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

Brian (Nurgle's Pox, personified): Among those things currently distracting Brian from his appointed task of wrapping up our Eldar forces: an unnatural love for all things Nurgle. The recent successes of this unholy retinue have reawakened memories of the glory days of old, when Brian's Nurgle Genestealer Cult wreaked havoc on the local tournament scene and taught us all the fear of a green planet. Is the Chaos Retinue just too much for this scenario? We shall see...
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
  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)

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.

 

Andy (eternal victim of the Shadow Cloak curse): I figured that no matter where I set up, I would make my territory a briar patch of pain for anyone who would come close. The warriors would stay far away from their transports (which fall apart under a slight breeze). The Raiders and Ravager would be my fist. With so many Disintegrator blast templates at my disposal, I could whittle down the Orks or Chaos troops with relative ease. The trick would be to lure my opponents into coming for me. If things got to hand-to-hand, my 2 Talos could take care of any problems that could come up.
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

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.

 

Scott (disgruntled Ork Warboss): As usual, the ork luck of the dice put us last in the troop placement order. We had one of two choices, neither any good, with Chaos one side and the massive Dark Eldar army on the other we chose to setup on the Chaos side. Setting up third put us is REAL bad position. Our force was paced base to base almost off the edge of the table. The problem with this scenario is that the first two armies to set up usually select opposite ends of the table. The third army then decides who wins the game by selecting the opposite end of the table, so somebody ends up tag-teamed and the other guy ends up all alone.
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.


Big Gunz Battery

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


Lootas

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...

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