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Friday, April 26, 2013

Army Briefing: Black Skull Raiders

Black Skull Raiders

By Chief Scrivener Hannan



Planet Nokk, .M41

Tangrus III is completely annihilated.  Orks rove the plains, hunting horrific tyranid beasts that remain after the invasion of Hive Fleet Mahnunnah a few years previous.  Two massive tribes had always vied for power on this world, which is known by its inhabitants simply as “Nokk”.  The Evil Sunz tribe long held an enclave here, but the great Black Skull Goffs have ruled this part of the sector for thousands of years. Now, something has happened on Nokk that will require the immediate attention of the Imperial war machine.

A great warlord has emerged from the warring tribes of Nokk after the invasion of the tyranids.  When it seemed the six legged monsters would annihilate everything, an Evil Sunz warlord (named, naturally – Nokk) managed to convince the Black Skulls to join his Waaagh!! – and the newly formed horde pushed almost all other creatures off their world.  No humans have lived on Nokk for some time, and since the Tyranid War the necrons and eldar have taken their battle elsewhere.  Tangrus III, now known as Nokk – is ruled by orks. 


Freek Puke

Though Nokk rules the horde, his native Evil Sunz were in the minority compared to the other orks on the planet.  There were many more Black Skulls, but their warlord on Nokk was hemmed into their communities and the tyranid monsters laid siege to them.  The mobile Evil Sunz roaming the ash wastes of Nokk were more maneuverable, and Warlord Nokk of the Evil Sunz was suddenly inspired.  He broke the sieges of the Goff city states, and one by one they pledged to his Waaagh!!

The other clan was not truly receptive of the Evil Sunz ways, but slowly acclimated and ceded that they would not be fighting and winning if it wasn’t for the Speed Freeks.  The roving horde soon had a new vibe – Goff with a dash of Kult of Speed.  They were now the Raiders, and they literally raided hive ships.  As disgusting and unlikely as it sounds, it’s almost certain a great many feasts were held wherein the main course at the orky festival had six legs.

Mekboyz have become prevalent in the horde since the joining of the tribes.  Now, huge fleets of battlewagons, looted Imperial tanks, ork trukks and deffkoptas have been built, and are congregated around the construction site of Warlord Nokk’s most inspired project yet – a great ship that seems to be warp capable on launch.  It took many months of warring and scrounging the wastes and broken cities of Tangrus III, but in the end the Warlord’s vision was accomplished.  The Black Skull Raiders had formed from the ashes of Tangrus III, conquered their world, and built an interstellar transport from the warp cores of salvaged Imperial ships.


The Big Red RokkIt Ship

Building a war fleet has long been Nokk’s agenda.  After corralling all the mekboyz he could find or coerce, he set them to building more and bigger weapons and vehicles for his horde.  However, there were few system ships available to the orkz on Tangrus III, and those were quickly subsumed into Nokk’s horde.  This limited space flight capability allowed the horde to strip several Imperial ships in orbit and use the critical portions of the engines in building The Dumstah, the Warlord’s new flagship.

The great ship was built in the middle of the Dust Plains, where it quickly grew to a size that rivaled the far off mountains.  Free roaming ork bands that wandered the lands around could see the giant edifice from miles around, and made a pilgrimage to the mighty edifice of the ork gods.  In this way, the horde grew to an mind boggling size.  Soon, plans began to emerge of actually leaving the planet on a conquest, and that’s when the comet appeared in the sky above Nokk.

It was a great green ball, and passed very close to the planet.  Strange portents awoke the weirdboyz, and all the greenskins looked upon the green light in the sky and knew that their faith in their Warlord was not misplaced.  For nearly a month, the light of the comet shone at night and the orks took this as a sign of their god’s favor.  The horde labored feverishly, preparing for their foretold conquest of the stars.

Many smaller ships were built for the horde, and every Imperial system ship was refitted to suit their orky delight.  Fighters, bombers and escort craft were built both on the ground and in the Imperial orbital installations the orks had overtaken.  In the end, the flotilla that launched from the Tangrus system numbered nearly forty warp capable ships, and innumerable smaller ones in those holds.

Joined in space by several small Freebooter parties, the ork fleet has grown.  Naograssa subsector is rife with xenos pirates and orks from the greater Black Skull Empire in the neighboring Magnum Sierra subsector.  Some of these bands possessed ships equivalent to a battle-cruiser, and joined the Waaagh! for the same reason many ork bands do – for a fight, for (what passes for) treasure and (the strange ork notion of) glory.

