Thursday, October 31, 2013

The Deployment Zone’s Black Spiral Campaign - Chapter 3: Excommunication


The Deployment Zone’s Black Spiral Campaign
Chapter 3: Excommunication


 
Hello everyone and welcome to Chapter 3 of the Black Spiral Campaign.  I would like to thank everyone for the 54 submissions we received which has triggered this plot development.  Enjoy and the next set of missions will be release December 1st!
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Servitor Program – Ios V872.113 Alpha.
[Inquisitorial Conclave Concordance – Calixian Conclave]
[[Pictograph Recording Engaged]]
[[-=ERROR! – Pictograph malfunction=-]]
[[Rerouting feed]]
[[Vox-recorder engaged for Pictograph Recorder XV-3]]
[[Maintenance Servitor Dispatched]]

[Unknown speaker] - …hard to believe that an Inquisitor of Hexx’s esteem and dedication would turn not only radical but rogue as well?  Are we certain that the artifact that Hexx is pursuing is the same one the Eldar witch warned the council about?  How do we know that the Eldar aren’t trying to trick us into preventing one of our own from obtaining archaenotech of great power and use to the Imperium?
[[Voice Recognition Searching]]
[[Inquisitor Alexius Morgenson – Ordo Hereticus: Identified]]

[Unknown speaker] – Look, we took a great risk sending DeOrc to intercept the artifacts and look what it earned us.  We have one Inquisitor severely wounded and unable to continue for now and another Inquisitor that has gone beyond the threshold of radicalism into madness and who possesses part of an artifact of dire consequence.  So choosing now to cast doubt over the information we have already acted upon is neither helpful nor useful.
[[Voice Recognition Searching]]
[[Inquisitor Ilyana Vort – Ordo Malleus: Identified]]

[Inquisitor Alexius Morgenson] – You dare talk down to me in this forum?  I never discounted our information only the source.  And if I recall, it was your idea to have DeOrc intercept the artifact rather than have him accompany Hexx like the others had suggested.

[Unknown speaker] – We can sit here all day and point fingers but the situation is that we have a rogue Inquisitor and now have no way to rationalize with him or even find him for that matter.  So I pose the question, do we declare him Excommunicate Traitorus and mobilize our forces in the Charon system to destroy him and his ship or do we send a party to hunt him down and bring him back so that we may question him and learn more of the artifact he is currently hunting?
[[Voice Recognition Searching]]
[[Inquisitor Gerin Osvalt – Ordo Malleus: Identified]]

[Inquisitor Ilyana Vort] – Are either of those solutions even viable at this point?  He may have been last seen in the Charon system but we have no way to find him currently, especially if he has gone to ground or is hunting another artifact.

[Unknown speaker] – We may have a way to locate him but I do not know if it is something this conclave may be willing to entertain.
[[Voice Recognition Searching]]
[[Inquisitor Dregor Thane- Ordo Xenos]]

[Inquisitor Gerin Osvalt] – What would that be Thane? 

[Inquisitor Dregor Thane] – Emissaries from Craftworld Thelandira were the first to warn us of this danger, would it not make sense that the meddling Eldar would continue to monitor Hexx?  Perhaps if we petitioned them for aid in locating the rogue inqui…

[Inquisitor Morgenson] – Have you gone insane?  Consort with a bunch of degenerate witches to get aid dealing with one of our own?  Where is your pride Inquisitor? Where is your loyalty to the Imperium?  We need not the aid of Xenos filth.

[Inquisitor Dregor Thane] – Aid from Xenos filth that without it we would have not known that one of our own has possibly gone rogue and seeks to assemble a doomsday weapon that could possibly open a rift to the Immaterium and draw half the known galaxy into it?  Yes, we definitely don’t need any aid.  We have this situation entirely in control.

[Inquisitor Gerin Osvalt] – Gentlemen, gentlemen, when we fight against each other we only help our enemies.  Perhaps what Thane says is true, it would make sense that the Eldar would keep tabs on something they perceive as a threat to them.  Let us take a vote, all in favor of sending an emissary to collect information on Hexx to the Eldar say “Aye”.

[Several Unknown voices]
[[-=ERROR! Unable to identify speaker=-]]

[Inquisitor Gerin Osvalt] – All opposed say “Aye”.

[Several Unknown voices] [[-=ERROR! Unable to identify speaker=-]]

[Inquisitor Gerin Osvalt] – It appears your recommendation wins Thane.  Please arrange a meeting with the Eldar emissary and broker an information exchange.  Should they try any of their witchcraft or trickery, then execute them with extreme prejudice.

[Inquisitor Alexius Morgenson] – And what if Inquisitor Hexx hasn’t gone rogue and is actually operating within the guidance and scope of the Inquisition?  What if he hasn’t turned into a traitor?

[Inquisitor Gerin Osvalt] – Then that will depend entirely on two things Morgenson.

[Inquisitor Alexius Morgenson] – And what would those two be?
 
[Inquisitor Gerin Osvalt] – First if he convinces me during his interrogation that he has not acted outside the will of the Emperor and the High Lords of Terra. 

[Inquisitor Alexius Morgenson] – And the second?

[Inquisitor Gerin Osvalt] – The second is if Inquisitor DeOrc survives his injuries.  Conclave adjourned.

[Several Unknown voices] – For the Good of the Order!
 
