Results: Lucky 13's Megabattle 6: Day Two!

The battle for the chaos arcano-engine erupting through the surface of Bonner's Reach continued all across the planet--including downstream from the epic struggle won previously by the Mordant 13th Imperial Guard and their allies. This final struggle was smaller in scope, but no less critical--and so was left to the Space Marines, Imperial masters of the fast surgical strike, to seize: a potent alliance of Space Wolves, Jade Legion, Void Phantoms and Grey Knights!

The opposition mustered against them the full force of greenskin infantry--Ghazghkull Mag Uruk Thrakka, Warboss Big Killy, Mad Doc Grotsnik, a Green Tide of over 120 Nobs and Boyz and a Stompa-led Dread Mob, Gilyazza's Goregashas, along with Khornate Daemons and Traitor Space Marines and several waves of Genestealers. Disorder also brought a Traitor Baneblade and an Ork Skullhamma to this final conflict--giving them the edge in both numbers and superheavies!

Momentum in this second battle shifted back and forth: the Allies took four of the five objectives early, by the end of Turn One...but Disorder threw them off the two on the furthest flanks by the end of Turn Two, and the Chaos Vindicator Linebreaker Squadron obliterated the central objective, as well, to draw things even again. The third Turn proved decisive: Space Wolf Scouts destroyed first the Baneblade then the Skullhamma with meltabomb attacks, allowing a Grey Knight Brother Captain and his bodyguard of terminators to seize the objective the superheavies had been protecting in Disorder's own zone, and veteran Grey Hunters worked their way amongst the Chaos elements on the left flank--a Soulgrinder, a sorceror and terminator warband, obliterators and a Defiler--to retake that objective and hunker down, never again to be shaken off it. The Stompa ran wild down the opposite flank, but its mightiest efforts to either destroy the objective in the Allied home zone, or failing that to blow the claiming Eldar allies and Jade Legion Scouts off of it, came up short.

In the end, though the Green Tide--which waaaghed the length of the battlefield, despite the most heroic efforts of various Imperial heroes to hold them up in combat--managed to claim that flank objective for Disorder, the others were retained by Allied control (including their home zone objective, which they had used a Strategic Asset to declare Vital, and thus worth two objective points), for a 4 objective to 1 Imperial and Eldar victory! Following up on the great Allied win further upstream previously, the climactic weekend of the Lucky 13s campaign went decisively for the Imperium!

Kudos to Disorder players Mason, Alex, Blake, David and Warboss Avery, and congratulations to Order players Josh, Paul, Kyle and Great Wolf Eric for a memorable grand finale to the year-long campaign. Award of merit for outstanding units was clear on both sides, and fittingly they were controlled by each side's force commander: nothing could stop the rampage of Avery's Stompa except time, and Eric's Wolf Scouts accounted for over 20% of the opposing points' worth of models by themselves (though Alex's genestealers eventually avenged themselves upon them). Mason's Ork characters also acquitted themselves well, accounting for overall Allied Commander Wolf Lord Emryk, Void Phantoms Chief Librarian Lord Liche and several Rune Priests...then had their rampage halted in hand-to-hand combat by radical Ordo Xenos Inquisitor Rhadamanthus Goh, no less, in the final turn. Fittingly, it was an final Apocalypse battle dominated not by spectacular formations and towering superheavies, as wonderful as those are...but rather was decided by the deeds of rank-and-file troopers, and the courage of individual heroes taking a stand.

And with the Space Marine strike force decisively securing this final battlehead, to protect the flank of the Mordant 13th and the main Allied army further upstream, the Imperium--in this sector of Bonner's Reach, at least--has definitively denied to the archenemy access and control of the subsurface chaos arcano-engine. The yearlong struggle of the Lucky 13s, which has spanned much of known space and flung them against every enemy known to Man, has come to an end...with the Mordant 13th Imperial Guard still victorious...still standing fast.

Results: Lucky 13's Megabattle 6: Day One!

