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Hellfire Munitions

The Taint of Mechan: Mission 3 battle report.

This is the third part of our 40k narrative campaign. Part One the Ruins of Caltar and Part Two The Valley Of Kings is also available to view. Part Four The Minds Of Mechan is coming soon.  

Hellfire Munitions:

Part 1.

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Scout Sergeant Damocles stood high upon his vantage point staring out onto the numerous battle lines of his hated foe. The stalemate here had been long, and Damocles and his men had already lost count of the times they had been sent picking through the torched and crater-ridden earth of No-Man’s Land examining and probing their enemies heavily dug-in positions searching for a weakness. But they had found nothing.

Not even the constant shelling and Orbital Bombarding of their enemy’s position had been enough to purge them from the area, it seemed their age old foe would not yield until Master Lorentus took the fight to them directly. Damocles had silently wondered why their Chapter Master seems so hesitant to advance upon the foe, from what he had seen on his scouting raids, the forces of Chaos here were well dug in, but heavily outnumbered. A swift and brutal strike would no doubt shatter the already buckling heretics. But still the order did not come through to advance, even Captain Sejanus himself had been sent on a raiding mission to harry the enemy’s flank, anything to loosen their apparent flailing grip on, what had been aptly named, the Hellfire Munitions factory. The dull pound of an exploding shell in the distance roused him from his thoughts, the day was dwindling now, and yet another day was passing by with no movement from their quarry.

Damocles was just about to venture down from the hollow shell of the building he was camped in, when a long red shifting shape in the distance drew his attention. He lifted his Sniper Rifle to his eye and glared down the scope. The shifting shape suddenly transformed in his sight into the huge shifting mass of marching soldiers, their crimson armour shining like a long blazing line of flame. Damocles dared not count the number of men approaching, framed by the billowing black smoke from their tanks and Hellish War machines trundling behind them, already he could see the distant flash of their mammoth guns being fired and the ear splitting scream of their shells whistling through the air, begin to fill his heightened senses. He lowered his weapon and found his eyes drawn upward. The sky blackened above their advance and behind the thick blanket of obsidian coloured cloud, the flash of blood red lightening could be seen splitting the sky, heralding the arrival of the followers of the Blood God Khorne.

Damocles scrambled for his Vox Caster, but before he could begin to relay his message the great roar of an engine came screaming into ear shot. Far beneath him the sight of a solitary Space Marine mounted on a Bike came into view tearing its way through the scarred earth heading directly towards the approaching crimson mass. The mysterious figure lifted a Sword high into the air and even over the screaming of incoming artillery fire Damocles could hear the battle cry of the lone figure. He knew that commanding voice instantly, and with a great shout of his own, he roused his men who sat silently about him, lifting his rifle high into the air as he echoed his Chapter Master Lorentus’ distant cry.

“With me!”

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After months of bitter stalemate, the two rival forces suddenly spy an opportunity to seize the valued Hellfire Munitions Factory for their own. In this battle we see both forces vying for control over the vital resources inside the ruined factory, including a juicy Leman Russ battle tank! In the escalating war on Mechan whoever can claim this Munition factory will have some serious Heavy Support to call upon!

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Let's take a look at the army lists and the Mission!

The Forces.

Space Marines

Chaos Space Marines

1500 points Space Marines.

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Chapter Master Lorentus.

Bike, Dual Power Swords, Artificer Armour, Teleport Homer, Melta Bombs - 205

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Terminator Squad Zeta

As equipped, Assault Cannon - 220

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Terminator Squad Kappa

As equipped, Cyclone Missile Launcher - 225

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Dreadnought Sicarius

Heavy Flamer, Venerable, Assault Cannon - 155

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Tactical Squad Alpha

10 man squad, plasma gun, missile launcher, Veteran Sergeant with Plasma Pistol - 195

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Tactical Squad Beta

10 man squad, plamsa gun, plasma cannon, Veteran Sergeant with Plasma Pistol - 195

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Scout Squad

Camo Cloaks, Snipers x4, Missile Launcher, Scout Sergeant Damocles has Teleport Homer.

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Land Speeder with Assault Cannon - 80

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Assault Squad Omega

Plasma Pistol, Veteran Sergeant with combat shield and plasma pistol - 130

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Total - 1499

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1500 points of Chaos Space Marines

 

Chaos Lord. Mark of Khorne, Veteran of the Long War, Axe of Blind Fury, Sigil of Corruption, Plasma Pistol, Gift of Mutation. 165

 

26 Chaos Cultists, Mark of Khorne, 2x Flamers, Champion has a Shotgun. 168

 

10 Chaos Space Marines, Plasma Gun and Auto Cannon, Champion has Combi-Plasma and a Power Weapon. 190

 

5 Chaos Terminators, Mark of Khorne, Veterans of the Long War, Icon of Wrath, 4x Combi-Meltas, Champion has Combi-Melta and Gift of Mutation. 259

 

1 Helbrute. 105

 

5 Raptors, Mark of Khorne, Veterans of the Long War, Icon of Wrath, Meltagun, Champion has Melta bombs, Gift of Mutation and Lightning Claws. 185

 

Chaos Predator, Side Sponson Lascannon, Twin Linked Lascannon, Destroyer Blades, Havoc Launcher, Combi-Melta, Dirge Caster. 182

 

5 Chosen, Veterans of the Long War, Mark of Khorne, Icon of Wrath, 1x Pair of Lightning Claws, 1x Power Fist, 2x Power Weapons, Champion has Power Weapon and a Plasma Pistol. 245

Warlord Traits

Chaos:

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The forces of Choas decided to roll on the Strategic Traits Chart hoping to get some units to infiltrate. They Rolled a 4 and got Strategic Genius which got them a +1 to seize the initiative and the power to re-roll reserve rolls.

