u/Dreggers001

Dominatus Crusade - Battle Report - Blood Angels vs Votanna

Dominatus Crusade - Battle Report - Blood Angels vs Votanna

CAMPAIGN OVERVIEW

Hello all and welcome back to Armageddon. This is an ongoing series of battle reports based on the Dominatus Campaign currently running at my local gaming club.

NOTES:

  • The campaign uses Dominatus as a base, but we have made some changes to the basic rules to include some more strategy and balancing.
  • The battle maps are designed by me, but the write up for each report is done by the players of that respective game. This means there will be some change in the written style of each report.
    • This week's report was written by James, our Blood Angels player. As always graphics are by myself.

This battle sees the Blood Angels of the Liberators defending Victorinius Spaceport from a Raiders force from the Leagues of Votann. Our players are:

- Liberators Blood Angels commanded by James.

- Raiders Votann commanded by Steven.

More battle reports will be forthcoming as the battle for Armageddon continues.

PRE-MATCH THOUGHTS

James - Blood Angels

Well, it’s all about the battle line units for me. I’m all Auspex Scanning the enemy. Everything that gets hit by a battle line unit gets rerolls of ones to hit and to wound — maybe? Don’t quote me on that. And literally will.

I’ve got a Sternguard unit that counts as battle line courtesy of an enhancement, and then I’ve also got a big unit of Intercessors with a lieutenant that gets lethal hits and precision. So the game plan is really just move up, play quite aggressive, try and take out a lot of his bigger units, and then start mopping up as I go. But that’s basically it.

We’re on the Cerberus base, so I get to deep strike, on my turn, my huge brick of terminators outside of six inches because of my detachment. They get a +1 to their advance and charge rolls, and the captain gives them rerolling charges. So they’re coming out of deep strike within six inches — well, within seven inches with a rerollable charge.

I think the Overwatch and the Hekaton Land Fortresses. He’s got Overwatch on fours, I think, on his Ironkin with ranged weapons. So those could be a big problem. But hopefully, I’ve got to stay in cover to deal with that.

Steven - Votann

The plan is to turn one, run up the board, use my actions on his side, and then run away like a big old chicken. The things I’m scared of the most are the Assault Terminators and the Sternguard. So the Sternguard are getting gunned down with everything I have to gun.

The primary should be easy enough if I can get up the board early enough in turn one, then I can action on the center objective nearest him and get it tagged before it goes away. I can get my Pioneers on the other side to action on the objective over there. So I can tag every single objective except for his home from the get go.

I’m fully intending to drop some Sword Brethren in their back line in a six-inch deep strike and just get right amongst it and see what I can chop up.

He’s probably going to win. It’s a campaign; the agendas are what matter. It’s for the team. It’s not for me.

ARMY LISTS

https://preview.redd.it/38wc7xcgjath1.jpg?width=3000&format=pjpg&auto=webp&s=4904d6b8e8a9785a83c40e1cea124b23583e0631

DEPLOYMENT

https://preview.redd.it/v32il0fgjath1.jpg?width=3000&format=pjpg&auto=webp&s=9e633743ca65753d5678e13abb5a5a6a12241225

FORCE DISPOSITION: Take & Hold vs Priority Assets

PRIMARY AGENDAS: Planetfall vs Vanguard Recon

TURN 1 - VOTANN

https://preview.redd.it/3927w9ggjath1.jpg?width=3000&format=pjpg&auto=webp&s=60d30d8ee15adf0e81bbb151a157f2b5abfd8d0a

Votann began fairly aggressively, moving up the their right flank with Hekaton Land Fortress containing Iron Master and Thunderkyn, screened by Jaegirs to get onto BA expansion objective. Pioneers hard and fast up the left flank sticking to cover. Centre pushes forward with other half of the jaegirs climbing to the top floor of the votann centre objective, supported by a unit of Ironkin Steeljacks.

Aggressive play with the light Kapricus Carrier onto BA centre objective. Not much if any shooting happens this turn for Votann

A bold aggressive start to the game, lets see how that panned out

TURN 1 - BLOOD ANGELS

https://preview.redd.it/4lkvb7dgjath1.jpg?width=3000&format=pjpg&auto=webp&s=1a7da57f7d2fe50d4c7aa310e487e28b2d8bae9e

Oathed the Hekaton landfortress on our left flank, maneuvered the gladiator to draw a line of sight. Techmarine blesses the Landraider’s auspex with +1 to hit. The assault intercessors march forward advancing onto the expansion objective and closing with the jaegirs, supported by the landraider towing onto the objective too. Sternguard pour out of the landraider to do the same, leveraging the Hero of the Chapter enhancement to give them battleline, letting them advance, shoot and charge. Intercessors in the centre move up to draw a bead on the opposing centre objective, while the intercessors on BA home draw a line onto the pioneers, staying just far enough away to avoid triggering reactive moves.