The Black Skull Raiders focus on speed and firepower, and salvage whatever they destroy into more weapons to use in their never ending conquest.  There are a great number of small flying craft accompanying the boyz when they hit the ground, noisily chugging alongside the great battlewagons carrying the horde into battle.  A great Waaagh! has come forth once more from the southeast quadrant – and the Imperial citizens of the Mardannon Sector pray that this will be the only one…


Wednesday, April 17, 2013

Greyhawk Adventures II - Campaign Log


This is the second part of our Greyhawk Adventures campaign.  The log for the first part can be found here.

The heartland of the Flanaess.

Common Year 579

Never before has there been a more perilous quest.  The world of Oerth is unforgiving and dangerous, filled with wonder and horror in equal measure.  Most of the folk like you and I that live here cram into cities and villages, huddled together for protection.  Yet this world walks with more brave souls than you would think, heroes who step forward to face the dangers of the unknown in search of glory and lost treasure.

In times past I would have said the party need not fear the unknown, for they are powerful slayers.  That would be a lie, for the way ahead is mind-bogglingly dangerous.  Horrors await the bold whose touch drains away years of life and will, whose very forms cause the mind to rebel and terrors whose power extends to the very core of the earth.  For the careless and unwary there will be nothing but death.  Those heroes whose will holds, whose swordarm does not tire, and whose spells are mighty will win a great prize indeed - honor, glory and even more powerful magic.

As we join our party, we find a troupe of great heroes.  They have adventured upon the Azure Sea, and helped the Storm Giant King Orsos defend his realm from horrible creatures beneath the sea.  They defended their ship, and made it back to Onnwal hailed as heroes.  These intrepid adventurers formed a bond of fellowship, and have returned to Greyhawk City the plan their next venture.  For a time, they linger in the Slaughtered Pig Tavern to rest and relax.

Yet they do not realize that they are being watched...


Current Adventurer Roster  (DISBANDED)
  • Dunelore, Oeridian Cleric of Hieroneous VII
  • Aeslan Fargoer, High Elf Fighter V / Cleric of Corellon V / Magic-User V
  • Belethor, Dwarf Fighter VII
  • Elmund Krakeham, Oeridian Magic-User VII
Deceased
  • Jooran Doohan, Oeridian Magic-User VII
  • Carlyle Cordaine, Oeridian Fighter VII
  • Victor Olfdensen, Suloise Fighter VII
  • Brother Grimlock of St. Cuthbert, Oeridian Cleric VII
  • Tars, Half-Elf Thief VI / Magic-User V 
  • Spendelmen the Kobold Slayer, Gnome Fighter V / Illusionist V
  • Buttermilk, Oeridian Monk VI
  • Vaeronis, High Elf Ranger VI
  • Mantrid, Grey Elf Fighter VI / Magic-User V



Adventure Log  
Total Time59.5 hrs  (4.14.13)