Servitor Program – Ios V872.113 Alpha.
[Inquisitorial Conclave Concordance – Calixian Conclave]
[[Pictograph Recording Terminated]]
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Inquisitor Hexx:
Access Inquisitorial Log: Hexx 6-14-638.882 Sigma Centari
Passcode: Epsilon Delta 8 3 2 Phi 9 2 4 Gamma

Servitor Program:
[Initiate Retinal Scan]
[Welcome Inquisitor]
 
Inquisitor Hexx:
Inquisitorial Journal Entry for Leviticus Hexx of Ordo Maleus
Imperial Date is the 29th day of the 3rd Lunar Cycle of the Maccabes system, in the year M41.639

I know not whom to trust.

Treachery hath reared its ugly head, taking the form of my former friend and ally Menoch DeOrc.  How badly had the deceitful whispers of the Ruinous Powers poisoned his mind to make him utter such venomous falsehoods and heresy.  He stole from me, lied to me and tried to kill me all the while professing his innocence and asking for my cooperation.  His delusions were so ingrained; I fear he is lost to us.  His platitudes of working for a higher power, of acting under orders, begging me to relent on my search were all poisonous lies the moment they left his lips. 

It is obvious now that the Ruinous Powers fear me getting this weapon.  They know that I mean to bring about their extinction.  This morning my security clearance and inquisitorial permissions had been pulled which can mean only one thing, I am being hunted.  It is apparent that the Ruinous Powers have turned the very institution that I have sworn my live, my fealty and my honor to ruin against me.  I can no longer trust the Inquisition to carry out its mission, especially when its Inquisitors follow false leaders and puppets of Chaos. 

I must remain pure of heart and mind in this mission, I must steel my resolve and protect humanity against the rising darkness

I now possess part of this Black Spiral weapon, I will find the rest of it and carry out my mission.  It is only then will my former colleagues see the truth and the High Lords of Terra see that I am trying to save the Imperium.

The tome that Tobias translated referenced the 8th planet in the Maccabes system, Cyrana IV so I will travel there to see if I can gather any clues to the whereabouts of where the next piece has been hidden.

Inquisitor Leviticus Hexx signing off.
I am the Sword of the Emperor now.

 

      
[[Pictrecorder on the bridge of The Silent Retribution, Dauntless-Class Light Cruiser]]
[Imperial Date is the 29th day of the 3rd Lunar Cycle of the Maccabes system, in the year M41.639]
 
Inquisitor Leviticus Hexx – Captain Orrealus, we need to set a course for Cyrana IV in the Maccabes system.

Captain Jonah Orrealus – Good morning Inquisitor Hexx, we received an encrypted communication this morning inquiring to your whereabouts.  I fear your warning was merited.  Someone is trying to decipher your location within the Royal Navy but fear not sir, they did not provide the passcode you provided to authorize the dissemination of your location. 

Inquisitor Leviticus Hexx – Very good Captain, your dedication to the Imperium is unwavering as is your loyalty to the Inquisition. I commend you sir.  How long will it take to reach our destination do you think?

Captain Jonah Orrealus – Should take no longer than 2 months dependent upon Warp currents and storms.  What are we looking for sir?  Will we need additional armaments or crew?

Inquisitor Leviticus Hexx – No good Captain, your current set up is more than adequate to handle anything we are going to encounter. 

Captain Jonah Orrealus – Very well Inquisitor, we shall depart within the hour.  Maxwell, set a course to the Maccabes system.

Lt. Aaron Maxwell – At once sir. 
[End Recording]

[[Pictrecorder on the bridge of The Silent Retribution, Dauntless-Class Light Cruiser]]
[Imperial Date is the 2nd day of the 10th Lunar Cycle of the Maccabes system, in the year M41.639]

Inquisitor Leviticus Hexx – Yes Captain? Your communique said that there are Xenos ships preventing our passage?

Captain Jonah Orrealus – Yes Inquisitor, upon breaking the Warp Gate we picked up numerous Xenos ship signatures in the system.  As we approached Cyrana IV, the signatures converged before us.  We have managed to identify 1 Dragon-Class Cruiser that bears the markings of the Thelandira craftword according to our Xenos records.  There are also 2 Nightshade-Class Destroyers that bear different markings that we have not yet been able to identify as well as a Hellebore-Class Frigate hiding as well.  While we have the firepower to handle them, I do not anticipate that our ship would be in any condition afterwards to handle a second attack. 

Lt. Aaron Maxwell – Sir, we are receiving a transmission from the Dragon-class Cruiser.  Do you wish to receive it?

Captain Jonah Orrealus – Absolutely not, we do not engage in conversa…

Inquisitor Leviticus Hexx – Yes, Lieutenant we shall receive the transmission.

Captain Jonah Orrealus – Are you sure Inquisitor?

Inquisitor Leviticus Hexx – Oh yes Captain, very sure indeed.

Captain Jonah Orrealus - Very well, on screen.

Inquisitor Leviticus Hexx – Greetings, I am Marcus Thandros and to whom do we have the pleasure of addressing?

Farseer Gilleath I am known as Farseer Gilleath of the Thelandira Craftworld and I do believe that you have already been dishonest with us … Inquisitor Leviticus Hexx.

