South  Auckland Miniatures
Wargames Club

Newsletter

December 2000

Next meeting:

Saturday December 9th 2000, at St. Johns Church Hall, Norrie St., Drury, starting at 9a.m.

Games arranged:  

Morning session: 9.30 am to 1.00pm

Robert Davies v Ken Snow WHFB 2000 points

Reign of Destruction Tournament

almost everyone else W40K 800 points

If you can't make any of these games let me know - Kevin 2670319

Copy for the Newsletter

Copy for the news letter needs to be to me by the Friday of the week before we meet .- Kevin

CLUB FEES FOR 2001 NOW DUE

The fees for next year are now due. They are $30 per member for the year with a $5 discount if paid at or before the January meeting. (This is the same amount as this year - i.e. no increase!). Your $25 fees goes towards paying the church for the use of their hall each month, supports the club newsletter, and helps with prizes, etc for the various events we run during the year. In return you get 12 meetings, enjoyable company, scintillating conversation, and, if you play me, you even get to win some games! What more could you want! Sign up now! Payments should be made to Bryan Orsbourne as soon as possible, preferably at the next meeting or by January at the latest (if you want the discount!). Thanks.

Diplomacy Campaign - Ken Snow

See attached sheets

Reign of Destruction Tournament

 The Armies

Armies are to be chosen to a maximum value of 800 points from the appropriate Codex, or from the list supplied in the Warhammer 40,000 Rulebook if the army’s Codex has not yet been released, as is the case with the Tyranids. The only exceptions to this are the Necron Army List and upgrades, the Chaos Cultist unit, and the Sisters of Battle Rites and Wargear lists from White Dwarf’s Chapter Approved articles. Armies are to be selected using the Standard Force Organisation chart, with NO detachments or allies. NO Special Characters are to be taken, although the models can be used to represent normal characters from the army list.

Army Lists- You must bring along TWO copies of your army list, one for personal use, and one to be given to either Ivan or myself for purposes of arbitration. Your army list/roster must include every model in your army (duh!) and be clearly written/typed. All units must state their points value, and it would be convenient if the half-strength value is also recorded, as all games will be decided by the Victory Points rule. All unit entries on your army roster must clearly note ALL options/character upgrades taken. All Wargear taken must be allocated to the appropriate character on the army roster.Note: An example of an appropriate army roster will be included in this publication.

The Rules

The rules will adhere strictly to those printed in the Warhammer 40,000 Rulebook and special rules for specific units/races from the relevant Codexes. Ivan and I will arbitrate any rules disputes, except in instances where we are directly involved, in which case general consensus of impartial onlookers will govern the indiscretion of rules in that case.

The following exceptions and clarifications to the rules will also apply-

Chapter Approved-  
Issue 230- Necron Army List
Issue 232- Smoke/Blind Grenades
  Sisters of Battle Sacred Rites
Issue 234- Tzeentch rules clarifications
  Andy Chamber’s Philosophy Corner (transport vehicles)
Issue 236- Sisters of Battle Wargear List
Issue 239- Chaos Cultist Units
  Craters and Roads
  Force Marching (ONLY applies if done entirely on a road, only doubling movement, not tripling it)
Issue 240 Necron Upgrades
Issue 241 Colonel Schaeffers’ Last Chancers Army
Issue 243 Lictors
Issue 250 Terminators update
  Dark Eldar Vehicle Upgrades

Army Break Point-

An army is Broken when it has a quarter or less of it’s starting number of models left alive at the end of any player turn (for example, if your army started with 40 models, it would be broken if there were 10 models or less at the end of a player turn). If an army breaks, the game immediately ends and the unbroken army is declared the winner, irrespective of victory points and/or mission objectives. If both players break in the same player turn, the game is counted as a draw.

For the purposes of what counts as a ‘model’, each individual model counts as one model, as does each vehicle, cavalry model, and bike model.