The Ghost Tower and the Upper Ruins.
  1. The Ghost Tower of Inverness (2.10.13 through 2.24.12) Total Time20 hrs - The adventurers begin their search for the infamous Soul Gem, and brave the dungeon beneath Galap-Dreidel's massive fortress of Inverness.
    • As the adventurers relax at the Slaughtered Pig in Greyhawk City, they are approached by an older man who buys them all a round of ale.  After some mysterious questions about how brave and bold they are supposed to be, the stranger suddenly casts a teleportation spell, moving the party's entire table to an opulent throne room!  The Duke of Urnst and his Seer are surprised and incensed, until the stranger is revealed to be Tenser the Archmage!  He informs the Duke that these are the warriors he seeks, and teleports away.  The Duke and Seer tell the party the legend of Galap-Dreidel and the Soul Gem, and arrangements are made to take them to the Keep that very night.  The party met an unfortunate accident in the ruins, and were nearly all killed.  Tenser's apprentice Jooran Doohan was crushed in a cave-in, and could not be revived.  So, the party sent for their friend Buttermilk the Monk, who joined them for their second foray into the ruins.  This time, however...the Duke warns the party not to return without the Soul Gem.  We leave the party in the Dungeon Level of the ruins... (8 hrs)
    • The adventurers explore most of the Dungeon Level, and find all but one of the keys!  Great deliberation was taken in a giant Chess trap, but the characters all survive this portion of the exploration with all their limbs intact, despite dangers from gnolls and bugbears seemingly strewn around the magical dungeon in states of stasis! (6.5 hrs)
    • Moving on from the stasis room, the adventurers find the last of the keys, and enter the hidden center chamber of the Ghost Tower itself!  A strange odyssey follows as the characters climb the towers levels. Traversing fantastic locales that scarcely seem real, the characters attempt to disbelieve their situation - but to no avail.  Attacked by pteranadons while climbing a foggy staircase, the adventurers climb to the hidden glade of a Medusa (who turned three of the adventurers to stone with a glance) and further up still to a flaming sea of fire where Carlyle Cordaine met his end at the hands of a murderous fire giant.  Most fantastic of all was the downside up desert island odyssey, where our party spent quite some time - until they found the hidden valve under a coral formation, where they swam down/up to the resting place of the Soul Gem!  Much comedy was had as the adventurers attempted to unravel the mystery of the place...Belethor went as far as attempting to inspect every area of the room.  Yet when the Soul Gem flashed it's light upon him - he was dragged into one of it's facets.  Olfdensen finally decided enough was enough, and though the resulting blast took the wind out of him, his mighty bastard sword destroyed the Force Sphere around the Soul Gem in one blow!  Immediately, the players grasped hands, grabbed the bleached form of Belethor, and used the amulet to retun to the Seer of Urnst.  There, they began their rest after their sojourn, and the Seer was able to restore Belethor's stolen soul to his body. (5.5 hrs)
  2. The Dungeons of Elemental Evil (3.3.13 through 4.14.13) Total Time39.5 hrs - Summoned to Greyhawk City from Leukish by a mysterious missive from "T", the party gathers itself and journeys west.  In the Free City, they find Elmund Krakeham, one of the apprentices from the Tower of Unknown Depths.  As Elmund tells the party of Tenser's concern about the Temple of Elemental Evil, they waste no time in preparing to head even further west, to the town of Nulb along Imeryd's Run.
    • Cautiously entering the temple and exploring the evil edifice, the party finds what seems to be a quiet dungeon.  However, when they find the evil clerics lounging around things turn bad quickly.  Buttermilk locked one of the clerics in a side room even as the other one succumbed to Tasha's Hideous Laughter.  They eventually parley with the other cleric, the head of the Fire Temple.  He offers interesting information about the dungeon ahead, and departs through the north passage. (5 hrs)
    • Taking the back way through the Fire Temple, the adventurers dispatch a fearsome warrior with a flaming sword and his monstrous lackeys before inspecting cauldrons and the glowing, scented oil at the altar.  Navigating down treacherous corridors warded with evil elemental magic, the players negotiate the dungeons confusing and deadly traps until Belethor dips his hand in the wrong fountain.  A giant idol crushes several members of the party, yet the group has some healing magic.  The adventurers are left in the Water Temple, bewildered as to the deadly events that just occurred. (5 hrs)
    • As the adventurers collect themselves, they creep back to the Water Temple and check the monstrous idol - it's back in position, and nothing is moving except Spendelman, who had been thrown clear when he was struck.  Elmund and Victor were dead, and Horus was knocked unconcious.  The party only had one scroll of Raise Dead, and used it on the less mangled form of Elmund.  The party retreated from the dungeon, and as they carried Victor's body back they encountered Brother Grimlock of St. Cuthbert, who was proselytizing in the middle of Nulb.  He consecrated the body and they buried him in a small cemetery outside Nulb.  The next day, Tolub and both his river crews docked at the Boatman's Tavern for a rip roaring time including all sorts of ale, booze and even song courtesy of Buttermilk.  The adventurers set out a few days later and return through much trepidation to a hall near the Water Temple, and set about finding a way down.  Soon, they find hidden stairs and descend.  Shortly thereafter, in a room filled with weird statues and powerful magic, they encounter Will o' the Wisps, who drain the life from poor Brother Grimlock.  Even with an Elixir of Life, Grimlock just could not stand the strain on his soul and body and stayed to serve St. Cuthbert in the afterlife.  The party retreats to Nulb once more, carrying Grimlock, where they bury him next to Victor. (5 hrs)
