Results: HobbytownUSA Dallas Lucky 13's Mega-Battle 'If Its Green, We Can Kill It!'

Nineteen participants clashed over 25,000 points of Imperial Guard (with some Adeptus Astartes and Adepta Sororitas in assistance) and Orks (with Chaos and Tyranids joining them for the melee) in the first mega-battle of the year-long Games Workshop Warhammer 40,000 Apocalypse Lucky 13s Campaign, 'If Its Green, We Can Kill It!' as the Imperium, led by the Mordant 13th, fought to oust the Greenskins from the ruins of an Imperial City.

Three buildings had been heavily 'orkified' by the invaders, and the massive-scale fighting devolved down to control of them: a multi-story ruin the Orks had made into a combination laager and HQ, a sheet-steel platform from which they were running their ground-to-orbital comms, and a massively orky fort/defensive stronghold in the center of the city. The Imperium seized the HQ and fort early--but the orks had wired them for 'self-deestrukshun' and not one but both blew sky-high, along with most of their Imperial occupiers. That left the forces of Disorder in good position, with control of the only remaining objective, a strategic asset that gave them double points for it if they could retain it, and a number of expensive and powerful units in position to seize it. But the Imperium proved they had a little destructive power of their own, by racing a Rhino toward it and hurling a Vortex Grenade at its defenders...which destroyed the objective, as well, banishing it to the Immaterium and ending the struggle for the city in a deadlocked draw.

There were at least three superheavy Baneblades, a Valkyrie flyer, an Armoured Company and an Earthshaker Battalion datasheet formation on the Imperial side; the Orks unleashed *two* Green Tide datasheet formations, a Skullhamma superheavy--and both a scratchbuilt Pulsa Rokkit and a truly awesome, table-dominating scratchbuilt Stompa Titan, with their Forces of Disorder allies adding a Chaos Warp Rift and a Tyranid Exocrine gargantuan creature to the mayhem. The battle *felt* apocalyptic.

Particular kudos go out to several participants and contributors: the Friday Night Terrain Building Irregulars, especially Bob and Steve, for a terrific looking table full of new and refurbished scenery (and Jeff, whose excellent Ork fort finally got the starring scenario role it deserved--and lasted one whole turn before being obliterated :); Mekboy scratchbuilders Aaron and Tommy, for the excellent Ork Stompa and Pulsa Rokkit models; Keith at HobbyAnnex, for donating several buildings (including the ork comms platform with its working lights and electronics) and a Skullhamma; Lucky 13s deputies Matt and Eric for all their assistance planning, preparating and executing the event; and the HobbytownUSA Dallas staff of Ted, Brad, Megan, et al, for agreeing to be a Lucky 13s retail site, and continuing to support the hobby so well.

As is always worth noting, Apocalypse games are far less about winning and losing and far more about the great storytelling moments which occur when forces so epic clash on the tabletop. A few of my favorites:

