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.

Results: Lucky 13's Megabattle 5: Why Would They...?

As battle raged across the tomb world of Glavinus 5/7 between the Imperium and the Tau, with Necrons being awakened all across the forbidden world's surface by the combat, the High Command of the Mordant 13th concentrated the efforts of much of their rank and file infantry, tanks and APCs on the desert outskirts of one ancient ruin, where a terrible precedent was being set--the Necrons and Tau were formally allying. With space marines from the Howling Griffons, Jade Legion, Crimson Wing and other chapters in support, along with radical Ordo Xenos Inquisitor Rhadamanthus Goh under the close supervision of puritan Ordo Hereticus Inquisitor Augustus, and a small but determined detachment of allied Eldar, the Imperium eschewed superheavies and titans for precision strikes to attempt to seize the critical objectives and split the nascent Necron/Tau alliance; in opposition, multiple Necron lords, three Monoliths, the Nightbringer and the Deceiver, and a massive Tau fire cadre rallied around an uplifted Necron Pylon superheavy.

Things appeared hopelessly bleak for the Imperium from the outset, as both an uncharacteristic timidity by the Astartes and an horrific display of inaccurate shooting made the oncoming Necron/Tau alliance appear unstoppable--especially when the Necrontyr played a 'secret weapon:' the unleashing of several captured Tyranid gargantuan creatures, which reaped a deadly toll on the Imperial lines. Things reached their nadir when a space marine librarian wheeled his bike to stave off a Tau flank attack--and immolated himself with his own psychic power.

As the Imperial line faltered, however, Inquisitor Augustus abandoned his watchkeeping role and led an Imperial charge from the very front, crossing the boobytrapped highway which demarked each front line first and heroically rallying Imperial forces. As tanks, dreadnoughts and APCS of every description disintegrated around it, a lone Howling Griffons Rhino surged after him, seemingly indestructible even when the Pylon itself turned upon it; the Mordant High Command proper arrived to contest the central objective; and Howling Griffon Sternguard and Crimson Wing terminators deep struck and droppodded into the very heart of enemy lines to wreak havoc. Concentrated Jade Legion Whirlwind Suppression Force fire whittled one Necron flank down until they phased out in the face of critical losses...and at the end, the result hung in the balance.

At that moment, Rhadamanthus Goh risked once again the wrath of his allies and reached out with his experimental radical psychic powers to seize the mind of one of the Tyranid monstrosities, and turn it against the wall of Necron Monoliths which appeared would carry the day. His effort was successful, and the monstrous Exocrine's bioweapon lanced out at his psionic command with destructive power...but the Monolith's living metal shell held. Invigorated, the Necrons moved their Monoliths to seize one objective and contest another, the Tau swarmed forward with their skimmers, battlesuits and Remora flyers...and the moment of possible Imperial victory slipped away.

The Necron/Tau alliance won a technical victory, seizing the central objective with one Monolith and contesting the space marines holding the objective in Imperial territory with another; the carnage aswirl around the objective in Necron/Tau space--with Sternguard, terminators, droppods, superheavy Pylons, Hammerheads and C'tan bashing away at each other--saw all objective-seizing Troops units swept clear by mid-battle, leaving it completely unclaimed. However, by completely phasing out one entire Necron army, the Imperials achieved a 'bonus' objective...leaving the bloody struggle for this critical point on Glavinus 5/7 a judged Draw.

That was a bitter pill for the Mordant 13th and their allies to swallow, however...as the tomb world was left a tomb no longer...and yet another world full of ancient and implacable evil was reawakened to plague the forty-first millennium...

Kudos to all the players who participated in Megabattle 5 of the Lucky 13s Campaign in North Texas; although the roughly 15,000 points in play was not enormous in scope compared to some previous campaign conflicts, the day saw all four turns of a standard Apocalypse game completed, including deployment, in little over six hours--with plenty of memorable moments and high adventure afforded by the efficiency of play and sporting atmosphere on display. While there will still be opportunities to see multiple superheavy vehicles take the field and armies in the tens of thousands on either side clash at arms, this 'compact Apocalypse' template is also one which will see future play, without doubt, after the day's success!

As for the Mordant 13th--on to the climactic event of the campaign, Megabattle 6, on November 8th, 2008!

Results: Ard Boyz HobbyAnnex Dallas

Twelve generals led 2500 point armies into combat at HobbyAnnex Dallas for the Ard Boyz Retailer Level Tournament despite the best efforts of Hurricane Ike, traveling from as far away as Tyler and Waco. Moving on to the Regional Level were:

First: Adam Gipson, Chaos Daemons Second: Bob Westbrook, Tau Third: David Caldwell, Tyranids

Congratulations to all participants!