    • Observing life in Nulb, the adventurers encounter several interesting characters, including Vaeronis.  After making many plans regarding egress into the temple, the party returns to explore portions of the lower level, all the while aware of a resurgence in the temple's forces.  The party encountered an illusionary trap full of monsters, but when they found a brass pit caging an umber hulk tragedy struck as Tars became befuddled and ran Buttermilk through.  Likewise, the hulk did a number on Dunelore...killing to poor cleric outright.  The players traveled to Hommlett, as they heard they might receive help there.  Brother At Arms Kade (of the Billets) was successful at the revivifications, and was quite interested to hear tales of the temple...since he was sent by the Archcleric of Veluna to ascertain that specific fact.  (5.5 hrs)
    • Stupefied by the staggering evil exemplar in the old temple, the adventurers recover from their hardships at the Inn of the Welcome Wench.  As they collect their thoughts, they begin to piece together a horror story of impossible magnitude. The party discusses what information they have on the temple for what feels like the first time, as they recently have made the connection that it's not just another gnoll-hole. As they speak to one another, the disparate knowledge they all possess comes together when they realize that the Elder Elemental Eye may not be the entity they think it is.  Old texts, forgotten symbols, ancient tales and childhood stories are recounted as the party slowly connects the dots.  The mages and clerics pore over tomes for hours, including their holy texts and accounts from the books on magic the wizards possess. In the end, they come to the conclusion that the Elder Elemental Eye may be in fact the Chained God, whose true name should never be spoken!  They know the names and natures of many of the demonic entities associated with the cult over the years (such as Lolth and Iuz), but do not know the exact nature of the temple as yet.  However, the demoness Zuggtmoy has been identified in the depictions of the temple, though they possess only her name and a smattering of the symbology associated with her.  For the entire day, the party sequesters themselves - only by chance meeting Mantrid, who agrees to join the party to fight this evil.  Though they know more of the nature of the enemy, only time will tell if the party will give the proper respect to their mission and attempt to avoid the certain death that awaits them far below the surface of the Temple of Elemental Evil.  (6.5 hrs)
    • Though many of the party opted out, a small expedition was mounted into the Temple.  A good portion of the first level was mapped, and it was surprisingly empty.  However, there were some creatures in there - mostly ghouls and their chained up larder!  Eleven souls escaped death in the Temple at the hands of those monsters or deranged priests by the intervention of the party.  They revealed they had been brought to the Temple by Dick Rentsch, who the adventurers promptly visited after exiting the dungeon.  Though it had been the longest and most exhausting foray yet, the party was in high spirits when they woke poor Dick up and killed poor Wat!  After some terse questioning, the party commanded Dick and his wenches to leave - and he quickly gathered up his mercenary buddies.  The party split up to take naps, get food or simply loot Dick's stuff.  All of that proved fruitless as the mercenaries bust into rooms, held some of the adventurers at the Boatmen's Tavern and the poison trap Dick left on his stuff killed poor Tars without anyone even knowing it had happened.  Soon, Belethor and Spendelmen were fighting for their lives against a horde of mercenarios, while the mercenaries chase the other adventurers out of the Hostel.  They had scored big when they found Tars' body - he was carrying all the party's treasure!  Some daring aerial antics by Buttermilk ensue as he rescues Tars' looted body, and Dunelore slipped away using his Ring of Invisibility!  The session ends as the party attempts to regroup and head toward Hommlett.  (7.5 hrs)
    • The party arrives in Hommlett, but Brother Cade has not returned, so Tars cannot be resurrected.  The players rent the large chamber at the Inn of the Welcome Wench, and take a few days to rest.  However, terrible things have been set in motion.  An assassin from the Temple comes to Hommlett in search of them, and while visiting with the traders Rannos and Gremag, manages to assassinate Spendelman!  The gnome disappears, and the party begins to grow suspicious.  They wait until after dark and go searching for the illusionist, and track him to the traders.  However, they aren't there - they've departed for the Temple with Spendelman's body!  The party has dispersed, and the two remaining at the Inn to rest are attacked by an assassin.  Yet, they manage to become invisible and evade him, but he sets the building aflame to burn them out!  Meanwhile, the other players attempt to break into the traders in a very loud manner and eventually attract the attention of the guards.  Refusing to obey even cursory orders given, the players find themselves stealing horses and killing the guards (a Web spell accidentally killed two).  Now pursued, they attempt to seek refuge in the moathouse nearby...but are tracked down by the NPC's sent from Veluna to quell the Temple activity.  Mistaken for bandits, the players are taken prisoner.  Three are executed as horse thieves and murderers, the rest have their treasure taken and told to get out of town.  The rest limp off in separate directions, save Dunelore and Elmund, who return to Greyhawk City and retire from adventuring.  (5 hrs)