  • The 'Coolest Weapon Special Effect' Award went to Aaron's Stompa Titan's supa lifta droppa, which heaved a Chimera halfway across the table, bouncing off a demolisher and flattened a space marine attack bike beneath it;
  • The 'Tank Ace' Award went to that same Demolisher of Kobie's, which made Disorder pay for its survival by, amongst other mayhem-wrought, 'one-shot-killing' the superheavy Skullhamma opposite it;
  • The 'Bloody Their Flanks' Award went to Jeff and Dale on one end and David and Eric on the other, for getting in the spirit of things and killing virtually every model in sight on both sides, regardless of the fact that none of them were anywhere near a relevant objective :);
  • The 'He's an Artillerist at Heart' Award went to Brady again; for a Tyranid player, he is the most dangerous ordnance template thrower ever seen;
  • The 'One Shot/Two-Dozen Kills' Award went to Vincent, whose Earthshaker Battalion's huge ordnance template met Tommy's tightly-bunched Green Tide, and the Game Hall still smells of burning fungus;
  • The 'Greatest Impact by a Character Not Actually Present' Award went to Josh, whose radical Ordo Xenos Inquisitor's repeated monkeying-around with captured Tyranid creatures in these mega-battles has earned him no-end of infamy, even though the model itself doesn't yet actually exist :);
  • The 'Patience Is Its Own Virtue' Award went to David Caldwell, who waited two-and-a-half hours to bring his little allied Imperial 'surprise' (see Josh's Inquisitor, above) on from Reserve...only to see a Vortex Grenade heaved and the battle end, moments later;
  • The 'I Don't Care I'm Bringing Terminators Anyway' Award went to Blake and Kyle, who continue to bring squads (both Loyalist and Chaos) in tactical dreadnought armour to these events even though the most horrific fates inevitably seem to befall them;
  • The 'Best Tyranid Bomb' Award went to Ashley, for his Orks' tying up 'Spiky' the Hive Tyrant, putting him in a runaway Trukk, and kamikazing him into the middle of the Imperial lines (see 'horrific things happening to terminators,' above);
  • The 'Keeping Your Eyes On The Mission' Award went to Michele, for not only gambling successfully on a random deviation to destroy an objective Disorder was strongly positioned to control otherwise, but for being the most prominent participant in seizing both other objectives early and in force...until she blew them up of course;
  • The 'Best Use of a Strategic Asset' Award Runners-Up (tie): to the Orks, for playing their 'Vital Asset' stratagem on the only objective which survived destruction beyond the first turn, which would have won them the game, but for co-winner Michele's Sisters of Battle's heroic run at that vital objective with a 'Vortex Grenade' stratagem, which in turn denied it (see above);
  • And finally, The 'Best Use of a Strategic Asset' Award Winner: to Imperial Guard commanders Eric and Matt (of the Mordant 13th, appropriately), who took a gamble with their long-range ack-ack anti-aircraft battery and fired everything they had at the Orks' battle cruiser, skimming the atmosphere in low orbit to deliver barrages; needing 'sixes' to hit, penetrate and damage the threatening spacecraft, they delivered them, creating an incredibly 'apocalyptic' moment when their fire reached above the battlefield, into the heavens where the cruiser was skimming fiery across the sky, and drove it from the fight. Very cool, very atmospheric (thanks, Ashley, for providing the Battlefleet Gothic model to simulate the encounter!) and precisely the kind of moment Apocalypse games are all about: the result--win, lose or draw--you won't remember in a day; storytelling moments like those will last so long as you enjoy the hobby!

Thanks to all nineteen participants, who earned a Lucky 13s Regimental Tattoo and a campaign participation stamp for their efforts. Keep an eye directed to http://www.adeptusnorthtexas.com for details of a third Lucky 13s participation event coming in late February/early March, an exciting and unique and arguably *historic* Lucky 13s painting event which will culminate Sunday, March 23rd...and the second Lucky 13s mega-battle, Saturday, March 29th, which will take the Mordant 13th and their Imperial allies back toward the Medusa system, toward rumours of Inquisitional purges and radicalist behavior...and toward the very maw of the Great Devourer...

Results: Waaghmbat Patrol Week One: GW Grapevine Mills

Eight Warhammer 40,000 force commanders squared off at Games Workshop Grapevine Mills in Week One of the four-week, February-long North Texas Combat Patrol tournament series...The Waaghmbat Patrol (though The Waaghmbat himself was--perhaps in keeping with his mysterious persona--inexplicably absent this first round).

  • BEST OVERALL/ROUND ONE CHAMPION: Bob Westbrook/Tau
  • BEST ARMY/2nd Overall: Jay Kalor/Space Marines
  • BEST GENERAL/3rd Overall: Helio Rosenthal/Tau
  • BEST PAINTED: Michael Castillo/Tyranids
  • BEST SPORTSMAN: Roman Cruz/Orks
  • MURPHY'S LUCK AWARD: Chris Williams/Orks
  • Riley Wells (Space Marines) and Pete Colyer (Orks) tied for Best General, the tie being broken in Helio's favour by highest overall finish.

