Battle for Crematoria – Battle Report #3: Space Wolves vs. Orks – 30 Power

Coming off an Ork win and still picking through his share of the additional supplies, Zogger Loudgob has come-up against his new foe Floki Ravenskull once again. Would he fare better this time, or would the ‘Brainie Oomie’ get the better of him once again?

We expanded our third Crusade game to 30 power to include some more units: On the Space Wolves side, Bladeguard Veterans and Thunderwolf Cavalry, while the Orks included a bigger Kommandos force and a Megatrak Scrapjet. Now able to use Incursion missions, we rolled and got ‘The Relic’, with a twist of ‘Tempest’ meaning units greater than 18″ benefited from light cover – pretty useless on this board which has plenty of terrain.

The armies

Space Wolves

  • Floki Ravenskull – Primaris Librarian in Phobos Armour
  • 5 Assault Intercessors
  • 3 Bladeguard Veterans
  • 3 Thunderwolf Cavalry
  • Bjorn – Invictor Tactical Warsuit

Orks

  • Zogger Loudgob – Warboss with Da Killa Klaw
  • Doc Gorgrok – Painboy
  • Da Ironboots – 20 Choppa Boyz, Nob with Power Klaw
  • Da Blakteef – 10 Kommandos, Nob with Power Klaw
  • Whirlybangas – 2 Deffkoptas with Kopta Rokkits
  • Rokkit Skrudriva – Megatrak Scrapjet

Deployment
This mission had Hammer and Anvil deployment. Ruby went first and hid his Assault Intercessors safely behind the containers on his right – not sure why since they were nowhere near the top of my target list.

Assault Intercessors ‘taking cover’ behind some containers

In the middle, he placed Bjorn and Floki, with the Bladeguards in a protective shield in front. On his left flank, he had the Thunderwolf Cavalry (not pictured because they were proxied with Eldar jetbikes).

One of three Bladeguard Veterans making sure Floki gets to wreak havoc on the battlefield once again

For the Orks, I had my Boyz, Warboss and Painboy in a blob in the middle, with the Deffkoptas and Scrapjet on the right ready to zoom forward. The Kommandos were set-up in the shadows.

Orks Turn 1
Once again, I won the roll to go first (house rule is highest roll goes first). The Deffkoptas and Scrapjet moved to within range of the Warsuit and safely out-of-range (or so I thought) of the Thunderwolf cavalry. The blob advanced towards the Relic in the middle of the board. I brought the Kommandos down in the middle of the board next to the relic with the intention of charging the Bladeguards and really taking the fight to Ruby’s deployment zone.

All da Rokkits!

In my shooting phase, I started by shooting the Deffkoptas Rokkits at the Warsuit, and despite hitting and wounding three times, did zero damage. I then played the ‘More Dakka’ stratagem on the Scrapjet and unloaded into the Bladeguards and Warsuit. The result was underwhelming to say the least – 3 wounds on the Warsuit (only a single unsaved wound) and 1 wound on the Bladeguards. The Warboss shot at the Warsuit with his Rokkit Launcher hitting and wounding, but was again ignored thanks to another 4+ save.

In the Charge phase, the Kommandos successfully charged the Bladeguard veterans, and didn’t manage to do any damage (again lots of 2+ and 4+ saves from Ruby). In response, the Bladeguards killed five Kommandos who then failed their morale and lost another 3 leaving a single Kommando and the Nob.

Space Wolves Turn 1
In Ruby’s movement phase, he fell-back with the Bladeguard towards the objective, leaving my Kommandos in a very precarious position. He then advanced the Thunderwolf Cavalry up his left flank towards my Deffkoptas and Scrapjet. The Assault Intercessors moved around the containers, and Floki and the Warsuit shuffled forwards. Ruby then unleashed a psychic assault (both Smite and Living Lightning) from Floki against my Kommandos, and killed one – only leaving the Nob with a single wound.

Da Blakteef Nob stands defiant in-front of grave odds

In the shooting phase, everything that could shoot the Nob did, and either didn’t wound, or I made the 4+ save. He was looking like living until Ruby unleashed all the Warsuit’s short-range weapons against him – he stood valiantly but the odds were against him, and he died. The long-range weapons from the Warsuit then went into the Scrapjet taking it down to two wounds.

In the charge phase, Ruby played a stratagem to roll three dice (discarding the lowest) to charge with the Thunderwolf Cavalry into the Deffkoptas. With an 9″ charge, I still felt pretty safe, except Ruby had some hella luck today and he rolled 12 – he was in, and the Deffkoptas were swiftly out – Thunder Hammers are nasty. He then consolidated into the Scrapjet who attacked back and wounded, but Ruby rolled more 4+ saves.

Orks Turn 2
This game started like all the others, with me losing units cheaply. The Kommandos held up three Space Wolf units (which was the aim) but the Thunderwolf Cavalry has huge range with Advance and Charge, and I really underestimated the threat from them. With that in mind, the Boyz changed direction with the Warboss and Painboy and moved to intercept. The Scrapjet then fell-back from combat but wasn’t able to do anything else.

In the shooting phase, the Boyz fired sluggas into the Thunderwolf Cavalry causing a couple of wounds. The Warboss again targeted the Warsuit and again hit with a 6, but again it was shrugged-off by a 4+ save. The Big Shootas into the Bladeguard Veterans equally did nothing.

In the charge phase, the Boyz, Warboss and Painboy charged into the Thunderwolf Cavalry with the Warboss fighting first. He managed to kill one but yet more 4+ saves kept the remaining two riders in the game. Ruby then interrupted and attacked the Warboss, taking him down to 2 wounds (only thanks to some lucky invulnerable saves and Doc’s Tools rolls). The Painboy then fought, followed by the Boyz and with many, many, many attacks (and more saves), they managed to kill one more model leaving the Sergeant in the fight with three wounds remaining.

