Battle Report (Astra Militarum vs Khorne Daemonkin)

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A red sun, akin to an angry bloodshot eye, cast the heavens in a crimson hue. Blood bathed light suffused the desert landscape, the jagged rock formations appearing as chewed bones jutting from the offal landscape. Black clouds scudded across the haemorrhaged sky plunging the spectral landscape into umbral darkness. The clouds moved in all directions and varying speeds contrary to all natural law creating an irregular strobing terror of impenetrable darkness and bloody nightmare. The wind similarly blew in from all directions at once, hot, dry and bearing the overpowering stench of an abattoir. ~the small mud-brick fort a haven of untainted purity set in the demented landscape.

The Cadians nestled within did their best to ignore their maddening surroundings, checking their las-cells and resighting their weapons obsessively if only to distract them from the terrifying carnival of damnation that hovered just out of weapons range. Filth of the warp vomited forth by the damning rituals of the cursed and the insane. A Leman Russ wreathed in blue smoke manouvered slowly into position, its tracks squealing in protest under the metal leviathans weight. Heavy weapons situated on the roofs of the squat mud-brick buildings tracked their targets, weapon barrels moving slowly and surely, their targets sighted and ranged, patiently awaiting the order to unleash hell on hells own legions.
At an unheard and unseen signal, the writhing masses of teeth and claws that made up the Blood Gods host started forwards. Every Cadian picked his target and anxiously waited for the order they both wished for and feared most. Battle was upon them. The tension could be cut with a knife. Waiting. The range closed. Individual horrors could be made out from the mass, horned things bellowing inhuman rage, giant bat winged beasts whose breath set the very air aflame. Waiting. Thundering beasts of living metal pawing the tortured earth with their brazen hooves. Waiting. Mutilated cultists, their arms raised in unholy adulation, chanting the praises of their unloving deity. The vox crackled and almost before the word was spoken dozens of las bolts, autocannon shells, missiles and heavier ordnance erupted from the fort’s perimeter, pulverising the front ranks of their seemingly innumerable foe.
Deployment: Astra Militarum within 6 inches of the building compound, Khorne Daemonkin with 6 inches of the short table edges
Points: Astra Militarum 1750pts
           Khorne Daemonkin 2000pts
Mission: Astra Militarum score D3 victory points at the end of every turn that they have models still on the board after the first turn. Khorne Daemonkin score 1 victory point for every unit killed. Slay the Warlord and First blood both score 1 victory point each

Emperor’s Fist Armoured Company

Enginseer

Vanquisher: Lascannon, Multi-Melta sponsons

Leman Russ Battle Tank

Demolisher

Command Punisher: Knight Commander Pask, Lascannon, Relic Plating, Multi-Melta sponsons

Punisher: Lascannon, Relic Plating, Multi-Melta sponsons

Combined Arms Detachment

Primaris Psyker: Mastery Level 2

Primaris Psyker: Mastery Level 2

Company Command Squad: Company Commander: Bolt Pistol, Master Of Ordnance, Veteran Autocannon Team, Regimental Standard, Sniper Rifles

