
  • Infiltrators
  • Night Fighting. Either player may spend 1 CP to re-roll the result.
  • Staged Deployment (see below)
  • The Rally Point: When a unit elects to run, it can move the full 6" rather than rolling, as long as it is moving toward the central objective. 

Deployment
  • Players roll a die and the winner selects his Primary Deployment Zone. Either player may spend 2 CP to re-roll their result. Only one re-roll is allowed per player. If one player elects to re-roll, the other player may see the result before deciding to re-roll.
  • The other deployment zones are then assigned according to the scenario map. 
  • Players roll a die and the winner selects to deploy first or second. Either player may spend 2 CP to re-roll their result. Only one re-roll is allowed per player. If one player elects to re-roll, the other player may see the result before deciding to re-roll.
  • The players then deploy one unit at a time, alternating between players. Units must be deployed in the following order:
    1. Fortifications
    2. Lords of War
    3. Heavy Support
    4. Troops
    5. Elites
    6. Headquarters
    7. Fast Attack
    8. Infiltrators
  • Once both sides have deployed all Fortifications, then the first player to deploy starts with any Lords of War choices. Once all Lords of War from both sides have been deployed, then the first Heavy Support choice can be placed. Thus, the player who deploys first must deploy the first unit of every type, including Infiltrators.
  • All factions and detachments from each side are deployed simultaneously.
  • All units from the Primary Faction must be deployed into one corner while all Allied Detachments are deployed in the adjacent corner. 




 First Turn

The player who deployed the first unit also has the first turn, unless their opponent can Seize the Initiative. The player attempting to Seize the Initiative can spend 1 CP to re-roll the result. 

Game Length
At the end of six turns, roll a die. On a 4+ a seventh and final turn is played. Either player may spend 3 CP to re-roll this result. 

Victory Conditions
This scenario represents the center of a much larger battle raging all around the center of the city. Both Warlords are present at this crucial time and place in order to strike the decisive blow that will inspire their side to victory in the wider battle.

Primary Objective: By My Own Hand
If one side's Warlord directly slays the other side's Warlord, that player immediately wins automatically. At attack from the Warlord must directly eliminate the other Warlord's last wound or he must eliminate the other Warlord in a Sweeping Advance with his initiative roll.  Roll attacks and saves separately for the Warlords. 

The morale boost from seeing one's own captain gloriously cut down his opposite in dramatic fashion inspires that side to victory in the wider battle, while the other side's morale is shattered. 


Secondary Objective: Plant the Flag
Only if the Primary Objective is not met is the Secondary Objective used.

If a Scoring Unit controls the central objective without being contested by a Denial Unit at the end of your turn, you can plant your Flag from the central tower. Use a model or icon to represent the Flag. The Flag remains even if the Scoring Unit is killed or moves away, until it is supplanted by the Flag of the opposing army. Whichever side has their Flag planted at the end of the final turn is the winner.

The Beacon: Seeing their side's banner flying from the highest point inspires the Legionaries to fight with renewed vigor and bravery. While a side's Flag is planted, all units on that side become Fearless (automatically pass morale checks) and all broken units automatically rally, even if they are below 25% strength. 

The morale boost from seeing one's own side's legendary standard flying from the highest point inspires that side to victory in the wider battle. They believe their side is dominating the central struggle. 


Tertiary Objectives: Victory Points

Only if neither the Primary nor Secondary Objectives are met are the Tertiary Objectives used. 

  • Slay the Warlord (If the Warlord is slain by any unit other than the other side's Warlord): 2 VP
  • Attrition: Whichever side destroyed the most enemy units gains 1 VP.
  • The Price of Failure: Destroying a Lord of War is worth 1 VP.


Monday, December 14, 2020

The Battle for Berat Game 4: Zone Control

 "If the road is easy, the destination is worthless."