Space Wolves Turn 3
Ruby’s plan was to move the Thunderwolf Cavalry out of combat, then shoot the hell out of the rest of my army, then charge and finish everything off. Luckily for me, he was surrounded and therefore stuck in combat. Instead, he moved the rest of his units towards the objective, keeping Floki out of charge range, but in range of his psychic powers.

In the psychic phase, Floki killed a few boyz with his Living lightning, but he failed Jaws of the World Wolf, even with a re-roll. Then came the shooting phase and with everything else in combat, the Warsuit opened up on the Scrapjet once again – bye bye nice new model that only got to shoot once. The Thunderwolf Cavalry also took shots at the Boyz in combat but failed to wound any of them.

In combat, the Warboss swung first at the Thunderwolf Cavalry and was again prevented from killing them by more 4+ saves. In response, Ruby only managed to wound him once back, which was saved with a command-point re-roll. Finally, the Painboy had to step-in with his Power Klaw and finish the job. The rest of my army consolidated towards the Relic and the Bladeguard Veterans currently holding it.

Orks Turn 3

With my remaining army moving as one, I moved them to within easy charge range of the Bladeguard Veterans. I also attempted surgery on my Warboss giving him back 3 wounds. At this point, my main goal was to deny Ruby any victory points and hopefully score some myself. Shooting saw slugga shots into the Bladeguards killing-off one, then the Big Shootas went into the Assault Intercessors but all three wounds were saved. Finally the Warboss managed to hit the Warsuit with his Rokkit Launcher again, but again a 4+ prevented damage.

Bit of a one-sided fight

In the charge phase, all three units charged the Bladeguards. The Warboss swung first and Ruby finally failed a couple of 4+ saves – they were wiped out. The rest of the units consolidated around the objective aiming to hold it for long enough to score points. The Boyz also consolidated into the Assault Intercessors, who hit back but only managed to kill a couple of Boyz.

Space Wolves Turn 3

Ruby made his intentions clear by moving both Floki and the Warsuit into close range of the Boyz. The Assault Intercessors fell-back from combat to charge again next turn.

In the psychic phase, Floki again unleashed everything on the Boyz and killed off a bunch. In the shooting phase, he shot with his pistol but failed to wound (who needs pistols when you have mind bullets?). Then the Warsuit unleashed his shooting and even with Invulnerable saves and Doc’s tools, I was left with 3 Boyz, a Nob, a Painboy and the Warboss.

The tides turn

In the charge phase, Ruby declared charges from both Floki and the Warsuit, around the Boyz and into my Warboss. Since Floki’s charge was 7″ and the Warsuit’s was 10″, I was confident only one (at most) would make it in, giving my Warboss a chance. But Ruby’s luck held and both made it into combat. He really only needed the Warsuit to make it in, and my Warboss was squashed flat. I also stupidly intervened with my Painboy who was hit many times by Floki but luckily Ruby only wounded once, taking the Painboy to 1 wound remaining.

My final task for the turn was to take a morale test which I failed, but managed to keep a Nob and a single Boy – more than enough for my plan.

Orks Turn 4

I left the Painboy in combat with Floki (a mistake) and spent three command points on Unending Green Tide to bring back 18 boyz. They shot their Big Shootas at the Assault Intercessors but again failed to inflict wounds. They then charged into Floki to enact their revenge. This was going to be awesome.

Poor Painboy, and Boyz, and Warboss, and…

Or at least that’s what I thought… But when the dust had settled, Floki was very much still alive with 2 wounds, and he used all his attacks to finally kill-off the Painboy. I had managed to snatch defeat from the jaws of Victory.

Space Wolves Turn 4

With all the units in the middle of the battlefield, Ruby didn’t need to move anything. His psychic phase saw him roll a double-6 for Jaws of the World Wolf – finally, Ruby’s luck was changing. He had to roll at least a 2 for wounds right? Nope. Floki, still alive on 1 wound decimated the Boyz once again, and Ruby then charged in with both the Warsuit and Assault Intercessors to inflict more pain. At the end of the combat, I still had my Nob left in combat with a lot of Ruby’s army. It was time to call it. The Space Wolves had managed to secure a valuable Relic which would make Floki even stronger and more unkillable – great!

After battle

Of course I was going to roll a 1 for my Warboss – it was inevitable. Luckily his Battle Scar is Deep Wounds which prevents him from performing actions, psychic powers or heroic interventions – totally manageable. Ruby’s destroyed units were untouched.

So what happened? Luck definitely played a roll in this game (how many 4+ saves can one person make), but luck will only take you so far. Ruby executed really well on his plan to distract me with the Thunderwolf Cavalry (I hate them) and Bladeguard Veterans, always keeping his Assault Intercessors in reserve should the need arise. And both Floki and Bjorn (as the Warsuit is now known to both of us) performed amazingly as usual. I have definitely learned a lesson about keeping my rokkits further away from those wolves, and not keeping units in combat with Floki.

For my Marked for Greatness, I decided to go with the Da Blakteef, mainly because they did what I wanted them to do, and also because that Nob was a legend, standing against all of Ruby’s shooting. The Deffkoptas also levelled-up and gained +1 to hit with their rokkits. I think I’ll also add another model taking me up to three (or an even 6 rokkit shots).

Battle for Crematoria – Battle Report: Space Wolves vs. Orks – 25 Power

As Zogger Loudgob’s raiding party were unsuccessfully trying to secure the promethium pumping station, across the planet Fizznoggin Madeye and Doc Gorgrok had their eyes on another target – an Imperial supply drop bound for Eivor Ravenskull’s forces.

Our second Crusade game was even worse odds for Ruby with 34 models against 10. We were playing the Combat Patrol Supply Drop mission, where each player scores victory points for taking-and-holding the three objectives. One objective is then removed at the start of the 4th, then the 5th turns, leaving the ‘supply drop’ objective. As usual, we added an Open War ‘twist’ to our game which was Last Stand (i.e. no morale checks required) – very beneficial for the Orks.