Inquisitor Leviticus Hexx – I should have known better than to try to deceive a witch.  What is it that you want Eldar? 

Farseer Gilleath – We merely wish you to turn back and leave this planet alone.  The inhabitants of Velesh’an’theronar prefer to keep to themselves and would care not for any intrusion on their lands.

Inquisitor Leviticus Hexx – I do not, nor does this ship or its captain take orders from a bunch of witches.

Farseer Gilleath – We do not seek to order you Inquisitor, we merely wish that you would forsake your current mission and abandon searching for what we have hidden long ago.  You know not of what you seek or the dire consequences of what would happen if it was found again.

Inquisitor Leviticus Hexx – AH HA! You know of the Black Spiral!  You know that I seek it!  Which means you know where it is hidden! 

Farseer Gilleath – We do know you seek the Black Spiral, the runes and portents warn of a Harbinger of Calamity bearing the a cross of secrecy.  All the skeins cast point towards you as the catalyst that spells doom for many. 

Inquisitor Leviticus Hexx – I care not for your witchcraft or prophesy; it is obvious that you and your ilk do not wish the Imperium to provide salvation!  Your attempt to stop me from stepping foot on this planet tells me that it has something I need! 

Farseer Gilleath – Don’t be a foolish monkeigh!  You can not fathom the destruction your actions will bring about!  You must st..

Lt. Aaron Maxwell – Transmission ended sir.

Inquisitor Leviticus Hexx – Very good Lieutenant, his incessant prattling and whining were most tiring.  Captain would you be so kind as to have a landing party assembled, I will send one of my Acolytes to lead the mission on the surface.

Lt. Aaron Maxwell – Sir, enemy ships have begun to spread out into what appears to be an attack formation.

Captain Jonah Orrealus – Very well, Sergeant go and assemble a strike force to aid the Inquisitor’s Acolyte.  Battle stations!  Engage the frigate first and neutralize the Destroyers as soon as you can.  Launch the fighters to provide support for the Landers.  Go!
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Mission Scenario A – Landing Party
The Armies:
A point value of any size may be per side in this scenario.  Recommended size however is 1500-2000.

The Battlefield:
Landing Party will use the Dawn of War deployment.

Deployment:
Before deploying their forces, players should first roll for their Warlord Traits.  Once the Warlord Traits have been determined, the players will roll off to determine who is The Attacker and The Defender.  Both players will then roll off and the winner will choose which side they want to deploy in. 

Place the Primary Objective:
The Defender will choose a single Primary objective and place it within their deployment zone.
The Defender will then deploy their forces followed by the Attacker afterwards.

First Turn:
The Attacker goes first unless the Defender spots them coming and can Seize the Initiative.

Game Length:
This mission uses variable game length as described on page 122 of the BRB.

The Mission:
The Attacker
Primary Mission: Claim and Possess the Primary Objective at the end of the game with a Scoring unit.
Secondary Mission: Purge the Alien
 
The Defender
Primary Mission: Purge the Alien
Secondary Mission: Claim and Possess the Primary Objective at the end of the game with a Scoring unit.

Victory Conditions:
Each Mission has its own Victory conditions.

Should the player meet the Victory Conditions for their Primary Mission, then that player receives 5 Battle Points.  Should that player also reach the Victory Conditions for their Secondary Mission, then they receive 3 Battle Points.

The secondary objectives of Purge the Alien are worth 1 Battle Point each (Slay the Warlord, First Blood, Linebreaker).

The player with the most Battle Points or BP’s at the end is the winner of the scenario.
 
Mission Scenario B – Leviathans Battle  - Battlefleet Gothic Scenario

This scenario is intended to be used by players using the Battlefleet Gothic rules set and armies.  This mission is to represent the space battle between the Imperial and Eldar forces in the Maccabes system.

Scenario:  Leviatans Battle – Custom Battlefleet Gothic Scenario.

Forces: The recommended point level for this scenario is 300 to 1750 pts.

Battle Zone:  This battle is taking place in the system’s primary or inner biosphere.  Set up a planet in the middle of the table.  The planet’s size is dependent upon the size of the battle.
Small = Up to 500 pts
Medium = Up to 1500 pts.
Large = 1500 pts or larger.
Generate rings, moons, etc.. as normal.  Then determine which table edge is sunward and place other celestial phenomena as normal.
 
Set Up:
As the start of the game, the players roll off with the winner of the roll off being the Attacker.  The defender may then choose D3 ships or squadrons to be on full alert.  These ships may be set up anywhere that is at least 30cm from table edge.  The rest of the defending fleet is still on standby.  Squadrons on standby must be deployed with at least one ship within 15cm of the planet and all ships abeam of the planet’s surface.
The Attacker moves on to the table edge of their choice in their first turn.

First Turn:
The attacker gets first turn.

Special Rules:
Ships or squadrons on standby may not move, fire weapons or launch ordinance.  They may however attempt to Brace and repair critical damage.  Turrets and shields work normally.  To go on alert status, it must first pass a Leadership test.  Note that this is not a Command check, so failing with one squadron or ship will not prevent you from testing the others.  A ship or squadron may not use special orders the same turn it goes on alert status.

Game Length:
The game lasts until one fleet disengages or is destroyed.

Victory Conditions:
Both fleets score victory points as normal and the fleet with the highest victory points total at the end of the battle wins.