The chaos arcano-engine buried for millennia beneath the surface of Bonner's Reach has erupted, felling mountains and diverting rivers...and armies now meet in final apocalyptic battle to attempt to control it.

On the first front, a plaguelord of Nurgle called upon representatives of Khorne, Slaanesh and Tzeentch and a great Waagh of Orks to take the field against a united Imperium and Eldar allegiance. A Plague Tower of Nurgle, a Tzeentch-Baneblade Tank of Change, a Tzeentch Traitor Warhound Titan, the Avatar of Khorne and an Ork Mekboy Stompa Titan clashed with three Eldar Revenant Titans, three Baneblades, an Eldar superheavy Tempest, an Imperial Warhound Titan and an Imperial Reaver Titan over five key objectives--two pieces of arcano-engine machinery which regenerated damaged war engines nearby, two chaos reactors which intensified and channelled the ambient psychic energy, and an Imperial shrine imbued with supernatural power as it resisted the Chaos takeover.

Led by Apocalypse formations such as the Host of the Daemon Forge and the Dethkopta Choppa Squadron, Chaos attacked aggressively, seizing four of the five objectives in their first turn. The Imperium rallied by doing what they do best--shooting one of them (the shrine, which became defiled by the daemonic presences occupying it) into oblivion. Imperial Space Marines led by the appearance of a mysterious librarian swept the Thousand Sons from one of the reactors in Turn Two, to draw the claimed objectives even, and in the final turn Eldar psykers skimmed in to claim the other, then a Revenant blasted the first from existence when terminators of Tzeentch tried to reclaim it. Despite both sides' spectacular final attempts to wrest each remaining objective in the opposing deployment zone from their enemy, the defending Stompa on one side and the Reaver on the other proved proof against any shot or assault they could muster...and the first day ended an Imperial victory by the slimmest of margins, 2-1.

There were magnificent moments on both sides: the back-and-forth over one objective between Thousand Sons, Chaos Terminators, plague marines and a Keeper of Secrets and first the Eldar court of the young king and then the space marines kept the final result in doubt until the Revenant took action and obliterated the objective itself--and them all--entirely; the Plague Tower in the center of the Disorder line taking round-after-round, seemingly interminably--then blowing the whole center of the table clear when at last it went down; the Avatar of Khorne surviving everything the Imperium and Eldar could throw at it through an entire turn of shooting on its final wound, then trading blows with the Reaver--only to fall to Mordant 13th Colonel Jago Kallowen and the High Command itself, charging to the great Titan's rescue; the Reaver 'cleansing' the corrupted Imperial shrine--and the daemons upon it--with six consecutive ordnance barrages; and the heroic performance of the 'bullet sponges,' the rank-and-file lowly Imperial Guardsmen, whose aim was pretty horrifically bad throughout the entire battle, but whose heroism, in never faltering as Chaos/Orks came on, holding up first dethkoptas, then Soulgrinders, then bloodletters, then juggernauts, then spawn in close combat, sufficiently slowed the initial Disorder advance to allow the Allies their last-round recovery. Kudos to them--especially Lt 'Baldy,' who grew so frustrated with their outrageously incompetent shooting that he charged a sixteen-strong unit of bloodletters with herald singlehandedly, in his towering rage: his death spurred (or perhaps shamed) the survivors to a heroism which insured their victory...

Thanks go out to Disorder players Aaron, Ashley, Chris and Gama, and Order players Matt, Jack, Paul and especially Ray, the Guardsman, who stepped in when the final scheduled Allied player failed to show, or call, or anything else; all were models of sporting attitude and exemplars of the Apocalypse maximum of having a good time and telling a good story first, and we couldn't have gotten through three turns with well over 30,000 points on the table in under eight hours without them. Kudos...today's event is what Apocalypse is supposed to be about.

And with the Mordant 13th securing this crucial battlehead for the Imperium, the yearlong struggle for Bonner's Reach, the chaos arcano-engine beneath it, and the Fate of the Lucky 13s enters its final stage tomorrow, with a decided advantage for the Allies.

Stand Fast, Lucky 13s!