The armies

Space Wolves

  • Eivor Ravenskull – Primaris Captain
  • 5 Intercessors
  • 3 Eradicators
  • Wulfen Dreadnought

Note: Ruby’s army will be played by Ultramarines, with the Intercessors being proxied with Infiltrators and the Wulfen dread being proxied by an old-school Space Marine Dread from the 80s (not pictured).

Orks

  • Fizznoggin Madeye – Weirdboy (Warphead) with Da Jump and Warpath
  • Doc Gorgrok – Painboy
  • Da Ironboots – 20 Choppa Boyz, Nob with Power Klaw
  • Stompkrumpas – 10 Stormboyz, Nob with Power Klaw
  • Whirlybangas – 2 Deffkoptas with Kopta Rokkits

Deployment
Again, the Space Wolves were the defender for this mission. Both Ruby and I decided to deploy all our units, with the Deffkoptas and Stormboyz facing off against the Wulfen Dread on Ruby’s right flank, while the Boyz, Painboy and Weirdboy were positioned to the left facing the Eradicators, Intercessors and Captain.

Orks Turn 1
The Orks started their movement, and both the Koptas and Stormboyz surged forward with the intention of shooting and charging the Wulfen Dread. The Boyz didn’t move (a mistake on my part as they could have taken the objective), while the Painboy and Weirdboy shuffled forwards.

The Deffkoptas take to the ruins to harass Ruby’s right flank

In the psychic phase, the Weirdboy attemped Warpath on the Boyz, and instead got a perils. A command point re-roll saved his bacon and gave the boyz an extra attack. Unfortunately, Da Jump failed so they boyz were stuck doing nothing for the rest of the turn.

Shooting saw the Koptas take 2 wounds off the Wulfen dread and the Big Shootas take a wound of an Eradicators.

Next was the charge phase which is where the plan was to destroy the Wulfen Dread with the sheer volume of attacks. Unfortunately, the Stormboyz failed their 8″ charge… twice… so charging in the Koptas seemed like a good way to lose a unit.

Space Wolves Turn 1
In response, the Space Wolves moved to the right flank to take-out the iminent threat of Koptas and Stormboyz. Both the Captain and Wulfen dread moved into charge range of the Stormboyz, while the Intercessors and Eradicators moved across to be in-range of both the Boyz across the table, and Koptas in the ruins.

In the shooting phase, the Eradicators took shots at the Koptas killing one. The Intercessors fired at the Koptas and Boyz but did no damage. The Wulfen dread unleashed the Heavy Flamer on the Stormboyz and roasted one of them.

The Wulfen dread and Captain then charged into the Stormboyz easily killing them without response. They the consolidated back towards the objective and cover.

At the end of turn one, it seemed as though it would be a repeat of the first game.

Orks Turn 2
At the start of my turn, I earned no points as I had completely managed to ignore all the objectives.

So, learning my leasson from the first turn, the Boyz moved onto the objective on the offchance that I failed Da Jump again. The remaining Deffkopta flew to the middle of the table to take the objective atop the storage containers. The Weirdboy and Painboy moved up to take cover behind the containers with the intention of being more useful in the following turn.

The psychic phase was better this turn with the boyz getting Warpath and successfully jumping to within charge range of both the Eradicators and Intercessors.

In the shooting phase, the Deffkopta took more shots at the Wulfen dread but failed to damage it. The Boyz took shots at the Eradicators but failed to wound them. Pretty typical Ork shooting – all or nothing.

The charge phase was where everything changed for the hapless Orks. The Boyz multi-charged into the Intercessors and Eradicators, bringing 100 attacks against the Space Wolves, and while neither unit was wiped out (only three Intercessors and one Eradicator), they were neutered for the next turn. More importantly, the boyz were up in Ruby’s business and safe from the majority of his firepower.

The Boyz bring almost 100 attacks to the Space Wolves

Space Wolves Turn 2
At the start of Ruby’s turn, he’d managed to keep his Dread holding the objective, so earned 10 points.

Ruby knew that keeping his units engaged with the rampaging Ork Boyz for another turn was suicide, so he disengaged both Eradicators and Intercessors and moved them back towards the Captain. He then put both his Captain and Wulfen dread in charge range of the Weirdboy and Painboy behind the storage container – something I hadn’t anticipated.

In the shooting phase, he took a wound off the Deffkopta with the Heavy Flamer, but failed to wound the boyz with his Captain’s Heavy Bolt Pistol.

In the Charge phase, Ruby’s Captain charged up onto the storage container into both the Deffkopta and Painboy. The Wulfen dread then tried to charge the Weirdboy but failed twice – the Captain was on his own, and now had three targets with the Weirdboy heroically (suicidally?) intervening.

The Weirdboy right before his ‘Suicidal Intervention’

Simply put, Ruby’s captain is a beast dishing-out 6 attacks, each with 3 damage. That said, he failed to wound the Deffkopta, and despite causing 6 wounds on the Painboy, 3 were ignored by Doc’s Tools, leaving the surgeon alive on a single wound. The Weirdboy was not so lucky, falling to 6 unsaved wounds. In response, the Painboy and Deffkopta did nothing.

Orks Turn 3
The Deffkopta had successfully held the middle objective so I gained 10 points making the score 10-10.

Sensing the iminent loss of both my Painboy and remaining Deffkopta, the Boyz moved towards the Captain with the intention of saving at least one of the other units. The Painboy then disengaged to a position where he could offer Doc’s Tools to the Boyz if they successfully charged.

In the shooting phase, the Boyz unleashed their deadly Sluggas and Big Shootas into the Intercessors and wiped them all out (showing the Shoota Boyz from game 1 how to aim).