The shooting begins with the Ironkin on Steve’s home base overwatch the sternguard, dealing 1 wound total, but it was free, so hey, why not? Then the party gets started, intercessors on BA home kill a pioneer and leave one more with 1 wound remaining. The intercessors deal some damage to the Kapricus but fail to do anything else. The assault intercessors soften up the jaegirs in from of them, and the combined firepower of the gladius, land raider, and sternguard bring down the Hekaton hiding behind their expansion objective. Should’ve started with the Sternguard here, as the heavy bolters alone dealt 8 dev wounds before even rolling the rest of the squad.

The centre intercessors charge the kapricus, bringing it down in combat, while the assault intercessors and sternguard charge the jaegirs. The sequence here allowed the assault intercessors to finish the jaegirs, giving the sternguard the option to overrun into the now battleshocked Thunderkyn bringing them down to half strength for no damage in return. A very successful turn 1 for blood angels, punishing the Votann’s early aggression.

TURN 2 - VOTANN

https://preview.redd.it/a14918ggjath1.jpg?width=3000&format=pjpg&auto=webp&s=830e0b58c02394501c78b9565ffe895e33b4d065

The turn began with unit of melee ironjacks deepstrike just over 6” behind the intercessors on their home objective, while the pioneers continued to move up the flank. The beleaguered ironkyn fellback to give room to shoot the

sternguard, while the rest of the votann forces consolidated their left flank and pushed further up the middle. The sanguinary guard rapid ingressed into votann deployment zone, ready to make a move on their home objective. The Hekaton opened up it’s magna rails into the landraider but failing to hit, while the small arms fire all goes into the sternguard. The combined might of 1.5 units of ranged ironjacks, small arms from a Hekaton, and pistol fire from melee ironjacks brought down 5 sternguard only, thanks to the 4+ invul, 5+ feel no pain, and Angels defiant stratagem reducing wound rolls of high strength attacks by 1. The centre intercessors hold their ground but start to fall to the ironjacks, preparing to receive their charge.

The librarian’s sternguard squad receive the charge from the ironjacks and miraculously both characters survive unscathed! The intercessors are almost brought down, with just the sergeant and lieutenant surviving combat and dealing 2 wounds by reply. The BA home objective is soundly stolen by the deepstriking ironjacks wiping out the intercessors.

TURN 2 - BLOOD ANGELS

https://preview.redd.it/l71u31dgjath1.jpg?width=3000&format=pjpg&auto=webp&s=ffe7199ba2df08df4b42e3b4154453f6874ce8a6

The librarian and sanguinary priest fail battleshock but thankfully survive their desperate escape tests and prepare to charge once more into the fray. The landraider, lancer, and assault intercessors move up the field to make a move on the Votann centre objective and second Hekaton. The sanguinary guard move quickly to return the favour to the Votann home objective, cautious to avoid line of sight on the ironjacks who could do some real damage on overwatch. the Sergeant and Lieutenant on the centre fall back up to the second floor. Finally the Heavy hitting Terminator assault squad hits the field on the centre left flank, taking advantage of the spaceport to land just over 6” away from ironjacks and the warriors on the centre objective, hoping to tag the Hekaton and create even more problems for the Votann. Left with much less infantry firepower now, the land raider and lancer set about trying to destroy the second Hekaton before it can bring its guns to bear more successfully. They bring it down to below half strength, ripe for thunderhammers and powerfists.

The charges work well, with the Terminators getting into the ironjacks, Hekaton, and warriors. the librarian charge back into the ironkyn and the robots, while the

assault intercessors make it into the warriors and Hekaton. The assault intercessors successfully bring the heakaton to 1 wound remaining, with the terminator captain finishing it off. Miraculously, the votann warriors only take 2 casualties after some truly appalling rolls from the thunder hammers. The librarian, sanguinary priest, and lightning claw terminators bring down 4 of the ironjacks, leaving just two standing who bring the librarian down to 1 wound remaining. The sanguinary guard do the same, with 2 alive on the votann home objective.

TURN 3 - VOTANN

https://preview.redd.it/pkig73fgjath1.jpg?width=3000&format=pjpg&auto=webp&s=9c8ce48f4298edd23c0c2b9f647d9446cfdd9a18

Hit hard and fast by the aggressive counterattack from the Blood Angels, the Votann make stellar use of their dwindling resources, consolidating their positions to compress the Blood Angels right flank and push back into the centre from their own home base. The Pioneers move to BA home objective, while the ironjacks, covered in intercessor blood, move to take revenge on the gladiator savaging their armoured vehicles.