8 Militarum Tempestus Scions: Flamer

4 Ratlings

10 Veterans: Lascannon heavy weapons team

10 Veterans: Lascannon heavy weapons team, Flamer

10 Veterans: Lascannon heavy weapons team

10 Veterans: Lascannon heavy weapons team, Meltagun

10 Veterans: Lascannon heavy weapons team

10 Veterans: Lascannon heavy weapons team, Flamer

Khorne Daemonkin Unbound army

Bloodthirster of Insensate Rage

Daemon prince: Daemonic Flight, Blood-forged Armour

3 Bloodcrushers: Banner of Blood, Instrument of Chaos, Bloodhunter

8 Bloodletters

8 Cultists: Autopistols

8 Cultists: Autopistols

8 Flesh Hounds

8 Flesh Hounds

8 Flesh Hounds

Heldrake: Baleflamer

Maulerfiend: Lasher Tendrils

Maulerfiend: Lasher Tendrils

Soul Grinder: Phlegm Bombardment, Warpsword

And there you have it again another amazing set-up by the team for today’s battle report. Mud brick fort set in a shallow valley. Does it remind anyone of any historical engagement? 🙂 Lets get ready to rumble!
We decided to go for a custom mission, one we nicknamed Pask’s Last Stand. The Astra Militarum set up first within 6 inches of the perimeter of the buildings and barricades, and the Daemonkin set up within 6 inches of the short edges of the board. The Astra Militarum scored D3 victory points at the end of every game turn after the first, and Khorne scored 1 victory points for each unit killed. First Blood and Slay the Warlord were also in play. After rolling for night fighting, and seeing that it’s the middle of the day, Nathan set’s up first as in the mission rules.
The hounds spot their target, and they are hungry!
Chris then sets up and prepares to weather the storm of the Emperor’s Fist Armoured Company!
This is going to be one for the history books! The mighty Astra Militarum versus the hordes of Khorne Daemonkin! Will Nathan and Knight Commander Pask be able to hold off against the seemingly endless tide of red and black? Or will Chris and his daemon dogs taste man flesh on this day? Time to strap in and find out!
Turn 1 (Astra Militarum) After a quick movement phase, in which nothing moved, we head straight into the Psychic phase. With one Primaris Psyker rolling Perfect Timing and Precognition, and the other managing Misfortune and Precognition as well! Who saw that coming? Winds of the warp were blowing strong with all these Daemons present, with a 6 rolled, Nathan started by casting Prescience on the Veteran Lascannon Team staring down the Soul Grinder and Maulerfiend.
Turn 1 (Astra Militarum) And then Prescience on the Vanquisher on the opposite side of the compound, which Chris tried to deny but failed with all 6 dice.
Turn 1 (Astra Militarum) With the end of the Psychic phase, it’s time to bring the big guns out to play, starting with The Company Commander ordering the lascannon team on the adjacent building to his left to bring the soul grinder down. The unit acknowledges the order, takes aim……and it’s a missed shot!
Turn 1 (Astra Militarum) The commander is not happy with this, he knows that soul grinder can lay down some impressive counter-shooting, so he orders the lascannon team on the building behind him to bring it down as well, this time managing to get a glancing hit! That should keep him happy for now “Soul Grinder spotted! Bring it down now! Not like that, bunch of idiots! You better bring it down or someone’s getting executed! That’s better”
Turn 1 (Astra Militarum) Pask taking note of what the Company Commander was trying to do, spins up his Punisher’s Gatling Cannon, he pumps a mighty 20 shots at the soul grinder and…..
Turn 1 (Astra Militarum) Boom! The preferred enemy combined with Rending proved fatal for the Soul Grinder, after scoring 2 glancing and 2 penetrating hits, and failing all the Daemon saves, it’s left as nothing but a burning wreck.
Turn 1 (Astra Militarum) Moving over to the other side of the board, the Prescienced Vanquisher along with one of the remaining lascannon teams eye up the Daemon Prince, and manage to knock 2 wounds off him, even with jinking and feel no pain!
Turn 1 (Astra Militarum) The Tempestus Scions see the oncoming hounds, and open fire. Managing to score 2 hits, but the warp energy surrounding them absorbs some of the incoming fire so only 1 wound was suffered. The Veteran Snipers see this, and take a perfectly aimed shot and finish it off. The Master of Ordnance bring down his Artillery Bombardment and kills off another hound.
Turn 1 (Astra Militarum) The demolisher spots the Flesh Hounds on the hill, and opens fire. Scoring a direct hit with 5 models under the template, Nathan only wounds 3, of which 2 are saved! A single hound is removed as it gets turned into dog meat. “Over there! More hounds of chaos! Boom! Wahahaha!”