In the charge phase, the Boyz succesfully made their charge and managed to surround the Captain on the storage container. Then, to my surprise, Ruby heroically intervened with his Wulfen dread, forcing five Boyz to fight it instead. Despite using Trans-human Physiology, the Captain fell to sheer weight of damage (although only just), and the Wulfen lost two more wounds, killing just three boyz in return thanks to lucky invulnerable saves and Doc’s Tools rolls. The Deffkopta now out of all fights consolidated down behind the storage container, out of sight of the Eradicators but still in range of the objective.

Space Wolves Turn 3
In the Space Wolves turn, Ruby had moved away from all the objectives so scored no additional points, leaving the score level at 10-10.

The Eradicators charged the Boyz due to lack of other targets. They hacked through two, and the Wulfen dread took out a handful more. The Boyz and Nob attached back and took the Wulfen down to two wounds. At this point, Ruby’s entire army was engaged with my Choppa Boyz.

Orks Turn 4
We started the turn by rolling-for and removing the objective on my side of the board. I then gained 15 points for holding the central objective with the Deffkopta, taking the score to 25-10.

The game-winning move

My Boyz were now heavily engaged in the fighting and their numbers had dwindled to below 10, so I used 3 command points on Endless Green Tide and brought them back at full strength near the objective on Ruby’s side. The Painboy then moved towards the Eradicators and Wulfen dread to try his luck with his Power Klaw.

For shooting, the boyz unleashed their Sluggas and Big Shootas into the Eradicators but caused no damage. The Deffkopta then unloaded on the Wulfen dread finally felling the walker, which luckily did not explode.

In the charge phase, the Boyz failed their charge against the Eradicators, but both the Deffkopta and Painboy made it in. The Deffkopta killed the Eradicator sergeant leaving Ruby with a single model, while the Painboy promptly died after completely failing to hit with any of his attacks.

Space Wolves Turn 4
Ruby, still not on any objectives remained at 10 points. With his last remaining Eradicator, he attacked the Deffkopta and managed to cause an additional wound recieving one in return. Things were looking grim for the Space Wolves.

Orks Turn 5
The middle objective was removed leaving the objective closest to Ruby as the supply drop. Neither of us had units on the objective so the Orks had successfully secured the area and the supply drop – 2 Requisition Points were mine!

To close out the game, the Boyz charged into the remaining Eradicator and chopped him up easily with almost 80 attacks.

Eradicator’s ‘Last Stand’ – also the name of the Twist for this game

Post Game
Ruby rolled Out-Of-Action for all of his units and found that his Captain had sustained an injury. For our narrative, we decided to always take battle scars, so Ruby rolled and Eivor lost a leg! – his move will be 5″ next time he sees the table. Our house rules dictate that he has to sit-out one game, then play one game with the battle scar before it can be removed – we’ll see if we remember that in the following games.

For me, none of my destroyed units sustained long-lasting injuries and I marked the Deffkoptas for Greatness as they were a constant thorn in Ruby’s side. No upgrades yet but hopefully the next battle will give them enough experience.

Battle for Crematoria. Chapter 1: The raven and the thief

“Well, this is quite an unnatural darkness…and I know a thing or two about unnatural…” the young Rune Priest said. He was right. There was something about to happen on this planet and it’s like the elements knew it and were preparing for it. 

Floki Ravenskull was young, yet a veteran of many battles that fought alongside the great Ragnar Blackmane from whom he learnt a great deal, a little bit too much for many of his peers’ opinion. That relentless thirst for battle and glory was inbred in him and his twin brother making them reckless at times for a man in their position and role. His mentor always told him that they were there to support their comrades, but he always rather being in the middle of battle looking for the toughest opponent to write his own saga. His eccentric and anarchic behaviour got him in trouble more than once but his results talked from themselves. 

His superiors thought that putting him in charge of a small company would teach him the leadership skills that he was missing, and with the blessing of Ragnar himself they sent him to lead a scouting company to the planet Crematoria.  

This planet was full of wildlife and ruins from an older civilization that somehow fascinated Floki. These are the same ruins that were showing on his visions while navigating the storms but that wasn’t the whole picture. During his visions he could see two black ravens flying over a battlefield where 2 warriors were fighting each other surrounded by countless skeletons that once were corpses. One of the warriors was getting weaker, while the other one stronger, but both of them were oblivious to an unnatural green thunderstorm that was coming their way. 

Floki had had visions with those storms before and knew exactly what they meant, and that’s what they were hunting for: Orks. But what intrigued him were the 2 faceless warriors and what could they mean…

Floki stood stoically, examining the land in front of him. His force had been dropped 80 kliks to the South West of Urganth, a key city of interest to his superiors, despite looking to Floki like a smoking pile from this distance. Before getting to the city and its all important space-port, Floki knew he’d need to take control of the promethium pumping station to the North, a small ruined building surrounded by plenty of places for enemies to hide. The ground was scarred by innumerous battles and stained dark red with blood. There was no sign of life but Floki knew Orks were near, drawn by the promise of combat. He knew surveying the land for an optimal approach to the pumping station was the tactical choice, but he didn’t have the luxury of time. And despite his training and his superior’s best intentions, he lusted for battle again. He decided to make haste and move ahead. He had to take advantage now that his brother wasn’t around…

His men moved forward swiftly taking cover within the ruins while the thunderous footsteps of Bjorn Hellshammer’s suit would let any hostiles within a 5 kliks radius know that his force had arrived, and that’s exactly what he wanted. Ever alert, Floki sent his Assault Intercessors to investigate the pumping station while the rest of the force kept watch for movement. Suddenly, the sound Floki had been anticipating echoed out among the ruined buildings…

WAAAAAAAAAAAARRRRRRRGGGGGGGGGHHHHHHHHHHHHHH!