The sergeant and lieutenant in the centre are destroyed convincingly by the ironjacks from which they fell back. The ironjacks bring the lancer down to 1 wound remaining, before the terminators then destroy the lucky warriors and last 2 ironjacks, consolidating into the Votann centre objective, while the Librarian and Sanguinary Priest start on the ironkyn. The sanguinary guard, unsurprisingly finish off the last two ironjacks.

TURN 3 - BLOOD ANGELS

https://preview.redd.it/bnua4kggjath1.jpg?width=3000&format=pjpg&auto=webp&s=02be67224394e84483f5dcb546ef6caf1e4c3822

The terminators move further towards the centre, while the assault intercessors and sanguinary guard pass them to charge back into the ranged ironjacks on the blood angels centre objective, with the land raider moving to provide fire

support. Lancer recovers 1 wound courtesy of the techmarine, and the jump pack intercessors come down ready to retake their home objective from the pioneers.

The lancer kills two ironjacks in combat with big guns never tire, but otherwise completely ineffectual shooting from the land raider is followed up by a failed 7” charge from the JPI’s (even using a reroll!). the ranged ironjacks in the middle are finally brought down by the combined might of the sanguinary guard and assault intercessors, as are the ironkyn, while the lancer is finally destroyed by the ironjacks in the BA deployment zone. The Votann are starting to struggle for assets, with just their left flank alive and the unit of jeagirs on the roof in the middle hoping to be unnoticed by terminators beneath them.

TURN 4 - VOTANN

https://preview.redd.it/bzz0qzfgjath1.jpg?width=3000&format=pjpg&auto=webp&s=a78ff859dd9a94567b2d2b8e0e3bde4d92d1c9bc

The Ironjacks move further into the centre over the wreckage of the lancer, hoping to address the sanguinary guard and assault intercessors, while the pioneers draw a bead on the jump pack intercessors left in the wind after their failed charge. The Pioneers fail to do any damage to the jump troops, while the sanguinary guard suffer 5 losses to the ironjacks before killing 3 by reply with the help of the assault intercessors. The Librarian and Sanguinary Priest, surprised at their continued survival, finish off the Ironkyn.

TURN 4 - BLOOD ANGELS

https://preview.redd.it/z6cznrcgjath1.jpg?width=3000&format=pjpg&auto=webp&s=145d8ad3f844c477cc736750bc06074324287250

The Librarian and Sanguinary Priest move onto the Votann home objective, while the Jump pack intercessors prepare to charge the two remaining pioneers.

The Land Raider prepares to bring down the jaegirs on the top floor above the terminators, who stake their banner in the centre, staring menacingly at the sagitaur and warriors remaining on the Votann left flank. The land Raider finally gets its machine spirit tamed and guns down the remaining jeagirs. The sanguinary guard and captain finally finish off the remaining 2 ironjacks, and the pioneers are destroyed by the jump pack intercessors.

TURN 5

https://preview.redd.it/4jh4lzbgjath1.jpg?width=3000&format=pjpg&auto=webp&s=4dcf053503b7dadff5489d902cb61b6ee14cccc9

Left with just the Sagitaur, 5 warriors and the Memnyr strategist, the Votann elect to complete the last bits of reconnaissance for their agenda.

The Blood Angels do the same and secure the objectives they’d fought so hard over, consolidating their victory over the Votann.

A strong performance from both armies, each of which completed their agenda, but ultimately a victory for the Blood Angels.

FINAL THOUGHTS

https://preview.redd.it/20fqh0cgjath1.jpg?width=3000&format=pjpg&auto=webp&s=0aac1ce5a050e9db73f24e3a799c4683e196d646

I LOVE IT WHEN A PLAN COMES TOGETHER
James - Blood Angels

Capitalising on a slightly too aggressive turn 1 from Stephen I was able to remove some threats and really tie up the left flank heavily, putting him on the back foot from the start.

The sternguard and terminators did exactly what I’d hoped for, with the former taking the full wrath of the remaining votann force and still surviving. This gave me the perfect opportunity to position my remaining reserves to strategically engage the remaining assets and force the filthy Xenos to make difficult decisions.

A fitting thematic primary agenda mission for Planetfall saw the Blood Angels landing their forces to great effect, while the characters led the destruction with their respective units. Stephen tried the same with a play for my home objective, but given how consolidated my force was in the centre left, and how resilient and destructive they proved to be, he just wasn’t able to catch up.

A great game, brilliant moments, great opponent

PLAYING THE LONG GAME
Steven - Votann

I pushed hard into doing the hard part of the agenda first and moved out aggressively to start scanning the enemy first couple of rounds. Although after checking I think i would have scored it anyway as i definetly had more than 35VP for my primary and could have probably focused more on killing stuff than actioning.

The plan to push forward and weather the storm as long as i could paid off, I lost as i expected to as marine bodies are just incredibly hard to chew through but scored high in the game despite severe losses and got the agenda for the team like I had hope i would.