Turn 1 (Astra Militarum) The final Lascannon Team ontop of the building takes a pop shot at the already damaged Maulerfiend, penetrates, and rolls a 6! Boom! There goes another Daemon Walker! This side of the board is taking a battering, and it’s only turn 1!
Turn 1 (Astra Militarum) With the Soul Grinder and Maulerfiend in sight dead, the Battle Tank lines up on the Bloodcrushers on the hill, and annihilates one with a strength 8 shot. These guys only being toughness 4 makes them rather squishy.
Turn 1 (Khorne Daemonkin) Having lost 2 units so far, Chris decides to not spend his 2 blood tithe points, instead saving them for the next turn. He starts off his movement phase by gliding his Daemon Prince 12 inches forward, with the hounds and the cultists following closely behind
Turn 1 (Khorne Daemonkin) The other side of the board is the same, with everything charging forward as far as it can go.
Turn 1 (Khorne Daemonkin) After movement, everything runs forward as well, as there’s no charges on turn 1. (Part of the mission special rules is no charging on turn 1, due to the closeness of the armies on set up)
Turn 1 (Khorne Daemonkin) The Bloodthirster stares down the Armoured Company, just waiting to cleave some tanks in half.
Turn 2 (Astra Militarum) And as quick as that, Chris’ turn is over! Back to Nathan, who has decided to move his units around a bit to get some better lines of fire on the rapidly approaching force. Current score is 1-0 to Nathan (First Strike)
Turn 2 (Astra Militarum) Onto the psychic phase, Shaggy rolls a 1 for Winds Of The Warp, and goes on to cast Prescience on Pask’s unit, for all that rerolling goodness. He also tried to cast Misfortune on the Daemon Prince, but fails. Next up are orders and shooting. Shaggy starts off by using First Rank, Second Rank Fire on his lascannon team, but they fail their leadership test, so he instead orders them to Bring It Down on the Daemon Prince, which passes. He proceeds to cause 4 wounds, which are all passed with 3+ power armour saves! After which, Pask orders his Gunners to Kill On Sight, effectively giving himself the ability to split fire at a separate unit. He decides it’s time to show his men how much of a boss he is, and opens up on the encroaching Bloodthirster. Firing with 20 shots, rerolling due to Prescience, then needing 5s to wounds with rerolling 1s for Preferred Enemy, he manages to score 8 wounds. Chris roll’s his saves and….
Turn 2 (Astra Militarum) The Bloodthirster fails 5 out of 8 saves! The big guy goes down!
Turn 2 (Astra Militarum) Chris is not a happy bunny, his D axe didn’t get a chance to even scratch any paintwork
Turn 2 (Astra Militarum) Pask’s buddy is up next, and he’s locked his sights on the incoming dogs. Those Gatling Cannons again proving fatal, and causing 12 wounds! Chris manages to make 4 saves, but 4 dogs still go down, then the lascannon and multimelta obliterate another 2 dogs. I hear Nathan likes to kick puppies as well.
Turn 2 (Astra Militarum) Moving over to the other side of the board, we start with the vanquisher at the Daemon Prince. The Battle Cannon misses completely, but the lascannon finds it’s target, and removes the last wound from him! The invulnerable saves and feel no pain couldn’t save him from the might of the Armoured Company.
Turn 2 (Astra Militarum) Perfect board to be playing on with the masses of bloody skulls rising up through the cracks! Lovingly painted by our own Lawrence.
Turn 2 (Astra Militarum) Such a cinematic battle! Spielberg eat your heart out!
Turn 2 (Astra Militarum) And the pain train isn’t over yet, as Nathan drops an Artillery Bombardment on the Flesh Hounds, but it scatters off 9 inches into no mans land. Determined to take some out, he tries instead with the Demolishers’ Siege Cannon. This time scoring a direct hit on 6 hounds, rolling only a single 1. Chris tries for five 5+ Daemon saves, and manages to save 3 of them! Still 2 dog’s are instakilled.
Turn 2 (Astra Militarum) The plucky guardsmen on top of the building swivel their lascannon round to try and take down the Maulerfiend. They hit….. Nathan rolls for armour penetration…. Only manages a glancing hit on a roll of a 3! Which Chris rolls to save, and fails yet again. He just can’t catch a break today! The Maulerfiend is left on just a single hull point.
Turn 2 (Khorne Daemonkin) And with that it’s the start of Khorne Daemonkin turn 2. Chris rolls for his Heldrake in reserve, and it zooms onto the board. He also decides to spend his 4 Blood Tithe points and gives everything Feel No Pain.
Turn 2 (Khorne Daemonkin) The hounds move up as far as they can, ready to rip and chew into the guardsmen, with the cultists close behind
Turn 2 (Khorne Daemonkin) Start of the shooting phase, the cultists open fire on their imperial counterparts hiding up on the buildings, and manage to take one down! The autopistol is mightier then the lasgun!
