SN Battle Reports are back with a No Retreat 40k battle report with a beautiful Golden Daemon finalist army.
Grazar’ath the Hound Master hauled on the blackened steel reigns of his daemonic mount. It’s oversized lupine form shivered with feral aggression, gouts of hellfire erupting from its flaring nostrils giving voice to its speechless rage. Grazar’ath dug his spurs viciously into the beast’s sides, asserting his dominance and reconfirming his order to halt. The rest of the pack followed the alpha-beast’s lead and came to a standstill. The crystalline grass was scorched black around the empyreal predators, the remaining blades bending away from the daemon’s hooves, straining as if they could actually uproot themselves and flee the horror in their midst. It was alive of course. Everything here was alive. Grazar’ath remembered with glee how the craftworlds shell had smirched and peeled back before the savage lance strikes of his grand cruiser, just like living skin before flame. No blood though. He might have been disappointed by that if such an emotion could still be registered by his psychotic mind. The lack of blood at his violent entry into this continent sized living thing had fuelled his rage to new heights. The initial resistance to his boarding assault had been meagre and short lived. Black flames of hatred erupted from his eye lenses. His axe arm ached for the burning joy of blood letting, his every muscle taught, waiting to be unleashed. But no foe dared stand before the master and his hounds. Even here in the crystalline groves near the very heart of the craftworld resistance was maddeningly light. Purpose. Grazar’ath focused on his purpose for being in this alien hovel. He had been summoned here by Khorne himself. A mighty tome inscribed in daemons blood, bound in the tanned hide of slain kings and champions. The eight-fold path and its secrets laid out for those with the strength to wrest it from its guardians. Grazar’ath would claim it for himself and with it ascend to his rightful place as his patron’s immortal champion. It was close now, so very close. The whine of grav displacement, the silk-shredding sound of shuriken fire… At last the cowardly Eldar joined him in battle. His daemonic mount growled in predatory anticipation, the sound akin to mountains falling in on themselves. The Eldar knew what Grazar’ath sought and knew that they must deny him is evil prize. Good. Let them try, the Chaos Lord laughed darkly. Blood, fire, death. Truly Khorne favoured him with this bountiful harvest of skulls to add to his tally. The hound master raised his axe high above his head as shuriken fire shattered off his gore-drenched battle plate and roared. “BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!
Chaos Lord – Juggernaut of Khorne, Aura of Dark Glory, Axe of Khorne, Blood-Forged Armour, Bolt Pistol (Warlord)
Bloodthirster of Insensate Rage…
8x Bloodletters
8x Bloodletters
8x Cultists – Autopistols
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Maulerfiend – Lasher Tendrils
Maulerfiend – Lasher Tendrils
Soul Grinder – Phlegm Bombardment
Gorepack Formation
3x Chaos Bikers – Flamer, Meltagun, Combimelta
3x Chaos Bikers – Meltagun, Meltagun
10x Flesh Hounds
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10x Flesh Hounds
5x Flesh Hounds
So there we were on the eve of No Retreat IV and what a treat we had in store for you guys! A battle we had wanted to do for a couple of months because the army we were going to use…… John was the main winner of the best army at No Retreat 3 and what an army it was! Something I have never seen before and if I may say so an army to the standard of a Golden Daemon level just breath taking and to combine it all up what better way than to play on this impressive and awesome Eldar wraith construct table by our friends at www.wargameterrainfactory.com . The time was here players were excited and the team was ready to go! Ladies and Gentlemen enjoy this beautiful battle report and I hope you like it as much as we enjoyed playing it. Lets do this!
And the mission for this report is The Relic, taken straight from the Rule Book. The Relic in our case is this book of Chaos, which was thought was long lost, but Grazarath The Hound Master tracked it down to Craft World Naarvinya, and led his forces in to reclaim it, but Farseer Fàer Thalaan had a vision of their arrival and had his own force laying in wait.
John won the roll off, and decided to set up first, ready to unleash as much firepower as possible before Chris hits his front line. John goes for a defensive set up, just in case Chris steals the initiative.
Jet bikes sitting behind the wraith stone constructs, relying on their high movement to jump into firing positions turn one.
Chris set’s up in an all out offensive line, as far forward as he can.
The newest addition to Chris’ army, a Chaos Lord on Juggernaut, converted from Canis Wolfborn and the Lord of Khorne on Juggernaut model from Age of Sigmar, built to blend in with the Flesh Hounds. Tag PhotoAdd LocationEdit
End of the set up, two completely opposite armies face off against each other. Which will emerge victorious? The high agility and impressive firepower of the Eldar, or the fast moving and extreme, bloody combat of the Khorne Daemonkin?