 

Gifts of Mutation.

Chaos also had to roll for their Gifts of Mutation:

The Chaos Lord got Venomous which meant that his melee attacks are poisonous but when you consider what he was equipped with, this was a poor result.

The Terminator Captain rolled Unworthy Offering

The Raptor Champion got Shield of Force which gave him the shrouded special rule.

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Space Marines:

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Lorentus rolled on the Strategic Traits Chart and got Target Priority meaning he and any unit within 12" of him could re-roll 1's to hit in the Shooting Phase.

The Mission

In this mission two forces are vying for control of the Hellfire Munitions Factory and the surrounding area. 

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The Mission uses the Deadlock Mission from the Warhammer 40,000 Rulebook.

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Each player generates 6 tactical Objectives in their first turn, then 5 in their second turn, then 4 in their thrid turn, then 3 and so on and so forth.

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The game finishes at the end of turn 6.

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Each player may discard one Objective per turn at the end of their turn.

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There are six Objective Markers on the board. There is also an extra Objective Marker that denotes the Hellfire Muntions Factory, this Objective marker is worth an extra 3 Victory Points to whoever controls it at the end of the game.

The Board

Space Marines Deployment Zone

1

4

6

2

3

5

Munitions factory

Chaos Space Marines Deployment Zone

Deployment

The Space Marines won the roll off to determine which force would set up where. They chose the side that had the most objectives closest to their Deployment zone.

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Although the 'Deadlock' Mission uses the Hammer and Anvil form of Deployment we decided to go with Dawn of War style Deployment, this was to make it easier to set up the Munitions Factory Objective Marker which had to be equally close to both forces to make it fair, but we both agreed we wouldn't want the Factory in the centre of board but rather on one of the flanks, thus, we had to settle for Dawn of War Deployment.

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The forces of Chaos won the roll off and decided to deploy first and go first!

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Chaos Deployment:

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Deploying first was new to the forces of Chaos and they didn't like it! They started with the Helbrute, placing him on the right flank to try and secure the main Tank Objective because the Hellbrute can be very difficult to kill.  The Chaos Space Marines sat in the ruins on Objective 5 which gave them a decent view of half the battlefield and hopefully an easy objective steal. The Chosen were placed on the left flank near Objective 3 in case they rolled that one, they were also supported by the Predator. The Cultists were set down in the middle, quite near to Objective 2, the Chaos Lord was placed near them and the Predator for some protection against shooting. The Terminators and the Raptors were put in reserve.

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Space Marine Deployment:

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The Space Marines had Objectives 1 and 6 directly in their deployment zone. They placed Sicarius on Objectve 1, the Chosen would have a hard time shifting him and he had cover from the Predator. In order to keep Objective 6 Tactical Squad Beta is Combat Squaded, the Plasma Cannon and four Marines are placed directly on Objective 6, the Sergeant and the other 4 Marines stay close to Sicarius in order to keep him protected should too much infantry wander forward. Objective 4 is just out of reach of the Deployment zone and so Tactical Squad Alpha opt to stay in cover not too far away, should it come up as a Tactical Objective they can rush over and nab it. Lorentus  will be formidable opponent on his Bike, and so he is placed near the centre of the board from there he will be able to rush around and support troops and nab Objectives.

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The Landspeeder, Assault Squad Omega, and both Terminator Squads are placed in reserve. That way they can be deployed where they are most needed as the game progresses as well as pop up behind the Predator and Hellbrute and try and nab an easy Penetrating Hit on their rear armour.

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Before the game starts The Space Marines attempt to Seize the Intitiative! They fail to do so and so Chaos take Turn 1.

Chaos Turn 1

Objectives: Secure Objective 4, Domination, Assassinate, Hold the Line, Secure Objective 2 and Kingslayer.

 

Being a Khorne army it only seemed appropriate that the bulk of the force ran straight forwards. So they did! The Helbrute, Cultists, Lord and Chosen all headed directly forwards only the Chaos Space Marines and the Predator stopped still so they could shoot a barrage of weapons at the Loyalist scum. In the Shooting Phase the Helbrute missed, the Cultists ran an impressive 6” towards the scouts on Objective 2, the Lord ran 4” and the chosen only ran 2”. The Chaos Space Marines opened fire at the Scouts and caused 6 wounds, unluckily they managed to pass all 6 cover saves! The Predator sent a salvo of Lascannon fire at the big squad of Space Marines on Objective 6 but it only slew 1. No objectives secured and only 1 enemy model killed this wasn't the best of starts but really there was still plenty of time to get into some juicy combats. The mission required me to get rid of one of objective so I chose Hold the Line because I had no intention of heading back into my own deployment zone.