This concludes our Greyhawk Adventures game for AD&D 1st Edition.  I hope everyone had as much fun as I did amidst all the blood and gore.

We set out to play the game as RaW as we could, as unforgiving as possible, and we found it to be intensely difficult.  Our game group simply couldn't defeat the Temple of Elemental Evil at this time.  Since this was our group's second party to die or go mad dealing with the module, we're moving on to another world.  This weekend, we'll begin our Dragonlance Adventures for 1st Edition.  Again, we'll be using the old modules verbatim, RaW as possible.

Take heart adventurers!  Do not despair!  This has been the first game we've ever played that has had this sort of ending - it's got to happen once in a while.  Now that you know the score, bear this in mind when we play Dragonlance this upcoming weekend.  See you on Game Day!


Monday, April 15, 2013

Imperial Assault Campaign Log

The Wargate Presents
Imperial Assault

2013 Warhammer 40,000 Battle Campaign


Caelum Subterraneous, Pandaemus Subsector

On an Explorator world in the Malificus Aestus system, things are not at all what they seem.

For some time now in the underground cities that dot the surface of this nearly forgotten rock, wars of heresy have raged against the rule of the Imperium.  The burgeoning populace of this colony places ever more and more strain on the structure that is the Administratum, breaking down the order to the point of near anarchy.  As the skitarii armies move across the barren surface of this sun-blasted world, rebel militias have seized control of important outposts.  The few Adeptus Arbites enforcers that came to help quell the unrest in the populace are taxed to the limit.  

The planet's rulers are in dire peril of losing control totally.  Desperate, he has sent request for aid to the nearby systems of Kordent and Pandaemus Offensio.  It is by luck alone that the astropaths of the Mardannon Crusade caught the wailing of Subterraneous's plea...for the Black Templars have dispatched several warships from the crusade to investigate and put down the rebellion.

Yet as the crusade drew near, the real horror of this mass rebellion came to light.  A new and horrifying threat is revealed that makes the previous land wars on Subterraneous seem as tiny fires to a raging inferno.  Insidious as such foes are, it was too late to prevent anything by the time the Imperial forces realized they were not just fighting the rebel workers and anarchists.  Chaos Space Marines erupt from hidden bases and landed on seized spaceports.  Warmaster Laserwulf had arrived, and with his Most Hated came the Black Legion.

Now, the forces of the Crusade have arrived.  The Lumisi Geared and Novus Soldati form the backbone of the Imperial army, and their officers have sworn to wipe the chaos threat from the planet!

Caelum Subterraneous has miles and miles of majestic caverns.  The explorator hab-domes that criss-cross the planet's barren surface are just the tip of the massive underground laboratories and fabrication plants.  The chaos menace is entrenched and hidden, and will take a great toll on the armies of the Mardannon Crusade if care is not taken.  This enemy must be destroyed, and the Imperial Guard will annihilate the forces of the traitors or be annihilated themselves!




Campaign Rules
  1. This campaign will use basic Influence rules to determine each player's standing on his team.  Influence scores will be averaged to create a Team rating.  Influence is calculated as a players' win percentage.
  2. An army will have 1 Warlord.  This warlord can be any HQ selection in the player's roster, and does not have to participate in every game.  The warlord trait will be rolled upon fielding the unit for the first time in the campaign, and that trait will be retained until the unit is destroyed in-game.
  3. When a warlord is destroyed in-game, roll a d6.  On a 4+, the warlord trait is retained.  On a 1-3, the  unit will have a new trait when next deployed, or the player can select a new unit to be his warlord.
  4. The campaign will encompass all games played in January, February and March.  The campaign is over on April 1st, 2013. 
  5. A title shall be awarded to the player with the highest personal Influence on the winning team.


