I actually haven’t played Warhammer 40,000 for several weeks so the campaign has gone on without me, but I did play at least two games for which I have not typed up battle reports. So I will briefly try to summarize what has happened to the Diseased Sons as the Siege of Vanithros’s Bastion continues, no matter how hard it is to spell. For those asking I hear some Arks of Omen are inbound and we’ll probably have to restart the campaign for 10th Edition which also may be released in 2023.
This was to be the battle to find out who the dice hate more and if you’ve been loyally reading for a whole year you wouldn’t bet on Kris. Apparently this battle has already been discussed on a podcast, which just goes to show podcasting is easier because to blog you have to write and spell, anyone can just turn on their camera and blather.
Before the Battle
The mission was to be “Turn out the lights” and even though it would not play to my strengths I chose my army to try and be the attacker because that is the only way to earn Corruption Points or one of the primary ways because I also took “Subterfuge” as my agenda that seems to be the other way I can earn Corruption Points. I also took “Turn their Rot to Hope” as that is the easiest way that I can earn Virulence Points.
I’m not sure what Kris’s agendas were, all the orks are on Krumping Sprees so I’ll go with that and kill everything quickly to get on with the serious drinking. The orks were officially the underdogs or underorks so they got six extra command points!
Death Guard Turn One
That is right I managed to become the attacker, the plan was to race my one psycher and lone character forward in a rhino all by himself as that is the only way to accomplish the mission and the subterfuge agenda. I’m not sure what is subtle about declaring your agenda then driving into the oncoming ork horde. I don’t make the rules, but that was the mission. In order to clear the path a little I ordered the Blight Bombardment.
I underestimated how fast the squighog boys are, I should have blight bombarded the slower boyz. I also should have deployed differently. The warlord is very strong and there is a stratagem that makes it easier for them to kill vehicles and I brought three because I needed the speed for the mission. I also famously had my Chaos Lord turn into a Chaos Spawn and have yet to replace him so I had little chance at defeating the Ork warlord in close combat.
Unusually I advanced some of my units, the mission was odd, I had to get first to one set of objectives, perform an action then get to another set of objectives, so yeah the subtlety was really subtle. I actually managed to kill two orks because you can shoot assault weapons while advancing. Boris the Defiler killed six more and the rhino managed to kill 4 grots. It turns out that the boyz were Insanely Brave, but some grotz ran, leaving one lone grot on the table.
Ork Turn One
Charge, I mean Waaagh! That is the strategy, first turn declare the Waaagh and charge whatever you can with the three characters and two units of Squighog Boyz. Like I said I underestimated their speed. Kris also had a lot of command points so he could play a lot of stratagems on his first turn. The mission played right into his plan as I was forced to rush forward to try and perform actions, before he could destroy the objectives.
A lot of ork units also advanced, they have some way of charging after this. The orks don’t shoot well, they need sixes to hit, but mainly Kris wants to play Monster Hunter on every vehicle and Krump them, my Defiler tried hard, I used Overwatch which actually did two wounds on the Squighog boys.
The big boss squigs can headbutt and do mortal wounds, the Beast Rabban took some as Kris elected to fight that battle first. I played Counter Offensive as Boris is not helpless in hand-to-hand combat, I decided to go after the Warlord as that is the only way I could turn his hope into rot, which was probably a mistake as he made all his saves. I could have crushed some squighog boys instead, that Warlord is giving Lord Gogo a run for his money as hardest thing to kill in the campaign.
It looks like the warlord didn’t make it into combat and maybe he didn’t but then Kris re-rolled, I believe he can re-roll all charges on the turn of the Waaagh or something and moved some boys around and the warlord was ruled in, because why not? Kris is big on following up into the next unit, so next time we play I’ll probably deploy deeper and not rush into his clutches, if the mission allows that.