 Difficult Terrain-

Sand/Ash dunes, Loose rubble slopes, Steep hills
Thick mud/snow/bogs/marshes
Dense vegetation/woodlands/jungles/rubble
Rivers/Lakes

Cover-

6+ Bushes, High grass/Crops, Fences/Hedges, Rivers/Lakes
5+ Crates/Barrels, Pipes/Logs, Rocks/Rubble, Ruins/Walls/Buildings, Vehicles/Wrecks, Woods/Jungles
4+ Trenches/Gun-pits, Bunkers, Fortified Buildings/Defences

Games

The following scenarios, with the slight modifications noted, will be those used in the first, second, and third games of the Tournament.

Game 1: Recon Mission

Scenario Rules- Infiltrators, Victory Points
Set Up- As shown in the Rulebook
Mission Objective- Get into the enemy Deployment Zone. Each undamaged vehicle or unit of troops
not yet reduced to half-strength or below in your opponents Deployment Zone at
the end of the game gains you an additional +200 Victory Points, and each
damaged vehicles or unit at or below half-strength gains you an additional +100
Victory Points.
The player that accumulates the most Victory Points wins.
Game Length- The game lasts for 6 turns, or within the 1hour 50minutes time frame, or until either or
Both armies are Broken, whichever may happen first.

Game 2: Patrol Mission

Scenario Rules- Random Game Length, Reserves, Victory Points
Set Up- As shown in the Rulebook
Mission Objective- Kill them. Kill them all. The player that accumulates the most Victory Points wins.
Game Length- The game lasts until the random game length ends, the hour and 50 minutes is up, or
either or both armies are Broken.

Game 3: Cleanse

Scenario Rules- Victory Points
Set Up- As shown in the Rulebook
Mission Objective- Claim table Quarters. To claim a Quarter, you must be the only player with an
undamaged vehicle(s) and/or unit(s) above half-strength in it. Each unit/vehicle
may only claim ONE Quarter, which will be the Quarter with the majority of the
unit/vehicle in it, if the vehicle/unit is in two or more Quarters. Each Quarter
claimed gains you +200 Victory Points.
The player that accumulates the most Victory Points wins.
Game Length- The game lasts for 6 turns within the 1hour and 50minute time limit, or until either or
both armies are Broken.

There will be a space of 10 minutes after each game to be used to work out the results of your game, and then your Tournament Points (this is very important, as they determine the winner of the Tournament).

 Tournament Points

To determine the winner of the Tournament, the following scoring system will be used.

After each game, add up your Victory Points.

To this score, add 140 points if you won the game, 100 points if you drew, or 60 points if you lost.

Add an additional 10 points for each of the following that apply:

    -Breaking your opponent, or coming within 5 models of breaking your opponent

    -Each enemy HQ Character (for example, Space Marine Force Commander, Librarian, or Chaplain) you kill or cause to rout off the table

    -If the most expensive enemy unit was dead, falling back, or fled from the table at the end of the game (if two or more units share the same highest points value,     any of them will gain you the  bonus, but it only applies once, regardless of how many of those same-highest-value units you   kill/force to fall-back/rout off the table)

    -If you have one or more units in your opponent’s deployment zone, and he has none in yours, at the end of the game.

Subtract 10 points from your score if:

    -During the game, you didn’t break, reduce to half-strength (or under), or destroy any enemy units

    -You have more Elites units than Troops units in your army roster

    -You have more Fast Attack units than Troops units in your army roster

    -You have more Heavy Support units than Troops units in your army roster

You must then award your opponent sportsmanship points, either 0, 10, 20, 30, 40, 50, 60, 70, 80, 90, or 100, as you believe they deserve, and they will do the same for you, awarding an amount as they see fit.

This process must be followed after each of the three games you play in the course of this tournament, and all three scores are to be added together after your last game, and then Ken Snow awards a score ranging from 0-100 as with the sportsmanship score, on the quality of painting/modelling displayed by your army. This will finalise the scores, and these final scores, or Tournament Points, will be compared to determine the winner and the runner-up.

If everyone keeps clear records of their Tournament Points from each round, I’ll even be able to tabulate the results and name the winners of each round in addition to the over-all winner and runner-up, which I’ll include in the next Newsletter, which should be interesting J

Make sure to keep a clear record of your Tournament Points as I’m hoping to declare the winner and runner-up, and hand out the prizes, on the day.

