This is the page where the action is (usually.) Details of some of the many battles and skimishes from the world of fantasy wargaming are recorded here in all their glory!

If you would like to send in details of one of your own conflicts then the address to send them to is blackdwarf@lineone.net

CONTENTS
Article Game Page Contributer(s)
Sunrise Slaughter 40K(2) 1 James & John
Necromunda Battle report NEC 1 John, Chris, John H, Thomas, James
Cursed Plains WH(4) 2 James & John
Tau Battle report 40K(3) 2 U571sniper


PAGE 1

SUNRISE SLAUGHTER - A WH40K ORK v ELDAR BATTLE James & John
Both forces had been slowly advancing throughout the night, but at present had no idea how close they were. In the Ork warband, Warboss Krathokka was having some trouble.
"Dis is a Sneak attack, ladz so keep it quiet, and yoo lot on der traks kan stop revvin' or you'll give der game away"
"Boss, der dread's konked out, hold up while I fixes it" yelled Mek Makkat
"Urry up 'an do it quiet den" bellowed Krathokka.
The Ladz waited restlessly as Mek Makkat began to thump the dread with a large hammer. Stealth is not something that orks are renowned for. As the work went on the sun began to creep over the horizon, spreading it's amber light accross a large sparsely vegetated area. Just as the mek was finishing a gretchin squealled,
"BOSS BOSS, ders loads of panzies - ders loads of 'em, der's...."
"Finished dat dread yet?," cut in the warboss, "good, den lets give 'em a taste of bolter."
"WAAAAAAAAAAAAGGH"

Our 2nd battle report is a bloody skirmish with my Orks against John's Eldar using 2nd edition rules. Both sides drew Dawn Raid as their mission objective, which means +5 VPs for having a squad with less than 50% casualties or an undamaged vehicle in the enemy deployment zone. Thomas made notes on the action and John wrote the eldar bits at the end. I(James) typed it up, did the ork bits and drew the map.

Forces Both forces were evenly matched at 750 points. Warboss Krathokka's Hoard consisited of Warboss Krathokka, the mek and painboy, a mob of Stormboyz, a mob of boarboyz, a mob of grots, 2 Wartraks, a scorcher and a dread.
Warlock Uypenne's elite's numbered a squad of guardians, a squad of swooping hawks, a squad of scouts, a trio of dark reapers, a heavy plasma gun platform plus of course the warlock himself.

Deployment Please refer to the map below.





Ork Turn 1 James's Orks begin their advance through the installation, their speed hampered by an irritating strategy card. The scorcher surges foward thanks to it's squig fuel injector and the boarboyz managed to get within firing range of John's swooping hawks, thanks to a strategy card of their own. In the shooting phase a lucky shot burrowed into an unfortunate swooping hawk, killing him instantly.

Eldar Turn 1 John's Guardians advance, and Warlock Uypenne edges foward into a firing position. The scouts advance to line up their weapons. The Swooping Hawks engage their wings, and fly high into the sky. Meanwhile the heavy weapons take up overwatch positions on the hill, scanning the installation warily. The scouts all open fire on the stormboyz, but only kill 1, and the warlock opens up with his lasblaster, but only one boarboy is hit, and is saved by the boar's tough hide. In the psycic phase John's Warlock unleases a Destructor blast, but nothing is hit.

Ork Turn 2 The Wartraks accelerate to combat speed to close with the Eldar. As they pass a gap in the building 2 of John's Dark reapers open fire, but it must be the ork's lucky day, as only one krak missile hits, and it bounces straight off the heavy bolter gunner. The boarboyz and stormboyz advance, carefull to avoid the destructor blast still in play. Another missile is unleased to bring down a 2nd unfortunate stormboy. Miraculously enough though, no jump packs misfire! The dread and scorcher also advance, and the boyz swarm foward accross the helipad. In the shooting phase the stormboys lob stikkbombs at the guardians, causing 2 fatalities, and the scorcher roasts Warlock Uypenne, causing him to catch fire!! (Much to John's disgust.) With the only psyker buring up, the psycic phase is dispensed with, and the turn ends.