 

 
Please email the results to john@thedeploymentzone.com and I will compile the results before I release the final mission pack.  Please don’t hesitate to email me with questions you may have about any of the  above missions.

Thank you for playing and I look forward to your involvement!

 

 

 

 

 

 

Sunday, October 27, 2013

Enter De Bellis Antiquitatis

My gaming club has decided to take a brief departure form our standard Warhammer Fantasy gaming circuit and devote time to playing a different war game.  De Bellis Antiquitatis.  Historical Wargaming.



Our friend Tom has decided to run a map campaign where the seven of us shall be waging war across ancient Europe in hopes of conquering the ancient world.

I vowed I would never play DBA because I hated the scale however, after watching the first night's games I folded on this vow like a prom queen's virginity.

I went online to www.plasticsoldierreview.com/ and reviewed various 15mm or 1/70th scale miniature manufacturers.  I decided that Zvezda Miniatures out of Russia had the best choices available and I liked the detail they had in their models.



Since Jeremy was playing Bretons, I had originally decided to play Scots-Irish ( II/54) but since they were very similar to what Jeremy plays I chose to go with a different option...



Enter the Vikings!
I have chosen to play the Vikings from period III/40b.
My DBA army will consist of 11 blades and 1 unit of bowmen.
I purchased 2 boxes from Zvezda miniatures (who's Viking box comes with 41 models fyi - but I wanted enough axe wielding Vikings to full 11 blades worth) for under 30 bucks.

You may expect some WIP of my newest army project probably within the next few weeks.

Thanks!

Preferred Enemies - Warriors of Chaos: Lords and Heroes pt. 3


This installment of Preferred Enemies will deal directly with the Mutations, Magic Items and the Daemon Prince which should wrap up the Lords and Heroes portion of this Preferred Enemies cycle.
 

Chaos Mutations and Powers:
 
Daemon Blade – 50 pts, Magic Weapon
Wielder gains the Random Attacks rule (D6+3), however every roll of 1 can not be rerolled and strikes the bearer.  This power has the potential make an exalted hero a murderous whirlwind but you do not often see it much due to its hefty 50 pt price.  It also counts as a magic weapon.

Collar of Khorne – 45 pts, Talisman.
Magic Resistance 3, wearer must have the Mark of Khorne or be a Daemon of Khorne.

Unholy Strike – 35 pts
Rather than use his normal # of attacks, the character may make 1 attack that is at double his Str score and causes D3 Multiple Wounds.

Flaming Breath – 30 pts
Character gains a Str 4 Breath Weapon with Flaming Attacks rule.  This power is obviously deadly against Wood Elves, especially if they have been hexed by Curse of the Leper. 

Chaos Familiar – 25 pts, Arcane Item.
Owner knows 1 additional spell from his chosen lore and adds +1 to his channeling attempts.  This is a great item to take to almost ensure you get the right spells you want.  This is most disconcerting when a Lore of Nurgle caster takes it.

Scaled Skin – 20 pts.
Scaly Skin (5+).

Allure of Slaanesh – 15 pts.
Any opponent wishing to attack the character with this gift must pass a LD test.  If they fail the model can not attack that phase.  Does not affect attacks that do not roll to it.  Models with Mark of Slaanesh or Daemons of Slaanesh only.  This is especially good when you have Phantasmagoria in effect and you are wanting to wreck your opponent’s unit.  Having a Daemon Price be able to attack without models attacking back is golden.

Poisonous Slime – 15 pts.
Points attacks special rule and 5+ ward vs. Poisoned attacks.
 
Acid Ichor – 10 pts.
Whenever a character suffers an unsaved wound in close combat, attacker must pass an initiative test or take a Str 4 hit.

Burning Body – 10 pts
Character gains flaming attacks special rule and 5+ ward vs. flaming attacks.

Soul Feeder – 10 pts
Roll a D6 for every wound caused in close combat, for every 6 rolled the chaos character regains a wound.

Third Eye of Tzeentch – 10 pts.
Character may reroll ward saves of 1.  Mark of Tzeentch or Daemon of Tzeench only.  This is an annoying spell as it makes trying to killing blow Mark of Tzeentch very difficult .

Nurgle’s Rot – 10 pts
At start of every magic phase, any enemy model in base contact suffers a S1 hit with no armor save.
Mark of Nurgle/Daemons of Nurgle only.
 
Hideous Visage – 5 pts.
Character has Fear special rule. However, other models may never use his leadership.
 
Of all the Chaos Boons, the one that causes the most consternation is the Flaming Breath but the other actually happens to be Allure of Slaanesh.  It is imperative that models marked with certain gifts are killed as fast as possible so that their random rules don’t disrupt the players train of thought.

Dread Artefacts of Chaos

The Hellfire Sword – 65 pts.
This is my personally favorite magic item out of the entire book.  It grants the user Flaming Attacks and the Multiple Wounds (D3) special rule but most importantly at the end of combat, the player rolls a D6 for each unsaved wound caused.  On a 6, the enemy unit suffers an additional D6 Str 4 hits resolved as shooting and these wounds count towards combat ress.  The drawback is that the end of the magic phase the player rolls a d6, on a 1 he suffers a wound with No armour saves.  This weapon is often coupled with the Soul Feeder boon.