Highlights of the event included an impressive final battle on the top table between Bob and Jay, won by the latter when his broken force commander managed to rally in the final turn and claw his way back onto the objective; an horrifically bloody battle around a central objective between Pete's hand-to-hand Orks and Michael's hand-to-hand Genestealers; and the most hideous dice-betrayal ever committed by Fate against one race in one tournament, wherein Chris and his Orks won the Murphy's Luck Award by losing *every game* by one critical, last-round dice roll or another--and Roman and his Orks would have trumped even Chris's bad luck, and earned him that award, had not he done so admirable a job of keeping his game face through it all and playing on that his fellow gamers voted him Best Sportsman (a few highlights: laying a template weapon over seven fire warriors needing only 2s to wound--and rolling five '1s' out of seven; having his trukk blown every game before it had a chance to move except one, in which it got the careen result it needed--then promptly spun 180-degrees on one wheel and crashed back into his deployment zone; and the capper, his Weirdboy Grubgutz, failing *every* psychic test he took the entire tournament--wounding himself more than once--except one time...in which his attempt to tellyport scattered him and his entire squad off the table...)

Maybe someone in green *should* have summoned The Waaghmbat...

Bob Westbrook and his Tau will represent GW Grapevine Mills against the winners of the three remaining rounds Sunday, March 2 at GW Grapevine Mills in a round-robin, winner-takes-all event!

Thanks to the staff of GW Grapevine Mills for hosting the event, and providing over $200 in models, gift cards and other terrific prize support. On to round two. Waagh!

North Texas WAAGHmbat Patrol Tournament Series

Each Sunday in February, 2008, a different North Texas Warhammer 40,000 stockist will sponsor a Preliminary WAAGHmbat Patrol Tournament--with the four winning finalists competing against each other round-robin style Sunday, March 2 for the championship! Register now at the 40K dealer nearest you; slots are limited to eight per round, four of which must go to the Waaghmbat 'home' army: Codex Orks!

WAAGHmbat Patrol Tournament Rules & Scoring

DATES:

All Events run 12:45pm-4:15pm

  • Sunday, February 3, 2008: Preliminary One--GW Grapevine Mills
  • Sunday, February 10, 2008: Preliminary Two--HobbyAnnex
  • Sunday, February 17, 2008: Preliminary Three--Lone Star Comics Dallas
  • Sunday, February 24, 2008: Preliminary Four--HobbytownUSA Dallas
  • Sunday, March 2, 2008: Finals--GW Grapevine Mills

SCHEDULE:

  • 12:45pm-12:55pm: Registration/Submission of Army Lists/Table Assignments
  • 1:00pm-1:45pm: Game One
  • 2:00pm-2:45pm: Game Two
  • 3:00pm-3:45pm: Game Three
  • 4:00pm-4:15pm: Tallying of Scores/Awards Ceremony

FORMAT:

Each Preliminary will be open to eight players, who may pre-register for the Event by making any post-Christmas Games Workshop product purchase at the sponsoring Store; one-half of each pre-registered Tournament field (ie, four players) *must* be participants fielding Ork Combat Patrol Armies; Combat Patrol Armies are 400 Point Warhammer 40,000 forces composed using Combat Patrol rules from the 4th Edition hardcover rulebook, page 182; each Preliminary will consist of three games of approximately 45 minutes' duration each (including setup); the winners of each of the four Preliminaries will compete against each other in the Tournament Final; the Preliminary overall winners will be determined by achieving the highest total score of available points (detailed following).

POINTS:

  • Painting: Maximum 10 Points.
  • Sportsmanship: Maximum 5 Points.
  • Army List: Maximum of 5 Points.
  • Games: Maximum of 15 Points.
  • Presentation: Maximum of 5 Points.

PAINTING:

*All Players entering the Tournament must attest they are primarily responsible for having painted their armies themselves. This does not preclude assistance from parents/friends/significant others, so long as the painting is primarily representative of the player's own skill and effort.*

Painting Scoring is cumulative (undercoated figures with no other paint but elaborate bases still score only at the first 1 Point level, for example).

Armies which require no level 6 decals/squad markings (some Tyranid and Necron armies, as an example) are not penalized for that, and will simply either receive 5- or 7+ Points, as appropriate to the level completed.