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Leaving the score at the end of my turn at 0 - 0

Space Marines Turn 1

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Tactical objectives

  • Secure objective 2

  • Secure objective 5

  • Secure objective 1

  • Secure objective 3

  • Kingslayer – (score D3 Victory Points for slaying enemy Warlord)

  • Psychological Warfare – (cause enemy to fail morale check)

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The Space Marines begin by shuffling their forces due to their objectives. Objective 3 was dangerously close to the Chosen and Chaos Lord and Objective 5 was being squatted on by an angry unit of Chaos Space Marines hunkered down in some cover. With this in mind, the Space Marines leave the vast majority of their forces where they are. The scouts are on Objective 2 but the cultists have ventured very close and will contest it if they aren’t swiftly shot off of it! One of Beta’s combat squads is camped on Objective 6, and so they stay still should it come up in later turns as an Objective.

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Sicarius shuffled slightly on Objective 1, ensuring he still held it whilst gaining line of sight on the Chosen. Lorentus heads straight up the board knowing that his 2+ armour and 4+ Jink save should keep him out of harm’s way. His teleport homer will only be useful if he can get close to the enemy. Alpha moves forward, moving towards Objective 4 as well as getting close to the Munitions factory objective marker, though it looks as if they will have to tackle a Hellbrute for it…

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In the shooting phase, Sicarius opens up on the Chosen with his assault cannon. He lands a Rending hit which ignores the Chosen’s armour and of the other two wounds caused he slays another. It’s a great start to the Shooting!

Next Lorentus fires at the encroaching cultists, failing to kill any with his twin-linked bolter. Alpha and Beta lend a hand to whittle down the numbers with a hail of bolter fire, plasma shots, missiles and even the over-kill of a plasma cannon against the lowly 6+ saves! They score 6 kills between them, the cover of the ruins in the centre saving a good handful of cultists from being completely decimated.

The scouts open fire with their snipers next. The scouts score three hits, one of which is a precision shot. The two normal shots fail to wound. But the precision shot goes against the units Sergeant and scores a 6 wound! The Sergeant fails his Look Out Sir roll and his feeble armour is ignored by the shot which blasts his head off. The missile launcher scores two kills with a frag missile. Taking the cultists losses to a total of 9 for the round. They manage to pass their Pinning test even with their Leadership down to 7 with the absence of their Sergeant.

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The Chosen take a Morale check for losing 25% of their unit and somehow manage to fail it! They fall back 8 inches. The Space Marines didn’t expect to gain their Victory Point for Psychological Warfare from Leadership 10 Chosen! The Cultists follow suit and fail their Morale Check also, fleeing back 9 inches, leaving Objective 2 held solely by the Scouts.

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At the end of the turn the Space Marines, hold Objectives 1 and 2 and have scored Psychological Warfare. They discard the most unobtainable Objective at this moment which is Objective 5.

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The turn ends with the score at 3 – 0 to the Space Marines.

Hellfire Munitions:

Part 2.

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Scout Sergeant Damocles exhaled softly as he steadied his rifle. The mass was baring down on their position with an almost unhuman speed, spurred on to meet them in bloody combat by their bloody-minded God: but Damocles could not rush this shot, it could be the last one he had time to fire. The mass of flesh before him appeared in his scope as a sea of bobbling heads rising and falling as they sprinted towards him and his men, the blood-red eyes of these crazed madmen becoming steadily larger as they thundered across the war torn earth. He could hear the quiet hiss of silenced shots spitting out from around him, and before his eyes he saw the fools fall to his men’s expert shots. One by one bodies started to vanish beneath the oncoming herd, their heads and chests exploding in a gory flash of claret. But rather than deter the mass, these showers of blood only seemed to spur their comrades on their speed picking up with each body that fell. It wouldn’t be long now, and Damocles rifle had lain silent in his arms for quite some time: but he couldn’t miss this shot. The particular head he had his eye on was no doubt the head of this blood crazed snake. He inhaled, soft and long bracing himself to fire, even as the slight touch of urgency began to prickle and cloud his mind, the mass would be on them soon.

 