The Sword of Change – 30 pts.
If any enemy monster/character is slain by this blade then you roll a D6.  On a 4+ the model turns into a Chaos Spawn under the wielder’s control!

Filth Mace – 30 pts. Mark of Nurgle Only.
Close combat attacks with mace have Poisoned Attacks rule.  Once wielder has slain an enemy model in close combat, then he gains the Terror special rule and in the next combat phase all the poisoned attacks hits inflict D3 Multiple Wounds.
 
Helm of Many Eyes – 25 pts.
Grants wielder Always Strikes First and +1 to their armor save.  Also grants stupidity.  Work around? Mark of Khorne = Frenzy and immunity to psychology.  No stupidity test then. 
 
Skull of Katam – 15 pts. Arcane Item
The bearer of the skull may consult the skull prior to trying to channel power dice.  If he does, then he rolls 6 dice to channel rather than 1.  For every 1 rolled, he then suffers -1 to LD for the rest of the game.  Mark of Tzeentch casters may not reroll the 1’s when using this item.

Chalice of Chaos – 10 pts. One Use.
Grants character 1 advantage/curse, they roll a D6 and consult the table.  They may suffer a wound with no saves, may gain ASF, Regeneration, 5+ Ward, or Killing Blow til end of turn or they may turn into a Daemon Prince.

Pendant of Slaanesh – 50 pts.
May only be worn by Mark of Slaanesh models.  Character may not join units with other characters in it.  Whenever the bearer’s unit needs to make a break test, they roll 1 dice. In addition for every unsaved Wound the character suffers, he gains +1 attack for the game.
 
Blasted Standard – 25 pts.
Models with Mark of Tzeentch only.  Everytime bearer’s unit suffers a shooting attack, roll a D6. On a 2+ the strength of the attack is halved, but on a roll 1 the strength is doubled.  Against shooting attacks without a str score it does not function.

 Banner of Rage – 25 pts.
Mark of Khorne – Unit gains Frenzy and they can never lose it.

 Of all the magic items, the most power ones are the Hellfire Sword and the Chalice of Chaos with the Skull of Katam coming in a strong third.  While the Hellfire sword eats up a chunk of points, it does yield an absolutely devastating result against Wood Elf units.  Characters wielding this blade must be dealt with at range and not by Flammable models.  The Skull of Katam has the ability to upset the magic phase by flooding the caster’s pool with dice.  Finally the Chalice of Chaos has a 1 in 6 chance of unleashing another Daemon Prince unto the field which brings us to our final selection from the Lords list…

The Daemon Prince of Chaos. 

The gift of immortality, the final reward for serving the Chaos Gods.  The ascension into what can only be described as a godlike being of darkness and destruction upon the field of battle.

The Daemon Prince is the premiere choice to lead a Warriors of Chaos army.  The Daemon Prince has a superior stat line to that of even a Chaos Lord and may be elevated to 4th level as a Wizard at the same time.  The Daemon Prince is perhaps the most destructive Lord choice to encounter in close combat of all the Warhammer Fantasy armies except perhaps going toe to toe with a Bloodthirster. 

                                M            WS         BS           S              T              W            I               A             LD

Daemon Prince   8              9              5              6              5              4              8              5              9

Special Rules: Daemonic Attacks, Terror, Unbreakable

Daemonic Invulnerability: 5+ Ward save

Magic :   May take up to 4 levels of Wizard.
                Mark of Tzeentch : Lore of Metal, Lore of Tzeentch
                Mark of Nurgle: Lore of Death, Lore of Nurgle
                Mark of Slaanesh: Lore of Shadow, Lore of Slaanesh      

Troop type: Monster (Character)

Upgrades: (Must choose one of the Marks)

                Daemonic Flight  - it gains Flight

                Mark of Khorne: +1 Str when it charges for the turn – hatred: Daemons of Slaanesh

                Mark of Tzeentch: May reroll ward save rolls and channeling attempts of 1. – hatred: Daemons of Nurgle

                Mark of Nurgle: Enemy models -1 to hit in close combat against Daemon Prince. Hatred – Daemons of Tzeentch

                Mark of Slaanesh – Armor Piercing , Hatred – Daemons of Khorne.

The Daemon Prince may be tooled up to be devastating on the field of battle.  It may take up to 100 pts in Chaos Mutations and Powers, 25 pts in magic items, Chaos armor and Daemonic Flight.  It must choose a Mark and unless a Daemon of Khorne take Wizard levels. 

Standard Daemon Prince General:

Daemon Prince – 235
Level 4 – 140
Mark of Nurgle -10
Daemonic Flight – 40
The Other’s Trickster’s Shard – 15
Dragon Helm – 10
Poisonous Slime – 15
Scaled Skin – 20
Burning Body – 10:
Total: 495


You now have a Daemon Prince that has a 2+ ward save against fire, a Level 4 Nurgle caster that has the chance to have his Toughness raised every magic phase, and someone who now has poisoned attacks and flaming attacks.  The model is unbreakable, thunder stomps and forces you to reroll successful ward saves when base to base.  The daemonic flight provides it with the advantage of flying across the field and chewing up the backend of your arm and finally to top it all off the Daemon enjoys his opponents suffering a -1 to hit him in close combat, 6’s if they failed their Terror test or they are not at least weapon skill 5. 