  • 1 Point--All figures/vehicles assembled, based and undercoated (anything less is zero).
  • 3 Points--Above plus all figures in basic uniform colour(s) plus all obvious surfaces (facial skin, weapons/weapons cases, shoulder pads/trim, bases, etc) complete (the traditional 'three colour' painting level).
  • 4 Points--Above plus bases flocked or otherwise scenicked.
  • 5 Points--Above plus details painted (pouches, lenses, skulls, aquila, etc).
  • 6 Points--Above plus all appropriate decals/squad markings added (whether by hand, decal, or other method).
  • 7 Points--Above plus effective washes or highlighting (effectiveness to be determined by judges).
  • 8 Points--Above plus effective washes AND highlighting (effectiveness to be determined by judges).
  • 9 Points--Above plus effective blending (effectiveness to be determined by judges).
  • 10 Points--Award of Merit for ONE of the armies at each Preliminary which qualified for 9 Points; this Player will receive an extra point (for a Painting score of 10), and receive the award for Best Painter.

If no Players qualify for 9 Points, the Player with the highest score in Painting will receive the Award of Merit for Best Painter but will retain the lower earned Painting score, for calculating Overall Winner. In the event of a tie the winner will be determined by consensus of the judges.

SPORTSMANSHIP:

Each Player will confidentially score their three opponents for Sportsmanship under the following guidelines, be scored by their own opponents under the same guidelines, and will, at the end of all three rounds, cast a vote for which of the three opponents they played (if any) they considered Best Sportsman.

Each Player will have their lowest score dropped, making the Sportsmanship available points range 0-4; among Players tied for the high score, the Player receiving the most votes for Best Sportsman will then get an additional Award of Merit for Sportsmanship point, for a maximum Sportsmanship score of 5 Points. In the event of a tie in score and in number of votes cast for Best Sportsman, ALL tied Best Sportsmen will receive the additional point:

  • 0 Points--Not a fun opponent (either because of army composition, playing style/demeanor, or some combination). Not an opponent I would like to play again.
  • 1 Point--A quality 40K opponent I would happily face again.
  • 2 Points--An outstanding 40K opponent who made our game more fun than average.

ARMY LIST:

*This is a competitive event; all players must achieve at least 1 Point in the Army List category, by presenting a printed, legible Army List for the judges at the beginning of the tourney, to ensure their army may be vetted as legal. Failure to do so can result in denial of participation in the event, and awarding of that player's slot to an complying Alternate.*

Army list scoring is cumulative.

  • 1 Point--Printed, legible Army List presented to judges at beginning of tourney, with all units accurately identified (including gear and squad options) and accurately pointed out; list conforms to the rules of Combat Patrol as presented in the 40K4 hardcover rulebook.
  • 2 Points--Above plus a copy of the Army List provided for each opponent.
  • 3 Points--Above plus army and all characters/units named.
  • 4 Points--Above plus either written background for the Army or decorative artwork/presentation for the List undertaken by Player (or both).
  • +1 Point--Award of Merit for ANY Army List which achieves 4 Points which judges deem of exceptionally high quality, either in written background, decorative presentation, or both.

GAMES:

Players in each game will receive 2 Points for a Loss and 5 Points for a Win (scenarios at the 400-point army level will not accomodate Draws). Even-numbered Players (2,4,6,8) will play Odd-numbered Players (1,3,5,7) in Game One. The four winning Players will face each other in one bracket and the four losing Players will face each other in another bracket in Game Two. The two undefeated Players will face each other in Game Three, with the remaining six Players bracketed to face a Player they've not yet played in Game Three. This will produce a minimum Games score of 6 and a maximum Games score of 12 except for the one Undefeated Player who will earn 15 Points, and the Award of Merit for Best General.