The Tournament

To participate in the Tournament, you must register on the day. There is a limit to the number of participants able to take part, and as there are FABULOUS PRIZES! You had better get in quick! First in, first served! However, as the prizes are being funded by the SAMWC membership fees from this year, Club Members have precedence over non-members. Registration starts at approximately 9am, and closes at about 9:20-9:25 To register, you simply inform either Ivan or I that you wish to take part, submit a copy of your army roster, and your name will be placed on The List Participants will be paired up from The List for the first game, and then Winners from previous rounds face Winners from the previous round, while Losers from the previous round face Losers from the previous round. At 9:20am participants will be called to set up on the tables allocated to them. You may start deployment at this point if both you and your opponent are ready to do so.

The first Game will start at 9:30, and will continue until 11:20, unless the full six turns are played before then, or an army is Broken before then. At 11:20 ALL play ceases, and players determine the winner of their games, and work out their Tournament Points, if you have not already done so due to finishing before the time limit expired. From 11:30 to 11:50, you can have lunch and do whatever you like, such as threatening other participants and boasting about your considerable prowess. At 11:50, you will all be called upon to set up for your next game, on the table Ivan and I will allocate for you, deploying if both you and your opponent are ready to do so. The second Game will commence at 12:00, and continue until 1:50 if the Random Game-length or an army being Broken doesn’t halt the game before then. At 1:50, if you have not already done so, work out the results of your second game, and your second-round Tournament Points. At 2pm, you will be called for the third and final time to set up on the table allocated to you, deploying if ready to do so. This third Game will begin at 2:10, and continue until 4pm, unless you play the full six turns or an army is Broken before such time. At 4pm, you are to work out your victory points for the third game if you have not already done so, and add up your third-round Tournament Points score.

At this point, total up your three Tournament Points scores to find your Final Tournament Points score, which you must give to Ivan and I so that we may add Ken’s painting/modelling quality score to it, and then announce the winner and runner up, and award them their prizes of a $50 and a $25 Games Workshop voucher respectively.

Note: Please ensure that if you are entering the Tournament, that you are able to stay for the entire duration of it.

Another Note: Okay, fact of the matter is, we don’t have as much terrain as we would like. To make the tournament more interesting, PLEASE bring along some terrain, especially 40K-theme terrain, anything that will fit in with the background or whatever, and also anything that provides cover or other adverse affects to the game will be much appreciated. BRING TERRAIN!

Sincerely

Peter Colson, co-event-co-ordinater


Battle Reports

Peter Colson (Da Orkz!!!!!) beat Nick? (Midnight Marines)

"Orright now ladz, leg it! Da beekeez iz just over that ‘ill over dere!" Bellowed the imposing Ork Warlord Tuffgitt Badskaga.

"’Ere We Go! ‘Ere We Go! ‘Ere We Go!" chanted the green tide of Orks as they approached the force of the Emperor’s finest.

Clicks and snaps as the green savages checked their weapons, and shifted their massive cleaving blades in their grip, shifting anxiously in eagerness to join battle and shed blood.

Tuffgitt breathed in deeply, tasting the moment. This is what he lived for. This is what he wanted. The Orks in his warband, many of which were veterans of several encounters with the Space Marines wanted this also. The collection of Space Marine shoulder pads his warband boasted was quite impressive. Dark Angels, Black Templars, Raven Guard, Dire Legion, and countless Blood Angels forces had been laid to waste by the immense and seasoned Tuffgitt, and shoulder pads from each of these forces we worn by his ‘boys’. Today, they would earn a new and unknown trophy. Today they would soon wear the pads of the Midnight Marines.

The grim leader of the marines sighted the advancing tides through the darkness of the early morning. The ability of his brethren to use the night to their advantage wouldn’t have much affect on the coming battle, it would be light by the time those green devils make it to his lines, but in the dim pre-dawn darkness, his forces could deploy efficiently on their mountainous holdings with the Orks none-the-wiser of their whereabouts…

"WAAAAAAAAAAGH!!!!!!!!"

