BatRep 018-03-24-2000
Nurgle vs Tzeentch
Virgin Snatch
+++++++++++++++++++++++++++++++DATE:
7334666.M40
++++++++++++++++++++++++++REF: Ast/3829111/PL1-Srv
++++++++++++++++++++++++BY: Penitus Luciorum Servitor
++++++++++++++++++++++++RE: intercepted transmission
++++++++++++++++++++++++++++THOUGHT: 0110110011
+++ Your Vileness... We are picking up a
distress call from the planet's surface.
+++ So?
+++ The transponder prefix matches our own. They're with Horus!
+++ Their fault for crashing. Let
'em rot.
+++ Sir, they're with the Emperor's Children. The signature on the wreckage... looks like
a pleasure barge.
+++ And?
+++ There are survivors.
+++ Why didn't you say so? Shore leave!
+++ Ah, sir, another hulk has just warped in. Very faint life signs. From the looks of
her, she's with the Thousand Sons.
+++ Ready a dropship and assemble
my bodyguard-- and feed those coordinates to the teleporters! We were here first!
View from the North / View from the South
Virgin Snatch
Read the scenario HERE then use the Back button on your browser.
In addition to the "normal" rules for Virgin
Snatch, we decided to spice things up a little bit for Chaos. We agreed ahead of time that
if you took your virgin into base contact with the statue in the temple on the hill, you
could replace her with a FREE Greater Daemon of your patron power. As long as the Daemon
was on the table, you lost the VP you would normally gain for the virgin. But, if the
Daemon was destroyed, the virgin would reappear and be worth a VP again. Very chaotic, no?
 |
Ben and Brian (them no-good
Nurgle boys): What's
to say about our Nurgle force? Until we get some more miniatures painted (Nurglings are
next!) we pretty much play with what we've got. But that's not an altogether bad thing--
the Nurgle Retinue punishes everything that gets in its way, and Plague Marines are no
slouch either. If it ain't broke, don't fix it. |
| 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+ |
585 |
Chaos Terminator Armour, Combi-Meltagun,
Plague Sword
Mark of Nurgle, Spiky Bits, Blight Grenades
Stream of Corruption |
| Plague Marine
Terminators |
4 |
4 |
4 |
4 |
5 |
1 |
4 |
2 |
10 |
2+ |
[405] |
Chainfist (x2), Power Fist (x2)
Combi-Meltagun (x3), Autocannon (x1) |
| Plague
Marine Aspiring Champion #1 |
1 |
4 |
4 |
4 |
5/6 |
1 |
4 |
2 |
10 |
2+ |
[126] |
Chaos Terminator Armour, Combi-Meltagun,
Plague Sword
Mark of Nurgle, Spiky Bitz |
Plague
Marines |
5 |
4 |
4 |
4 |
5 |
1 |
4 |
1 |
9 |
3+ |
254 |
| Bolter (x4), Flamer (x1), Plague Knife (x5),
Blight Grenades |
| Aspiring
Champion |
1 |
4 |
4 |
4 |
5/6 |
1 |
4 |
2 |
10 |
3+ |
[68] |
Powered Armour, Plasma Pistol, Blight
Grenades
Mark of Nurgle |
| Chaos Rhino APC |
1 |
- |
4 |
- |
- |
- |
- |
- |
- |
11/11/10 |
[68] |
| Storm Bolter, Auxilliary Storm Bolter, Smoke
Launchers, Extra Armor |
Plague
Marines |
5 |
4 |
4 |
4 |
5 |
1 |
4 |
1 |
9 |
3+ |
183 |
| Bolter (x5), Plague Knife (x5), Blight
Grenades |
| Aspiring
Champion |
1 |
4 |
4 |
4 |
5/6 |
1 |
4 |
2 |
10 |
3+ |
[68] |
Powered Armour, Plasma Pistol, Blight
Grenades
Mark of Nurgle |
Veterans |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
3+ |
130 |
| Bolter (x3), Missile Launcher (x1), Frag
Grenades |
| Aspiring
Champion |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
10 |
3+ |
[34] |
| Powered Armour, Bolter, Frag Grenades |
