BatRep 010-11-06-1999
Chaos vs Dark Eldar vs Orks
Battle at da Camp!
Commander Epididymitis, Exalted Sorceror Lord of Nurgle, shifted his ponderous bulk and gazed with disapproval on his erstwhile allies. The Ork Warlord, though the last to arrive, was shouting furiously to commence the assault immediately, while the foppish Archon argued endlessly for more intelligence, more strategy, more delays. The Sorceror could feel the loathing oozing forward from his grim and silent retinue behind him. The Great Unclean One called to him from the abyss, demanding death, contagion, pestilence... The Sorceror's guts churned and he took a step forward, unable to control the bile that rose to his throat. His fingers flexed on the hilt of his Plague Sword, twitched on the trigger of his bolter. He would paint this field red with blood, sculpt it lovingly with mounds of rotting flesh, and leave a fitting tribute to his master Nurgle.
Special Scenario!
"Da Battle at da Camp" is a special 3-way scenario that appeared in White Dwarf
237. Although it is intended for three Ork players, we decided to see how it would work
with any three "evil" commanders. You should check out WD237 if you are
unfamiliar with the exact details of the scenario, but here is a brief summary:
All three players must deploy their main HQ choice in the center of the table-- your commander and his retinue, whatever they may be. All the rest of your army deploys over in a seperate "camp" at least 18" away from the center of the table and 24" away from any enemy units. Your camp has to fit inside a 12" radius circle. Once the game starts, you automatically get control of your retinue, but you have to make a leadership test for units in the camps in order to overcome their confusion and activate them. Units in the camps who are shot at by the enemy will automatically overcome their confusion and join the battle. The winner is the last "warboss" (or Archon, or Chaos Lord, or whatever) alive. If all the bosses are killed, VP decides the winner.
With a 12" radius camp, it can get really cramped really quickly. We discovered that 1500 points was way too much for this scenario. We could barely fit all the orks in their camp, and the game got bogged down quickly with so many troops on the board. 500-1000 points would be the most fun.
A couple of questions arose during the battle. Once again we ask for your feedback:
1) Is it "fair" to allow the leader
and/or his retinue to deploy on bikes? What about jump packs, demonic cavalry, etc?
2) If a unit fails a morale test and falls back through a "confused" unit, does
this activate the confused mob in the same way as shooting at that mob would?
3) If an active Ork mob passes a leadership test and mobs up with a still-confused mob,
which takes precedence: the confusion, or the active mob?
How do you play it? Click here and email us!
You'll also notice our army roster format has changed slightly-- for the better! We now use Army Builder 1.4. It's amazing! ArmyBuilder outputs directly to html! We have to modify the output somewhat for our use here, but it is a HUGE timesaver and well worth checking out.
Please note that the point totals below shown in [brackets] are merely portions of the squad total above. So for example, the entire Chaos Retinue is worth 493 points. Of that total, 333 is invested in the Chaos Terminator Retinue alone. Of that 333 points, 81 of it is from the Aspiring Champion. Let us know if it proves to be confusing. Of course, why quibble over points? We'll tell you who won at the end, right?

Unsolicited plug! Seriously, check it out.