PRESENTATION:

Players may earn up to 5 Points for Presentation of their armies at Tournament. These points may be earned as follows:

  • +1 Point--Having a decorative presentation base/carrying tray/diorama for displaying/transporting their army.
  • +1 Point--An additional Award of Merit for Display point may be presented by the judges if said display base is deemed to be of exceptionally high quality.
  • +1 Point--Having notable effective conversion(s) to figures/vehicles which personalize their army. Conversions can be as simple as substituting bitz from one GW figure to another or as elaborate as from-scratch greenstuff-sculpting, but the qualifying conditions are that said conversions be 'notable'--ie, that the judges notice them--and 'effective'--meaning that they add to, rather than detract from, the presentation of a Player's army (note that Players should feel free to point out conversions to judges to meet the first criteria, as very few of even the most well-qualified judges will be familiar with every figure, vehicle kit and bit GW produces!).
  • +1 Point--The Waaghmbat Award: any Player who chooses to field The Waaghmbat WAAGHmbat Patrol Special Character (see following) in his/her army may be awarded this additional Presentation point at the judges' discretion, if the model is sufficiently impressive.
  • +1 Point--Award of Merit for Best Army: one Player will receive an additional point for having the highest combined score from the categories of Painting, Army List and Presentation, and will receive the Award of Merit for Best Army.

AWARDS:

Awards of Merit for Army List and Display will be presented in the form of Points added to Players' Overall scores, as noted above. The Waaghmbat Award will be presented in the form of a Point added to the Players' Overall scores, as noted above. Prizes (in addition to added score Points, where noted above) will be awarded for:

  • Award of Merit for Best Painter.
  • Award of Merit for Best General.
  • Award of Merit for Best Sportsman.
  • Award of Merit for Best Army.
  • Overall Tournament Championship Award.
  • Murphy's Luck Award (presented to that Player who, more than any other, was deserted and betrayed by Lady Luck, the Hand of Fate and his Dice during the Tournament...)

Prizes will be awarded on a one-per-Player basis, in ascending order (so a Player who wins Best Army and Overall, for example, would receive the Overall prize with the runner-up for Best Army taking home that prize). The Overall Tournament Runners-Up will also be acknowledged, and in the event the Overall Winner is not able to participate in the Tournament Final, Runners-Up will be contacted to take their place.

EVENT FINAL:

The WAAGHmbat Patrol Final will take place at Games Workshop Grapevine Mills on Sunday, March 2, 2008 between 12:45pm and 4:15pm. This event will vary from the four Preliminaries in that there will be only four participants, the Overall Winners of the four Preliminary Rounds, and they will each play the other three, in a round-robin elimination, to determine the final champion, the Combat Waaghmbat for Warhammer 40K in North Texas!

WAAGHMBAT PATROL SPECIAL CHARACTER:

+++The Waaghmbat+++

WAAGHmbat Patrol Tournament Special Character

Points: 50 (75)

WS BS S  T  W  I  A  Ld  Sv
4  2  4  4  2  3  3  7  4+Inv

Wargear: Waaghmbat Wingz, Slugga, Choppa, Stikkbomz, 'Eavy Armour

Special Rules: Independent Character, Jump Infantry, Furious Charge, 'E Fights Alone, Da Dark Ork, 'Iz Own Personal Waagh

Options: The Waaghmbat may replace his Choppa with a Power Klaw for +25 points.

'E Fights Alone: Though they welcome his suicidal courage in a scrap, The Waaghmbat's singleminded desire to fight is so intense it makes even other orks uncomfortable. The Waaghmbat must always act as an Independent Character, may not join any other unit or squad, and may not board any transport or other vehicle.

Da Dark Ork: The orks believe The Waaghmbat is blessed (or cursed, depending on the telling) by either Gork or Mork. His armour save is Invulnerable.

'Iz Own Personal Waagh: The Waaghmbat has obsessively dedicated his life to battle--often with motives which seem inscrutable, even to other orks. *Any* army participating in a WAAGHmbat Patrol Tournament may field The Waaghmbat, including non-orks, so long as the model is accurately represented. In Non-ork armies fielding The Waaghmbat, he *must* enter the game from Reserve; when fielded with ork armies, The Waaghmbat deploys as normal. The Waaghmbat is an HQ choice but does *not* count against a fielding player's Force Organization chart limit; therefore, The Waaghmbat *may not* be any army's commander.

Waaghmbat Wingz: The Waaghmbat wears an elaborately winged combat rig into battle. These Wingz act as a Rokkit Pak which may re-roll any related dice roll (the result of the re-roll must be accepted).

