Friday, April 3, 2009

Mission #3: Ork Horde vs. Thousand Sons Turn 1

Results Thousand Sons Turn 1

Thousand Sons Movement:

None


Thousand Sons Shooting:

Unit #1: 1x Bolt of Change shot @ (O1), Failed Psych test, Failed Perils of the Warp Test, 1 Kill (Aspiring Sorcerer) (failed invulnerable save)

7x Inferno Bolter shots, 6 Hits, 5 Wounds, 5 Kills


Unit #2: 1x Bolt of Change shot @ (O1), Passed Psych test, 1 Hit, 0 Wounds

7x Inferno Bolter shots, 5 Hits, 4 Wounds, 4 Kills


Ork Unit #1: Passed Morale Test; Mob Rule


Thousand Sons Assault:

None


**** CASUALTY REPORT ****


Ork Unit #1: 9x Gretchen Killed by Inferno Bolter fire


Thousand Sons Unit #1: Aspiring Sorcerer Killed by Perils of the Warp


=========================================


UNIT SUMMARY REPORT


Ork Unit #1: 9/18 Gretchen; 1/1 Runtherd

Ork Unit #2: 18/18 Slugga; 2/2 Big Shoota; 2w/2w Boyz Nob

Ork Unit #3: 17/17 Slugga; 2/2 Big Shoota; 2w/2w Boyz Nob

Ork Unit #4: 2w/2w Deffkopta

Ork Unit #5: 2w/2w Deffkopta


Thousand Son Unit #1: 7/7 Thousand Sons; 0/1 Aspiring Sorcerer

Thousand Son Unit #2: 6/7 Thousand Sons; 1/1 Aspiring Sorcerer


Score Board:

Ork Horde Casualty Points: 113

Thousand Sons Casualty Points: 27


5 comments:

V4B GM said...

Ouch! Sorry bud! Rolled snake eyes for the Psych test. :(

I can't tell you how many times I've lost my Space Wolf Rune Priest to that, or at least cause a wound to him.

I remember one particular epic battle (in theme, not in scale) John and I played, where he had 3000 points of swarming Tyranids against my 1500 point entrenched Space Wolf army.

Anyway, the sole object of the game was to keep the Nids from stealing the Space Wolf gene-seed. After 6 turns all I had on the board was my Wolf Lord, who single handily fended off hordes of Tyranid swarms for another 2 or 3 additional close combat Turns! (you had to see it to believe it, Mike C. I think witnessed it, pure awesomeness!)

Well... it came down to one final save. I had to make (2) 2+ Invulnerable saves, and all I needed to do was make 1 of the 2. The entire game hinged on this die roll. If I was successful, it would be the most triumphant win in all of Space Wolf lore (at least in my mind LoL). If I failed, not only would the battle be lost, but Tyranids would now have control of the Space Wolf gene-seed; the most coveted item in any Space Marine Chapter.

Well.... yup you guessed it. Snake eyes! DOH!!!!

I still have the battle report somewhere (with some pictures) if anyone is interestind in seeing/reading it.

~GM

V4B GM said...

Oh yea... I almost forgot the kewlest part. Mike C. hand made a gene-seed container just for this mission! :)

Mike C = Mad l33t terrain/model skillz FTW!

~GM-IS-UP-TO-LATE

Mother Miriam (Keith) said...

Mike... wrong pic here. :)

Also, once upon a time, you couldn't lose a tzeentch sorceror to the perils of the warp. :) in previous incarnations of the CSM codex (if I recall) you were either immune to perils of the warp or else auto passed psychic tests.

which makes sense, since you worship the god of magic :)

but it appears they did away with that in the currect codex. at least i can't find it anywhere. :)

Anonymous said...

I think I hear "Another One Bites the Dust" playing in the background somewhere... :P Oh the simple joys of bad rolls. :)

V4B GM said...

Doh! Son of a...

Ok fixed! :) Between store inventory and mid-terms I think my brain is a little fried.

Yea I couldn't find anything either, unless they gave that ability to the HQ Sorcerers only... I didn't check that.

~GM