View from the North / View from the South
| Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Armor | Cost |
Sorcerer Lord |
1 | 5 | 5 | 4 | 4/5 | 3 | 5 | 4 | 10 | 2+ | 493 |
| Chaos Terminator Armour Mark of Nurgle Plague Sword Nurgle's Rot Spiky Bits Stream of Corruption |
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| Plague Marine Terminators | 4 | 4 | 4 | 4 | 5 | 1 | 4 | 2 | 10 | 2+ | [333] |
| May not pursue, only consolidate. Deep Strike
if allowed. Always count as stationary for purposes of firing heavy / rapid fire weapons. Chainfist (x1) Power Weapon (x3) Combi-Bolter (x3) Autocannon (x1) |
|||||||||||
| Plague Marine Aspiring Champion #1 | 1 | 4 | 4 | 4 | 5/6 | 1 | 4 | 2 | 10 | 2+ | [81] |
| Chaos Terminator Armour Combi-Bolter Mark of Nurgle |
|||||||||||
Plague Marines |
8 | 4 | 4 | 4 | 5 | 1 | 4 | 1/2* | 9 | 3+ | 330 |
| Fearless- never pinned, never fall back,
auto-pass morale checks. Bolter (x7) Plague Knife Plasma Pistol & CCW (x1) Blight Grenades |
|||||||||||
| Aspiring Champion | 1 | 4 | 4 | 4 | 5/6 | 1 | 4 | 2 | 10 | 3+ | [53] |
| Powered Armour Bolter Plague Knife Blight Grenades Mark of Nurgle |
|||||||||||
| Chaos Rhino APC | 1 | - | 4 | - | - | - | - | - | - | 12/12/11 | [88] |
| Carries up to 10 Chaos Space Marines, but no
Terminators. If a model inside the vehicle is Possessed by a Greater Daemon, it
disembarks. Storm Bolter Smoke Launchers Nurgle Infestation |
|||||||||||
Chaos Space Marines |
5 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 9 | 3+ | 78 |
| Bolter (x4) Flamer (x1) |
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Chaos Space Marines |
5 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 9 | 3+ | 85 |
| Bolter (x4) Missile Launcher (x1) |
|||||||||||
Chaos Raptors |
4 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2** | 9 | 3+ | 233 |
| Jump Packs: 12" move, ignoring difficult
terrain. Flee & pursue 3d6". If you finish a move in terrain, roll a D6 for every
model- on a 1 remove it as a casualty. Deep Strike if allowed. If the raptors win the
assault when they charge, the enemy automatically falls back (unless it auto-passes morale
checks or never falls back). If the raptors are in combat after all morale checks have
been taken, they may flee 3d6" (no pursuit allowed, only consolidation) and
immediately regroup. Bolt Pistol / CCW (x2) Flamer (x1) Plasma Pistol & CCW (x1) Frag Grenades Krak Grenades |
|||||||||||
| Aspiring Champion | 1 | 4 | 4 | 4 | 4/5 | 1 | 4 | 2/3 | 10 | 3+ | [85] |
| Powered Armour Bolt Pistol / CCW Frag Grenades Krak Grenades Mark of Nurgle Plague Sword |
|||||||||||
Chaos Dreadnought |
1 | 4 | 4 | 6/10 | - | - | 4 | 2/3 | - | 13/13/11 | 153 |
| Roll a D6 before shooting with the
Dreadnought, 1) move D6" toward the nearest enemy model, do not shoot, 2-5) Shoot
normally, 6) Fire twice, but don't move in the Assault phase- hits are targetted evenly on
nearest models (including friendly models & models in close combat). Dreadnought CC Weapon Combi-Bolter Plasma Cannon Smoke Launchers Nurgle Infestation |
|||||||||||
Chaos Predator |
1 | - | 4 | - | - | - | - | - | - | 13/11/10 | 128 |