 - Khan Turan Jorma,
Brotherhood of the Wind,
White Scars Legion


Campaign To Date:

It has been about 40 years since a combined force of Sons of Horus, Death Guard, and White Scars brought the Xhorik System into compliance during the Great Crusade. The major population centers of the largest continent were quickly brought under Imperial control in the typical fashion: a series of pinpoint attacks of overwhelming force by the Legions against the enemy's strong points, followed by rapid surrender. Due to the richness of the primary planet and the strategic location of the system on a sort of crossroads of warp currents, small garrisons of the Death Guard and White Scars legions were left on the planet to oversee the tithes of men and material to the Great Crusade and to help eradicate the threat of large ork populations in the eastern wastes.

With the advent of the Horus Heresy, the Warmaster ordered that the Xhorik System be taken to act as a way station for resupply on his long march to Terra. The Death Guard and their human allies on Xhorik Prime launched an attack on the White Scars and their allies, the Stratocracy of Kozar.

In Phase 1 of the campaign, the Traitors pushed the Loyalists from the war-torn border city of Bielyr in a series of bloody street fighting.

In Phase 2, the war escalated across the badlands of the Valbaara Plateau in several pitched battles. In the end, the Brotherhood of the Wind was defeated and their leader Praetor Zherdan was killed by the Death Guard.

In Phase 3, the Death Guard marched to the major Kozar city of Berat, fighting their way through a number of Loyalist counter attacks. In the end, helped by taking control of low-planetary orbit over the city in a void battle, the Traitors smashed through the outer walls of Berat behind the might of their super heavy Fellblade battle tank.
---------------------------------------------------------------------------------
Phase 4 is the battle for the Kozar city of Berat. The Traitors have broken through the gates and are working their way toward the city center block by bloody block in a brutal street fight. This Phase uses a number of special rules:

Campaign Points: CP are earned by playing games and by achieving secret secondary campaign objectives (drawn randomly each game and kept secret). They can be used to gain advantages in games. The player with the most CP at the end of the phase wins.

Normal games:
Win: 5 CP
Draw: 3 CP
Loss: 1 CP

Final Game:
Win: 10 CP
Draw: 6 CP
Loss: 2 CP


  • Spend 1 CP to re-roll the die to deploy first or to re-roll the die to steal the initiative. Can only be used once per game.
  • Spend 1 CP to include a unit that would not be allowed due to the Grinding Attrition or Street Fighting special campaign rules below. The point cost of the unit still counts toward the army total. Can only be used once per game.
  • Spend 1 CP to re-roll the die to see if the game ends. Can only be used once per game.

(Costs are doubled for the final game.)

Hunter Killers: Due to the very dense terrain providing ample hiding places, surprise attacks are extra deadly. Units who used Infiltrate, Scout or Outflank can charge the on the first game turn or the turn they come into play. If they don’t charge, they gain an extra +1 cover save for their first turn in play (stacks with any bonuses they have already).

Street Fighting: Narrow streets, debris, billowing smoke and crumbling towers limit the ability to utilize large vehicles and artillery. Other than the final battle, a max of one total unit can be selecged with any of the keywords: heavy, artillery, flyer, or over 3 HP. In the final battle, everything goes.

Grinding Attrition: Other than Troops choices, any unit that is destroyed cannot be used in the next battle. If the next battle is the final battle, it can be taken but must start in reserves. Any unit that is selected as Troops choice can be used even if it was destroyed in the previous battle.

Named Warlord: Choose your warlord trait. Must be the same for the whole phase. Can also can always re-roll LD and morale checks. Other warlords must roll for trait.

If named warlord dies in battle, roll die:
1-2: debilitating injury: can't use in the rest of the campaign phase until final battle
3-4: major injury: can't use in next game
5: close call: no effect
6: Miraculous Recovery (Chosen of the Emporer/Horus/gods of Chaos): can use as normal and has an inspiring presence for the next battle: all units within 12" can use his LD.

The Revenant: Once warlord returns after dying in a game, he has Hatred (Traitors/Loyalists) for the rest of the campaign phase.

Our standard Terrain Rules are in effect.