Turn 2 (Khorne Daemonkin) The Heldrake prepares to unleash it’s hellfire upon some unlucky guardsmen
Turn 2 (Khorne Daemonkin) Next up the heldrake spits out it’s deadly fire onto the men below, incinerating 5 of them, and setting the rest on fire with Soul Blaze.
Turn 2 (Khorne Daemonkin) The cultists on the opposite side of the compound open fire on the veterans above with 8 shots, scoring 4 hits and 2 wounds, some perfectly average shooting there. But Nathan manages to beat the odds and save both of the wounds. Onto Khorne’s favourite phase, assault!
Turn 2 (Khorne Daemonkin) Starting off with the hounds, Nathan opens up with his lasguns and manages wound one with overwatch, but it’s too little too late, and the dogs are on top of them. The Bloodletters try for a charge, but need a double 6 to make it in, and fail, taking one wound for their trouble from overwatch. The cultists seeing the blood in the air, charge into the Scions with an unholy rage, shrugging off lasgun fire. Elsewhere the bloodcrushers charge into the lone Leman Russ brave enough to sit outside of the compounds walls, and the Maulerfeind charges into Pask, determined to avenge his twin and his Warlord.
Turn 2 (Khorne Daemonkin) And vengeance he has! 5 attacks on the charge, all hit, all penetrate, fails to make him explode though due to the Battlefield Doctrines that come with the formation. Slay the warlord and first kill point scored for Chris.
Turn 2 (Khorne Daemonkin) Chris moves the cultists into close combat.
Turn 2 (Khorne Daemonkin) The Bloodcrushers are up next, with 9 attacks on the charge, they score 7 hits, then needing 4s to glance and 5 to penetrate, they manage to wreck it in a single turn! Moving around to the hounds attacking the lascannon team, who manage to pass their fear test, they cause 6 wounds, of which Nathan saves 3 of. His turn to strike back, and he fails to do anything. Losing combat by 3, he needs a 5 to stick around, but fails on a roll of a 9. Time to run away….
Turn 2 (Khorne Daemonkin) But they’re not quick enough! The hounds easily catch and cut them down as they turn heel. A fistful of guardsmen fall to the taint of chaos.
Turn 2 (Khorne Daemonkin) Heading up to the top of the building, and we start off with the Cultist Champion declaring a challenge against the Tempestor, who foolishly accepts. The Tempestor is up first, with 3 attacks. 2 hit, and a single wound is caused, can the Champions improvised armour save him?
Turn 2 (Khorne Daemonkin) Yes it can! Would you look at that beautiful little symbol! Carrying on, the rest of the Tempestus manage to take down 2 cultists. Striking back with a massive 20 attacks from the remaining 4 guys, they cause 3 wounds and win combat by 1. Nathan fails his leadership test, but gets a reroll due to the Regimental Standard, and passes it the second time around. End of the turn, Nathan rolls his D3, and rolls the full 3 points, scores are: Nathan – 3 (plus Slay the Warlord and First Strike) Chris – 2 (plus Slay the Warlord)
Turn 3 (Astra Militarum) Once again a quick movement phase from Nathan, with only the Demolisher reversing up to get away from the hounds scratching at it’s armour. Time for the Psychic phase, with a 4 rolled, the Primaris Psyker starts off by casting Prescience on the Punisher, which goes off, but on a double 6! He rolls on the Perils of the Warp table…
Turn 3 (Astra Militarum) And it’s a 3! So the Psyker loses 1 wound, Nathan rolls and we each lose 1 Warp Charge.
Turn 3 (Astra Militarum) Onto the shooting phase, Nathan decided to take down the Maulerfiend, before it eats through more of his tanks. Deciding to use his Punisher first, he fires his Lascannon at it, but it’s a swing and a miss on a roll of a 2. Instead trying with the two sponson mounted Multi-Meltas, he hit with both, and easily scores a penetrating hit with 2d6. Chris tries to save it with his Daemon Save, but fails. Nathan rolls a 5 on the vehicle damage table, combined with AP1 and the Maulerfiend is blown sky high! The explosion also manages to take down one Guardsman from the Lascannon team.
Turn 3 (Astra Militarum) Next up, the Ratlings take some shots at the Flesh Hounds, managing 4 wounds, of which Chris only saves 1, so 2 models are removed as the one at the front had lost a wound earlier on. The Master of Ordnance calls down his devestating Bombardment and luckily doesn’t scatter with how close the shot is, and hits and wounds 4 Hounds, which fail their save and are removed. Carrying on with the same trend, the Vanquisher also fires at the hounds, and takes down another 2. This is a brutal round to be a Flesh Hound.
Turn 3 (Astra Militarum) The hounds are at point blank range, a bit close for comfort for Nathan.
