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Completed Let's play: W40K: Rites of War (Ultimate Victory)

Jaedar

Arcane
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Aug 5, 2009
Messages
8,787
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
The next mission is the last I finished before losing interest. Keep going, you crazy fool.
:salute:
 

Darth Roxor

Wielder of the Huegpenis
Staff Member
Joined
May 29, 2008
Messages
1,876,781
Location
Djibouti
Lol, I've kind of forgotten about this :M

update tomorrow
 

Darth Roxor

Wielder of the Huegpenis
Staff Member
Joined
May 29, 2008
Messages
1,876,781
Location
Djibouti
Mission XV - The Old Giants

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Here's the map. We get a rather difficult start, on the southern spit with two chokepoints and shitloads of jungles and swamps. This will make movement difficult.

Two points of interest:

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The main objective.

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And some other silly standing stones.

Welcome to dolmen valley.

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Both chokepoints are swarming with enemies. To the east, we've got a truckload of termagants and something new.

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Biowhores Biovores are the tyrannid artillery. Just like all autocannons or weapon platforms of ours, they have a range of 3, hilariously low defence and moderate attack. Their special abilities, however, are the most annoying. They've got both Lethal and Explosive, which makes them an archnemesis of any non-single entity infantry.

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To the west, there's another couple of termagants and hormagaunts.

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And here are our bros, one of them is, as you can see by the red hex, a mission critical unit.

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The Farseer Kryasanth. Farseers are, suffice to say, fucking awesome. With a range of 2, respectable defence and very high both melee and ranged attack, they make excellent fighters. Additionally, they count as Leaders, and retain all psyker powers of their warlock brethren, but also get a (fairly useless) new one - the Eldritch Storm. Eldritch storm hits an enemy for minor damage and makes him unable to retaliate when under attack.

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We fall into positions and the tyranid try assaulting us (mostly dying in the process).

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Some more stuff joins the fun in the west. All xenos closest to our bros are wiped out.

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And further north, we spot yet another new enemy.

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Tyranid Warriors. Tyranid heavy infantry, those troopers may not be that deadly in ranged firefights, but they're tough as hell, and you will often need many squads to bring them down. It's made even harder with their Heroic special ability, which means they never break or retreat.

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Since genestealers cannot into swimming, the vypers use their grav drives and superior range to pester the tyranid from above water. The swooping hawk soon joins it for great justice.

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Mopping up.

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lol termagants.

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The vypers are moved west and almost annihilate the biovores.

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Our unstoppable eastern warmachine keeps grinding down the lesser tyranid.

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More adversaries in the west. The vypers shoop biovores again and fall back.

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And we get rid of genestealers.

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More foolish gaunts crushed by the forces of Codexia.

All too easy...

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Well fuck. Biowhores attack sisters of battle with awkward sex scenes and romance options, killing 5 of them, and effectively rendering them useless.

That's exactly what I meant when saying that biovores are nemeses of squads. The SoB squad now has 8 dead, which means it can't get a single point of hp back unless it stands on a structure.

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The hawk is under heavy fire of biowhore romances, tyranid warriors and off-screen gargoyles, which takes it down to 2 hp. Fortunately, hawks are tough bros.

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Vypers keep using range to their advantage. Biovores and genestealers are eliminated.

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The hawk managed to run away and rest, and we fall into a defensive position, preparing for the onslaught.

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Previous turn, the scorpion was attacked by lictors and warriors and had to run away (cowardly bastard).

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Well, yay, the sob squad reached a dropship and rested to full strength!1

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Lictors are down, genestealers die next turn from support fire, biovores suffer heavy losses.

And as for tyranid warriors... there's one thing that's kinda cool about them. They have 'formation' movement, which means they get huge penalties when fighting immolators :smug:

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Western detachment is pretty much out of the spit.

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The eastern dudes also cleaned up p. well.

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Enemy forces on the standing stones (not a whole damn lot of them).

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Lol one-hit kill.

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The objective's defenders. Something new among them.

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A zoanthrope. Advanced tyranid psykers, with moderate attack and defence. Abilities include Fearsome, Heroic and Leader. Apart from the Magus's psyker powers such as hypnotic gaze and horror, they also get psychic scream, which is basically like a librarian's armageddon.

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lol one-hit kill. Did I mention how laughable is biovores' defence?