Eldar Turn 2 Warlock Uypenne runs from the battlefield, screaming as the flames lick arround him. The guardians, outraged at this turn of events advance towards the stormboyz. Meanwhile the swooping hawks descend behind the bunker in James's deployment zone. The Grav platform takes up overwatch. Angry guardians pick off another stormboy, causing them to break and flee, while two well aimed krak missiles impact into the scorcher's turret, destroying the heavy flamer and killing the gunner.

Ork Turn 3 The scorcher accelarates to fast speed, ploughing straight through the guardians. Two fail to dodge, and are squished. causing the others to flee. Meanwhile the dread and boarboyz continue their advance. The greenskins on the helipad take up overwatch positions, all too aware of the deadly swooping hawks waiting behind the bunker. The heavy bolter trak misses the scouts, but the lascannon trak takes out the heavy plasma gun platform. The stormboyz rally under the leadership of the Kaptin.

Eldar Turn 3 The scouts advance to firing positions and the grav platform guardians charge the scorcher. The scouts then open up on the gretchin but only kill one. Dark reaper missile fire takes out the heavy bolter trak and causes it's fuel to catch fire. In Hand to hand combat the scorcher driver takes out a guardian before falling to a sneaky blow from behind.

Ork Turn 4 The burning wreckage of the heavy bolter trak explodes, and the scorcher crashes into the hill. The dread moves foward to take up a firing position. The Trak advances and stormboyz jump foward. With a roar, the boarboyz charge the cowering guardians, who with nowhere to run turn and fight. The Gretchin and mek move so as to shoot the scouts, but the boss and painboy remain on overwatch. The dread prepares to open up on the irratating dark reapers, but finds it is 2" out of range!! The lascannon trak also misses. Accross the battlefield the gretchin all fail to cause any damage (as usual) but the mek picks off a scout with his trusty plama gun. In hand to hand combat the guardians are annihilated by the boarboyz.

Eldar Turn 4 The scouts retreat into the ork deployment zone, whilst the swooping hawks bomb the greenskins lurking round the helipad. One of them gets picked off by Warboss Krathokka. A gretchin is killed by a frag grenade. The remaining Swooping hawks open up with their lasguns, killing two more grots and the Dark reapers dispatch a final volley of krak missiles, destroying the dreads arm, and causing a flashback which kills the pilot. With that final kill the battle was over.

Conclusion Once we toted up the victory points the score came to:
ORKS - 10 victory points
ELDAR - 10 victory points
After all that - a draw.

The Aftermath - Orks Waaaagh, that was a great fight. Us orks do like a good scrap. I think my choice of mainly fast attack units worked quite well, especially as the eldar seemed content to just stand and fire. Those Dark reapers were nasty! I never realised that dark reaper range finders ignore the target's speed, and hence were easily able to hit my light vehicles, which most things can't. I think that I should have put the big mob of gretchin and orks right in the middle though, as their usefullness was a bit limited where they were. I was most impressed with my boarboyz and scorcher. The boarboyz showed off their toughness by taking out 6 enemy troops without loosing a single ork. My scorcher never lets me down, and this time it set the enemy Warlock on fire, causing him to run from the battlefield! It also mowed down two guardians and the driver took out 1 more in combat after it's weapon was destroyed, before a dirty blow from behind finished off the last crew member. All in all pretty good for a 50 pt unit! I hate strategy cards, and I don't know why we keep using them. John's card stopped all runs and charges in my 1st turn plus my vehicles weren't allowed to accelerate. My card comensated only partly by allowing my boarboyz to set up 24" onto the table. We realised part of the way through that the rulebook had vanished, and so had to take a best guess here and there. Anyway, it was a good battle, so the boyz were pleased. I will have to think of something to deal with the dark reapers next time.