He trained his sight onto the forehead of his ever shifting opponent and regarded the hideous state of his adversary. The leader of these fools was appeared to be an engorged mass of flesh, the muscle and sinew beneath his skin was bulging and threatening to burst out, and his head seemed tiny and lost in his body, framed by two hulking shoulders and lost in a nest of bulging veins and tendons. Damocles was about to take his shot when suddenly the eyes of his opponent snapped upward and glared directly down Damocles scope. The connection between the two men was instantaneous; as was his quarry’s understanding. His opponent nimbly grabbed his nearest comrade by the scruff of the neck and hauled him in front of his body, the action was so sudden and violent that Damocles instinctively squeezed the trigger of his rifle, and the shot hit the unfortunate meat shield square in the forehead. With no more ceremony the engorged leader tossed the lifeless shield from him and suddenly began charging forward, his sheer mass belying the speed at which he could move as he forged a path through his own men with ease like a rhino charging through long grass. He pushed and grappled with his own men, throwing them about him like rag dolls and he forced his way to the fore, such was the rage being instilled into this inhuman man that he began to slash at his men with a crude hatchet he bore in his meaty paws showering his bare brimming chest with fresh hot blood. Damocles slotted another round in the chamber with as much speed as he could muster, even as the growling and snarling of the mammoth man came screaming into earshot. Damocles hoisted the rifle back into his shoulder and as he pulled the scope back up to his eye, he saw the sight was filled only with the engorged heretic. There was no time to deliberate over this shot, Damocles drew in a harsh breath as he put all his faith in his weapon and in the Emperor. His slow steady exhale came out as a prayer as he squeezed the trigger softly. The shot spat out and as his rifle steadied from the recoil Damocles peered down the sight to see if his prayer had been answered. His sight was empty, the behemoth man had disappeared and in his stead was nothing more than a pile of crumpled flesh, a torrent of blood pouring from a dark, bloodied hole in what was once a cranium. Damocles felt a smile touch his lips as he whispered.

“The Emperor protects,”

Chaos Turn 2

A good positive start was required so naturally I failed both reserve rolls! After some soul searching I remembered that I could re-roll them thanks to my Warlord Trait and this time they both decided to turn up! I placed the Terminators behind the dreadnought with the intention of melting its face off in the shooting phase and munching through the two smaller squads in the proceeding turns. The scatter roll took them heart-stoppingly close to the board edge and out of the 6” Melta bonus range but the important thing was they were still alive! I placed the Raptors near Objective 2 and was annoyed with my decision to Deep Strike them because this means that they cannot dive straight into battle. They scattered scarily close to the big squad of Marines. Any way I managed to rally both the Cultists and the Chosen but they were further back from where they started and annoyingly I would have been able to claim the Hold the Line Objective. In the Movement phase the Lord ran off on his own, he wasn't going to wait for the chosen, he was too eager to get some blood for the blood god! The Chaos Space Marines pushed up slightly to get some better range and the Helbrute moved up to secure the Tank.

In the Shooting Phase the Cultists snap fired at the scouts but only hit once for nothing. The Lords Plasma Pistol hit a scout but for the third game in a row he rolled a 1 to wound! The Hellbrute caused a wound to the Chapter Master but he passed his save. The Chaos Space Marines fired everything at the large loyalist squad, obviously the Plasma Gun got hot, although he did save the wound, the Auto Cannon got a kill and the Bolters scored 3 wounds which were saved with a triple 6! The Raptors also shot at the big squad but every single shot rolled a two to hit! This was beginning to get embarrassing! The Terminators fired 5 Combi-Melta's at the Dreadnought but to their shame they only scored 2 glancing hits. The Predator tried to save the day and also shot at the Dreadnought but could not break through its armour. Disaster.

With still no objectives accomplished I chose to get rid of Domination because this looked most unlikely to be achieved.

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This meant at the end of Turn 2 with no Victory Points the score was still 3 - 0 to the Space Marines.

Space Marines Turn 2

Tactical Objectives:

From previous round:

  • Kingslayer

  • Secure Objective 3

New Objectives generated:

  • Psychological Warfare

  • Secure Objective 2

  • Secure Objective 5

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The Space Marines begin by calling in their reserves. The Landspeeder and Terminator Squad Kappa arrive, both Terminator Squad Zeta and Assault Squad Omega fail to arrive this turn. The Landspeeder begins with a risky Deep Strike behind the Chaos Predator. There is a narrow space behind it and the board edge, but it should be able to severely rattle the tank should it land a hit. A scatter of more than 5” back or forward will cause a mishap. Naturally, the Landspeeder scatters 8 inches backwards, off the board edge! On the Mishap table it rolls a 1! The Landspeeder doesn’t manage to pull up in time as it hurtles towards the ground and explodes in a glorious fireball! The risk didn’t pay off and worse than that the Mishap gifts the forces of Chaos First Blood!

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The Terminators do not wish to take a similar risk, and use Scout Sergeant Damocles’ Teleport Homer to automatically land within 6 inches of him, they land to his extreme right, placing them right in the path of the Chaos Lord who is sneakily wandering forward.

Having being sufficiently rattled by the Terminators the Dreadnought makes a hasty retreat, finding some shelter behind a large rock. Luckily, Objective 1 doesn’t need to be secured this turn and with the Landspeeder’s disastrous entrance the Predator will survive unopposed and a few Lascannon shots would definitely have destroyed Sicarius. Behind his rock he has no Line Of Sight on any enemies so in his sheltered corner he will have little influence on the game apart from nipping back to Objective 1 should it come up again.

The units once again just shuffle about, Alpha can go no closer to the Munitions Objective marker with the Raptors in the way and so they prepare to lay down some fire. Lorentus heads back to deal with any Raptor stragglers that survive the torrent of fire. The scouts stay on Objective 2 for the point, even though it would be better for them to fall back, as they do not have the fire power to take down the still impressive mass of Cultists. The Space Marines need the points however, with the Hellbrute securing the Munitions Factory Marker, but the Cultists will be on them next turn and the Scouts will more than likely be unable to best their weight in numbers in combat.