The Beastsnaggas killed a couple of cultists. Boris started taking wounds, his plated growths started to pay off now that armour of contempt is no more. Our campaign has been going on so long it predates whatever balanced slate that was added in. The orks have low AP, but there were so many of them and Kris spent 6 command points to kill Boris, but I have new respect for the plated growths battle honour.
My Hellbrute did better, he did 4 wounding hits and 20 wounds killing the big boss who charged him, so Boris did have a small chance, but apparently the dice hate me not Kris.
Death Guard Turn Two
The Blight Bombardment ended up doing two mortal wounds to the orks and two mortal wounds to my rhino! The rhino also managed to kill the lone grot. The Scarlet Fevers managed to kill 11 boyz and 1 squigboy. I don’t always split my fire optimally. Does anyone?
They also charged and I used the Trench Fighters stratagem resulting in six dead boyz and zero dead squighogs. In return I lost five models. I actually failed morale and lost two more. The orks made all their morale checks, it was about at this time I realized I forgot Grizzled, so we did some more rolling and I think I got a guy back.
Ork Turn Two
My handwriting as always is terrible and this game was many weeks ago, but apparently the orks threw rokket spears at my Hellbrute. They also played Monster Hunters again this time on the Hellbrute who was trying to perform the key action I need to perform as per the mission.
Once again a mortal wound was done via squig headbutt. The Beast Rabban went down this round of melee, but I played Putrid Detonation which did a couple of mortal wounds.
The orks also went after my rhino, it first took 2 damage then 14 more. McFly ended up surrounded and had to fight the warboss. They consolidated in to him, I was assured this was all legal.
Big Ripper Red Tooth was overjoyed to face off against McFly, I don’t remember the specifics but I rolled a lot of die rolls below four. But there were just too many orks and of course the dice hate me, but before dying it was decided I would hold aloft the Orb of Decay which we’d also decided after much debating must be a Relic of Decay and it did four more mortal wounds, but no actual orks actually died.
I passed moral for a change, so I had one plague marine left alive. Kris vowed to kill everything because the old ways is best and Krumpin’ ain’t easy.
Death Guard Turn Three
With Rabban and McFly dead the mission was over, no amount of subterfuge was going to survive that charge. I was encouraged to overcharge my plasma pistol since I had one and a command point, I used the re-roll not to die.
As it was my turn the Squighog fought first. Killious Bilious the Silliest remained alive to force another turn.
Orks Turn Three
The warboss was late for his postgame drinking so he sauntered over. Killious died.
McFly managed to pick up a battle scar but rather than weaken him I took the loss of two XP. To put it mildly this game didn’t go well and trying to play against type because of the mission and agenda was a disaster but some days you get the bear somedays the bear gets you. Will the Diseased Sons ever win a game of Warhammer 40,000 again or will everyone in the campaign eventually switch to playing Orks? Tune in next time or leave a comment, the choice is yours.
2 thoughts on “40K Narrative Campaign Year 2 Game 1”
It was a cool game, I just think you got suckered in by the promise of corruption points when you would have been much better served as the defender!
As for the Beastboss on Squigasour being judged in, that was because I completely messed up my charge orders and placement as I didn’t actually look at the other side of th e building, so you (very kindly) let me go back and shuffle my Squickhogls in to a slightly different position to make space for him. Not that it mattered as the Squighogs were super effective with all the command points and buffs they had on them and the Beastboss and his Squigasour didn’t even get to attack.
You did miss the failed charge that left the 2nd Nob on Smasha Squig high and dry (even with his ‘Er we go! rerolls)
I can’t remember everything weeks later, but I need Corruption Points to advance the narrative, I’m the only army still campaigning from the beginning, I never got to use my Inflection Points so I’m trying harder to collect and use the Corruption Points. As for the warboss, it makes sense he would lead from the front on his Krumpin’ Spree and Monster Hunting but the big base on some tables will be a disadvantage. My defiler is smaller than the official model, of course there was no official model when I built it. I brought the wall of Purple Plaguemarines next week, but I didn’t get my revenge.