So how does a Wood Elf general handle this type of monster?  The best way is to engage the Daemon in close combat and issue a challenge.  Ranged attacks will work but at best you’re going to make him have to fail at 2+ armor save and a 5+ ward from within 15” away.  You can handle him that way but I think your ranged firepower would better be used on other supporting units that the Daemon Prince is bringing to bear. You will want to augment a hero or lord to be at least Toughness 8 (Lore of Life: Flesh to Stone + Throne of Vines) and having a weapon that ignores armor saves is the best option since that will remove the 1+ armor save and also make sure you have Annoyance of Netlings.  You will need to be mounted on a horse, eagle or stag in order to prevent being Thunder stomped and to provide the hero with that additional +1 T and Armor bonus.  You will need to block his magic phase and disallow him from hexing your or undermining your advantages.  Ideally, you will be able to tie this Monster up with your highborn and then heal him with the Lore of Life attribute or the Regrowth spell.  The Treeman ancient might also be a good option but against the Daemon Prince he will receive a 6+ armor save and be granted no ward save, the Daemon prince will still have to wound him and if you have him at T8 or T10 that will help but I think the better option is to have a geared up Highborn.

If your spellweaver has chosen Lore of Beasts, the same ideas hold true.  You will cast Pann’s Impenetrable Pelt, Wyssan’s Wild Form, and Savage Beast of Horros to provide the following benefits:  +4 Strength, +4 Toughness, and +3 attacks.  Your spellweaver could also try to spear the Daemon Prince with the Str10 Amber Spear or your spellweaver could also go balls out and charge the Daemon Prince and hope to get off Transformation of Kadon and turn herself into a Dragon and see how that battle ensues.  While the Transformation of Kadon option is truly epic and would make for one hell of a story afterwards… it’s not your best option.

This will wrap up the Preferred Enemies – Warriors of Chaos : Lords and Heroes segments.

We’ll start in on the Core choices later on until we’ve covered the entire book (or the Wood elves get a new book – gasp! Omg! That would mean I’d have to rewrite 43 articles!)

Until next time…

Saturday, October 26, 2013

Preferred Enemies - Warriors of Chaos: Lords and Heroes pt. 2

Warriors of Chaos - Lords and Heroes - Part 2.


The Chaos Sorcerer Lord/Sorcerer – the madmen that actually seek to embrace the magic of Chaos and foolishly seek to gain power from it.  These are by far some of the most dangerous models on the board when you field a Warriors of Chaos army.  The Sorcerer Lord and Hero share the same statline as your standard hero from another army book, not to mention they also come with Chaos armor that provides them a 4+ armor save.  In close combat he is handled much like you would the Exalted Hero, isolation and assassination.

The real threat that the Sorcerer Lord and Hero pose is with their magic.  Sorcerers have the option of being marked or unmarked.  If they choose to be Marked and gain the benefits of that mark, then they have their access to the Lores available to chaos restricted.

A.      Unmarked Sorcerer – access to: Lore of Death, Shadow, Fire or Metal.
B.      Mark of Tzeentch Sorcerer – access to Lore of Tzeentch or Lore of Metal.
C.      Mark of Nurgle Sorcerer – access to Lore of Nurgle or Lore of Death.
D.      Mark of Slaanesh Sorcerer – access to Lore of Slaanesh or Lore of Shadow.

M            WS         BS           S              T              W            I               A             LD                          

Chaos Sorcerer Lord       4              5              3              4              4              3              5              3              8

Chaos Sorcerer                 4              5              3              4              4              2              5              2              8

Special Rules: Eye of the Gods
 
                The Chaos Sorcerer Lord and Hero are far more difficult to slay in close combat since they are tougher, fight like normal heroes and can blast you with their chosen magic.  They only become even more deadly when they are mounted (and they have the same options available to them as the Chaos Lord/Hero). 

                The biggest benefit that a Sorcerer Lord or Hero would gain from being mounted would be from when they ride a Daemonic Mount where they gain +1 T and a Sorcerer Hero gains a wound.  The other benefit is mobility, with so many of the spells from the Lore of Death or any of the specific Chaos Lores requiring shorter range, having a mounted sorcerer provides a tactical advantage for unleashing spells.

As mentioned before in the Chaos Lord/Exalted Hero post here are the benefits and how to deal with mounted Sorcerer Lords and Sorcerers.

A Chaos Sorcerer Lord may be mounted upon the following mounts:

A.       Chaos Dragon – One of the most destructive choices that a Sorcerer Lord may choose and most expensive.  This creature shares a stat line similar to an Ancient Treeman and two breath weapons (one Str 4 and one Str 2 that allows no armor save).  The Sorcerer Lord benefits from the Large Target rule and if he is the army general his Leadership bubble is 18”.  Wood Elves are no longer able to Killing Blow the Lord off the Dragon with Waywatchers so they face a new challenge in that they must now find different options to deal with this power combo.

a.       Highborn w/ Bow of Athel Lorn and Arcane Bodkins – you can shoot the Lord and hopefully kill him with shots that permit no armor save.

b.      Hail of Fire – devote one or two units worth of Glade Guard fire at the unit and hope that you score enough wounds to cause failed armor saves on the Lord.