Stand Fast Lucky 13s! Apocalypse Campaign Megabattle 6 (Nov 7 & 8)

The Mordant 13th and their Imperial Guard, Inquisition and Space Marine allies have campaigned across the galaxy, for an entire year: now, it all climaxes with the final Apocalypse Megabattle--occupying two full days in North Texas, at HobbytownUSA Dallas!

On Friday, November 7th, 2008, seven players mustering over 30,000 combined points worth of Imperium and Eldar versus Chaos and Orks will clash, from Noon to 8pm; on Saturday, November 8th, 2008, thirteen players, pitting Order against Disorder, will take the field from 10am until close, their objectives influenced by the battle the day before, to decide final control over the mystery for which they have all struggled--a massive, ancient Chaos engine, buried beneath the mantle of the world, which has begun erupting to the surface as a result of the campaign!

The following are North Texas-campaign specific alterations to the general Megabattle Scenario 6: Stand Fast!

  • BATTLE MAP: The lengthwise layout illustrated on the GW scenario map has not proven ideal to the logistical environment at the HTUD Game Hall, and will likely be altered, but the general disposition--of two triangular deployments separated by an angled, corner-to-corner No Mans Land--will hold.
  • MUSTERING FORCES: Players may sign up for any available slot in person at HobbytownUSA Dallas. The slots will indicate the force type and points to be fielded. All participants are *required* to provide a complete, legible and accurate army list of their force on the day of the game--which means, write it up beforehand, don't try to scribble it out as you play. Superheavies, Datasheet formations and anything else especially Apocalyptic are encouraged; painted models should be given preference. You may include units detailed in any Codex, Approved White Dwarf Article, Imperial Armor Book or Datasheet, but must have a copy of the rules for each unit you intend to field. Each player may choose one Strategic Asset, at no additional points cost.
  • SCENARIO RULES: This Scenario follows all of the rules detailed on page 17 of the Apocalypse book with the following additions and amendments. Note that this scenario is written with the 5th edition Warhammer 40,000 in mind.
  • SETUP: Both sides will elect a Force Commander, who will roll a D6. The side which rolls highest may choose which side they will deploy in. There will be clearly indicated Objectives, potentially in both Deployment zones and certainly in No Mans Land. These will represent manifestations on the surface of the Chaos arcano-engine buried beneath, or corruptions of vulnerable surface sites responding thereto. The side which controls the most such Objectives at the end of each game is declared the megabattle winner.
  • FIRST TURN: Sides will bid for First Turn as per normal Apocalypse rules in the Friday game. First turn for Saturday's game may be influenced or even determined by the result of Friday's action.
  • EXPOSED ARCANE RUINS: The Chaos arcano-engine under the ground acts as a bridge to the raw power of the Warp and amplifies the power of psychic abilities--at times to an uncontrollable degree. Models denoted as Psykers *who are in physical contact with* any of these designated Objectives may cast an additional psychic power each turn, which may be one cast previously. However, powers used above and beyond the model's norm *will provoke a Perils of The Warp test on the roll of any double.* Daemonic units entering play from reserves or arriving via Deep Strike will not scatter if brought into play within 6” of an Objective. Objectives count as Chaos Icons for the purposes of summoning daemons.
  • A BATTLE OF THE MIND: This battle is fought with more than courage and weaponry. The psychic binding of the stone and mental control of the ruins’ link to the unparalleled power of the Warp is of paramount importance in this battle. To reflect this, *any model with the Psyker special rule counts as a scoring unit in this scenario,* even if they are an Independent Character. Units of Psykers (i.e. Seer Councils, etc.) count collectively as a single scoring unit unless they can legally be broken out of the unit (i.e. Warlocks joining Guardian squads). Troops units *still* count as scoring units, and any other unit type can still contest an Objective held by Troops units--but *only Psyker units can contest objectives held by other Psykers.* Compile your army lists accordingly.

The Friday game will begin at Noon, so players are encouraged to eat a healthy lunch beforehand; no formal break will occur until action is completed. The Saturday game will begin at 10am, so players are encouraged to bring their lunch, or participate in a mass order for take-out pizza, as has been done in past megabattles.