Turn 3 (Astra Militarum) With the end of the shooting phase, comes combat. The enraged cultists and fearless Tempestus Scions continue to trade blows, each trying to gain the upper hand over the other. Both being initiative 3, all blows are struck at the same time. Nathan starts it off, failing to land any wounding rolls. Chris strikes back, managing to find a gap in the armour, and slaughtering one man where he stands. Nathan loses the combat by 1, but manages to pass his morale test
Turn 3 (Khorne Daemonkin) The hounds can taste the blood in the air, and move in at double speed for the kill. The Heldrake soars over the entire compound, swooping down for a claw attack on the Demolisher on it’s way.
Turn 3 (Khorne Daemonkin) And he managed to land the lucky 6 to glance and removes the last hull point. Nathan can’t believe it. The Heldrake proceeds to zoom off the board, having no targets this round, and goes into ongoing reserves.
Turn 3 (Khorne Daemonkin) The bloodletters moved up to try and get a charge into the Command Squad, to take out the Master of Ordnance that’s proving fatal turn after turn, but they fail their charge and are left at the bottom of the building. Elsewhere, the bloodcrushers successfully charged the lascannon team, the second unit of cultists got into combat with another lascannon team, one unit of hounds charged the Vanquisher, and the remaining lone hound finds a soft target in the Enginseer.
Turn 3 (Khorne Daemonkin) Who quickly gets eaten by the hungry hound before he even gets to strike! The cultists fighting with the lascannon team manage to withstand the initial attacks, losing only one wound, strike back with blood fueled rage, taking down 5 guardsmen. They proceed to fail their morale test, but manage to get away, falling back further into the compound.
Turn 3 (Khorne Daemonkin) The hounds manage to find the weak spots in the vanquisher, turning it into a smouldering wreck. +1 strength on the charge is nothing to be sniffed at. The bloodcrushers also find success in their combat, easily cutting down the lascannon team in a single round. The blood tithe points are racking up now! End of turn 3 score Nathan – 4 (plus Slay the Warlord and First Strike) Chris – 6 (plus Slay the Warlord)
Turn 4 (Astra Militarum) Turn 4 started off with Nathan managing to rally his Veteran squad, and the Primaris Psyker seeing the hounds up close, decided to join the squad on the building next to him, and then cast Prescience on the unit in the psychic phase.
Turn 4 (Astra Militarum) Moving onto what Guard do best, the Gatling Gun continued to dish out the punishment, and shredded the 3 dogs in front of him and sent them howling back to the warp. The company commander ordered the prescience unit to line up, and fire first rank second rank. They start with the lascannon, trying to take down a bloodcrusher with a single shot, but Chris manages to make his Daemon save. Moving onto the lasguns, all with +1 shot, they unleash hell, and manage to take all 6 wounds off the two remaining.
Turn 4 (Astra Militarum) Over to the combat, and the cultists continue to slog it out with the Scions. It was a close fight between the two champions, each causing a wound to the other, but Chris was lucky and passed his armour save, whereas Nathan was not and the Tempestor was removed.
Turn 4 (Khorne Daemonkin) Nice overall shot of the carnage at the beginning of Khorne turn 4.
Turn 4 (Khorne Daemonkin) “Yes! Let the blood flow! I and I alone, will be Khorne’s chosen… his favoured acolyte and prime among his champions” Starting off with a bang, Chris spends his 7 Blood Tithe points to reward the Cultist Champion with Daemonhood. He passes the leadership test, and rolls for scatter, but unfortunately it’s a big scatter, 11 inches towards the edge of the board. The Bloodletters move towards the Company Command Squad, the hounds surround the last remaining tank, the cultists leap from the building, and the lone dog that ate the enginseer moves up to try to get some ratlings for desert.
Turn 4 (Khorne Daemonkin) The Heldrake comes screeching back onto the table, and unleashes a fireball at the Psyker and his unit, but only causes 1 wound, but the lascannon team is the closest model, so is instakilled.
Turn 4 (Khorne Daemonkin) The Bloodletters easily make contact this time, and cut down the majority of the command squad in a single turn, leaving only the Commander and the Standard Bearer alive. The cultists continue to prove their worth, not losing any models, but killing 2 out of the remaining 4 drop troopers.
Turn 4 (Khorne Daemonkin) The lone wolf charged the Ratlings, who struck out first with their rifle butts, but it takes more then that to put this puppy down. In retaliation the hound rips the throats out of two of them, and cuts the others down as they try to flee in terror. End of turn 4 score Nathan – 6 (plus Slay the Warlord and First Strike) Chris – 7 (plus Slay the Warlord)