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Then we proceed to the standing stones, and the dire avenger actually gets his ass seriously whooped by a warrior squad.

But we dispose of it soon and can check the site.

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Yeah, we obviously don't have enough scouts :|

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Turns out there's more stuff at the objective than I previously spied. They are only gargoyles, though, so...

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They mob the vypers, failing drastically.

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Seraphim and Hawk mob the genestealers, Avenger and Death Jester rape the gargoyles.

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The gargoyles here are mopped up for great justice, although some manage to escape.

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Not too far, though.

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The last Tyranid grunts face oblivion.

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And the zoanthrope is finally knocked out by a fire dragon.

The objective can now be captured by the farseer.

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Yay!!11

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Next mission: 12 turns to assassinate a zoanthrope. This will be messy as hell.

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Great. Well, not much of a problem to choose which unit should be kicked to barracks. Since we now have a max level farseer, the warlock master is rather redundant and gets booted to barracks. The newly acquired level 9 harlequins I also remove. Won't be upgrading them for now, we'll call upon their services should our Great Harlequin or Death Jester die in an unfortunate accident.

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And here's the artifact. Pretty neat, I guess.


And that's all. Next mission will probably see us fail horribly as we race with time to kill the friggin zoanthrope, so stay tuned :M
 
Last edited:

Azira

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Messages
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Location
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Codex 2012
I disagree on eldritch storm being useless, but that's primarily because I still sometimes train up level 0 units late in the campaign. Making sure that whatever the low-level unit is attacking cannot retaliate, well.. Should be obvious.

Also, once you start seeing the really powerful entities such as Hive Tyrants, it can prove useful not to have them retaliate. :M
 

Darth Roxor

Wielder of the Huegpenis
Staff Member
Joined
May 29, 2008
Messages
1,876,781
Location
Djibouti
Mission XVI - Witch Hunt

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Here's the map. A zoanthrope is somewhere out there. The whole area is filled with mountains, jungles and swamps to further fuck up our movement.

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Only one point of interest here, so we aren't distracted from the task at hand. We only have 12 turns to do this, so it will be short and sweet.

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It might not look like it, but there's a new enemy here.

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Venom Warriors are Tyranid elite devastators. Tyranid warriors sporting mighty venom cannons, they're pretty much as tough as their regular brethren, but also have a longer range and can provide support fire. Apart from the Tyranid Warrior ability set of Heroic, Leader and Fearsome, they also get Explosive, which makes them a force to be reckoned with, if engaging with squads.

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So we start advancing and get the first wave of enemies coming against us.

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WHAT IN THE FUCK, A TERMAGANT JUST REDUCED A DIRE AVENGER TO 1 HP.

That... shouldn't be happening. And I mean never :retarded:

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I shall send the seraphim and swooping hawk to investigate the ruin.

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Sum raep to be had.

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BTW, this gargoyle squad has warp field, which makes it practically immortal. It dropped to 1 hp and still survived another 2 hits from the seraphim and swooping hawk. Such bollocks.

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Multiple hostiles up north.

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We continue the jolly slaughter.

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Silly genestealers run straight into immolator + 2x fire dragon support fire. Lulz.

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The aerial units keep whacking the tyranid at the standing stones.

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The SoB squad has a deadly firefight with the warriors.

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And then almost gets killed by incoming gargoyles. 2 HP left. Phew.

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The magus finally runs away and we are free to investigate.

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Cool. There's never enough wraithguard.

MEANWHILE...

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We spot our target.

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We keep shredding enemies. Notice the 1 hp gargoyle. Yup, that's the same one that previously attacked the seraphim. And again, it's COMPLETELY IMMORTAL :x

Also, trying to get all units through this narrow chokepoint with jungles and hills will take too long, so let's split up.

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Yeah, venom warriors hate seraphim.

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Termagants get fried by support fire.

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The magus and genestealers are wiped out.

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So are the venom warriors here.

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While death jester, immolator and SoB score a kill against the carnifex.

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Also against a magus.

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Here, a carnifex loses barely half its hp after getting hit by a dire avenger and 3x fire dragon support fire.

The wraithguard disintegrate the upper-right biowhores, and then...

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All that needs to be said, really.

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The rest of the zoanthrope's bodyguards.

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FFffffuuuuuu 2 turns left.

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Bye biowhores. Dire Avengers aren't interested in romance options.

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This concludes the enemy forces at the standing stones. Finally.