In the shooting phase Beta begins by opening up on the Terminators. They have a plasma pistol, gun and cannon in their squad, a tasty amount of AP2 to dish out, and they do not disappoint! They manage to kill 3 Terminators, all with their plasma weapons.

Alpha opens up on the Raptors. With all their rapid fire they take down only one Raptor. They kill another with a Plasma gun and the Raptor Champion is hit and killed by a krak missile. Lorentus doesn’t manage to wound with his twin-linked bolter as he racing in for the charge.

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The Terminators fire at the Chaos Lord, who they have caught out in the open! They begin by firing two krak missiles from the Cyclone Missile Launcher. Both hit and both wound. The Lord must pass two 5+ Invulnerable saves or be blown to smithereens! He passes the first, but not the second, and the strength 8 hit kills him outright. This earns the Space Marines the Warlord kill and D3 points for Kingslayer.

The scouts fire three sniper shots at the Cultists, landing 2 precision shots! They put them on the two flamers in the squad and wound them both! They fail both 6+ armour saves and the two flamers go down. The last shot doesn’t manage to wound. The frag missile scatters off the original target that would have hit 5, and instead hits only one, that it manages to kill. The scouts have failed to cause enough wounds to make the cultists potentially flee again and will more than likely face a charge next turn.

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In the assault phase, Lorentus charges, dodging the pitiful Overwatch laid down by the Raptors. Lorentus starts strong and kills one Raptor with his Hammer of Wrath! The remaining Raptor is no match for 6 AP3 attacks and he is killed three or four times over. Lorentus consolidates 5 inches back into the middle of the board heading for Objective 5.

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At the end of the turn the Space Marines have secured Objective 2 with the scouts. And have gained a point for Slay the Warlord. Their Kingslayer Objective turns out to only be worth 1 point; meaning they have secured another 3 points this turn.

Once again they discard secure Objective 5 which is still guarded by a unit of Chaos Space Marines.

This leaves the score at the end of Turn 2 at 6 – 1 to the Space Marines.

Chaos Turn 3

Everything is dead! But I did have my first victory point thanks to the suicidal Landspeeder! In the Movement Phase the Helbrute hopped into cover next to the Tank objective, the Chaos Space Marines dropped back a touch, the Cultists pushed up to the edge of the ruins just a bit further than they had been at the start of the first turn. With the Predator only able to Snap fire I decided to rush it up 12” hoping to make use of the Destroyer Blades and giving the surviving Chosen something to shelter behind. The remaining Terminators plodded up to the small squad of space marines ready to slice and dice!

In the Shooting phase the Helbrute scored a wound on the Chapter Master with the Multimelta but once again the wound was saved. The remaining 14 Cultists finally shot one of the Scouts dead. The Predator fired some Snap shots at the Loyalist Terminators but missed. My Chaos Space Marines fired at the Chapter Master but could do no damage, and yes the Plasma Gun did roll a 1 to wound! My pair of Terminators got 3 wounds on the few Space Marines in front of them but they were all saved.

Finally in this game I got a chance to declare some charges, the Cultists went for the Scouts, did not suffer any casualties from Overwatch but they failed the distance roll because they were charging through cover! My Terminators charged one of the small Space Marine squads and brushed off the Overwatch fire.

In my first combat phase of the game the Terminator champion issued the compulsory challenge and he survived the sergeants attacks, in retaliation my guy minced up the sergeant and cut down another marine thanks to the Mark of Khorne. The other Terminator also cut down 2 Marines. For my Gift of Mutation roll I got Icy Aura which is rubbish! The single remaining Space Marine ran all the way off the board which was a bonus because the Terminators can't run them down.

This meant that I scored the Assassinate objective and I decided to give up on Objective 4, it felt along way off.

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Making the Score at the end of the turn 6 -2.

Space Marines Turn 3

Tactical Objectives:

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Remaining from last turn:

  • Secure Objective 3

  • Psychological Warfare.

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Generated this turn:

  • Domination (control all Objective markers for D3)

  • Big game Hunter (destroy a Vehicle or Monstrous Creature)

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The turn begins with rolling for the remaining reserves, both Zeta and Omega come in. The Terminators use Lorentus’ Teleport Homer and position themselves to take down the Hellbrute. In a risky move the Assault Squad tries to Deep strike behind the Tank. The Terminators will likely charge this turn, but some extra Plasma Pistol shots into its rear armour will do no harm, plus they could nip and get Objective 3 next turn. They scatter straight onto some statues however and cause a Mishap. This time the Space Marines roll a 4 on the Mishap table and they go back into Reserves.

Domination is an interesting Objective to draw and is looking very achievable for the Space Marines, already they hold, 6 and 2 and have units available to seize the others. Sicarius moves back to take Objective 1 even though he is still sitting on only 1 Hull Point; however, the Chaos Terminators are sweeping across the board but are moving away from him, and the Predator’s days are numbered, so he ventures out from his hidey hole in relative safety. Alpha moves to take Objective 4. Lorentus zips across the board with his sights set on shifting the mass of Chaos Marines from Objective 5 and the Space Marines are looking like they have all bases covered.