Turn 5 (Astra Militarum) After moving the veterans into a better position, and only managing to cast Misfortune on the heldrake, we go straight to the shooting phase, where Nathan ignites the flamer, and proceeds to torch the hound removing it’s last wound. The punisher unloads with everything, but is unable to glance or penetrate the Heldrake. In the assault phase, the command squad and scions fought bravely, but they were overcome by the blood frenzy of khorne.
Turn 5 (Khorne Daemonkin) All the remaining Khorne units moved up to get into charge range, determined to stomp out the imperial presence on this planet once and for all. In the assault phase, the Daemon Prince and Bloodletters both failed their charges against the last tank. The flesh hounds made contact, but the craftsmanship proved too fine, and they couldn’t penetrate the armour. The cultists needed Khorne lucky number to make their charge…
Turn 5 (Khorne Daemonkin) And they made it with an 8! Fueled by this sign from their god, they managed to cut down the unit that escaped their blades from earlier, losing the champion in return. End of turn 5 score Nathan – 9 (plus Slay the Warlord and First Strike) Chris – 10 (plus Slay the Warlord)
Turn 6 (Astra Militarum) Chris rolled to see if the game ended, but on a 3, the game continues. With the usual shuffling of the troops out of the way, Nathan rolls a 6 for warp charge points in the Psychic phase. Determined to take down the Heldrake, the Primaris Psyker once again casts Misfortune on it.
Turn 6 (Astra Militarum) But Chris stops it with a triple 6! Such beauty, such grace! But unfortunately, that also means Chris has no warp charges left to deny the witch, so Nathan can cast Prescience on the Punisher and the Veteran squad with the flamer in.
Turn 6 (Astra Militarum) The Punisher turns to face the Heldrake, and opens fire. The lascannon blasts straight through the hull and the winged monstrosity crashes into the ground and dissipates into nothingness. The remaining men all fire at their respected targets, but daemon saves annoy Nathan once again and no wounds are taken.
Turn 6 (Khorne Daemonkin) Chris moves up his forces once again, and decides to do some shooting this time. His cultists line up with their pistols, hitting 5 times, wounding thrice, but Nathan only makes one save. In the assault phase, the Bloodletters and Daemon Prince both declare a charge.
Turn 6 (Khorne Daemonkin) The Bloodletters charge head first into the wall of flame, and 2 get burnt to a crisp. Another one gets downed with lasgun fire, but they make combat. Having fixed bayonets and prepared for the charge, they strike first due to the terrain. They lash out with military precision, and send one daemon back to the warp. The remaining bloodletters swing their warp swords high, and slice a veteran in half, cauterizing the wound as it burns through.
Turn 6 (Khorne Daemonkin) The Daemon Prince also makes his charge, and carves a chunk from the front of the Punisher, hitting the ammunition stores causing the tank to explode in a shower to shrapnel and ammo casings. End of turn 6 score Nathan – 11 (plus Slay the Warlord and First Strike) Chris – 11 (plus Slay the Warlord) With the scores so close, Nathan rolls to see if the game ends….
Turn 7 (Astra Militarum) And it’s a 5! The game continues into turn 7! This is gonna be a close one. The Psyker in combat with the Bloodletters casts Precognition on himself, whilst the other Psyker goes for Prescience on himself and the unit. The Prescienced unit shoot at the Daemon Prince to try and take him down, but fail to penetrate his invulnerable save. In combat, the Bloodletters completely miss their attacks. The Psyker and the guardsmen take this opportunity and kill the remaining 2 Bloodletters.
Turn 7 (Khorne Daemonkin) The Daemon Prince swoops up to the building next to the Psyker, readying itself for the charge, whilst the Cultists do the same on the other building facing off against the other Psyker. The Daemon prince starts to move in, making the men cower in fear. They strike first, but end up flailing wildly and missing. The Daemon Prince laughs mockingly, and cleaves them apart with his warp sword.
Turn 7 (Khorne Daemonkin) On the opposite building, the cultists also make their charge. As they clamber up the wall, the remaining 4 Astra Militarum models strike out and make two of the cultists plummet to their death. The last of them make it up, and strike back with a massive 8 attacks, taking down 2 more veterans, drawing the combat. At the end of turn 7, before Nathan rolls the D3 points, the score are: Chris – 14 Nathan – 13 So Nathan could take the win right here, or it could end as a draw. He rolls and…..
It’s a 4! 2 more points for Nathan, putting his final score up to 15 victory points, to Chris’ 14. A very close game indeed. Astra Militarum victory!