Campaign Updates



  1. (1.6.13) - Lumisi divisions approach the upper works of the Yevault colony and are met by the Most Hated.  A brief firefight ensues, and the rebels are driven off the colony's entrance.
  2. (1.13.13) - As Novus Soldati divisions enter the cavernous city sprawls, dug in Chaos units from the Most Hated spring a deadly trap that spells doom for the Imperial soldiers.
  3. (1.20.13) - The Novus Soldati bravely push forward towards the infested hab-domes at the edge of the Hive Nexus, but the Most Hated have secured the best emplacements and fire lanes far ahead of time.  The Obliterator Cults prove to be a great obstacle, and the Imperials are forced to withdraw.
  4. (1.27.13) - The Most Hated attack, having secured the upper hand.  The Lumisi Geared regiments along the underground highway were unprepared for the ferocity of the counter-attack, and paid in the wreckages of many tanks.  At the same time, a small group of Black Legion berserkers led by none other than Kharn the Betrayer himself assault along a particularly dense section of the highway cluttered with stalagmites and old buildings where the power had been cut.  There, they found Novus Soldati waiting for them, and were repelled with minimal casualties.
  5. (2.3.13) - Novus Soldati regiments attempt to find a weak point in the Chaos defenses, but were repelled on two fronts by Black Legion and Most Hated marines entrenched in strategic bottlenecks.  Two entire divisions were held up, and crippling casualties incurred.  Lumisi Geared regiments are caught sweeping military firebases by berserkers led by Kharn the Betrayer, and unexpected aid comes from the mysterious eldar.  Yet the intervention of the mysterious aliens does not help the beleaguered Imperial Guard.
  6. (2.10.13) - Novus Soldati and Lumisi Armored sections cut the power to a large section of cavern occupied by all sorts of Chaos forces.  Moving in battle tank and artillery sections, the Lumisi fix firing solutions on the enemy held bastions.  The Novus infantry form ranks and deliver a hail of punishing fire at anything moving in the dark.  The result is a glorious Imperial victory, yet the war is far from over.  Chaos forces still control many of the manufactorum, and the damage to the infrastructure of Caelum Subterraneous has already been great.
  7. (2.17.13) - The Imperial advance is short lived, as more of the Most Hated's Obliterator cults crawl forth from the hidden caverns beneath the planet's crust!  The Novus Soldati massed in great numbers to push forward into the depths to reach lost power generators, which are critical in maintaining the atmosphere in the great caverns of Caelum Subterraneous.  However, the chaos scum were waiting - and the plasma fire of Obliterators claimed many lives that day.
  8. (2.24.13) - Abaddon himself is seen striding through the streets of a fairly nice loam-hab, casually slaughtering Lumisi squads foolish enough to get close.  Further on, Black Legion Terminators engage Lumisi armor elements, but the arrival of Most Hated Obliterator Cults curtail their effectiveness.  War Turtles space marines attempt to assault Obliterator positions, but are forced back and pinned again and again.
  9. (3.26.13) - The Novus Soldati attempt to change tactics against the relentless barrage by the Most Hated Obliterator cults, but the enemy's firepower is too much to counter.  After horrifying losses, Crusade High Command pull the Imperial regiments back to the surface and begin to draw up new plans for the attack.
  10. (3.3.13) - Damaged and demoralized, the Novus Soldati begin a retreat towards the surface zones to reconvene with Crusade High Command.  Yet, as one arm of the Imperial Assault recoils from massive casualties, the Lumisi Armored regiments drive deep into Chaos held hab zones and root the enemy out of his hiding spot with repeated artillery bombardments.  Both the Black Legion and the Most Hated are both given this treatment and withdraw outside the firing solutions, but the progress made by the Imperials is not enough to swing the tide back fully...
  11. (3.10.13) - Dark Angels Adeptus Astartes made planetfall to assist the Lumisi Armored divisions still driving into Caelum Subterraneous.  However, the Astartes were driven back to the landers as soon as the Obliterator cults of the Most Hated sighted them.  Lumisi artillery pounded the underground bunkers as much as was possible, but were forced to withdraw after a lengthy firefight with and assault by Black Legion terminators serving THE LASERWULF.
  12. (3.17.13) - Abaddon steps things up by co-opting several Obliterators and attacking the newly erected Strongpoint near Millson's Downroad, a large path deep into the inner barrows of Caelum Subterraneous.  Surprised and pinned down by the protected tanks and artillery blasts, a few of the units attempt to break through the strongpoint, including a unit of Black Legion Terminators that managed to destroy two tanks behind the Aegis...but were washed away in a sea of las fire by the patient and waiting Novus Soldati.  It was a close fought battle, but Abaddon decided to withdraw from the sight of the punishing guns and bide his time...for now.
  13. (3.24.13) - Lumisi Geared Regiments struggle to push back the tide of hellish Obliterators coming from deep within Caelum Subterraneous.  The Black Legion begin to fall back, but the Most Hated scream with defiance at the Imperials attempting to push them out of this underground theater of war.  Meanwhile, the Crusade's new strongpoints make it tough for Most Hated marines attempting to secure vital supplies and intelligence.  In the dark of Caelum Subterraneous, the Aegis lines and automated guns have changed the nature of the Imperial juggernaut...but it is too little, too late.


Campaign Results


Chaos wins the campaign!

The Imperials have taken another pummeling from the Chaos Space Marines, and the Most Hated have a strong record for wins.  Combined with Black Legion forces, it was too much for the Imperials to handle.

Space Overlord Jerry Wargate and his team mate, Captain Video!

Jerry Wargate's Brotherhood of the Most Hated has beat out almost all the competition once again!  The Obliterator cult sported three full units, and for the next campaign we've been promised a list incorporating 3 full units of Mutilators as well.  Looks like LASERWULF's ruthless plans will soon come to fruition!

Captain Video was Jerry's stalwart team mate, and managed to destroy enough Imperial units to score the same as the highest result on the Imperial team.  Their average score carried the day!

Congratulations to Jerry Wargate, this year's Space Overlord!



Warmaster LASERWULF sneered as they brought the multilasers to his chamber.  He told them before that he wanted lascannons.

"I told you before", LASERWULF growled to the nearest cultist, "I only want LASCANNONS!"  The last word was punctuated by a backhanded chop to face, and the cultist leader reeled back.

"My lord..." one of them ventured, "the damnable Imperials carry only a few!  The only las cells we could scavenge were the laspacks the infantry carried and these fine beauties..." The cultist gestured to the pallet of multilasers, and his flock began ooing and ahhing the scraps.