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Yeah, the tyranid psyker actually packs a punch. The Fire Dragon is reduced 5 hp and is in the vicinity of a carnifex and warrior squad.

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Better use a panic button and get him two hexes back.

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lol termagants. It's like they refuse to take a hint.

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The wraithguard vapourise them warriors, while the farseer casts doom and the fire dragon moves in for the kill.

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:salute:

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Yeah, before leaving the map I took the last turn we still had left and also killed the carnifex. But that doesn't matter much, now does it.

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Briefung for the next mission. Next mission that will be p. difficult iirc. Many enemy warmachines and a fortress on a mountain, which will be a bitch to capture. Not quite good starting positions, too.


And, of course, as always, hordes of genestealers, gargoyles and other shit. Stay tuned :M
 
Last edited:

Jaedar

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Messages
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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Thread needs more rape. You should recruit an autarch Roxor.
 

Azira

Arcane
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Joined
Nov 3, 2004
Messages
8,431
Location
Copenhagen, Denmark
Codex 2012

Darth Roxor

Wielder of the Huegpenis
Staff Member
Joined
May 29, 2008
Messages
1,876,781
Location
Djibouti
Mission XVII - Stars in the Dark

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To the north is this ruin,

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North-west holds a generic-looking fortress,

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Along the road is a smaller fort,

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And at the end of the road, on a hill, is a factory and our objective.

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Our starting positions are kinda sucky

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So first thing we do is regroup at the dropship.

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As you can see here, there are two sneaky gargoyle gits, whose sole purpose on this map is to cap our dropship the moment we take a unit off it. Irritating if you don't know the game by heart already.

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They try to mob our swooping hawk

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But reinforcements arrive soon, and one of the gargoyle squads hits the dirt.

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After that, the Tyranid swarm begins its attack, without any successes (the wraithguard in the north had a p. lucky initiative roll and the genestealers rushing it are down to 1 hp, without inflicting any wounds upon our bros :M )

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The sneaky gargoyles are eliminated.

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Some typical clusterfuck. Warriors are reduced to 3 hp, carnifexes to 1 and 5.

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Lictors and genestealers are down, most of the termagants too.

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The terminators survive miraculously. The leman russ took them down to 5 hp, and then they were attacked by a carnifex. Fortunately, it got fried by support fire before it landed a hit.

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WAAAAAAAAGH, after a massive assault the carnifex finally dies.

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The tank is hit with an eldritch storm, so it won't be able to retaliate.

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Pretty neat deal when engaging with squishy squads like SoB. But should have went with doom instead anyway. *shrug*

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There's another leman russ in the north

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And a land raider appears, shredding through the wraithguard.

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While another almost reduces the immolator to dust...

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The leman russ is superdumb, and, instead of pulling back a bit to finish off the immolator, dies to support fire while attacking terminators.

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But a lictor also rushes the immolator. Shit survives with 1 hp. ITZ A MIRACLE. Not the first and not the last during this mission, too.

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Chasing away sum aliens.

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Here, a land raider suffers 20 out of 15 wounds after being hit by doom :thumbsup: Also, the warriors finally die.

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Mopping up. The fire dragon moves ahead and raeps the off-screen fleeing land raider

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An overlook of the whole deal thus far.

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The ruined farmhouse to the north is guarded by a genestealer.

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Hawk and dire avenger survive with but 2 hp each... Fortunately, no other enemy forces in the vicinity to finish them off.

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Mopping up here

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And here.

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Osnap, a whirlwind.

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Harlequin arrives to the fortress, but finds nothing inside.

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The factory is heavily guarded.

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:M

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Osnap. Those traps are actually pretty useless against anything that isn't, like, level 0.

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Eliminating the genestealer vermin.

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Cool...

... but the seraphim already have an artifact, and Eldar can't use human ones, so we'll have to haul SoB squad's arse through half the map to this place :x

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We fall into position and prepare to assault the objective.

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Lol termagants.

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The hawk(e) attacks two times, as I used insane courage on him 'cause the whirlwind kinda clobbered him good.

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We keep pestering them melee dudes with aerial units :M

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Meanwhile, the Sororitas finally reach the ruins and find the artifact.

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WAAAAAAAAAAAGH!!!

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And that concludes all enemy forces.

Let's check the factory.

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Cool. We just got a max level rand laider.

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Victoly!

