Wednesday, 22 September 2010

APOCALYPTIC BATTLES: BOMBARDMENTS

Emperor’s children (slaanesh): turn it up!
When to use: before the enemy’s movement phase. The ship’s of the emperor’s children that are flying over the battle field carrying tons of noise marines let of a defining blast which deafens some of the enemy troops and sends panic through their army. 
Place a large blast marker any where in the enemy army. All models completely covered may not benefit from their army’s HQ’s leadership and are at a -2 to their own leadership, additionally must all take a leadership test that turn and are immune to rules such as: “get back in the fight”. Points: 65
Chaos space marines and orks: “cut ‘n’ burn”
When to use: any time. The men observing the battle from up above in their gun ships and landing craft see a decisive moment in the battle! Their ships fly as to the rescue of their comrades in the heavy fighting, but the pilot’s mission is a very different one! The crew set about tearing their ship to ribbon’s with burnas and chain swords right over the enemy lines. 
Place D3 templates 6” long and 1.5” wide all models partly or completely covered suffer 1 strength 6 hit that counts as flaiming, these attacks ignore cover saves. Points: 12
World eaters (khorne): BEZERK!
When to use: any time. When the men of khorne cut ’n’ burn in becomes contagious and soon their fleet is a smoldering ruin!
You gain D3 extra cut ’n’ burn templates. But no non daemon troops may deep strike and must come on from a board edge. Additionally all drop pods not used yet must come on in your next turn, place a large blast marker to symbolise each drop pod all models completely covered by this template count as being hit by a cut ‘n’ burn template. The models that were in the drop pods are removed as casualties. Points: 35
Thousand sons (tzeentch): flame on!
When to use: before your movement phase. A magic bombardment of fire from the thousand son’s weird ships pelts their army flinging those noble heroes into the enemy lines and setting fire to their weaponry.

All shots and attacks for that turn count as flaiming, furthermore all your HQs have a movement of 10” and can fleet for that turn. Points: 35
Plague marines (nurgle): plague them out!
When to use: in your shoot phase. Plague bombs are dropped onto buildings that quickly mutate and rot.
Place the large blast marker over a chosen area. All terrain covered makes 2 attacks at weapon skill 5, strength 5 and initative 5. All squads touching them are at -1 ballistic skill and -1 weapon skill. At the end of the turn remove the terrain from play. Points: 20
Ice bears (slaanesh): rain of icicles.
When to use: before the enemy’s movement phase. The gunship’s and drop pod carriers of the Ice bear’s chapter are covered in sharp ice. Now and again the crew of the space craft beat the walls of their ships with their weapons.      
1 squad on the board suffers 1 strength 4 hit per member of the squad. These blows ignore cover saves and all members of the squad that carry AP 1 or 2 weapons don’t receive an armour save. Points: 12
Space wolves: earth shaker.  
When to use: when a drop pod lands. The drop pods of the space wolves are heavy constructs that are dropped with force from a great height. They are the pride of the iron priests that they drop sending prayers to the emperor for their safe landing and full force.
All squads within 10” of the drop pod suffer 2 strength 4 hits per member of the squad. Points: 10
Daemons of slaanesh: inspiring flames.
When to use: at the end of your movement phase. Slaanesh sends flames through the sky that form symbols of slaanesh and the chaos icons.
All your daemon troops of slaanesh may move an extra 6” and then fleet. Points: 20




Daemons of khorne: sea of blood.
When to use: at the end of your movement phase. The rocks split and the trees crumble and blood spews from the ground!
All your daemon troops of khorne may move an extra 10”. Points: 20
Daemons of nurgle:
Daemons of tzeentch:
More bombardments for the other factions later in this issue.

Slaanesh subjugator: apocalypse

The subjugator embodies the essence of slaanesh: lithe, swift and deadly. It’s hell slicers can rip apart a foe many times it’s own size, while the psychically-charged tormenter cannon it carries leaves a trail of chared wrecks and ashen corpses wherever it is fired. When the hordes of slaanesh attack, a subjugator will race ahead of the army, galloping towards it’s foe, with it’s long, powerful legs, the daemonic spirits inside chattering and screaming with the sensations the battle brings. These shrieks turn to howls of elation as the tormenter cannons are brought to bear and the foe is destroyed in exquisite agony.
Slaanesh subjugator POINTS: 500
UNIT: 1 slaanesh subjugator.
TYPE: super-heavy walker.
Structure points: 3
WEAPONS AND EQUIPMENT:
- Two tormenter cannons
- Two hell slicers
- Twin linked blastmaster
- Subjugator doom siren

Weapons
Range
Strength
AP
Special
Tormenter cannon
48”
8
3
Heavy1, 5”blast, pinning, primary weapon
Blastmaster varied frequency
36”
5
4
Assault 2, 5” pinning
BlastmasterSingle frequencey
48”
8
3
Heavy 1, blast pinning
Subjugator doom siren
Hellstorm
5
3
Assault 1




ARMOUR

Ws
Bs
S
Front
Side
Rear
I
A
4
3
10
12
12
10
2
5


Special rules:
Possessed: a subjugator ignores gun crew shaken and driver stunned results.

Hell slicer battle claws: the subjugator is armed with two hell slicers, which count as primary weapons, even though they are not big enough to count as titan close combat weapons. A subjugator loses two of it’s attacks for each claw it cannot use in an assault.

Agile: in the shooting phase the subjugator can choose to:
-fire all available weapons as normal
-or fire a single primary weapon and move an extra D6” (as per the fleet of foot rule)
-or fire no weapons other than it’s doom siren and move an extra 2D6” (as per the fleet of foot rule)

It is 13“high, 3“wide, it’s arms are 6“long, it’s legs are 3” apart and each 1” wide.