The Aftermath - Eldar What a great battle ! Small games are fun and don't take ages, for example this battle only took a couple of hours. In retropect I would of chosen some hand to hand combat troops instead of the guardians. A squad of howling banshees would of been great at taking out those boar boyz. I would of liked a squad of harlequins even more, however they cost loads of points. The scouts and dark reapers were definitely a good choice, and the reapers did a excellent job at taking out those light vehicles and dreadnaut thanks to their range finders. The scouts were also good at the end as they infiltrated the ork deployment zone and gained those vital victory points at the end. I was a bit disappointed with the Warlock Uypenne, who obviously hadn't been watching enough "999 Rescues" on TV and couldn't put the fire out. I suppose it is sometimes hard to get BBC in the craftworlds. Overall I was pleased with the game and it was a fun battle. I think that 40k second edition works well for small battles like this.

After getting some assistance from the other surviving Eldar, Warlock Uypenne finally managed to put out the flames. He was unharmed as his rune armour had protected him from the intense heat. Drath Feugen, leader of the dark reaper squad approached the brooding Warlock.
"What has become of the greenskins, sir?" he enquired.
"They have retreated for now, and our scouts are surveying the area for stragelers as we speak, but they will be back." he replied, and then added "You and your squad did a excellent job in defence against those abominations who are attempting to plunder this world, congratulations."
"Thank you sir" acknowledged Feugen. He heard a noise to his left by the wreckage of a tank and brought his weapon to bear in a microsecond. His range finder locked onto a small darting heat signiture. "I think I got one sir ... hold on." He carefully approached the signiture, it appeared too small to be an ork but it could be a gretchin. He raised his weapon and swiftly stepped round the wreckage catching the gretchin by surprise. Before the small greenskin had a chance to do anything Feugen grabbed the pathetic creature by its neck and dragged it back towards the Warlock. Suddenly the gretchin scrambled free and whipped a pistol out of its tatty garments, but before it even had a chance to raise the gun its head exploded as a laser beam cut through it. Warlock Uypenne lowered his smoking laspistol.
"We wouldn't of got any information out of one of them anyway, they barely possess enough knowledge to maintain an autogun," Uypenne said, "It is going to be a long day." Feugen wiped the green blood and lumps from his mask and wearily nodded.

Photos Simply click on a photo to bring up a full sized version.

NECROMUNDA BATTLE REPORT 1 John, Chris, John H, Thomas, James
This is the first of our battle reports, and hopefully this page will be updated with new battle reports every month at most. There were four players in this battle; Thomas, John Hinton, Chris and myself, John. James did the map for this and kept track of what was going on during the game.

The layout of the table is shown in the diagram below:



The dotted line squares show the deployment areas of the different gangs, Thomas in blue, John Hinton in yellow, Chris in green and myself in red. We all had fairly green gangs that had played one or two games, and were therefore all evenly matched.

Turn 1:

After we had all rolled to see what the turn order was John went first, followed by Thomas, John Hinton and lastly Chris we deployed our gangs and started the game. One of Thomas’ Heavies had infiltration and so he deployed it in the ruins, where he had good cover and could shoot any approaching gangers.

John went first and started advancing his gangers in two directions, towards Chris and also towards Thomas. Meanwhile his heavy stood on top of the main building in his deployment zone and took careful aim at Thomas’ heavy over the other side of the board. He managed to achieve two hits with his heavy stubber, but neither wounded and Thomas’ heavy was just pinned.

Meanwhile Thomas’ gang advanced towards John with the cover of his other heavy, who had infiltrated well forward of the front line.

Hinton decided to take the defensive option and stayed where he was and just put all his men on overwatch.

Chris advanced towards the centre of the board, which was definitely brave of him, but also perhaps a bit stupid !!!

Turn 2:

John continued to advance his gang primarily towards Thomas while his heavy blasted one of his gangers who had come out into the open, but again scored no wounds. He wonders if he actually brought any live ammunition with his for this battle at all !!

Thomas continued to advance, however somewhat more cautiously now, but under the cover of both his heavies.

Hinton remained on overwatch except for three of his best gang members, who decided to stop hiding and come out and kick some ass !!

Chris also continued to advance towards the middle, and as he did he noticed that he had a clear shot at Hinton’s leader with his leader. Taking careful aim he lined up his plasma gun and fired, instantly taking Hinton’s leader out of action. As a result one of the gangers who had advanced with him (obviously squeamish at the sight of blood !!) broke and turned to flee.