| 2 Sponson Lascannon Turret Autocannon Smoke Launchers |
|||||||||||
| Total Army Cost: 1500 Pts. |
| Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Armor | Cost |
Archon |
1 | 6 | 6 | 3 | 3 | 3 | 7 | 3/4 | 9 | 5/2(I)+ | 303 |
| Independant Character. Fleet of Foot. Agoniser Tormentor Helm Combat Drugs Shadow Field (so called, because it is not really there...) |
|||||||||||
| Incubi Master | 1 | 5 | 4 | 3 | 3 | 1 | 6 | 2 | 9 | 3+ | [68] |
| Incubi Retinue | 4 | 5 | 4 | 3/4* | 3 | 1 | 5 | 1/2* | 8 | 3+ | [100] |
| If the Retinue is made up of Warriors, it can
use the Fleet of foot rules. Torm. Hl. & Punisher (x4) Incubi Master w/ Combat Drugs |
|||||||||||
Haemonculi |
2 | 4 | 4 | 3 | 4 | 2 | 4 | 2/3 | 8 | 5+ | 80 |
| Independant Character. Fleet of Foot. Scissorhand Stinger Tormentor Helms |
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Raider Squad |
9 | 4 | 4 | 3 | 3 | 1 | 5 | 1 | 8 | 5+ | 151 |
| Fleet of foot. Splinter Rifle (x8) Dark Lance (x1) |
|||||||||||
| Sybarite | 1 | 4 | 4 | 3 | 3 | 1 | 5 | 2 | 8 | 5+ | [19] |
| Poisoned Blades Splinter Pistol |
|||||||||||
| Raider | 1 | - | 4 | - | - | - | - | - | - | 10/10/10 | [60] |
| Skimmer, Fast, Open-topped. Disintigrator (x1) |
|||||||||||
Raider Squad |
9 | 4 | 4 | 3 | 3 | 1 | 5 | 1 | 8 | 5+ | 151 |
| Fleet of foot. Splinter Rifle (x8) Dark Lance (x1) |
|||||||||||
| Sybarite | 1 | 4 | 4 | 3 | 3 | 1 | 5 | 2 | 8 | 5+ | [19] |
| Poisoned Blades Splinter Pistol |
|||||||||||
| Raider | 1 | - | 4 | - | - | - | - | - | - | 10/10/10 | [60] |
| Skimmer, Fast, Open-topped. Disintigrator (x1) |
|||||||||||
Raider Squad |
9 | 4 | 4 | 3 | 3 | 1 | 5 | 1 | 8 | 5+ | 166 |
| Fleet of foot. Splinter Rifle (x8) Dark Lance (x1) |
|||||||||||
| Sybarite | 1 | 4 | 4 | 3 | 3 | 1 | 5 | 2/3 | 8 | 5+ | [34] |
| Agoniser Splinter Pistol |
|||||||||||
| Raider | 1 | - | 4 | - | - | - | - | - | - | 10/10/10 | [60] |
| Skimmer, Fast, Open-topped. Disintigrator (x1) |
|||||||||||
Raider Squad |
10 | 4 | 4 | 3 | 3 | 1 | 5 | 1 | 8 | 5+ | 150 |
| Fleet of foot. Splinter Rifle (x9) Splinter Cannon (x1) |
|||||||||||
| Raider | 1 | - | 4 | - | - | - | - | - | - | 10/10/10 | [60] |
| Skimmer, Fast, Open-topped. Disintigrator (x1) |
|||||||||||
Raider Squad |
10 | 4 | 4 | 3 | 3 | 1 | 5 | 1 | 8 | 5+ | 150 |
| Fleet of foot. Splinter Rifle (x9) Splinter Cannon (x1) |
|||||||||||
| Raider | 1 | - | 4 | - | - | - | - | - | - | 10/10/10 | [60] |
| Skimmer, Fast, Open-topped. Disintigrator (x1) |
|||||||||||
Ravager |
1 | - | 4 | - | - | - | - | - | - | 11/11/10 | 115 |
| Skimmer, Fast, Open-topped. Dark Lance (x1) Disintigrator (x2) |
|||||||||||
Talos |
1 | 5 | 3 | 7 | 7 | 3 | 4 | D6 | - | 3+ | 100 |
| Fearless- never falls back, cannot be pinned. Moves over difficult terrain without penalty, but if it starts or finishes it's move in difficult terrain it takes a wound (no save) on a roll of 1. | |||||||||||
Talos |
1 | 5 | 3 | 7 | 7 | 3 | 4 | D6 | - | 3+ | 100 |
| Fearless- never falls back, cannot be pinned. Moves over difficult terrain without penalty, but if it starts or finishes it's move in difficult terrain it takes a wound (no save) on a roll of 1. | |||||||||||