Phase 1 is only the planning phase, Phase 2 is where the Raiders come to take what they found!

u/Dreggers001 — 12 days ago

Dominatus Crusade - Battle Report #02 - Orks vs Space Wolves

Introduction

https://preview.redd.it/bciyv7398orh1.png?width=6000&format=png&auto=webp&s=82bb8f8d8dd729f69a6cc19b3de512dbed1c50a4

Hello all and welcome back to Armageddon. This is an ongoing series of battle reports based on the Dominatus Campaign currently running at my local gaming club.

NOTES:
- The campaign uses Dominatus as a base, but we have made some changes to the basic rules to include some more strategy and balancing.

- The battle maps are designed by me, but the write up for each report is done by the players of that respective game. This means there will be some change in the written style of each report.

- This week's battle report is told as a discussion between the two players.

More battle reports will be forthcoming as the battle for Armageddon continues.

Game Details

Our players are:

- Liberators Alliance: Space Wolves commanded by Josh

- Raiders Alliance: Orks commanded by Matt

Army Lists

https://preview.redd.it/ljy8p7uw2orh1.png?width=6000&format=png&auto=webp&s=a2c191e63813ee6ec4a6f08630f5c8f5710d0773

Deployment

https://preview.redd.it/mndmjxb95orh1.jpg?width=3000&format=pjpg&auto=webp&s=7580e7cc7156649887e2b2c1272837c5f6826d17

Turn 1A - Orks

https://preview.redd.it/vj2d67xc5orh1.jpg?width=3000&format=pjpg&auto=webp&s=6e5b0152294f1034d888b3cec4c673c91623b8ec

Matt (Orks!)

So much early violence. First turn Weirdboy jumped forwards straight and charged the termies and wolf scouts. As they did Snikrot charged up with them and butchered those doggos. Getting him far enough forwards to be in the enemy deployment to score a secondary.

Meanwhile ghaz unit moved forwards and those scouts infront of him snuck back. The other big boys squad moved forwards a little while Gorkanaut took the centre of the board by vomiting Gretchin all over it

Turn one I Da Jump Charged which caused some good disruption if not a lot of actual damage.

Turn 1B - Space Wolves

https://preview.redd.it/dz66s5xc5orh1.jpg?width=3000&format=pjpg&auto=webp&s=f040c6cd3d4b03086f917bad02f832c8c40923da

Matt (Orks!)

Josh turn to be brought his terminators up towards ghaz and brought his wolf guard out of deep strike. I overwatched his wolf scouts who also creeped closer. 78 shots were fired at that unit of scouts resulting in zero deaths. I could have cried.

Then the wolf guard charged Ghaz and Ajac whats his face challenged Ghaz to a duel slaying him. The big mek died next and then Makari looked at the two dead orks and boyz being slaughtered around him and dived into a sewer pipe to escape (lost cohesion). A few shoota boys survived but not many.

Meanwhile up above he cleared up the weird boy after shooting Snitrot dead. They’d done their job delaying that flank

Turn one those wolf guard where already out of deep strike (thanks Logan) and had murdered Ghaz xD. Notice the not dead Logan or Terminators. The cheating bastards.

Josh R (Space Wolves)

Yeah people keep saying turn 1 goes by fast…. Most of my games happen in turn 1…

Matt (Orks!)

Same. My turn one tends two be the long one. Ive ether won or lost during that turnI this case....lost

Turn 2A - Orks

https://preview.redd.it/6dfya5xc5orh1.jpg?width=3000&format=pjpg&auto=webp&s=056d6da548c8b100c12c34b1e2a8b0793b86434b

Matt (Orks!)

Turn two was Waaaagh time. Unfortunately Ghaz had already been killed by a vicious Terminator charge and angry doggos. I managed to get a bunch of ork boys into those terminators but 68 attacks with sustained only dropped one of the fucks and my Gorkanaut failed to finish of Logan Griminar.

Turn 2B - Space Wolves

https://preview.redd.it/q43uc8xc5orh1.jpg?width=3000&format=pjpg&auto=webp&s=3311133c1f76996b1a497f57fd503c1df88245d0

Josh (Space Wolves)

The Gorkanaut charged into Logan and failed to kill him.Then Logan bravely fell back to provide support to the right flank whilst Bjorn ripped it to shreds in close combat.

The Thunderwolf cavalry the chaplain & terminators went to kill the flash gits & the remains of the Gretchin hiding in the same ruins.

Turn 3A - Orks

https://preview.redd.it/j0ci05xc5orh1.jpg?width=3000&format=pjpg&auto=webp&s=d3164dc99a8a5e4a6ef2cd8a170d9074f6d2d94e

Matt (Orks!)

My waaagh push didnt do the work it needed and afterwards the terminators kept pushing forwards. I made an attempt to punish them with my lootas but they couldn’t be stopped. On the other end my dakkarig failed to kill those terminator and Chaplin and my flash gitz didnt do enough damage.