In the Shooting phase the last half of Beta opens fire on the Terminators baring down on them. Their bolters are ineffective, but the Plasma Cannon scores a hit and a wound, the Terminator Sergeant is up front, and fails not only his Look Out Sir! Roll but also fails the Invulnerable Save and is slain.

The Scouts hit with only 1 sniper shot out of 3, and fail to wound with it. The Missile Launcher fares better with a direct hit on 4 Cultists, killing 3 of them but it still isn’t enough to stem the tide.

The Terminator Assault Cannon in Zeta opens fire on the Hellbrute, it scores three hits, and needs a 6 to wound, the Cannon is Rending and will cause an automatic Penetrating hit on the Front Armour 12 Hellbrute. It manages to land one Rending hit that isn’t saved by the cover! The Hellbrute is Stunned and reduced to 2 Hull Points.

The Terminators pass their Morale Check and the point for Psychological Warfare still eludes the Space Marines.

In the Assault Phase Lorentus charges the Chaos Space Marines, only a few bolter shots manage to land hits and wounds and he passes two 2+ armour saves with ease. He charges even through difficult terrain, passing his Dangerous Terrain check and slams into the Marines. The Terminators charge into the vulnerable looking Predator.

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Combats begin with the Terminators on the Predator. The Sergeant is up first with his Power Sword and amazingly he manages to wreck the Tank! The other Terminators were ready to pounce in with their Power Fist but in the end, a hefty whack with a Sword is all that is needed to take down the Predator! With the Tank’s demise the Space Marines secure the point for Big Game Hunter and the Chaos forces are starting to look thin on the ground.

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Lorentus doesn’t manage to squish a Marine with his Hammer of Wrath. But a head strong and fool hardy Chaos Space Marine Sergeant challenges the Chapter Master. Lorentus accepts of course (being alone he must accept but he would have accepted anyway) and strikes first with his higher initiative. The foolish Chaos Champion falls beneath Lorentus’ blade and Lorentus takes out another 3 Marines as well. The Space Marines attempt to fight back, but Lorentus’ armour is too strong and they fail to wound. They lose their combat by 4, and with their Leadership reduced they fail their Morale check. They manage to get away from Lorentus and flee five inches taking them to within a couple of inches of their board edge. Although they escape being destroyed by Sweeping Advance or fleeing off the edge, the damage has already been done! Objective 5 is held by Lorentus, meaning the Space Marines hold all Objectives apart from Objective 3 as well as securing the point for Psychological Warfare.

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At the end of the turn the Space Marines have earnt two points, one for Big Game Hunter and one for Psychological Warfare.

With Domination looking achievable and Objective 3 only held by a couple of Chosen the Space Marines keep both Objectives.

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Leaving the score at the end of Turn 3 at 8 -2 to the Space Marines.

Chaos Turn 4

For the first time I got to roll for a new Objective which turned out to be Ascendancy that is worth D3 victory points and looked achievable. I attempted to rally the Chaos Space Marines and capture the Objective but I rolled a double 6 and was gutted!

 

The Helbrute's Crazed special rule caused to be immobilised and fire twice but he had to fire Snap shots. The last of the Chosen headed on a suicidal charge for the Terminators that had cruelly executed my Lord and my Terminator headed for the other combat squad of Space Marines and my Cultists got even closer to the scouts, determined to achieve something this time.

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In the shooting phase the Helbrute predictably failed to hit anything and the 11 cultists only got 2 hits that did wound once but this was saved. The Chosen champion fired his Plasma pistol at the Loyalist Terminators and actually got a kill. Also my Terminator took out one Space Marine. In the charge phase I only lost a single Cultist to Overwatch.

Onto the Combat phase and I started with the lone Terminator against the combat squad. He died!

 

Next up the Cultists took on the Scouts, the Scouts took out 3 of the crazed Cultists and despite having a massive 32 attacks my Cultists only killed 2 of the Scout troops so the Cultists ran away and were caught and killed.

 

In the third and final combat the Chosen Champion issued his compulsory challenge against the Terminator champion. They both struck at the same time and both of them were killed! The rest of the Chosen had a total of 10 attacks which somehow all missed! But luckily they had Veterans of the Long War which let me re-roll them getting my 5 hits causing 2 saved wounds. For revenge the Terminators rolled a triple 1 to wound, it appeared my luck was rubbing off!

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Another turn without any objectives.

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Leaving the score at 8 - 2 to the Space Marines.

Space Marines Turn 4

Tactical Objectives:

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From Last turn:

  • Secure Objective 3

  • Domination

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New Objective generated:

  • Secure Objective 2

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The Space Marines begin with their reserves. The Jump Infantry arrive automatically with it being Turn 4 even though it is really starting to look like overkill, the Chaos forces are now practically non-existent. They use Lorentus’ Teleport Homer to avoid the dreaded Mishap table and land next to Terminator Squad Zeta.