c.       Engage in close combat with a mounted hero (Stag/Elven Horse/Eagle) that is equipped with the Annoyance of Netlings and Glittering Scales (properly augmented).  The mounted hero/lord will prevent your character from eating Thunderstomps from the chaos dragon.  The most ideal option in this instance is to use the Highborn with the Annoyance of Netlings, Stone of Crystal Mere, Glittering Scales and a Great Weapon.  Augmented with Flesh to Stone and you have a T8, S6, -1 to hit (6’s in a duel), +3 ward save character that can stand toe to toe with the Chaos Sorcerer Lord.
B.      Manticore – the other Monstrous option choice for a Lord is the Manticore.  The manticore is half the cost of the dragon and yields almost as many benefits.  You may handle the manticore riding Lord the same as you would a Chaos Dragon only no worries about the Breath weapon.
C.      Gorebeast Chariot/Chaos Chariot – both of these options are brutal as they provide the Lord with an opportunity to inflict Impact Hits upon a unit and also his mounts are incredibly tough.  The best way to deal with a Gorebeast/Chaos Chariot is to either shoot the Lord/Hero off his ride or shoot the ride out from under him.  More often than not since the Gorebeast chariot is T6, you will have a difficult time trying to kill that in close combat without using augmented Treekin or a Treeman.  Also keep in mind that the Impact hits on the Gorebeast chariot have Killing Blow.
D.      Chaos Warshrine – not an option that you often see as the Chaos Lord is better suited for other roles in the army but you do see the Sorcerer Lord on it, the Warshrine can still be a difficult adversary to deal with.  The warshrine will provide the Sorcerer Lord a ward save and will ensure that he is in the very center of the army.  The best way to deal with it is to hit the unit with Treekin on one side while the Annoyance of Netlings Hawk Rider hits the other flank.
E.       Daemonic Mount – the Daemonic Mount comes in five flavors.  Your standard Daemonic Mount is a Monstrous Beast that turns your Hero into a 3 wound, T5 model.  On the lord it becomes a fairly cost effective mount for fitting into cavalry units or charging down the field.

a.       Base Daemonic Mount – Daemonic Attacks, Fear
b.      Mark of Nurgle – Daemonic Attacks, Fear
c.       Mark of Slaanesh – Daemonic Attacks, Fear, Fast Cavalry, Armor Piercing and Poisoned Attacks.
d.      Mark of Tzeench – Daemonic Attacks, Fear, Fly.

Daemonic Mounts are best handled or are easiest to deal with when they are in a cavalry unit or infantry unit.  You can Waywatcher strike a unit of Chaos Knights and isolate the Lord or you may Dweller’s below the infantry unit and pick off the remaining models with archers.
F.       Chaos Steed – your most comment and cheapest mount option.  Provides+2 armor save (with barding) and has a S4 attack.  This option is by far the best of the cheap mounts.

 

The Lores of Chaos –

Lore of Tzeentch:

Lore Attribute: Boon of Chaos – when a spell from Lore of Tzeentch is successfully cast, make note of how many 6’s were rolled.  The Wizard gets a power die for each 6 that only he may use.

Signature Spell:
Blue Fire of Tzeentch:  Cast on 5+/8+
Magic Missile with 24” range.  Causes D6 Strength D6 hits with Warpfire special rule. May increase range to 48”

Treason of Tzeentch – Cast on 7+/10+, Hex
Range 24”/48” – until next magic phase enemy unit may not use General’s Inspiring Presence or the BSB’s Hold your Ground special rule.
 
Pink fire of Tzeentch – Cast on 8+, Direct Damage
Teardrop template, roll artillery die and move it accordingly. All models under template suffer a S D6 hit with Warpfire special rule.

Bolt of Change – Cast on a 8+, Magic Missile
24” range, Bolt thrower spell that does Str D6+4 hit with Multiple Wounds (D3) special rule

Glean Magic – Cast on a 8+, Direct Damage
18”, targets enemy wizard.  Wizards roll a D6 and add their wizard level to the score.  For every point the caster beats the enemy wizard, the enemy wizards suffers a S3 hit and loses a wizard level and a spell.  The casting wizard then gains the spell and all stolen spells use the Boon of Magic lore attribute.

Tzeentch’s Firestorm – Cast on a 13+/16+, Direct Damage
Small round template within 30”, Large round for larger casting cost.  – scatter D6”.  All models under template suffer a S D6 hit with Warpflame rule.

Infernal Gateway – Cast on a 16+, Direct Damage
24” range, unit suffers 2d6 Str 2d6 hits with Warpflame Special rule.  If 11 or 12 is rolled, al hits are resolved at Str 10 and the unit suffers 3d6 hits instead.

Warpflame Special Rule: at the end of the phase, any unit that suffered an unsaved wound from a spell with the warpflame special rule must make a toughness test.  If they fail they suffer D3 additional wounds with no armor saves.  If they pass, they gain Regeneration (6+) or +1 to their current Regeneration (max 3+).

The Lore of Tzeentch is difficult to combat since it is primarily direct damage and magic missiles.  Caster’s will spend most of their defensive dice trying to disallow the big spells like Infernal Gateway or Firestorm and might allow things like Treason and Bolt of Change to get through.  Glean Magic is the big spell that should worry a Wood Elf Lore of Life caster.  Losing a spell level and a critical spell like Dweller’s Below or Flesh to Stone can be disastrous for the Wood Elves.  So a good wizard will always hold onto some dice to prevent that from happening if they know their opponent has that spell.