From the Journal of Xenos Biologis Geophrey Harvis, Field Researcher in the service of Inquisitor Ormin Del'Trieste:

"The tale of The Waaghmbat seems to be told across the entirety of ork society, amongst all clans. Its variants have been found amongst budding pre-waaghs in disparate parts of the galaxy.

In these orkaeospecific myths, an ork of middling significance--never a leader or warboss well-enough known to be specifically identified, but always at least a nob or somesuch similar--is violently wronged (as orks would define such, often shot down at range by some high-technology gun or taken from behind by an assassin's knife, etc) by a non-ork culture (usually human, but in some variants of the tale eldar or even tau figure, as well). The ork somehow survives, but is driven over-the-edge--even for an ork--in his quest for vengeance, adopting the elaborately cloaked-and-cowled identity of The Waaghmbat to hide his prior shame, and roaming the galaxy on his personal 'waagh.'

What is interesting is the number and variety of 'Waaghmbats' that have appeared in ork armies across the galaxy. Although always sharing the same general appearance--an ork combat type designated 'stormboy' with a more elaborately-winged 'rokkit pak'--pict captures reveal considerable variation in the actual execution of this orketype...and field reports I have personally collated report 'The Waaghmbat' appearing to fight in entirely different parts of the galaxy at the same time. Clearly, this Waaghmbat identity is something multiple orks are drawn, for whatever reason, to embrace, a part of their cultural gestalt (though suggesting such to any given Waaghmbat--or ork he is fighting alongside--is asking for more trouble than the inquirer is likely to be able to handle, and is therefore discouraged).

Perhaps the most curious element of this ork myth cycle are the scattered tales of The Waaghmbat joining *non-ork* armies in the midst of battle, in his pursuit of vengeance against his original nemesis race. In these (entirely unconfirmed) reports, at the moment the two combatant forces lock in short-range combat, The Waaghmbat will come screaming over the horizon powered by his jet-pack, bellowing his personal waagh, and join with the army he has chosen to side with in all ways as though he were a part of it. It is worth noting that in most versions of this particular story-cycle, The Waaghmbat seems to 'perish' near the battle's completion, to avoid the awkwardness sure to ensue between he and his 'allies' thereafter; however, versions exist where The Waaghmbat merely zooms to a nearby rooftop at battle's end, to stand briefly but dramatically silhouetted by--variously--lightning, sunset, a moon or distant artillery fire, before arcing from sight on a pillar of smoke and flame from his jet-pack, leaving his erstwhile allies completely bewildered (the still-rarer alternate ending, in which The Waaghmbat then turns and slaughters his ally army as well, is thought by this researcher to be apocryphal--as is the alternate Waaghmbat myth-cycle in which he is accompanied into battle by a cheerful lunatic gretchin in bright motley, generally referred to as the 'Grot Wonder').

I have appended to this dataslate transcriptions of all such Waaghmbat reports as I have collected to this point, as well as the few rare pict captures of verified appearances of the dark ork. The file remains open for updating by fellow magos as circumstances allow.

Yours respectfully, Geophrey Harvis, Xenos Biologis"

Lucky 13's Command Retinue Gallery

Retinue Photobucket Photobucket Photobucket Photobucket Chimera APC by Eric Smelley Photobucket High Commander by Matt Mayer Photobucket Commissar by Blake Weinstein Photobucket Standard Bearer by Bill Zalman Photobucket Guard Voxman by Bob Westbrook Photobucket Guard Flamerman by Chad Jones Photobucket Guard Flamerman by Bob Hoeffer Photobucket Grenadier Bodyguard by Juan Diaz Photobucket Grenadier Bodyguard by Steve Triolet Photobucket Staff Officer by Steven Burroughs Photobucket Staff Officer by Vincent Headrick Photobucket Ogryn Bodyguard by Aaron Wheatcraft Photobucket Pastor by Ashley McDaniel Photobucket Scribe Historicus by Christopher Allen Photobucket Servitor Bodyguard by Kyle Weinstein Photobucket Servitor Bodyguard by Jack Salva Photobucket