        Zogger Loudgob looked at his right arm. The power claw was setting up nicely. Da Boss was kind enough to give him, not just a second chance, but also an augmentation. He chopped his arm off, beat him to a pulp, but Zogger’s resilience and endurance made his boss take pity on him and spare his life. Not just that, he also made him one of his lieutenants and gave him a new shiny Power Claw to replace his lost arm. He wasn’t sure what Da Boss’ endgame was, but he knew that he always did everything for a reason. 

He could smell the pinkskinz in the area, and his Kommandos reported a big metal suit walking around. Big and metal. Lots of shiny parts and extra dakka. Just what he was looking for. Da Boss had sent them to this stinking planet with one mission: collect anything that we could salvage to build a Stompa. So far, everything that he and his boyz collected was deemed useless by the Meks, which he didn’t understand because everything look sturdy enough. 

This was Zogger’s first mission as a lieutenant and he didn’t want to disappoint Da Boss, so he wanted to make sure that he could smash a lot of pinkskinz and loot lots of trophies from their little corpses. He had fought pinkskinz before in their green little suits with their little lasguns and big tanks. Lots of loot. These guys smelt different but he was sure they wouldn’t be different to squeeze. 

There was an unnatural fog covering the field, and between the factory ruined buildings and the fog, they could barely see anything ahead of them. But he heard it, same as all his boyz. He looked at the Deff Dread escorting them on the side and pointed to his right side. His scream was heard in miles: WAAAAAAARRRRRGGGGHHHHHHH!!!!

All his Boyz knew what to do. Rush forward to meet the enemy face to face and teach them a little bit of Ork diplomacy. The Warbikes roar on the flank while the Deff Dread covered the opposite side. His Kommandos were scouting the area, while he advanced with all his Boyz to show the enemy some Dakka. 

The first ones to unleash fire were the Warbikes. They must have met the Shiny Pinkskin Deff Dread. “Break it quickly, but don’t break it too much!” Zogger yelled while keeping his pace rushing towards an invisible enemy. But as soon as he finished his sentence, all the Warbikes blew up in a big explosion. He saw some of the drivers running away and he tried to remember his faces to smash them later. Some of his Boyz seemed to be shooting aimlessly at something that he couldn’t see while Zogger kept yelling “Ruzz towarz the walker! Daz our prize!!”


        The plan in his head was solid until they had any further information. By the smell and sound of it, it looked like they were outnumbered at least 3 to 1 but Floki wouldn’t know for sure until they had visual contact with the charging Orks. 

He saw Bjorn unleashing hell on something that he couldn’t see, until he saw a big explosion and parts of what look like a rudimentary vehicle. That was surprising since, unlike most Invicor pilots, Bjorn was an average shooter, but a master in close combat. 

As soon as that happened, they saw some Orks with shootas coming out of the fog shooting at Bjorn. In the back of that mob, he could distinguish a much bigger Ork that the others shouting orders or threats, he couldn’t tell. Next to them, a massive walking can with blades and claws started rushing towards Bjorn’s position. “Freya, fly over. They took the bait”


The walking suit was by himself in the open. They saw him hesitating moving towards them when he saw his numbers, as if he was about to retreat, but they couldn’t let that happen. “Hurry up! Don’t let that get away!” As he screamed his order, he saw a Pinkskin coming out of some ruins with a hood covering his head and not wielding any weapons in his hands. Barely a threat, or so he thought… before he could look away, a surge of lighting came out of him, straight into his unit, instantly killing several of his Boyz, and even hurting him on his leg. As he was recovering from the shock, he could see the masked guy gathering more power, and before he could give any orders, a huge lightning Wolf appeared in the sky above them and impacted his unit. Half of his unit was gone in the blink of an eye. 

He looked at his side and saw the Kommandos fighting the Suit in close combat, or at least what was left of the unit as one of the guys had all his bones shattered by a punch of that hulking thing. The rest of the Boyz were still rushing towards the Invictor suit, escorted by the Deff Dread when he realised that the Hooded stranger was charging towards them by himself with a shiny sword on his hand. 

As soon as he started brazing himself for the incoming enemy, he heard a roaring noisy flying above his head. 3 armoured guys in a jet pack were flew past his unit, landing right behind them. They were carrying big weapons on them, and the last thing he saw was them unleashing them on him.


The trap couldn’t have worked any better. The green skins were dropping like flies and they haven’t had any casualties yet. Floki invoqued the storm one more time before releasing another living lightning on their enemies and charge them. At this point Bjorn had already engaged the Boyz himself and was doing what he did best. The Ork Walker attacked Bjorn spinning all its blades and weapons at him, but Bjorn evade them with ease and wrecked the charging walker before he could attack again. 

The Inceptors were thinning out the ranks from the rear and stopping any fleeing Ork, while Floki charged the remaining Orks with his Runic Blade shinning like Fenris’ ice in the morning. The battle was over before they even knew it and victory was theirs. 

While Freya’s Bane and the Assault intercessors were making sure that there were no more Orks in the area, Floki examined the bodies in search for any clues on why the Orks were in this wretched planet. While doing so, a vision hit his mind. A wounded raven was falling from the sky into the abyss, while the Green Storm was getting closer. “Eivor…” 

“Sir, we haven’t found any trace of the Ork Leader in the field. By the looks of it, he escaped the battle wounded. We should be able to trace him, but he could be leading us to a trap” 

“Gather your troops and contact base. Get the Scout squad to trace the area and follow the trail in search of an Ork encampment or base. Do not engage until you receive my orders. We need more intel in the enemy and the area. And let me know as soon as you make contact with Captain Eivor or his unit. I have a bad feeling about this”

Space Wolves Vs Orks. Battle report

Our first Crusade game promised to be very interesting. 10 Space Wolves vs 30 Orks sound like very bad odds against me, but I was dying to play my first game with the Space Wolves and a bunch of green skins were not going to ruin that.