The waaaagh had been halted and crumbled

Turn 3B - Space Wolves

https://preview.redd.it/9tae36xc5orh1.jpg?width=3000&format=pjpg&auto=webp&s=822cf79f68409623b8bd5ac2f2e92484a4b58716

Josh (Space Wolves)

The Chaplain, surviving terminator and Thunderwolf cavalry killed the Dakkarig and Trukk on the expansion objective.

Arjac and the fresh terminators continued to push their flank and they actually ended up killing the lootas and the gretchin on the home objective, removing the last orks from the battlefield.

And that was the end.

Final Score

https://preview.redd.it/sywn75xc5orh1.jpg?width=3000&format=pjpg&auto=webp&s=3082ef65372a90c926c7404c7baeb5318a347972

Final Thoughs

Josh (Space Wolves)

RISKS PAID OFF

Honestly was a very good game, very well played, some very clever moves on your part in terms of limiting attacks from other units.

I reckon there were a few risks that we both took that paid off really well for us. Eg we both made turn 1 charges out of deep strike.

If those kind of things had gone all one way or the other it would have been a very different game.

Matt (Orks!)

HAPPY ORK NOISES

A fun battle against Josh. The first one in a while where I feel like my defeat wasn’t because of a bad roll or stupid choice on my part but just hitting my foe hard as I could but them enduring and then hitting me back harder.

I think it was closer than the scores might show. If Josh had rolled a little worse on his saves.

reddit.com
u/Dreggers001 — 20 days ago

Dominatus Crusade - Battle Report #01 - Aeldari vs Admech

Introduction

Hello all and welcome back to Armageddon. This is the first Battle Reports based on the Dominatus Campaign currently running at my local gaming club.

NOTE: The campaign uses Dominatus as a base, but we have made some changes to the basic rules to include some more strategy and balancing.

Introduction

In the first match of the Dominatus campaign the mechanical might of the Adeptus Mechanicus Cohort Cybernetica faced off against the swift Aeldari Windriders of Saim Hann.

  • This battle was played using the Dominatus Campaign and Chapter Approved 11th Edition missions.
  • The Aeldari opted to pursue the Dominatus Agenda: Making Contact
  • The Admech opted to pursue the Priority Assets mission: Vanguard Operations

 

Warlock Elanir looked to her Farseer with some concern.  Ever since that psychic encounter with the ork weirdboy, Kaelrith had been…off.  However, as the only Farseer in their small warband, the Windriders of Saim Hann were bound to follow his wisdom.  Such wisdom had become somewhat erratic, Kaelrith’s guidance had walked a fine line between glory and disaster without ever achieving either.    His most recent folly had been to make the sacrifice to Khaine to summon an Avatar to aid their warhost.  Normally only done in the direst of times, Kaelrith had admitted to her privately that they do this because “it could be fun”.  Pursuit of fancies such as this came with the risk of attracting the attention of She Who Thirsts, but it was fortunate that a life of reckless adventure suited the wild riders, even Elanir herself had to admit the thrill of the hunt was more fulfilling than the cold, calculated lifestyle of most other craftworlds.   “What do the fates say?” she asked him as he stared forward intently, seemingly focussed on nothing but hopefully looking into their future.  “They are not kind, but when have we ever let that stop us?”.  He put on his helmet and mounted his jetbike as they prepared to head to battle; “The mon-keigh have prepared a soulless army of machines to oppose us. Let us show them the glory of the hunt.”

 

Army Lists

https://preview.redd.it/3qnwgctvixoh1.jpg?width=3000&format=pjpg&auto=webp&s=45404b9b9bc277d34e2c69b3756e5c46ba50f4b3

Deployment

https://preview.redd.it/jl3d8ctvixoh1.jpg?width=3000&format=pjpg&auto=webp&s=a48bb70b6c85810475f3035ad6ce1e62a900e1f3

Turn 1: Saim-Hann

https://preview.redd.it/bolm8ctvixoh1.jpg?width=3000&format=pjpg&auto=webp&s=c07e65041d1e6a9e0d1d46328e696b66c75425b1

The first turn was a simple staging turn with a couple of key objectives.  The D-cannon moved forward to threaten the centre and left flanks with powerful indirect fire, while the Avatar moved up to the right.  The most important action was the Ghost Warrior Wraithlord, who moved on to the centre objective to attempt to complete the primary objective and score 15VP and an Agenda Achieved.  With T10 W10 and a 2+ save it was the second toughest unit in the Aeldari army, after the Avatar.

The only shooting was some indirect fire tagging the skiitari, and the rangers trying to an assassination on the Datasmith. He survived on 1 wound, leaving the poor rangers very exposed.