PRE-GAME AND MISSION:

We created a new scenario. The board was split lengthwise into six 1-foot Zones of Control. At the start of each player's turn, he would earn a VP for each Zone he controls at that time. Control is established by:
  • Having any unit in a Zone with no enemy units.
  • Having a Troops unit in a Zone with enemy units that are not Troops. 
  • A single unit can only hold one Zone per turn if it is spread across multiple zones. 
We elected to use the start of the turn rather than the end in order to give the opposing player a chance to react and try to shift the enemy units before they score. It prevents swooping in with a weenie unit and grabbing or contesting a zone without fighting for it.

There are no secondary objectives or Campaign Objectives for this mission. 


We also wanted a chance for our newly painted Rhino and Predator to shine, so we decided it would be a "lighter" battle without the Land Raider, the Sicaran Omega or the Primaris-Lightning Strike Fighter.

Saturday, November 7, 2020

Campaign Phase 4, The Battle for Berat: Game 3 - Suicide Mission

 "When presented with the opportunity to turn the tide and destroy your enemy, you must take it. Even when there is little hope of survival."

 - Khan Turan Jorma,
Brotherhood of the Wind,
White Scars Legion


Campaign To Date:

It has been about 40 years since a combined force of Sons of Horus, Death Guard, and White Scars brought the Xhorik System into compliance during the Great Crusade. The major population centers of the largest continent were quickly brought under Imperial control in the typical fashion: a series of pinpoint attacks of overwhelming force by the Legions against the enemy's strong points, followed by rapid surrender. Due to the richness of the primary planet and the strategic location of the system on a sort of crossroads of warp currents, small garrisons of the Death Guard and White Scars legions were left on the planet to oversee the tithes of men and material to the Great Crusade and to help eradicate the threat of large ork populations in the eastern wastes.

With the advent of the Horus Heresy, the Warmaster ordered that the Xhorik System be taken to act as a way station for resupply on his long march to Terra. The Death Guard and their human allies on Xhorik Prime launched an attack on the White Scars and their allies, the Stratocracy of Kozar.

In Phase 1 of the campaign, the Traitors pushed the Loyalists from the war-torn border city of Bielyr in a series of bloody street fighting.

In Phase 2, the war escalated across the badlands of the Valbaara Plateau in several pitched battles. In the end, the Brotherhood of the Wind was defeated and their leader Praetor Zherdan was killed by the Death Guard.

In Phase 3, the Death Guard marched to the major Kozar city of Berat, fighting their way through a number of Loyalist counter attacks. In the end, helped by taking control of low-planetary orbit over the city in a void battle, the Traitors smashed through the outer walls of Berat behind the might of their super heavy Fellblade battle tank.
---------------------------------------------------------------------------------
Phase 4 is the battle for the Kozar city of Berat. The Traitors have broken through the gates and are working their way toward the city center block by bloody block in a brutal street fight. This Phase uses a number of special rules:

Campaign Points: CP are earned by playing games and by achieving secret secondary campaign objectives (drawn randomly each game and kept secret). They can be used to gain advantages in games. The player with the most CP at the end of the phase wins.

Normal games:
Win: 5 CP
Draw: 3 CP
Loss: 1 CP

Final Game:
Win: 10 CP
Draw: 6 CP
Loss: 2 CP


  • Spend 1 CP to re-roll the die to deploy first or to re-roll the die to steal the initiative. Can only be used once per game.
  • Spend 1 CP to include a unit that would not be allowed due to the Grinding Attrition or Street Fighting special campaign rules below. The point cost of the unit still counts toward the army total. Can only be used once per game.
  • Spend 1 CP to re-roll the die to see if the game ends. Can only be used once per game.

(Costs are doubled for the final game.)

Hunter Killers: Due to the very dense terrain providing ample hiding places, surprise attacks are extra deadly. Units who used Infiltrate, Scout or Outflank can charge the on the first game turn or the turn they come into play. If they don’t charge, they gain an extra +1 cover save for their first turn in play (stacks with any bonuses they have already).

Street Fighting: Narrow streets, debris, billowing smoke and crumbling towers limit the ability to utilize large vehicles and artillery. Other than the final battle, a max of one total unit can be selecged with any of the keywords: heavy, artillery, flyer, or over 3 HP. In the final battle, everything goes.