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The Space Marines have few targets remaining and so the vast majority of the forces remain where they are holding Objectives or nip over and grab Objectives. Sicarius stays on 1, the Scouts on 2, Beta on 6 and Lorentus on 5. Alpha get close enough to Objective 4 to hold it and only the Chosen stand in the way of the Terminators grabbing Objective 3. Zeta move up towards the Hellbrute, they and the Jump Infantry will have a chance to shoot him down, should they fail to destroy the brute Zeta will have to resort to charging in. Lorentus could make a charge against the Chaos Space Marines but that would take him away from holding the Objective and although routing his hated foes would be satisfying sometimes the mission must take priority!

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In the shooting phase the Jump Infantry Sergeant manages to glance the Hellbrute with his plasma pistol, and Zeta with their Autocannon manage to score two Penetrating Hits, one is saved by the cover, but the other goes through. The Hellbrute doesn’t explode, but is reduced to an angry smoking wreck.

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At this point in the game, with no Chaos units looking able to secure the Munitions Factory by the end of next turn Space Marine victory is inevitable, but the game continues to the end of the round.

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In the Assault Phase the Terminators charge in against the Chaos Chosen, avoiding their scattering of Overwatch. The Chosen swing first and manage to score a kill and take a Terminator down before the last two are pounded into the dust by angry Power Fists. They consolidate but not far enough to secure Objective 3 and score an extra D3 + 1 Victory Points and really hammer home the win.

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Instead at the end of the turn the Space Marines score a Point for holding Objective 2.

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With the score at 9 – 2 to the Space Marines and Terminator Squad Zeta holding the Munitions Factory for a bonus 3 Points the Chaos forces concede and at the end of the game the final score is 12 – 2 to the Space Marines who gain a fully kitted out Leman Russ Tank for the final mission!

Post Game

Chaos perspective:

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A farcical disaster of epic proportions! A mixture of insanely bad luck and some poor decision making meant that Khorne got his ass kicked! So where did it go wrong? Deep striking the Raptors was a bad idea, getting rid of the Hold the Line Objective was a bad idea and so was not putting the Lord in the squad of Chosen. Having to deploy first was difficult because you had nothing to influence your decision on where to start your army. A change of luck would of helped but I still don't think I could of beaten such a shooty army with this Khorne force, I would of loved to have been able to use the Axe of Blind Fury but the Lord of Chaos perished far too quickly.

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Space Marine Perspective:

 

A cruising victory for the Space Marines!

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This mission centred around Deep Striking units. And both sides struggled to utilize this rule effectively.

The Space Marines were more risky with the positioning of their Deep Striking units which led to a few Mishaps, the most damaging of which destroyed the LandSpeeder and gifted First Blood to Chaos! The Teleport Homers on the Heroes were effective to a degree and although they didn’t get many units in behind the enemy they managed to get some units in key positions, such as next to the Chaos Lord and in front of the Hellbrute risk free.

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For Chaos there was little pay off for their Deep Striking units, they were deeply unlucky not to destroy a Dreadnought with 5 Melta’s. They rolled low, and their Deep Strike scatter took them out of Melta Range which would have managed to wreck the metal monster. They were then left out in the open to get whittled down with fire, and even were unlucky enough to get pistol whipped to death by a lowly Tactical Marine!

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Again, the Chaos forces were brutal in combat, especially with their Mark of Khorne (even though the Cultist squad showed themselves up against the Scouts!) but once gain their lack of AP3 and AP2 weapons throughout their army meant they couldn’t whittle down the Space Marine forces who punished them in Shooting meaning their numbers were too low to deal real damage in combat.

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The forces of Chaos will be scouring their Codex to utilize stronger ranged weapons with the models they possess for the next game, the Space Marines have acquired 3/5 bonuses for the final mission and they need a quick turnaround in fortune! The Space Marines now have a Leman Russ Tank to go with their 250pts of Imperial Guard infantry meaning they will have a serious troop and points advantage. Will they be able to turn around their so far disastrous campaign on Mechan 44 and stop their hated loyalists from regaining their beloved Homeworld? Stay tuned to find out!

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Scout Sergeant Damocles watches as the last of the Chaos Cultists head for the hills

Hellfire Munitions:

Part 3.