With the agenda scoring primaries on turn 1, and the assassination failing, turn 1 ended with minimal scoring.

Turn 1A
Saim-Hann - 8VP
Admech - 0VP

 

Turn 1: Admech

https://preview.redd.it/fi81ubtvixoh1.jpg?width=3000&format=pjpg&auto=webp&s=5586b8d32ebe218ac25a0bf392c142da1c37aebd

The Adeptus Mechanicus did very little movement in Turn 1, mostly staging to secure some good sightlines for next turn.  However 3 key moves happened: the Infiltrators moved up to target their Aeldari counterparts, who managed a paltry 1” reactive move.  While the Raiders moved down to tag the lower terrain piece for Vanguard.  The Dragoons made a wild move forward, using the Motive Imperative stratagem to add 3” to their move, combined with a 6” advance the quickly advanced across the table but were still 10” away from the Wraithlord. 

In the shooting phase the Aeldari rangers lost 4 of their number, with the last survivor fading back to hide next to the Avatar. The Raiders plundered the terrain for 5VP.

In the charge phase the Infiltrators made an 8” charge into the Shroud Runners, killing 2 and finishing off the last Ranger.  Most importantly the Dragoons made their 10” charge, having moved a total of 29” in a single turn.  Having made the most unlikely of charges the Dragoons managed to score 12 out of 10 hits thanks to sustained 2.  The Wraithlord still had 10 wounds and a 4+/5+++ save.   It then failed to make every single save.

In literary circles this is what we call foreshadowing.

Turn 1B
Saim-Hann - 8VP
Admech - 7VP

Turn 2: Saim-Hann

https://preview.redd.it/zkeuibtvixoh1.jpg?width=3000&format=pjpg&auto=webp&s=68665227dce1ea464ea5c6d398a15896e3614602

Surprised by the extreme speed of the Admech, the Aeldari had two choices; fall back and attempt the primary mission again from the safety of their side of the map, or go all in and try to take out the Admech in their own deployment zone.  With a roar the Avatar surged forward, Wailing Doom held high ready to bring it down on the nearest Admech tank.  Just in case this wasn’t enough Windrider black and white squadrons came in from reserve to support to pick off any survivors and secure the right flank.  Meanwhile the rest of the army positioned to wipe out the units that had advanced forward.

The Admech advance units were severely punished, with only a single Raider surviving.  The Avatar lined up at the Skorpius tank and rolled a 6…which was slightly cocked.  A quick reroll turned into a 1, missing entirely.  The Windriders then fired, white squadron annihilating the skiitari rangers and scoring 5 wounds on the tank, which made 4 saves.  Black squadron then fired, scoring another 6 wounds, of which 4 were saved.  With those saves and a damage reduction stratagem the potential 22 damage was reduced to only 3.  Still killing units and securing corners scored Overwhelming Force and Engage on All Fronts.

Roaring in frustration the Avatar made a charge at the tank, failing a 5” charge even with a reroll. The fearsome hand of Khaine had managed to trip over its own feet, achieving nothing.

Turn 2A
Saim-Hann - 29VP
Admech - 7VP

Turn 2: Admech

https://preview.redd.it/2z99actvixoh1.jpg?width=3000&format=pjpg&auto=webp&s=43b8fd2f0012d04b8a0ad373134ad1b4badc3d6a

The Admech mostly stayed quite restrained; focussing on dealing with the threat in their deployment zone.  The robots moved to tag the centre objective, with a squad of rangers and servitors standing by.  Everything else moved to fire on the Avatar.

Both disintegrators and Thulia Ghuld fired at the Avatar, who made no saves and died having killed exactly zero enemies.  Left alone, the Windriders were peppered with shots and black squadron was completely wiped out.

Realising the attack had failed, the survivors of White Squadron retreated to the skies, leaving the Admech to Defend Stronghold unopposed.

Turn 2B
Saim-Hann - 29VP
Admech - 18VP

 

Turn 3: Saim-Hann

https://preview.redd.it/e8n58dtvixoh1.jpg?width=3000&format=pjpg&auto=webp&s=8d69860138ad0500efbf78b9d79ec23e390c9211

Despite having the score advantage, the Aeldari assault had been blunted with very little to show for it.  Deciding to focus on the long term the movement phase made use of the new multiple detachments to have every vehicle in the Armoured Warhost advance, swarming the central objective.  The aim was to complete the primary to score an Agenda, thus gaining a relic at the end of the campaign phase.

Shooting was focussed on threats to the centre; the damaged tank was finally destroyed with 5 out of 5 bright lance shots hitting and wounding.  It made 4 saves, but that was enough to finally Bring It Down.  A bright lance shot wounded a robot, while purple squadron finished off the last Raider.