| Total Army Cost: 1466 Pts. |
| Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Armor | Cost |
| Warboss |
1 | 5 | 2 | 5/10 | 4 | 3 | 4 | 4 | 10 | 2+ | 437 |
| Mega Armour Power Klaw Kustom Shoota-dakka Big Horns |
|||||||||||
| Nobz Bodyguard | 3 | 4 | 2 | 4/8 | 4 | 2 | 3 | 3 | 7 | 2+ | [162] |
| Mega Armour Power Klaw 2 w/ Kustom Blasta; 1 w/ Kustom Shoota-dakka |
|||||||||||
| Mad Dok | 1 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 4+ | [49] |
| Big Shoota Eavy Armor Doc's Tools Grot Orderlies (x3) |
|||||||||||
| Grots | 3 | 2 | 2 | 2 | 2 | 1 | 2 | 1 | 5 | - | [0] |
| Mekboy x2 | 2 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 4+ | [82] |
| Slugga Kustom Force Field Mek's Tools Eavy Armor |
|||||||||||
| Trukk | 1 | - | 2 | - | - | - | - | - | - | 10/10/10 | [45] |
| Big Shoota (x1) Grot Riggers Armor Plates |
|||||||||||
Skarboyz |
19 | 4 | 2 | 4 | 4 | 1 | 2 | 2/3* | 7 | 6+ | 279 |
| Slugga & Choppa (x16) Big Shoota (x3) |
|||||||||||
| Nob | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3 | 8 | 4+ | [46] |
| Choppa Big Shoota Eavy Armor Big Horns |
|||||||||||
Gretchin |
30 | 2 | 2 | 2 | 2 | 1 | 2 | 1 | 5 | - | 113 |
| Blasta | |||||||||||
| Slaver | 1 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 4+ | [23] |
| Slugga Grabba Stick Eavy Armour |
|||||||||||
Tankbustas |
10 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ | 124 |
| Frag Stikkbomz Tankbusta Bomz Slugga & CC Weapon (x8) Rokkit Launcha (x2) |
|||||||||||
Trukk Boyz |
9 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ | 189 |
| Slugga & Choppa (x9) | |||||||||||
| Nob | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3 | 8 | 4+ | [46] |
| Choppa Big Shoota Eavy Armor Big Horns |
|||||||||||
| Trukk | 1 | - | 2 | - | - | - | - | - | - | 10/10/10 | [62] |
| Rokkit Launcha (x1) Bolt-on Big Shoota Grot Riggers Turbo Boosta |
|||||||||||
Warbike Squadron |
2 | 4 | 2 | 3 | 4/5 | 1 | 2 | 2 | 7 | 6+ | 60 |
| Twin-Linked Big Shootas (x3) | |||||||||||
Warbuggies / Wartracks |
2 | - | 2 | - | - | - | - | - | - | 10/10/10 | 80 |
| Skorcha (x2) ; Grot riggers for both. | |||||||||||
|
1 | - | - | - | - | - | - | - | - | 10 | 77 |
| Lobba | |||||||||||
| Krew | 5 | 2 | 2 | 2 | 2 | 1 | 2 | 1 | 5 | - | [37] |
| Mekboy | 1 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | [40] |
| Slugga Burna Mek's Tools 3 Grot Oilers |
|||||||||||
|
5 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 5+ | 110 |
| Devastator Squad Weapons Heavy Bolter (x4) Shoota (x1) |
|||||||||||
| Total Army Cost: 1469 Pts. |

The retinues face off...



Taking Turns: WD237 suggests putting chips in a cup and drawing them out to determine order. No problem, this is the format we followed, but you can do it however you like as long as you make sure that the third player to go on turn A is never the first player to go on turn B-- otherwise that player gets two turns in a row, right? We also suggest you draw the chips out one at a time and play the entire turn, rather than drawing all the chips out at one time and setting the order ahead of time. It's a lot more fun if you're never sure who's going to have the next turn...