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Scout Sergeant Damocles felt the blade bite deep into his upper thigh. He stifled a shout through his gritted teeth as his leg began to dampen quickly with the flow of warm blood. He wrenched his combat knife from its sheath on his belt and swung around madly with it in the direction of the blow. The wide arc of his slashing attack cut a gory line in the cheek of a heretic whose hand was still on the axe that was now embedded in Damocles’ flesh. The heretic wrenched himself away from the flailing knife, and at the same time ripped the crude axe head from Damocles’ wounded muscle. A fresh bolt of pain blurred his vision momentarily as the jagged metal wrenched a chunk of flesh from the gory rivulet carved into Damocles leg. But the grievous wound did not deter the bloodied Sergeant who grappled with his retreating attacker, grabbing him so tightly by the throat that the pound of blood in his opponent’s jugular throbbed in his fingers. The heretic raised his axe, still shining with crimson, readied to strike again, but Damocles did not give him the chance. The Scout Sergeant flung his blade deep into his opponent’s chest, slipping the metal between his ribs with a surgeon’s precision. The Heretic gave a sharp intake of breath, but that was all, even as Damocles wrenched the blade free, and felt hot claret drench him and his opponent, the crazed madman flung his axe downward. Damocles tucked his head low, and the blow hit his armoured shoulder, the blade skipping from the armoured plating and saving him another deep wound. Damocles went to step backward but as the weight landed on his wounded leg he instead found himself stumbling; another hot flash of agony wracked his body coupled with a gory spurt of blood from the gaping maw of his wounded flesh. His adversary however was still standing and came at him again, the axe head dripping, coated in ribbons of tattered flesh. Damocles fumbled for his Bolt Pistol as his enemy approached, his hands becoming numb with pain. The Cultist swung the axe with a manic scream, Damocles barely managed to turn the blow aside with his combat knife, his hand still clutching at the Pistol Grip trying to worm the weapon free of its holster. A fresh battle cry rang to Damocles’ left and he turned just in time to dodge out the way of an incoming swing of a new fresh faced lunatic. The madman gnashed his teeth like a wild animal as he lunged for Damocles again with his weapon that appeared to be nothing more than a large rock crudely attached to a wooden shaft. Damocles charged forward as best he could and with his unwounded leg planted his boot square into the heretic’s chest. The force of his kick sent the crazed man flying to the ground landing in a heap in the mud. Damocles finally whipped his pistol free and prepared to dispatch his floored opponent, when a heavy blow landed on his back. The Scout Sergeant slipped to his knees beneath the hit, landing heavily on his wounded leg, this time he could not stifle the cry that slipped past his lips nor stop his Pistol from slipping from his fingers.

 

Around him he saw his men being overwhelmed. Hacked at from all angles by a multitude of weapons, being dragged to the ground and pounced on like cattle being harassed by wolves. The waves of attackers kept coming, pouring into the fray and adding to slaughter undoing the scouts years of endless and rigorous martial training with nothing more than weight of numbers and blind fury. The sight of his hard working and loyal comrades being brutalized in such a way stirred up a fresh bout of hatred in Damocles heart and ignoring his bodies shouts to cease he found himself launching himself to his feet. The scream of pain from his mortal wound echoed dully beneath the hammering of his hate-filled heart. He turned to face his attacker and still found himself confronted with his axe-wielding foe. The deep wound in his chest was darkening with clotting crimson and his entire front was laced with blood, but still the madman stood. Damocles would make no mistakes this time; and with a scream that sounded so alien that it even scared himself, he launched himself at the stubborn heretic. His bloodied opponent made a defensive swing with his axe, but it was futile, Damocles grabbed the haft of the axe before it could connect and locked his arm with the power of steel. His adversary tried to worm his weapon free of Damocles’ grasp but his efforts were hopeless, and the perplexed look that dawned on the heretics face remained there, even as Damocles drove his knife into his throat and carved the steel through muscle and flesh until he felt the blade scrape against the hard, knotted bone of his spine. The heretic finally yielded and his hand slipped from the handle of the axe as the sack of flesh crumpled to the ground. Damocles held the axe in his hand and swung round to return to the battle, the heretic he had kicked to the floor was scrambling to his feet but before he could regain his footing Damocles was on him. He buried the axe head into the heretics shoulder, the follow through of the blow was enough to send his opponent back into the mud. Damocles removed his hand from the axe handle and left the blade where it was, leaving the dying madman floundering in the mud like a dying fish. He scooped his Bolt Pistol from the mud and charged into back into the fray. Enemies fell around him as he carved a bloodied path through the mob, dropping his opponents with brutal hacks from his knife and exploding chests and heads with point blank range Bolter shots. Heretics came at him from all angles and yet he felled them all, even as the blood continued to pound from his wounded thigh. The more he slew the more his men rallied around him, until soon the numbers began to even out and Damocles led his men on a charge to rout their aggressors. Damocles gave another torrent war cry from his already ragged throat, his voice sounding like that of a hardened veteran. The heretics tried to battle back as Damocles and his men counter charged but it was no use. The fury of battered scout squad was unmatched even by the crazed bloodlust of the followers of Khorne and the Chaos Cultists began to fall in with ease. Where the Cultists had hacked at them with crude and improvised weapons the scouts put their rifles to such use, wielding them like clubs, bludgeoning their opponents, reducing skulls and limbs to nothing but a bloodied pulp.

 

As the last of the heretics began to flee or were smashed from their earthly bodies, Damocles felt his rage subside and finally give way to his injuries. Adrenaline and hate succumbed to pain and blood loss as his limbs weakened and failed him. His legs vanished beneath him and he braced himself for his harsh landing into the mud. But it didn’t come, instead he felt strong arms grab and hold him up forcing him to his feet. About him his men came to his aid and as he was lowered to the ground, already he could hear voices screaming for an Apothecary. But Damocles did not believe the help would come, not for a mere Neophyte. In fact, he still didn’t believe they would come even as the sight of Brother Marxus loomed in his blurring vision moments later, the unmistakable white helmet filling his vision, the stoic figure examining his leg with a keen eye. Damocles could feel unconsciousness loom, but even as the blackness began to engulf his sight he heard the voice of the Apothecary remark:

“Welcome to 6th Company, Battle Brother Damocles,”

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