2008 has seen nearly two-dozen Apocalypse Lucky 13s events held at HTUD in celebration of the galaxy-spanning campaign. Great heroes--and villains (and a character or two who is considered either, depending upon whom you talk to!)--have risen to the fore; momentous combats have been launched, and many great moments of memory preserved for the telling of future tales. It will all resolve the weekend of Nov 7th and 8th, when over a score of participants and in excess of 50,000 total points clash for battlefield supremacy. Be a part of the grand finale of the Lucky 13s!

Results: 'Ard Boyz North Texas Regional

27 players from three states met at the new Planet Hobbies in Dallas for one of the approximately two dozen second round Ard Boyz Regional semi-finals Oct 11th, with the top three finalists advancing to the National Championships in Baltimore in November.

  1. *National Finalist* Jay Kolar - Chaos Daemons: 56 Points (2-1)
  2. *National Finalist* Eric Smelley - Dark Eldar: 55 Points (2-1)
  3. *National Finalist* Michael Strange - Necrons: 53 Points (3-0)
  4. Bob Westbrook - Tau: 49 Points (2-0-1)
  5. Kendall Parks - Chaos Daemons: 46 Points (2-0-1)
  6. Mike Scott - Black Templars: 46 Points (2-1)
  7. Robert Adair - Space Wolves: 44 Points (2-1)
  8. Jonathan Loyd - Tyranids: 41 Points (1-0-2)
  9. Bill Gordon - Black Templars: 39 Points (1-0-2)
  10. Rich Briggs - Tau: 38 Points (2-1)
  11. Simonnold Wescott - Black Templars: 37 Points (1-1-1)
  12. David Caldwell - Tyranids: 34 Points (0-1-2)
  13. Michael Sanford - Chaos Space Marines: 32 Points (2-1)
  14. Adam Brown - Orks: 31 Points (1-1-1)
  15. Jon Hoffman - Chaos Space Marines: 29 Points (2-1)
  16. Donnie Rose - Imperial Guard Armoured Company: 29 Points (0-1-2)
  17. Chad Jones - Imperial Guard/Inquisition: 29 Points (1-2)
  18. Dax Hamon - Chaos Space Marines: 27 Points (1-1-1)
  19. Chris Williams - Dark Angels: 27 Points (1-2)
  20. Adam Gipson - Chaos Daemons: 25 Points (0-2-1)
  21. Helio Rosenthal - Dark Angels: 25 Points (1-2)
  22. Caleb Gordon - Orks: 22 Points (1-2)
  23. Jeff Whitehead - Eldar: 21 Points (0-1-2)
  24. Douglas Dyson - Blood Angels: 18 Points (0-2-1)
  25. Dean Chase - Blood Angels: 16 Points (1-2)
  26. *Incomplete data*
  27. *Incomplete data*

Third place collected a Games Workshop unit or vehicle boxed set, second place a Games Workshop battalion or battleforce boxed set--and the first place winner will receive a brand new 2,500 point army of his choice (Jay selected Witch Hunters!); thanks to Planet Hobbies and Games Workshop for sponsoring the tournament and prizes, and congratulations to all participants and their retailers for another successful event!

Ard Boyz Regional North Texas Information

HobbyAnnex has closed its Preston/Campbell location but the Ard Boyz Regional Tournament scheduled for October 11th, 2008 there WILL BE HELD at 19129 Preston Road 130, Dallas TX 75252, just north of HobbyAnnex's previous location, and just south of the George W Bush Freeway. This is the site of the new Planet Hobbies retail store. It will still be under-construction at that address but WILL be sufficiently finished out to host the Regional Ard Boyz tournament, its management assures Games Workshop and its representatives.

The phone number remains the same: 972 380-8900.

The North Texas Ard Boyz Regional Tournament will begin at 10am. Players should be there with their army lists ready to turn in immediately the doors open, so Round One table assignments can be made. Players who arrive late may forfeit their opportunity to participate.