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Next mission = HATE

H A T E. There's a p. big map, strict time limit and two locations to secure (one has to be done ASAP).

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The land raider is kicked into the barracks due to pop cap.

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And we can now get fire prisms.

Fire prisms are pretty much the ultimate warmachines in-game. They have excellent movement, best warmachine damage and shitloads of abilities (pop-up attack, explosive, armour piercing) that make them effective against everything. The only downside is their rather low armour and initiative.


SO. What do we do? I mean, we have a tank in our army already - the max level immolator. But should we switch it for the land raider? Or, for added lulz, recruit a level 0 fire prism and watch it break down in the first mission? DISCUSS :M


Right, this concludes today's update. Stay tuned, for next mission will provide rape. In truckloads. Sweet, sweet rape.
 
Last edited:

Jaedar

Arcane
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Joined
Aug 5, 2009
Messages
8,787
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Exchange vyper for land raider, immolater for fire prism. And then maybe SoB for warlock master to make it easier to level the prism.
 
Joined
Jun 13, 2010
Messages
1,128
Drop the monkey scum. ALL ELDAR ALL TIME!
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
9,371
THE POWER OF THE MACHINE GOD IS INFINITE!!!

(Translation: Use the Land Raider).
 

Darth Roxor

Wielder of the Huegpenis
Staff Member
Joined
May 29, 2008
Messages
1,876,781
Location
Djibouti
Mission XVIII - Walk the Silken Path

Very well, decided to shelf the Immolator and got a Land Raider. Also, ditched the max level vyper and got a fire prism, as the fp's stats at level 0 are marginally worse than the vyper, and if we manage to keep it alive and leveling, it will become a beast.

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Pretend that this box says 'Walking the Silken Path, Codexia's deployment'.

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Right, so this is the region in which craftworld Iyanden-Codexia stages its assault this time.

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First objective.

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Band of space marines that we need to rescue. They will be getting quickly overwhelmed by the incoming swarm. This is like Macragge all over again.

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A small derelict farmhouse.

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And the final objective - a webway gate.

We need to secure all the locations, and we have barely 16 turns to do it.

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Some enemies that come to greet our taskforce.

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And with the Space Marines, first thing we do is check both the locations in their vicinity. First one is just flavour.

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But the second one's bonus will come in handy during the defence.

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And so it begins... the off-screen arrows are genestealers attacking the librarian and gargoyles attacking jump marines and terminator devastators.

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Meanwhile...

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Holyfuckingshit. That was a close call.

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As you can see, the space bros are most likely doomed if we don't aid them.

Also, the jump marines would be perfect against all those hormagaunts, as they are flying units, if not for the silly fact that they use melee attacks :outrage:

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Well, that's sum clusterfuck, alright.

Anyway, I order the great harlequin to do a hit'n'run on the tyranid warriors, when suddenly...

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The fucking invisibility didn't fucking kick in, and the harlequin was shot dead before he could even attack :rage:

We just lost our primary scouting unit. What, sixth? casualty in the campaign? :salute: Fortunately, there's still the seraphim that has a p. long spotting range thanks to the scanners item.

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The space marines keep getting clobbered.

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The Librarian dies to a leman russ's blast. Casualty number 7 :salute:

The 4 hp devastators miraculously survive.

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Not much going on here, just some warriors harrassing our dire avenger.

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Genestealers are eliminated. The gargoyles are forced to retreat, giving devastators enough buffer space to rest.

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Some mopping up here.

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More enemy forces spotted.

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Interestingly enough, the leman russ doesn't kill any of the space marines he attacks. Probably because of the bunker they are in. But then the hormagaunts kill 10 of them. Sigh.

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Land Raider and off-screen lictors lower the wraithguard to 4 hp.

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Assault terminators kill the hormagaunts, devastators raep the gargoyles. The space marines are most likely doomed, so there's not really much point in pulling them out. Other squads rest to regain strength.

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Meanwhile, more clusterfuck ensues.

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The leman russ again doesn't kill a single space marine.

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But its hormagaunt bros do the trick well enough. Farewell, space marine squad, you fought valiantly (casualty number 8) :salute:

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Meanwhile, a swooping hawk miraculously survives with 1 hp. Battle fortune :salute:

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Devastators got horribly raped by hormagaunts last turn. Assault marines rest, while the others kill the left hormagaunt brood. Only a miracle can save the devastators now...