 

Lore of Nurgle:
Lore Attribute: Bloated with Disease – When a Lore of Nurgle spell is successfully cast, roll a D6 after resolving the spell effects.  On the roll of a 6, the caster’s Wound’s and Toughness are both increased by 1 for the rest of the game.

Signature Spell:
Stream of Corruption – Cast on a 7+, Direct Damage
Teardrop template with large end touching caster’s base, all models touched by template must pass a Toughness test or suffer a Wound with no armor save allowed.

Miasma of Pestilence – Cast on 5+/10+, Augment
18” range, until next magic phase any enemy unit in base to base contact with target unit have their Weapon Skill and Initiative reduce by -1.  The bigger version of the spell reduces it by D3.

Blades of Putrefaction – Cast on 8+, Augment
12” range, Unit gains Poisoned Attacks.  If they already have Poisoned Attacks they then wound on a 5+ rather than 6+ to hit.

Curse of the Leper – Cast on a 10+/13+, Augment/Hex
18” range, If cast on friendly unit then unit gains D3 Toughness til next magic phase.  The spell cast as a hex on enemy unit it then reduces their toughness by D3.  The higher casting extends range to 36”.

Rancid Visitations – Cast on a 10+, Magic Missile
18” range that inflicts D6 Str 5 hits.  The target unit must then pass toughness test or suffer an additional D6 Str 5 hits and this will continue until unit passes a toughness test.

Fleshy Abundance – Cast on an 11+/22+, Augment.
18” range that provides regen to target unit.  If unit already has regen it improves it by +1 up to max of +2 regen save.  Spell my target all friendly units within 18” with the larget casting cost.

Plague Wind – Cast on a 15+/25+, Magical Vortex
Remains in play, small round template. Roll artillery die and multiply result by caster’s wizard level. The template then moves that number of inches in the direction the player indicated.  If misfile place template over caster and roll scatter die then it moves the # of inches of the caster’s level.  All models that pass under template must pass a toughness test or suffer a wound with no armor saves.  Move randomly in subsequent turns.

The Lore of Nurgle is a primarily defensive lore with some pretty brutal synergy for combos.  Curse of the Leper should never be allowed to be cast as it is just too good.  A unit affected by Curse and then hit with Rancid Visitations or Plague Wind is just going to die.  If you anticipate that you’ll be getting into combat with a unit with the Mark of Nurgle, do not let Miasma of Pestilence get off as it could mean that if you have your weapon skill reduced too much you would be hitting on 6’s.  The Lore of Nurgle almost requires you to kill the wizard’s unit first in order to prevent a prolonged and protracted combat from happening.


Lore of Slaanesh
Lore Attribute:  Bliss in Torment – When a spell from Lore of Slaanesh is successfully cast, roll a D6 for every unsaved wound caused by the spell.  For each 6, the caster’s Weapon Skill, Initiative and Attacks are increased by 1 until next magic phase.

Signature Spell:
Lash of Slaanesh – Cast on a 6+, Direct Damage
24” range, extend a line 24” in length within caster’s forward arc.  Any model touched suffers a S3 hit with armor piercing special rule.

Acquiescence – Cast on a 6+/9+, Hex
24”/48” range.  Target unit gains Always Strikes Last and Random Movement until next magic phase.

Pavine of Slaanesh – Cast on a 7+/10+, Direct Damage
24/48” range, targets single enemy model.  Target must pass LD test on 3d6 or suffer wound with no armor saves.

Hysterical Frenzy – Cast on an 8+, Augment/Hex
Remains in Play.  24” range – if cast as an augment or hex the target unit gains Frenzy which is not lost if they lose combat.  However the unit also suffers D6 Str 3 hits.  If the unit had the Frenzy special rule they gain +2 attacks

Slicing Shards – Cast on a 10+, Magic Missile.
24” range – target suffers D6 Str 4 hits with Armor Piercing Rule.  The unit must then pass a LD test or suffer an additional D6 Str 4 hits with Armor Piercing rule.  The unit wil continue to make LD tests until they pass a LD test or the unit is removed as a casualty.

Phantasmagoria – Cast on a 10+/20+, Hex
24” range – Until next phase on all LD tests, the unit must add an additional d6 and discard the lowest roll.  The spell may affect all enemy units within 24” with the greater casting cost.

Cacophonic Choir – Cast on a 12+/24+, Hex.
12” range.  Target unit takes 2d6 hits that wound on a 4+, no armor saves allowed.  If at least 1 unsaved wound is inflicted, unit gains Always Strikes Last and Random Movement(D6) rules.  May affect all enemy units within 12” with the greater casting cost.

The Lore of Slaanesh is a deceptively dangerous lore to fight against.  If you are a good leadership army like Wood Elves, the threat is slightly minimized but still there nonetheless.  You obviously never want Phantasmagoria to get off as this will ensure the spells like Cacophonic Choir and Slicing Shards completely wreck your army.  Also spells like Acquiescence and Cacophonic Choir remove one of the big advantages that Wood Elves have which is high initiative.  It is best to block Phantasmagoria and try to weather the rest .

 
The next installment of Preferred Enemies will cover the Magic Items, Chaos Mutations and Powers as well as the final Lord option … The Daemon Prince.