Nathan: That game was way to close and cant believe it came down to the last dice roll to see if I was victorious! After the first couple of rounds of shooting I knew that having that Maulerfiend in charge range was going to cause a lot of problems. Unfortunately I lost Pask but was able to take it out without letting it get close to my other tanks. That thing really does a lot of damage. Next time more meat shields! PS. I don’t hate puppies just demon dogs!

Chris: Well that was an incredibly close game, all the way through and right up until the end. If those cultists had managed to wound just once more, I could have drawn it, or 3 more to take the victory and tabling him. Even still, such a great game, and Nathan is always an amazing player. Steven did a fantastic job setting up the scenery and taking the pictures for us. Think it’s time to paint up some more Flesh Hounds, not that I have an obsession with them or anything.

26 COMMENTS

  1. Great battle report! Really good to see Astra Militarum defending an outpost and seeing them beat Khorne Daemonkin of all armies! So close but really fun to read, and great photos too.

  2. Impressive performance by the cultists and hounds, I thought most of the KDK big hitters going down turn 1 would make it easier on the Guard. Nice report, hope it was fun to play!

  3. Awesome reports, love your work, keep it up!

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  4. Great report. I thought the AM were going to run away with it after taking out the Daemon Prince and Bloodthirster so early on but it ended up as a really tight game!

  5. Great report! You guys consistently put out some of the best write-ups out there, and I am always happy to see a new one.

  6. Love these reports so much! You guys should make a book of battle reports. Maybe a campaign with fluff/modelling/bat reps. I’ d certainly pay for it. If you’re ever in Glasgow give me a shout, would love to get a game in. All the best !

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