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The hawk rests, seraphim and dire avenger whack down the venom warriors, while wraithguard kill the hormagaunts.

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The dire avenger got many wounds, so I boosted him with insane courage, as keeping him next to a horde of enemies with barely 5 hp is not a good idea.

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Remember when I talked about a miracle? Well, it just happened. The dumb AI sent gargoyles after the devastators, inflicting only 1 wound on them, instead of just side-stepping the hormagaunts for a sure kill. However, the regular terminators are under heavy assault and left with barely 1 hp, so it might not have been that dumb after all...

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The hormagaunts try to get an easy kill on the wraithguard, but both horribly fail their initiative rolls and get severely raped by distortion.

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There's nothing that can save the terminators now, I guess.

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We manage to get to the fortress.

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But this pop-up here is a bug. In fact, there is no medipack in this city.

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And did I mention dumb friggin AI? Instead of blasting the terminators with the leman russ, and then proceeding to kill devastators with gargoyles, the computor attacks termies with gargoyles, pulls out the heavily wounded gargoyles and makes hormagaunts suicide.

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But still, the gargoyles are enough to finish off the terminators. We salute you, casualty number 9 :salute:

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Not much going on here, except for wraithguard getting raped by land raiders.

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Brood missile team is down, the land raider gets doom cast upon it next and gets vapourised.

Also, this is the point at which we split forces. Aerial units, scorpion, death jester and wraithguard will go aid the space marines, while everything else proceeds to the webway gate.

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Remaining space bros here pull back and rest.

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And finally, the cavalry's arrived.

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And at this point it struck me how dumb of an idea was to send the seraphim (only scouting unit) north.

Rollin' through the road, our armoured column meets a leman russ.

Now, take a wild guess what this leman russ is going to do.

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Indeed! It's gonna fry our land raider! :x :x :x

Casualty number 10: Land Raider busted by Darth Roxor's lack of planning :salute:

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The farseer takes vengeance upon the leman russ.

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Here, our forces begin to reclaim the northern fortress. Also, the fucking useless jump marines managed to lose 5 men while attacking the missile team.

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Meanwhile, a whirlwind protects the farmhouse.

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...

Jump Marines get collectively blown up by the leman russ. That wasn't a part of the plan, FFS :x But whatever, they were expendable anyway. We salute you, casualty number 11 :salute:

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We have 5 turns left to get to the webway gate.

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Bye bye, whirlwind.

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This time, we DO find a medipack.

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The northern part is pretty much contained.

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And here's the item.

lololo popamole.

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Great success. Although storming the mountain fortress did leave our squads rather battered.

I remember, once I actually managed to keep all the space marine defenders alive, but it was achieved through great abuse of save/load.

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Three turns left, ffffuuuuuuu

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As you can see, the webway gate is pretty heavily defended.

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Venom warriors open fire on the avenger.

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Dumb gargoyle tried to get behind us, but flew straight into an undetected fire dragon :smug:

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Aaaaaaand the dire avenger manages to survive with 1 hp.

Battle fortune :love: How many times did that happen already in this mission alone? 4?

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Genestealers die.

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Venom warriors suicide to support fire.

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:retarded:

That's an incredibly high dose of luck those dire avengers are getting :M

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The magus and carnifex don't offer too much resistance, and we are free to liberate the site.

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:salute:

That mission was fucking brutal. We lost a total of 6 units (although four of them were rather expendable, but still).

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Right, first thing we do when we get to the barracks is get a new great harlequin. Good thing we got those unupgraded harlequins a few missions ago.

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And here's the new unit: The D(ick)-cannon. Basically, an artillery version of a wraithguard - also has distortion and gets 3-hex range, but at the expense of a bit lower damage and pitiful defence. Not worth it.

Also, we have to reshuffle the army a little due to the heavy losses. The new units (assault and devastator terminators + great harlequin) were enough to get our army cap back to maximum, but we don't need all of them. I guess I'll keep the assault termies 'cause they're pretty neat, I'll also keep the harlequin, as we need serious scouting. But we already have 5 devastators, so I think I'll kick the terminator devs to barracks and get the immolator back to compensate the loss of the Land Raider.

Also, I updated the first post with a 'hall of the slain', where I'll store all casualties from now on.

Next mission we'll be assaulting the capital of Davinuus. Stay tuned :M
 
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