The mission was Sweep and clear, from the Crusade missions. Players score points at the end of their command phases. 10 for one Objective, 10 for more objectives than your opponent and 10 for your opponent’s deployment objective to a maximum of 30 points per turn. Once an objective is held, you don’t have to sit holding it as it remains controlled unless the enemy takes it. Nice and simple.

The special rule for this scenario was Unnatural darkness, which made any shooting or targeting had to be within 18” or less.

The armies

Space Wolves

– Floki Ravenskull – Rune Priest in Phobos armour – Warlord Trait “Warrior Born” – Relic “Runic weapon” – Psykic powers “Living lightning” and “Jaws of the World Wolf”

– Odin’s Sons – 5 Assault Intercessors – Sergeant with Plasma Pistol

– Freya’s Bane – 3 Inceptors – Assault Bolters

– Bjorn Hellshammer – 1 Invictor Suit – lots of stuff plus a glorious Invictor fist

Orks

– Warboss – Relic Power Claw without penalty and lots of damage- Warlord Trait that give him T6

– 20 Boyz with shootas with a Nob

– 3 Bikes with a Nob

– 5 Kommandoz with a Nob

– 1 Deff Dread with lots of nasty stuff

Deployment

The Space Wolves army was the defender and decided to go second, with Orks going first. This was a meditated decision as I didn’t want to get in the Orks face too soon letting them charge me early game. I needed that extra space and turns, specially considering that I could barely thin out his big numbers with shooting from afar.

Both armies put a unit in reserves, Kommandoz and Inceptors.

Other than that, the rest of the army was deployed. Orks aggressively out in the open spread accross their deployment zone, while Rune Priest and Intercessors were hiding in a building in a corner, and the Invictor suit in the opposite corner or the deployment, facing the Bikes and diagonally opposite from the Deff Dread, good deployment move from the Orks if you ask me.

Turn 1

So the Orks started turn one advancing and trying to reduce as much distance as they could hoping for a turn 2 charge in the Space Wolves. The lack of targets in line of sight made hard for barely any action, other than the bikes shooting at the Invictor suit, managing to inflict just one wound. At this point, the Orks were holding just one objective, but close to hold 3.

In the Space Wolves turn only one unit moved and did something: the Invictor. He moved just 2 inches to be in range of all the bikes that were dangerously facing him or a next turn charge. He unleashed all it’s shooting on them managing to kill them all with some lucky shots and the last shooting literally killing the Mob. Turn 2 was going to be crucial for both armies.

Turn 2

The Orks kept moving forward, this time without advancing to be able to shoot, but holding 3 objectives and the whole middle table. The Kommandoz came 9” away from the Invictor Suit.

Their shooting unleashed hell on the Invictor suit, but with no luck on wounding it. The Deff Dread shoot at the assault intercessors but they managed to save all wounds.

In the charge phase, the Kommandoz pulled out a charge in the Invictor suit. In the fight phase they manage to wound it twice with a few lucky saves in the Invictor. In retaliation, he managed to wipe they whole Kommandoz squad after a command re roll in the 5th wound. 5 attacks and 5 kills was some lucky rolling that could prove decisive in the coming rounds, as it was leaving the suit out of combat and able to shoot.

The Space Wolves turn was nothing but devastating. Floki and the Intercessors moved out of the building to face the incoming Boyz and Deff dread, putting Floki within 18” range of the Boyz. Bjorn moved towards the Boyz and Deff Dread looking for a glorious combat. At the end of the movement phase the Inceptors dropped from the sky in the back line of the Orks, taking away their objective and leaving them with the Warboss exposed to their shooting.

The psykic phase proved to be CRAZY. Floki unleashed his Living lightning in the Boyz causing 3 mortal wounds on them, and 2 in the Warboss. After that, he casted Jaws of the World Wolf with a 10, rolling a dice for each model in the unit and causing a mortal wound on each 5+. 7 out of 17 bite the dust… 12 mortal wounds out of 2 spells was insane.

The shooting from the Invictor on the other hand was quite uneventful managing to only kill 1 or 2 Boyz and not wounding the Deff Dread at all. But the Inceptors, dropping right behind the enemy line, dropped their 18 shots in the Warboss, managing to kill him with some very lucky rolling, and unlucky saving rolls from 3 Colours.

In the charging phase, the Invictor pulled a YOLO and charged the Boyz, managing to kill another 3 and getting wounded enough to bring him down to 7 wounds. But I had the Boyz locked…

Turn 3

The Orks took a devastating blow in the face, but that Deff Dread was still running around loose, and the Score was 40 to 10 in favour of the Orks. The next tactical decisions would prove crucial.

In the Orks movement phase the Deff Dread moved towards the Invictor Suit to be able to charge him. The Boyz were still locked in combat, so no further movement.

In the shooting phase, the Deff Dread shoot at Floki, managing to wound him once. In the charging phase, the game changing event happened. The Deff Dread successfully charged the Invictor Suit. 4 attacks. Hitting on 3s. Wounding on 3s. 1 re roll from his Detachment, 1 command re roll. 0 wounds. The Invictor hit back and destroyed him inflicting 12 wounds. The Boyz hit and brought him down to 4 wounds. Only the Boyz were left.

The Space Wolves hadn’t lost a single model and had this in the bag. After some psykic powers and a charge, Floki killed all the remaining Boyz in combat by himself. The Space Wolves took the victory home putting the final score 90 to 40 in their favour.

After match

Some incredible lucky rolls at the most crucial moments made the Space Wolves take a major victory over their opponent, and it was time to spread the Marks for Greatness in each army, and see if there were any battle scars. The Space Wolves would select 2 units to mark for greatness, since that was the victory reward.

Luckily for 3 Colours, he didn’t roll a single 1, so his army was just a little bit bruised but no permanent damage, other than their ego and pride. In the Mark for Greatness, he decided to give those 3 experience points to the Boyz squad, as, in his words, they were the only ones that did something in the whole game!