LASERWULF strode to the pile and inspected it.  Multilasers.  Ah well, at least they were las-packs.  They would serve in some fashion.  

"Leave me." he growled, and the cultists moved away quickly.  LASERWULF turned back to his command console, which he had darkened when the offering arrived.  It came back to brightly lit life with a flick of his finger, and he regarded the three dimensional plans he had been working on for so many years.

Soon, he would have the raw materials and facility to build his command cruiser.  LASERWULF was working towards a dream he had for a long, long time.  As long as he could remember.  That dream was a huge battleship brimming with laser weapons.  With arcane science, they would alter the laser weaponry and the resulting technology would provide this ship with a pulsar-like weapon of horrible magnitude.

"Now I have to name it..."  LASERWULF returned to his throne to regard the pile of multilasers.  Me motioned for servitors to remove it to the laser bay, and as they wordlessly went about their business he mused in silence on his dark throne.

With the Imperials still milling about the surface of Caelum Subterraneous, his forces could pretty well move as they pleased.  With the brunt of the Crusade welling up to hit this place, soon he would have to move the Brotherhood away.  LASERWULF just needs a few more lascannons...

Saturday, April 13, 2013

The Reaping of Caen Campaign Open!

The 2013 campaign is underway!

Now we're in a good groove with Warmachine, and we've got new players this Season!  This time, the games are bigger and the battles more expansive!  Not only that, but there will be more battles this season altogether!

We've decided that the Protectorate of Menoth, having won the first few campaigns in a row, will be our narrative's villains!  That puts everyone else on the back heel, including Cryx...we'll have to wait until Cryx warcasters outnumber their Menite counterparts to consider them a real threat at this time...but they are there, feeding on the helpless.  This will mean they count as Forces of Destruction!  At this time, the Warmachine faction alignments are arranged as thus:
  • Cygnar - Order
  • Retribution of Scyrah - Order
  • Protectorate of Menoth - Destruction
  • Cryx - Destruction
  • Khador - Warcaster Choice
  • Mercenaries - Warcaster Choice
For those, you could really argue it should be each warcasters' choice when you really think about it, but we're not going to.  Factions are set for now, since this is the narrative we've chosen.  When Khadoran or Mercenary warcasters enter the narrative, they will choose Order or Destruction as normal.

Time to start your games up!  You can check the campaign page out by clicking the link in the State of Play or the Inner Sanctum on the right.  Be prepared for more Warmachine goodness coming this Season!


Wednesday, April 03, 2013

Bleak Pilgrimage Campaign Open!

Welcome back to the Warhammer 40,000 universe for our first 2nd Tier campaign this year!

This will be something of a grudge match between Jerry Wargate's Black Skull Raiders (Nokk's Band!) and the Blood Angels Strike Force Salerio, helmed by the elusive Emeraldwulfe!  However, they will be assisted by other members of the club in the form of allies during the campaign.  This will include members of the club who do not otherwise possess an army for this game, and in this manner we'll be teaching the ins and outs of 6th Edition to these prospective generals for the duration of Season 2.

This campaign will be slightly different in that each game will be helmed by a Game Master.  We've not really tried a full-on Narrative campaign like this, so that is exciting in and of itself.  This sort of game was quite common in the wargaming world many years ago, and this campaign will give us a glimpse of how things were done in the far off days of yesteryear.

Each game will have fixed objectives, which will not be revealed to players until the game begins!  This will be a truly dynamic campaign, but without too many special rules to confuse new players.  Indeed, it will be focused on what kind of cool things can be done with a Game Master presiding over the games.  I'm looking forward to how this plays out, but I've been working on beginner style scenarios that progress to more complicated scenarios over the course of the campaign.

Games will be early in the day on Game Day and should commence no later than noon.  Failure of one party to show up each weekend will result in forfeiture of that game, so make sure your troopers are ready to go and seize the objectives!  The narrative of this campaign is important, since it will affect whether or not Vae Salubrious itself can be attacked by the hordes of Warlord Nokk!

You can check out the campaign page by clicking on the link in the Inner Sanctum or State of Play to the right.  The games begin at high noon this Sunday!  If one side does not show, there will be a call to their allies to step up to defend their position.  Since this is a smaller 2nd Tier campaign, the battlefield will be reserved at the beginning of the day, so bring your forces to either destroy or protect the Imperium!

See you on Game Day!

Monday, April 01, 2013

Stoking the Fires of Warmachine!

Well, today our Warmachine campaign is officially started, even though the campaign page won't be up until later this week.  For this week, we're going to focus on practice games for new players!  I still wanted to talk about our latest push to get more folks involved in the hobby, which took a lot of time and a fairly good chunk of cash.