White Squadron had reappeared in the top corner, using Daring Riders stratagem to sneak inside the Admech screen.  Opening fire on the exposed rangers the Warlock completely failed to wound, and the shuriken cannons scored only a handful of kills.

Having gone all in on the primary objective, the question was could the Aeldari hold the centre long enough to Make Contact.

Turn 3A
Saim-Hann - 42VP
Admech - 18VP

Turn 3: Admech

https://preview.redd.it/boayrbtvixoh1.jpg?width=3000&format=pjpg&auto=webp&s=5c7b7fc7d785b99191aade630370158f479abd4c

With all the cards on the table the Admech moved to clear the centre.  Move blocked by Aeldari bodies they could only tag the outside edges of the centre with the rangers and robots, however their OC boosted by an aura from Belisarius Cawl meant they only had to kill a few units in shooting to deny the Aeldari primary.

The fragile elves were no match for the concentrated fire of the Admech, with the exposed war walker, purple squadron and shroud runners all falling easily.

The robots managed to make a narrow charge through the gap created by the shooting, however only 1 robot managed to get into combat and failed to destroy the war walker.

However this was enough to take the centre, allowing the rangers to complete the Vanguard Operation and score maximum primary for the turn.

Turn 3B
Saim-Hann - 42VP
Admech - 32VP

 

NOTE: As we ran out of time the remainder of this battle is based on drawing secondaries, talking it out and using a mathhammer app.

Turn 4: Saim-Hann

https://preview.redd.it/pydzwbtvixoh1.jpg?width=3000&format=pjpg&auto=webp&s=544706189f2d28c321d04f731619071f76a13bf9

Making Contact had failed, it now seemed impossible to hold the centre until the end of the Admech turn.  However the lesser scoring option only required to hold until the end of the Aeldari turn, so if the centre could be retaken the objective could still be partially scored.  Movement would be focussed on gaining sightlines, using a stratagem to fall back and shoot, and generally being a nuisance to stall the Admech advance.

The survivors of orange squad would easily kill the last rangers.  Everyone else focussing on the Robots would kill at least the 1wounded robot, enough to claim the centre for the turn.  White Squadron, using the Windrider Host reposition rule to the utmost would move to try and prevent Admech scoring by attacking the servitors.

With the centre temporarily secured the war walker would silence the contact, scoring 8VP.

Turn 4A
Saim-Hann - 61VP
Admech - 32VP

 

Turn 4: Admech

https://preview.redd.it/2y37ybtvixoh1.jpg?width=3000&format=pjpg&auto=webp&s=6667433bcc6056b2132aa70bbadefaa8fb954666

With the Aeldari exposed there would be little to do on this turn except secure the centre objective.  Cawl, Ghuld and the disintegrator would be enough to kill the remaining vypers and exposed walker, with an easy charge from the robots finishing off the walker that had just silenced the contact.

With the centre all but lost, CP would not be spent on saves but instead to Rapid Ingress the Farseer for an attempt to finally score assassination.

Turn 4B
Saim-Hann - 61VP
Admech - 55VP

 

Turn 5: Saim-Hann

https://preview.redd.it/gvih0dtvixoh1.jpg?width=3000&format=pjpg&auto=webp&s=215fc40e976375cc5950e68ae6deaf4acd1bf61e

The final turn would be for utilising mobility to try and score a few more points.  The Farseer would likely achieve assassination, while White Squadron would make a play for the Tempting Target, using Flitting Shadows to avoid overwatch.

The support weapons would retreat to avoid a charge from the robots and take a few parting shots at them as they went.

Turn 5A
Saim-Hann - 75VP
Admech - 55VP

Turn 5: Admech

https://preview.redd.it/v5g3vbtvixoh1.jpg?width=3000&format=pjpg&auto=webp&s=60767529ba165b8d43002b7992ab65a8992ed6a3

The final act of the game would be to wipe out the remaining Aeldari and claim their home objective.  The Cybernetica detachment rule combined with the stratagem Motive Imperative would turn the slow robots into units with a 13” standard move, so anything other than a 1 on the advance roll would get them to the Aeldari home objective.

White Squadron would likely fall under the heavy fire of the Dunecrawler, but the Farseer would stand a chance to survive the Disintegrator thanks to his 4++.

With that the Admech would control the battlefield, maxing out their primary score and only losing out on a few secondary points.  However, the Aeldari had scored enough to complete an Agenda, meaning their sacrifice was not for nothing.

Turn 5B
Saim-Hann - 75VP
Admech - 87VP

Conclusion

https://preview.redd.it/zu4kwatvixoh1.jpg?width=3000&format=pjpg&auto=webp&s=ab7c9a956e55d75689c191b88f142a9843aa0a69

You gotta know when to hold em, and when to run

My entire strategy was based on making contact turn 1 using the Wraithlord, while the avatar with its famous durability stalled the Admech advance.  Then the Admech would have to come to me, letting me pick them off while using my manoeuvrability to score secondaries.