The Space Wolves on the other hand had no Battle scars rolls.

Bjorn Hellshammer fullfilled the agenda by killing the Deff Dread in close combat, scoring 3 experience points. Having killed 3 units himself and scoring an extra experience point from the game would brought him already to 5 Experience, and make him Bloodied with a Battle honour, but not giving him also Mark for Greatness after the numbers he pulled in the game was crazy! The second option was a tough decision between the Inceptors and Floki. The first ones slain the Warboss, but Floki defeated almost a whole squad of 20 Boyz by himself… in the end I went with the Inceptors, since they also captured the enemies objective and did exactly what I had planned for them.

Our next game will be the “other” 25 points in our army, with a narrative as well designed around these units.

Talking about narratives, I will be posting the whole story of this first chapter of the Crusade soon, so stay tuned!!

Tons of changes coming to 40K

Friday morning did not disappoint. Surprise post from GW with lots of incoming changes that were being rumored and others that no one could’ve guessed. Let’s list them for a quick view:

  • More Crusade rules specific per Faction.
  • Datasheets and rules review
  • Heavy Bolters become Damage 2
  • Flamers and Heavy flamers will have range 12″
  • Multi Meltas will be Heavy 2, and their damage will be 2+d6 at short range!
  • Power Swords will give +1 Strength
  • Astartes chainswords will get AP-1(I’m assuming they meant Chainswords in general…)
  • Supercharged Plasma weapons will only explode on unmodified rolls of 1
  • “Vanilla” Space Marines and Chaos equivalents will have 2 W each.
  • Terminators will have 3 W each.
  • Deathmarks will change their weapon to:
  • Triarch Praetorians will do 2 Damage in both ranged and melee.

What do you guys think about these changes? Remember this is not even half of the picture so don’t be too harsh on the analysis until we see what everyone is getting. Personally, I think it’s a good step making them more lore accurate. But we shall see…

Mortal Realms coming to Australia

Yeah. Finally we are getting Mortal Realms down under. And I love it! When I got into the world of miniature painting and gaming, was back in 1998 or so, when I was 14 and I traveled for the first time to UK. I was in Wales when I saw for the first time a Games Workshop shop. I remember being amazed with all the figures and I convinced my roommate to go halves on the starter box of Warhammer Fantasy, me taking the Orks and him taking the High Elves. Oh memories…

After playing for a few years I gave up the hobby for a while and it wasn’t until I came to live in Australia that I took the hobby again, but this time with 40k instead. But a part of me always wanted to go back to the origins and play some “Fantasy” aka Age of Sigmar. That’s why when I saw the article about Mortal Realms I didn’t think about it twice and subscribed straight away 🙂

Now, what is Mortal Realms?

It’s a subscription to collect 2 different armies from Age of Sigmar, with books, paints, terrain, etc…If you subscribe you get 4 issues per month for AUS$20 each except the first and second issue that are AUS$5.99 and $13.99.

If you want to check what the first issue has for just AUS$5.99 here it is:

I mean, even if you don’t play it, for $5.99 is totally worth it, and you can get a copy in your Newsagent or local GW shop.

Issues 1-4 include the below:

And if you wanna see what the whole collection is:

I’m quite excited about this whole project and even if I don’t like it or I can’t afford it, I can end my subscription at any time.

If you want more information about it, you can check it here.

Core Rules and FAQ on W40K App

Looks like the first round of updates is coming through for both Android and iOS with some bug fixes and a new interface and search capability for the Core Rules and FAQ.

This was a change that the community kept asking for since the app was released, and a move from GW towards improving their app to great standards, where unfortunately, it’s not at the moment. That said, this first few changes are looking promising and they are showing the great potential that the app could have.

The way you can navigate through the rules right now is so much more dynamic and easy. You have a table of contents for quick access, or a search button. I found that with the Table of contents you can access your desired information within seconds. These are some examples of how it is now:

As you can see, the navigation is much simpler and you can jump between sections very fast without having to go back and forth. I’ve been testing this in an older model (iPhone 8) and I haven’t had any performance issues at all. The app runs fast and smooth and it doesn’t seem to use data anymore.

The only thing I couldn’t find in the Core Rules section, but I could be wrong, was Detachments. That’s a very important part of the rules for army creation, and it helps to have quick access to them. Please let me know if you found them somewhere!

Other than that, I think it was a great improvement and definitely a step forward towards reaching the app’s full potential. Power levels should be included soon and I can’t wait for the Battle Forge option. I will keep you updated with whatever changes they bring 😉

Please let us know what you think and like us on Facebook if you wanna follow our updates and articles.

I’ve bought Indomitus…now what? (Space Marines part)

There’s a lot of people that recently bought the Indomitus box and all the hype was definitely worth it. A bunch of great models that can get you started in no time to have some games…but many people might be wondering what to get next to complement their new army.

In this article we are going to talk about some options to expand your army, but first things first… what chapter are you going to be playing? For new players they might think that it doesn’t matter, but depending what chapter you play, you might want to focus on certain game styles rather than others. We will offer some units that are good for all the chapters, and then a few for certain chapters that are more focused on your army.

Space Marines (any chapter)

Getting a Librarian to complement your army is a great idea. No matter which one, having that extra support in the battlefield is always a good help as long as you don’t blow your own brains out. Most of the newer Primaris Librarians look amazing, but that one above in Phobos armor is just badass.

Hellblasters

Hellblasters are a great addition to your army. Pair them up with some re rolls to hit and they become quite scary. What is great is that you can get some in a budget from the Dark Imperium Box, as there’s heaps of them for sale in Facebook, Ebay or resellers. Thought the separate box from GW is easier to customize.

Impulsor

If you started your army with the Indomitus box, all your units are Primaris, so the only available transport at the moment is the Impulsor. But fear not, as it will give you a nice vehicle with a bit of shooting power, mobility and protection for your units to engage or get on your enemies’ face to deliver your melee units.