This year, we have two new players!  Joe Kool and Big Matt are in the game now, and a few of us got new units as well.  We've been officially gaming in the Iron Kingdoms for a little more than two years now, and this is our third narrative campaign.  Warmachine is fast paced, fun and despite what I said in the above paragraph, it's actually easy on the wallet as far as these things go.  Our local gaming scene isn't very receptive to it, but it's becoming increasingly apparent that we really don't have much to do with the gaming store here.  We tried, but we have as many players as the college game club and are much tighter knit.

We got the local game store to stock Flames of War and spent nearly a thousand dollars in one purchase for the club for our campaign last year.  Now, they have a nice section in the store for that game, but only a few of the "gamers at large" in town have made purchases and the gaming club hasn't bit into it at all.  Their loss, really.

I think this is the reason that the shop owner didn't appear very interested in either stocking Warmachine, but as the Gate Keepers know he didn't even seem interested in making a specialist order for us - even when I gave him a list of what we wanted...which with tax would amount to almost a four hundred dollar order.  Two weeks later, when he told me he hadn't even looked at it (a week before the campaign was to start!) it weighed heavy on me and the club made a decision.  More on that later.

I went home and ordered the items online in five minutes flat from Miniature Market.  The minis were here in the middle of last week, about four days after I ordered them.


Big Matt's got an army!  After considering joining one of the games for a long time, he's in a much better place now with his Scyrah Myrmidons.  He'll be playing Lord Arcanist Ossyan, with Hypnos and some Mage Hunters, including a Commander and Assassin.  The new campaign is building our collections up - this time it will be 25 pts as standard, and Big Matt got his in one go.


Joe Kool expanded his Drake MacBain theme list as well.  Armed with Gorman Di Wulfe, Orin Midwinter, two units of Steelhead Halberdiers and another Nomad, we'll all be dodging Jackhammers and combined melee attacks this campaign!


Skim is reigning champion with his Kreoss list, and to expand his force he added the Fire of Salvation and a set of Wracks.  He's the guy to beat, and with that nasty character warjack it will be hard to decide which to shoot first - those cursed Cinerators or the big 'jack!


For myself, well...I have a lot of miniatures.  I only needed two pieces to have a 50 point Lt. Caine list, so I got a third Hunter (probably the most hated of any unit in our little piece of the Iron Kingdoms, even if I always lose) and a Journeyman Warcaster to help Caine with his focus problems.  I love to Teleport.

So we're set, which brings me to an issue the club has decided upon.  From now on, most of our purchases will be collective ones based on the campaign rotation.  Every campaign, I'll be taking orders from the club and will handle all the shopping myself.  For a long time I talked about supporting the local game store, but the truth is most of the club members don't really care for the place.  They don't even like to go in there because of the "vibe".  It's only open two hours a day during the week (and only four days at that) and even though it's open on Saturday, on Sunday they are closed - which means when we have needed something on Game Day they have never been available.

So after the order debacle, I was really powerless to defend that position.  Especially after it became apparent that the savings created by not going full retail, over time, would be truly immense.  I hate it that it seems I'm diggin' on them, because I genuinely like some of them.  Yet, none of their players game with us - and they mostly stock only Games Workshop.  I have vowed none of us will have to pay their exorbitant retail prices again.  So other than Flames of War, they have nothing to offer the club now.  I will continue to get White Dwarf, Wargames Illustrated and paint/hobby supplies there, but that's because I consider the owner of the store to be at least a good, long held acquaintance if not a friend.

The club has spoken however, and I will uphold the decision.  We'll be saving a lot more money, time and hassle from now on.  Just talk to me on Game Day, and I'll make sure you get what you want for less than retail price (in almost every case) and still have time to work on it before the campaign starts.

It's a sad decision to make, because I genuinely enjoy supporting the local scene - but we're not part of the local scene, and never really have been.  I've tried to change that, but our schedules and the store's hours simply do no jive.  We've tried to (as a group) to find a time when we could do some cool things there for...well...at least ten years.  I've personally been shopping there since 1998, and played in only TWO events in these fifteen some-odd years - one was Warhammer 40,000 back in 2001 and one was the Worldwake draft a few years ago.

Yet, I am the sole member of our club that has ever participated in a store event, or even attempted to.  We simply don't need them, and only pay more for our materials by ordering things through them - when they can (and will) get what we want.  I'm still waiting on a Stuka I placed an order for last September, when I could have gotten one easily for under fifteen bucks literally at any time since then.

Since our long marriage to Games Workshop is on the rocks (due to their continual and ridiculous price increases) we've looked for and found alternatives.  It's a hard call to have to make, but it's done.

The kicker is, I think the club will only notice the savings.