Results: The Crash of the Scarlet Hope

26 players. 6 superheavy vehicles or gargantuan creatures. Over 23,000 total points. 13 Defenders of the Imperium rallied to the starport planet of Yorke's Drift--three Baneblades, several detachments of the Ultramarines including a Whirlwind Suppression Force and a Vindicator Linebreaker Formation, Terminators of the Dark Angels Deathwing and a Terminator Titanhammer Formation, Sisters of Battle, the Imperial Guard including an Ogryn Auxilia, and the Black Templars, all led by a Puritan Inquisitor and Marneus Calgar--and trudged through the snow to the smashed and broken city's edge, where the wreckage of rogue trader Ormin Del'Trieste's interstellar cutter the Scarlet Hope smoldered and crackled on the verge of a warp core meltdown. There they met a hastily-cobbled-together coalition of 13 Traitor and Xenos--war engines including a Slaaneshi Baneblade, a Tzeentch Warhound Titan and a Tyranid Exocrine, a half-dozen rampaging Carnifexes five of which rained down into the midst of the Imperial tank line via Mycetic Assault, two Traitor Linebreaker Formations, a Khornate Maelstrom of Gore which darkened the skies with bloody rain, four Tau detachments including a full-Hammerhead Armoured Interdiction Cadre, all led by a Radical Inquisitor at the head of a Dark Eldar Splinter Raid Force and Lucius the Eternal--and an horrific melee ensued, as both factions raced to seize the crashed starship's cockpit, engineering calculus, and the cavernous, sputtering main drive itself in order to learn the rogue trader's secrets.

Congratulations and thanks are extended to all 26 full participants (as well as the patiently-overseeing parents and part-time players who stepped in, as well) for making this event run as smoothly as could possibly be hoped. Having over two dozen players wrap up three full Apocalypse turns in only five hours is a testament to focus, organization, good sportsmanship and a dedication to having a good time, and seeing that one's fellow hobbyists did as well, and I applaud you. The success of these events creates a conundrum for organizers: limiting it to, say, a dozen players would likely ensure a greater level of involvement and potentially more fun for those dozen--but (in this case) would leave another 14 players unable to participate at all. Without question, there will be events in future which specifically do require advance signup or other participation limiters, such as (perhaps) Club membership--but as today showed, there is a place in the hobby for the spectacular, as well, and when players generally 'get it' as completely as most participants in today's event obviously did, spectacle can be pulled off, as well.

In the end, the Traitor/Xenos faction had an overwhelming second turn: almost three thousand additional points of Tau poured onto the table, and poured firepower onto the Imperial armour, backed by the one Tyranid Mycetic Assault hitting home and the other Tyranid Exocrine continuing its tradition from previous Apocalypse games of near spot-on artillery barraging; between the three of them, they virtually emptied half the board of Imperial armoured strength. The Imperial reserves hit back furiously, and the heroic charge of the Terminators into hand-to-hand combat with the Chaos Titan will be a tale long told in Imperial annals, but by the mid-point of the third and final turn, the Heretic/Xenos alliance held all three objectives--with Tau Crisis Suits surrounding the engineering calculus, a swarm of expensive units encircling the cockpit wreckage, and the bold Radical Inquisitor sitting atop the star drive itself for a third full, unchallenged turn--and it seemed unlikely the Imperial forces could rally.

Refusing to die, however, the Imperial superheavies sallied into the fray, first blowing the Warhound sky-high and then clearing the central star-drive objective of its controlling squads. When the combined fire- and combat-power of Ultramarines and Sisters knocked down enough Crisis Suits to re-seize the engineering calculus objective, the chaotic struggle for the secrets of the Scarlet Hope ended in a draw: the Imperium held the calculus (which they had declared in advance was their vital objective, and thus scored two VPs, instead of one); the Heretic/Xenos alliance held the cockpit (which they had declared in advance was their vital objective, and thus scored two VPs for them, as well); and an Imperial Guard officer and Commissar, last survivors of their Ogryn Auxilia detachment, clawed their way onto the central drive wreckage and dispatched the Radical Inquisitor and enough of his Druchii allies to reduce them from scoring unit status, leaving it contested (as characters, neither the heroic loyalists nor the villainous Dark Eldar lord still standing, cannot claim objectives).