Invictor Tactical Suit

Personally, I bought one the same day that I got my Indomitus box. This guy is just a beast. Relatively cheap in points and power and it can definitely pack a punch. Not a unit to be underestimated in any game, and now in 9th, this kind of vehicles Dreadnought style are going to shine.

Troop choice: Intercessors, Infiltrators or Incursors

Depending who you ask, they will tell you one or another. All of them are all round good choices and it all depends on what do you want them for. Troop choices are always needed to complete detachments so you can’t go wrong with them. You can also get all of them quite cheap from the different boxes around.

Now there are other units that are a MUST have, like a Repulsor, but that’s something that you can get after you already have the foundations of your army. Eliminators, Apothecary, Redemptor Dreadnought…all solid and good choices to give variety to your games.

If you are running Blood Angels, a Furioso Dreadnought, Librarian Dreadnought or Mephiston.

For Dark Angels you might want Sammael,, some Deathwing Terminators and less heresy 😛

For Space Wolves you might want to include Ragnar, Bjorn (or any Dreadnought) and Wulfen (they’re just cool models).

These are all personal opinions, at the end of the day you should get whatever you like better or adjust to your play style.

Warhammer 40k App Review

The new Warhammer 40k app is finally available for iOS and Android, and here at 40k War Zone we wanted to review the app and help you decide whether you should get it or not.

Price

In my opinion, this could be the downfall of this app and service. Considering that you will still have to pay for future Codexes to unlock them within the app and that the Core rules are available digitally for free anyway, paying AUS$7 is quite abusive, specially considering the current world situation where lots of people is struggling economy wise. I believe if they halve the subscription they would have way more people using it, specially once they release the announced features.

Interface

The app is beautifully presented with painted models, data sheets, special rules and everything you need to know about your units including weapons, keywords, etc. The app currently has 3 tabs: Reference, Battle forge and Core Rules. Reference is mainly the only functional one, that brings you to a screen with all the different Codex, Chapter Approve, Psyckic Awakenings and all the other books including Forge World. Battle Forge is not functional yet, and Core rules just brings you to a PDF version of the core rules.

The search button on top gives you quick access to whatever you are looking for, but at the moment, it’s very specific and unless you know the exact names, it can be hard to find.

Functionality

Now that they fixed the initial bugs, the app seems to be stable and functional. I haven’t have any problems with the app stop functioning, and the navigating is very quick.

The fact that the Core rules is just a redirection to a PDF is a huge issue that I hope they address and fix in the future.

On the other hand, Datasheets have a great interface, but they are a mess. All of them should be separated and organized by Faction instead of by books. It’s incredibly annoying having to jump between books to find rules or units. They should all consolidate them in the same section.

What we like:

  • Interface and design is great.
  • Easy to navigate
  • The app has a lot of potential for improvement and I can’t wait to see it.

What we didn’t like:

  • At the moment, subscription is not worth the money
  • Consolidate Datasheets and organize them by Armies
  • Search functionality needs improvement
  • Optimize Core Rules to link to datasheets and search functionality
  • Needs an option to manage your account and subscription
  • Not available for iPad

Overall

It’s got potential but needs improvements – 4/10 The Warhammer 40k App is a beautifully presented app with lots of potential in the future, but as it is right now, it’s not worth the subscription. That said, once they bring Battle Forge and the rest of the promised updates and functionalities, it will be a great app to have.

Unit review: Judiciar

All the Indomitus models are out and people started testing them on the tabletop. Among them, one that catches everyone’s eyes is the Judiciar. Really nice model with that Executioner look, with an ugly head in my opinion, but easily replaced for anything of your liking. In my case, I used one of the Primaris Captain heads, the one with the full helmet, giving him a Knight look.

But how good or bad is a Judiciar in game? Well, like every other unit, it’s got pros and cons, and we are going to analyze them here.

Pros

  • Unit cost is 4 power or 85 points. Not too expensive for a support character.
  • Ranged weapon, Pistol with S5, AP-1, D2 can be great as you can use it even when engaged in combat. D2 for a pistol is always great.
  • Melee weapon make your attacks S7,AP-3, D2 with wound rolls of 6 causing an additional mortal wound. Not incredibly OP but definitely solid stats.
  • 4++ Invulnerable Save only against melee weapons.
  • Tempormortis. This is what can make the Judiciar worth taking. This rule states that at the beginning of EACH fight phase you can select an enemy unit within 6″ and that unit won’t be able to fight until all other eligible units have done so that phase. This is why I called him a Support Character before. Combined with Space Wolves for example, being able to Heroic Intervene 6″, can change the course of an enemy charge, making that Archon or Ork Warboss fight last instead of first, wrecking your unit. You can run them with some Aggressors, for example, making your enemy think twice whether to charge them or not as they would strike first. This ability is hugely situational and would be almost useless against armies like Astra Militarum or Tau, but is definitely an interesting rule that saves you using your Interrupt stratagem now that those CP are so important.

Cons

  • No permanent or semi permanent buffs like litanies from a Chaplain, for example, or Captain/Lieutenant buffs.
  • Invulnerable save only in melee.
  • Slow on foot. Will be interesting if we get the chance to give him a jump pack or a bike. At least he can use Impulsors…
  • An extra attack would’ve made him more competitive.

Overall, I think that the Judiciar is an interesting addition to the Primaris family, specially for melee oriented armies like Blood Angels or Space Wolves. HQ and Characters will think twice before charging you when there’s a Judiciar around, and that can give you a mental advantage on your opponent if played properly.

Please let us know in the comments your thoughts and strategies for your armies. How would you use the Judiciar in your army? Is it worth it? Are you planning on including one in your Crusade games? What head did you use in the model? Let us know in the comments or Facebook page 😉