Grinding Attrition: Other than Troops choices, any unit that is destroyed cannot be used in the next battle. If the next battle is the final battle, it can be taken but must start in reserves. Any unit that is selected as Troops choice can be used even if it was destroyed in the previous battle.

Named Warlord: Choose your warlord trait. Must be the same for the whole phase. Can also can always re-roll LD and morale checks. Other warlords must roll for trait.

If named warlord dies in battle, roll die:
1-2: debilitating injury: can't use in the rest of the campaign phase until final battle
3-4: major injury: can't use in next game
5: close call: no effect
6: Miraculous Recovery (Chosen of the Emporer/Horus/gods of Chaos): can use as normal and has an inspiring presence for the next battle: all units within 12" can use his LD.

The Revenant: Once warlord returns after dying in a game, he has Hatred (Traitors/Loyalists) for the rest of the campaign phase.

Our standard Terrain Rules are in effect.



PRE-GAME AND MISSION:

We played the Suicide Mission scenario from Horus Heresy Book VI. The Attacker (Loylaists) would score a VP for each scoring unit in the Defenders deployment zone at the end of each game turn. The Defenders (Traitors) would score 2 VP for each Attacker unit destroyed. 

We would also each be drawing a random, secret Campaign Objective from a pile. These are objectives that are not related to the specific battle, but are part of the overall strategic plan for winning the campaign phase. These cards are kept secret until they are either achieved or the end of the game and are worth 1 or 2 Campaign Points, as stated on the card.

The Traitors drew Silence the Big Guns: Destroy all enemy Heavy Support choices (2 CP)
The Loyalists drew Hold Ground: Select a terrain piece outside of your deployment zone and hold it at the end of the game (1 CP).

ARMY SELECTION: 2000 points

Traitors - Pete

Death Guard
  • Preator Wolfgang: terminator armor, volkite charger, paragon blade, digital lasers, Fearless, It will not Die
  • Tactical Support Squad Folterer: 7 marines flamers, sergeant with artificer armor. Mounted in a Rhino APC with a pintle mounted heavy flamer.
  • Tactical Squad Toddestraffe: 20 marines with close combat weapons, sergeant with power fist and artificer armor and Apothecary Gerhard
  • Tactical Support Squad Blitz Schock: 7 marines with volkite calivers 
  • Heavy Support Squad Feuer Sturm: 7 marines with missile launchers and Apothecary
  • Contemptor Dreadnought Friedrich with multimelta, melta gun and close combat weapon
World Eaters
  • Chaplin Zungarz: Artificer Armor, plasma pistol, refractor field, crozius arcanum
  • Tactical Squad Hell Hounds: 17 marines – 16 with bolters, bolt pistols and chain axes. 1 sergeant with artificer armor, power fist and plasma pistol
  • The Red Butchers: 1 Devoured with dual chain fists, 4 Butchers with dual power axes
  • Land Raider Phobos Flesh Grinder: side sponson twin-linked lascannons, twin heavy bolter, armored ceramite, machine spirit 
  • Contemptor Dreadnought Delrog the Diabolical with twin-linked lascannon and chainfist


    Loyalists - Phil

    White Scars Brotherhood of the Wind 
    • Khan Turan Jorma: jetbike, paragon blade, cyber hawk
    • Skyhunter Squadron Khujaa: 6 jetbikes,  2 x volkite culverin
    • Outrider Squad Tsujen: 5 Outriders with plasma, sergeant
    • Tactical Squad Temgar: 10 marines with close combat weapons, sergeant has power glaive, artificer armor
    • Tactical Support Squad Khoer: 8 marines with plasma guns
    • Recon Squad Chono: 10 marines with recon armor and camo cloaks, sergeant with power fist and artificer armor
    • Ebon Keshig: 10 terminators, 8 power glaives, 2 power fists, 1 melta gun
    • Sicaran Omega Tank Destroyer Flamespear: lascannon sponsons
    • Primaris Lightning Strike Fighter Ariunbold: twin-linked lascannon, 6 x Kraken Heavy Penetrator Missiles, Battle Servitor Control, Ground-tracking Auguries, Ramjet Diffraction Grid

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    BATTLE:

    The Suicide Mission


    The battlefield from the south.