However, each side could legitimately claim to have got what they came for: both Inquisitors had informed their hastily-drawn up factions of rogue trader Ormin Del'Trieste's true secret--his rogue trader charter was a facade, masking his true identity as an Inquisitor of the Ordo Hereticus! In seizing the cockpit, the Xenos hoped to capture Del'Trieste alive--and though he escaped, they retrieved more than enough proof of his Inquisitorial identity to prevent his furthering his activities against them in that guise...and likely enough clues to track him down for the final solution, as well. Meanwhile, by retaining control of the engineering calculus, the great secret of Del'Trieste's Scarlet Hope remained safely in Imperial hands: its one-of-a-kind C'Tan Phase Drive, a unique and priceless relic.

As for the drive assembly itself? The last bitter struggles atop it proved to be too much for its already unstable superstructure to withstand...and as Guardsman, Commissar, Dark Eldar and Radical Inquisitor fought to the death atop it, its warp core ruptured irrevocably in a towering, reality-rending explosion that sent the combatants across the battlefront retreating for their lives.

Memorable moments abounded: Marneus Calgar and his squad of space marines seeing off a Tyranid abomination in close combat, the wall of Tau skimmers that arrived in echelon on the Xenos right flank in the second turn, the Titanhammer force commander's bold attempt to destroy the drive terrain piece with a vortex grenade backfiring as it bounced off the towering engine assembly and proceeded to dance around it for the rest of the game (coincidentally doing in most of the Maelstrom of Gore in the process), the heroic charge of the Titan by both the Terminators and the Ogryn, the utter devastation unleashed by the Black Templars charge on the Loyalist right flank (and the lone Chaos lord who withstood it singlehandedly), the uncanny accuracy and deadliness of the Exocrine's barrages, the Radical Inquisitor standing almost defiantly atop the central wreckage for virtually the entire game...these and more moments of story will linger long after the outcome is long forgotten, and are the reason Apocalypse is such an outstanding supplement to the 40K experience.

What would *I* have done differently? Objectively, I saw each side make a significant error which led to the drawn outcome. The Heretic/Xenos faction committed 'objective claiming overkill' by stacking so many expensive units around their vital objective that the Imperium never had a hope of knocking them off it--but then had nothing backing up the defiant Radical Inquisitor and his fragile Dark Eldar when the Loyalists finally took it to them, in the last turn. The Loyalists, on the other hand, deployed their Inquisitor--and his potentially-equally-useful ally, the techmarine--as far away from the Drive objective as it was possible to be, and then never made any significant effort to close the ground. Fortune favors the bold--had he lived, the Radical Inquisitor would have gotten to make three bonus tie breaker rolls, one for each round he was at the objective, studying it, while the Puritan Inquisitor and his ally lived, but earned none.

And the answer to the *most-asked question*--what would have happened if either the Vortex Grenade (which came within a half-inch in the final turn) or one of the terrain-destroying Linebreaker Formations had breached the smoldering C'tan Phase Drive during the course of the game?

Well, the turn it happened every model within a 36" circle around the drive terrain piece would have had to make either an Invulnerable or applicable cover save or be instantly killed in the blast, and then in the turn following every surviving model on the table would have had to make an armour save or die in the ensuing shockwave. For starters...

But (as the Titanhammer commander would doubtless have said, with a jaunty smile), that *would* have denied it to the foe :)

Thanks to Games Workshop and HobbytownUSA Dallas for hosting the event, providing every participant with a Hobbybuck gift certificate and supporting the event with over a hundred bucks worth of door prizes (all nicely ork-themed, for upcoming events!). Especial thanks go out to Bob and the Friday Night Terrain Builders for providing a FANTASTIC table, not only the terrific C'tan Phase Drive piece but also our first Titan-masking-sized Apocalypse urban terrain pieces.

Watch http://www.adeptusnorthtexas.com for announcements of Warhammer Fantasy, Warhammer 40K and Apocalypse events for 2008. The Battle for the Scarlet Hope has been fought--but the war goes on. For in the grim darkness of the far future, there is only...WAAAAGH!