Instead the Dragoon charge spooked me, and despite the terrible dice rolls I decided to go all in on wiping out the Admech flank, as the avatar was more than capable of taking out a tank or two.  Its spectacular failure proved that combining poor dice rolls with risky strategies was a bad choice.  At least the Avatar made the Admech spend a turn killing it, a 265pt speedbump.

I wanted to do whatever it took to get a campaign relic.  11^(th) edition makes scoring a lot easier, and some of the Dominatus Agendas are quite forgiving so even though I lost the game it was closer than expected, and I still managed to score enough primary VP to achieve my Agenda.  So there is hope for the future of the campaign.

u/Dreggers001 — 1 month ago

Dominatus Crusade - Battle Report #0

Introduction

Hello all and welcome to the first of what will be an ongoing series of Battle Reports based on the Dominatus Campaign currently running at my local gaming club.

The campaign uses Dominatus as a base, but we have made some changes to the basic rules to include some more strategy and balancing.

Factions

Let us meet the factions, each of which has 3 players:

https://preview.redd.it/usduinge4coh1.png?width=500&format=png&auto=webp&s=05ba6fd1b53840a1cf4050a7727e66d5f3af82dc

Liberators

The defenders of Armageddon, the Imperial forces gathered to see off the invading armies.

  • Adeptus Mechanicus
  • Blood Angels
  • Space Wolves

https://preview.redd.it/su986wmukcoh1.png?width=500&format=png&auto=webp&s=f3cc8d752e2758fbc70bc7325d5b47d0a4f3999b

Oppressors

The invading armies looking to conquer the planet for their own nefarious ends.

  • Death Guard
  • Orks
  • Tyranids

https://preview.redd.it/t240s5uykcoh1.png?width=500&format=png&auto=webp&s=b4d6a5e6c74cb685ada8d240dbcfd4afd503dede

Raiders

Opportunistic invaders with their own mysterious agendas.

  • Aeldari - Saim Hann
  • Aeldari - Ulthwe
  • Leagues of Votann

Grand Strategy

https://preview.redd.it/05x2tdu3mcoh1.jpg?width=1661&format=pjpg&auto=webp&s=6bb357b89c6e95c800adcc1e11e79d0d83c23763

At the beginning of each Campaign Phase each alliance secretely selects one army to send to each of the locations chosen for the phase.

Each location also has special rules:

- Mannheim Gap: Reinforcements need fly

- Victorinius Spaceport: Bonus deep strike

- Cerbera Base: Restricted shooting

For every phase

- Each location has 3 battles (e.g. A vs B, B vs C, A vs C)

- Resulting in 9 battles in total for the Campaign Phase

Campaign Map - Phase 1

https://preview.redd.it/jbiprkrsmcoh1.png?width=1661&format=png&auto=webp&s=496f97c6e033c72f7de2b7c662232dd075b87b1d

So for Phase 1 our battles are:

Mannheim Gap: Admech vs Deathguard vs Saim Hann

Cerbera Base: Space Wolves vs Orks vs Ulthwe

Victorinius Spaceport: Blood Angels vs Tyranids vs Votann

Battle Reports

With the stage set, my next post will be the full battle report for the first battle of Phase 1.

Thanks for reading.

u/Dreggers001 — 1 month ago

Dominatus - Rules clarification

I'm about to start my first Dominatus campaign tomorrow, and looking at the location cards a few of the locations seem quite unbalanced. Below I've listed two examples I'd appreciate some input on:

MANNHEIM GAP
This location has the following special rule:

>ROCKFALLS
When a unit ends a move (excluding pile-in and consolidation moves) within 6" of a canyon wall (No-mans land battle edge), make a hazard roll for that unit.

The core rules state:

>HAZARD ROLLS 06.03
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound

So does that mean you only roll a single dice for the unit, and at most the unit suffers 1 wound/3 for vehicles? If so this seems underpowered.

Contrast this with

VICTORINIUS SPACEPORT
This location has the following special rule:

>SURGICAL INSERTION
In a player's Movement phase, that player can select one friendly strategic reserves unit to make a Surgical Deep Strike. If they do, while making an ingress move with that unit this phase, apply the following:

>• If that unit has Deep Strike: Each model in that unit can be set up anywhere on the battlefield that is more than 5" horizontally from all enemy units.

After ending that move, that player must make a battle-shock roll for that unit, then make a number of hazard rolls for it equal to half the number of models in that unit (rounding up).

Notably the rules don't say anything ruling out Turn 1 Surgical Insertion, or charging. Units do have to take a hazardous roll, (specifically stating one for each model, in contrast to Rockfalls above). This seems a minor risk for what looks like an easy Turn 1 charge.

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u/Dreggers001 — 3 months ago