(I’m thinking about using one or two of these in the final apocalypse battle against Adam’s eldar that ought to send his wraith lord packing- Benj) 

Tuesday, 21 September 2010

RULES: CHAOS SPAWN




M
WS
BS
S
T
W
I
A
LD
Chaos spawn
2D6
3
0
4
5
3
2
1D6+1
10

Points/each: 55         2 spawn count as one rare choice
Special rules: fear, unbreakable,
Lurching Horror: has D6+1 attacks, roll for this each turn,
Flailing Appendages: moves 2D6 inches, (this is a compulsory move) roll for this each turn.
Options:
Mark of nurgle (all models in base contact -1 weapon skill and -1 to hit by shooting)
Mark of tzeentch (6+ ward save)
Mark of khorne (frenzy, blows count as strength 5)
Mark of slaanesh (always strikes first, immune to panic, fear and break) 20pts

Armies that contain spawn
Empire: spawn of hochland may not have a mark
Dark elves: spawn of the cult have the mark of slaanesh
Chaos: chaos spawn see above
Cathay: spawn of wizards have the mark of tzeentch

“NAZGÛL TACTICA

As an Evil player it is always worth
Considering including a Nazgûl in
Your force. They are simply too
Valuable and versatile to overlook. I’m
Convinced of that fact, because I use them
And do well with them myself. What better
endorsement can there be?
So, what makes them so good? What
makes them so versatile? Well – I’ll show
you! Behold my four-fold principles of
Ringwraith warfare – Dominate, Destroy,
Terrify and Command.
Dominate
This is all about making the enemy do
what you want, and just as importantly
stopping him doing what he wants. In a
nutshell, your Nazgûl has the power to
force enemy Heroes out of the game
completely – often in a very fast and brutal
way. The best examples of this are Transfix
and Compel. These two magical powers,
which are both relatively easy to cast, both
have the effect of preventing an enemy
Hero from further action that turn, as well
as rendering him almost useless in a
fight. It doesn’t matter who you are –
you’re going to get hurt badly when
you’re surrounded by Orcs intent on
clubbing you to death with twohanded
weapons and you’re only
rolling one dice (with a Fight value
of 1) in combat.
Dominate stretches further than just
helping you kill Heroes in combat though.
It also covers tactics such as forcing Banner
Bearers away from the models they are
supporting, dragging models off of
objectives and even preventing Heroes
from making Stand Fast! tests.
In terms of magical chicanery, the
Undying stands supreme – 20 Will points
and the ability to recover them so easily,
sits the Undying at the top of the
“Dominate” list.
Destroy
Oh the fun of it all. “Destroy” is simple
and effective: select a target, say “I am
casting Black Dart” and roll some dice (I
recommend three). Job’s a good ‘un. Of
course, there’s a little more to it than that,
and in fact there can be quite a lot of
finesse involved in using your Nazgûl to
destroy effectively. Choosing the right
target is the first, and most important step.
Use Black Dart against Banner Bearers,
models with high Defence, models that are
defending key areas of the battlefield, and
to whittle down enemy Heroes. Once
you’ve cast the power, make sure it works.
Generally you’ll only need a 3+ to wound
your target, so if you fail to wound
consider using a Might point to ensure
success. There’s nothing worse than
wasting 3 Will points to cast a spell and
then failing to wound. The other warning
I’d apply to this power is that it drains your
Nazgûl quickly, so use it when it’s going to
make a significant difference to the
outcome of the battle, but don’t just cast it
willy-nilly, or you’ll lose your Ringwraith.
Instead, stick your Nazgûl on a Fell
Beast, pairing your Nazgûl’s magical
prowess with the destructive power of a
big, flappy killing machine. Because
Nazgûl cause Terror and have the
Harbinger of Evil special rule, they’re very
hard to counter charge, so throw them into
the heart of the enemy force, singling out
the finest enemy warriors and Heroes.
Transfix your target on the way in and
smash them to pieces in combat. Excellent.
The Witch-king of Angmar is clearly the
baddest, most combat-focused Nazgûl on
the block, although the Dark Marshal and
Khamûl are both hot on his heels.
Terrify
Yes, we all know that Nazgûl cause Terror,
and I imagine we’re all aware of the effects
of Harbinger of Evil… but it’s the long term
consequences of those powers that will
serve us best. Consider, for example, how
hard it is for an enemy force that has
broken to make Courage tests with a
Nazgûl on the scene. What about enemy
models trying to get onto an objective
when there’s a massive Fell Beast blocking
their path – the Terror test combined with
the Courage penalty for Harbinger of Evil
can stop most models in their tracks.
Then, if all that isn’t enough, you can
really get to work at depleting an enemy’s
resolve with the Drain Courage power. On
the face of it this is such an unimpressive
power that most players (myself included)
won’t bother spending any Will points to
resist it. It’s a rather different story when
your force breaks and suddenly your
bravest model finds himself with a Courage
value of only 3 or 4.
The Tainted is especially good at this
little trick. If your enemy is broken, and the
Tainted is in amongst their formation,
they’re in very, very big trouble.
Command
With a minimum Courage of 5 and a
bucketful of Will points, the Nazgûl are not
likely to fail many Courage tests, and that
is why they are the perfect leaders for an
Evil (especially a Mordor) army. When your
Ringwraith finds himself running low on
Will points pull out of the fighting and take
up a position close in the heart of your
army, preferably with a screen of Orcs
between you and the enemy. It’s not rocket
science, but it’s really, really handy to have
a Nazgûl calling the shots when your army
is hard-pressed.
Obviously, this is not a tactic you can
rely on with the Tainted – but all of the
other Nazgûl are great at it.”