Chris decides to scout all 3 units of Flesh Hounds, including the Chaos Lord in one of the larger units, forward the full 12 inches. Chris carefully selects one of the dice, and rolls to steal the initiative….
But it’s a fail. John picks up his tape measure and starts Eldar, Turn 1.
Turn 1 (Eldar) John starts off by moving one unit forward into range of the Chaos Lords unit, and the Wave Serpent up for better line of sight towards the hounds/bloodthirster. Onto the Psychic phase, and John rolls a 5 for Winds of The Warp. Starting with the Farseer that moved up towards the Chaos Lord’s unit, he uses 3 dice to cast Terrify. With 2 successfull charges, Chris decides to not deny it, so the Chaos Lord is now -1 Leadership, ignoring all the other effects.
Turn 1 (Eldar) Next up, he tries Psychic Shriek at the same target, but Chris manages to deny it, needing 4s due to the collars of Khorne.
Turn 1 (Eldar) John also casts Invisibility on the Wave Serpent in the middle of the board, and Shrouding on the Jetbike unit on the far left. He tries for Invisibility on the Wraith Knight as well, but fails to cast it even with the Runes of The Farseer reroll.
Turn 1 (Eldar) John starts off the shooting phase by firing his Warp Hunter at the Bloodthirster and Maulerfiend. Rolling his D3+1 number of shots, he scores a total of 3 shots. Aiming to the side of the Bloodthirster, he manages to get a direct hit, which covers the Maulerfiend as well. After scattering the other 2 shots, he ends up scoring 3 hits on the Bloodthirster, and 2 on the Maulerfiend. Rolling on the D table, he rolls Solid Hits and Seriously Wounded on all 5 hits. Chris rolls his cover saves on the Bloodthirster (Jink + Night Fighting), and only fails one save, which causes 3 wounds. He fails both Invulnerable saves on the Maulerfiend, he rolls for number of hull points lost….
Turn 1 (Eldar) And gets a total of 3! Just enough to turn him into a smoking wreck! First strike acquired!
Turn 1 (Eldar) John, seeing the Bloodthirster on 2 wounds, elects to shoot his Windriders’ Scatter Lasers at him. He hits 10 times….
Turn 1 (Eldar) But completely fails to wound him!
Turn 1 (Eldar) Next up, the invisible Wave Serpent fires both Shuriken Cannons at the unit of 10 hounds, causing 4 wounds in total. Chris rolls his saves, but fails them all, 2 hounds are removed! The unit of Windriders behind the Wave Serpent fire at the same unit of hounds. They score 10 hits, and a massive 9 wounds this time. Chris rolls his 4+ cover saves, and manages to save 6 of them! One more hound dead, with another on 1 wound.
Turn 1 (Eldar) The next unit of Jetbikes open fires on the Lords unit, hitting 6 times and wounding with 5. Saving only one wound, 2 dogs are removed.
Turn 1 (Eldar) Moving back across the board, the Wraithknight fires it’s Deathshroud Cannon’s Dispersed shot, aiming both on the front of the Soul Grinder. The first shots scatters 5 inches to the left, and the second scatters 3 inches towards the table edge. In total, he hits the Soul Grinder twice, 5 Cultists, the closest Bloodletters 13 times, and the other unit of Bloodletters twice. He wounds all 5 Cultists, but 4 of them make their cover save. He wounds 13 times on the Bloodletters, and 5 fail their saves. He fails to penetrate the Soul Grinder and fails to wound the last 2 Bloodletters.
Turn 1 (Eldar) Moving across the board again, the Warp Hunter does the same as it’s brother and fires at the remaining Maulerfiend. John knows that they will wreck a vehicle if they get close. John rolls 3 shots and hits with them all. He scores 3 Solid Hits on the D table, of which Chris saves one, but it’s not enough and another Maulerfiend is wrecked.
Turn 1 (Eldar) With the last unit of Windriders, John elects to move them flat out back to the edge of the board, getting out of easy charge distance from the Lord and his unit. In the assault phase, the rest of his bikes do their thrust moves and put as much distance between them and the oncoming horde.
Turn 1 (Khorne Daemonkin) After that brutal turn, it’s time to hit back. Chris starts off by moving the Cultists and the Bloodletters forward as far as they could. The Soul Grinder shifted forward and to the left to get line of sight towards the Windriders on the back line, hoping to get a lucky hit and make them run off the board.
Steven is a Gibraltar-based veteran tabletop wargamer with over 10 years of experience. He is the man behind SN Battle Reports. His specialty is organizing Warhammer 40K narrative events. He began writing for BoLS in 2015.