Turn 3:

Some of John’s gang members came into range of Thomas’ gang and so using the cover to avoid the heavies took up sniper positions. In the shooting phrase the heavy fired at Thomas’ Heavy on the building again, this time getting five hits and taking him out for good. Also his ganger who had moved into range fired a bolt shell at Thomas’ ganger up on the building and he returned fire at the same time. Both gangers were pinned.

Hinton remained where he was and attempted to blast Chris with fir from his heavy, but missed. The ganger who had broken last turn fled to cover and hid.

Chris realised that his gang was somewhat exposed and so retreated to heavier cover where they were safe.

Turn 4:

As more of John’s gangers arrived to confront Thomas’ gang the fighting increased, but although John took a number of shots, none of them caused any damage.

In Thomas’ turn he returned fire on the gangers who were shooting from the ruins, but the shots were futile and John’s gang also sustained no damage from the shooting.

The ganger who had fled in Hinton’s last turn rallied and prepared himself for more combat and to avenge his leader. Meanwhile the rest of the gang remained on overwatch apart from a couple of wild shots at Chris’ gang in the middle.

Chris managed to take down another one of Hinton’s fighters in his shooting phrase without suffering any damage to himself.

Turn 5:

John decided to get some of his gangers stuck in with some good old-fashioned close combat. He charged one of Thomas’ juves with a ganger and a juve. The juve won combat, but didn’t cause any damage (never get a juve to do a gangers job !!), but the ganger won easily as Thomas rolled two fumbles !!

Thomas started to pull his gangers back towards his deployment zone so he could get better positions for cover and shooting.

Meanwhile Hinton remained on overwatch with his entire gang apart from his heavy, who missed again.

Chris was starting to get a bit worried about Hinton’s heavy shooting him all the time, and so he used his leader to shoot the heavy with his plasma gun on high power, taking him down … toasted !!

Turn 6:

With Thomas retreating, John charged his other heavy with his close combat ganger and easily won combat taking him down and out. He also used his heavy to blast another one of Thomas’ gangers, taking him out also. Thomas returned fire using overwatch and managed to take out one of John’s juves who was rather stupidly standing in the open.

In Thomas’ turn he decided to bottle out as he had lost too many both his heavies and had no good firepower left.

Hinton and Chris exchanged a few shots at each other, but no damage was sustained by either gang.

Turn 7:

John started to pull his gang back as Thomas had now bottled, and some of his gangers started heading for Chris’ gang. His heavy also moved to get a better position to shoot as well.

In the mean time Hinton’s gang retreated to heavy cover and took a few futile shots at Chris’ gang again.

Chris’ heavy, who so far hadn’t played much part in the game, got in range with his flamer and torched Hinton’s ganger who was hiding in hard cover, but only caused a flesh wound. He also shot his heavy again in an attempt to take him out for good, but he just stayed down.

Turn 8:

John kept on advancing towards Chris’ gang and also noticed that one of Chris’ gangers had sneaked into his deployment zone. So he blasted him with everything he had and took the ganger down.

Hinton took a bottle roll and passed again, and decided to stay in the game, although there wasn't a lot that he could do.

With Hinton’s ganger taking a flesh wound meant that he wasn’t so good in combat, and so Chris charged him with his heavy, and took him out.

Turn 9:

John carried on advancing towards Chris, and also charged to down ganger with his heavy and took him out of action.

Hinton took another bottle test and failed this time, and so left just John and Chris in the game to fight it out.

Chris now started advancing towards John, as Hinton was no longer in the game. Both his and John’s gangs had taken casualties and so were about evenly matched.

Turn 10:

Chris and John’s gangs met around the bunkers in this turn and Chris’ scummer shot down both John’s Ratskin scout and his juve. In return John was a bit annoyed with the scummer and so took him out with a single clean shot from his leader.

Subsequently to this Chris’ gang failed their bottle roll and John’s passed, and so the game was over … John had taken the victory !!



The final scene is shown above.


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