Chaos
Dreadnought |
1 |
4 |
4 |
6/10 |
- |
- |
4 |
2/3 |
- |
13/13/11 |
165 |
Dreadnought CC Weapon, Combi-Bolter, Heavy
Flamer, Plasma Cannon
Nurgle Infestation, Smoke Launchers |
Chaos Predator |
1 |
- |
4 |
- |
- |
- |
- |
- |
- |
14/12/11 |
163 |
2 Sponson Lascannon, Turret Autocannon
Nurgle Infestation, Smoke Launchers |
Total Army Cost: 1480 Pts. |
 |
Andy (not really even a
Thousand Step-son): I'm still building up my Tzeentch army, so this army list is tenative, and
really built to take out Orks more than anything else. This will be the first time it is
used so I'm really looking for ways to improve it. With a little more time to paint, I'd
like to add a Rhino or Dreadnought for extra mobility on the field, something the Tzeentch
army is sorely lacking. But, the challenge came rather suddenly, and I was not about to
let the forces of Nurgle steal all the glory of this one. |
| Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Armor |
Cost |
Sorcerer Lord |
1 |
5 |
5 |
4 |
4 |
3 |
5 |
3/4 |
10 |
2+ |
418 |
Chaos Armour, Plasma Pistol, Power Weapon, Frag Grenades
Mark of Tzeentch, Spiky Bits
Flames of Tzeentch |
| Thousand Sons |
9 |
4 |
4 |
4 |
4 |
2 |
4 |
1 |
9 |
3+ |
[257] |
| Bolter |
| Blasted Standard |
Causes 2D6 S6, AP4 hits in Assault phase. |
[50] |
Chaos Cultists |
12 |
2 |
2 |
3 |
3 |
1 |
3 |
1/2* |
7 |
- |
50 |
| Close-Combat Weapon & Laspistol (x6) |
| Demagogue |
1 |
2 |
2 |
3 |
3 |
1 |
3 |
2/3 |
8 |
- |
[8] |
| Close-Combat Weapon & Bolt Pistol |
Chaos Space Marines |
7 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
3+ |
196 |
| Bolter (x6), Plasma Rifle (x1) |
| Aspiring Champion |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
10 |
2+ |
[85] |
| Chaos Armour, Plasma Pistol, Power Weapon, Spiky Bits |
Chaos Space Marines |
5 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
3+ |
160 |
| Bolter (x5) |
| Aspiring Champion |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
10 |
2+ |
[85] |
| Chaos Armour, Plasma Pistol, Power Weapon, Spiky Bits |
Horrors of Tzeentch |
8 |
4 |
3 |
4 |
4 |
1 |
4 |
2 |
10 |
5(I)+ |
120 |
| Tzeentchian |
Warp flame: 12" R, S4, AP6, Assault 2.
+1 to Summoning rolls if any psychic powers were used this turn. |
- |
Flamers of Tzeentch |
5 |
4 |
3 |
4 |
4 |
1 |
5 |
1 |
10 |
5(I)+ |
75 |
| Tzeentchian |
Warp flame: 12" R, S4, AP6, Assault 2.
+1 to Summoning rolls if any psychic powers were used this turn. |
- |
Chaos Raptors |
5 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2* |
9 |
3+ |
268 |
| Bolt Pistol / CCW (x4), Flamer (x1), Frag Grenades, Krak
Grenades |
| Aspiring Champion |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
10 |
2+ |
[90] |
| Chaos Armour, Bolt Pistol, Power Weapon, Frag Grenades,
Krak Grenades, Spiky Bitz |
Obliterators |
3 |
4 |
4 |
5 |
4 |
1 |
4 |
2 |
9 |
2+ |
180 |
Total Army Cost: 1467 Pts. |
Deployment: The
forces of Nurgle deployed first, in the northwest quadrant. This area had good cover in
the form of the ruins, as well as a pretty clear "road" to the first hostage.
The Thousand Sons were forced to set up in the southeast-- tough going since the area was
heavily wooded and the vast footslogging army would have to stumble through it.

The main force deploys in the northwest...
|

... while the Vets infiltrate to the northeast.
|
NEXT / HOME