The thunderous cry reverberated around the battlefield as the psychic-adrenalin that the advancing Orks generated filled them with a frenzied fervour, driving them into a battle-lust that the devotees of Khorne would be hard-pressed to equal!

Tuffgitt and his Nobs in their lowered-suspension war-trukk sped quickly to the right of the battlefield, attempting to outflank the Marines’ main force, as the Dreddy and slugga boys advances straight towards the Imperial lines, with the Shoota boyz hanging slightly to the left, and the war-buggies speeding off to outflank the left side.

The Space Marines forces counter-striked immediately, with the chaplain on his motorcycle, and one lone marine biker to accompany him, raced towards the mighty Warboss in his war-trukk, as the assault marines, their forces depleted by Ork shooting already (!!!) powered their jump-packs up and leapt towards the Ork Dreadnought.

Rather foolishly the Assault Marines struck at the Dreddy, and not suprisingly, found that none of the blows they landed had any possibility of penetrating the thick armour serving as a skin for the warring machine. However, the return attacks of the behemoth were equally uninspiring.

The Chaplain and his life-partner on their bikes charged the Warboss and his bodyguard (body-shields more like, but lets not split hairs).

The towering war-boss licked his lips and grinned maniacally as the Chaplain, full of religious fervour, hurtled straight for the massive ork, who side-stepped the motorbike, held out his power-claw, and decapitated the ancient marine warrior-priest without any effort at all. The Nobs found similar lack of resistance from the other biker, bar for the pleas for them to stop pummelling him. Although the jumping up and down on his corpse seemed unnecessary to Tuffgitt, but it amused the ladz so it was all good.

Meanwhile, the Assault Marines desperately trying to prolong their lives further than the next 3 seconds, found themselves in a little more trouble than they had originally suspected as a rather large and homicidal mob of Ork Slugga boyz leaped into the fray and managed to mash, pulp, and eviscerate every last damned marine!

With this irritating little distraction dealt with, the Orkz advanced towards the bulk of the Imperial lines, and with a combined effort, and several turns of stunning, finally shot down that cursed landspeeder that had immobilised the Ork War-trukk after it had crossed the river, forcing Tuffgitt to suffer the indignity of WALKING!

But no matter, it wasn’t long until he reached the command unit of the Space Marine Army, and quickly rendered it’s members lifeless bar 2, who ran for it, only to be brought back into combat by the pursuing War-boss and Nobs, and subsequently destroyed, along with the Space Marine Tactical Squad that valiantly (stupidly?) leapt in to support their beleaguered comrades.

The last Tactical Squad met a similar end at the hands, or rather the meaty Choppaz, of the Slugga Boyz!

The battle was over almost as soon as it began, and every last Space Marine was laying dead on the grassy plains, with their shoulder-pads conspicuously removed…

Peter Colson (Orks!) Beat Damien Neems (World-eater Chaos Space Marines)

"Oi! Boss! Dere’s sumfing I think yer should know!" Wazzakart spoke up over the thrumming of his buggy’s over-powered motor. "WOT?!" Snapped the infamous warboss Tuffgitt Badskaga. He had been in a foul mood since he had defeated the Midnight Marines only two days ago. It was depressingly easy. After a flinch at the sharp reply of his boss, Wazzakart plunged on with the news. "Boss, I’z got some nooz you might like" The smoke-blackened Ork grinned malevolently and rubbed his gloved hands together. "We’ve found some beekeez tryin ter innercept us just along the river, ‘aven’t we, Ladz?" The rest of the Orks making up the crew of the two buggies and the wartrakk nodded in agreement, murder in their eyes relating the truth of their statement. Tuffgitt wasn’t moved. "The beekeez is too easy ter beat, we’ve gotta find us some ‘Umies, maybe THEY’VE got balls" "But boss" Wazzakart protested. "These beekeez are ‘ard! Dey’z da ones wot cry ‘Blood fer da blood god!’ dey is!" This caught the tough old Ork’s attention. "Da world-eaterz?" "Yeah boss, dey’z got a bunch of them ones what carry choppaz and like it up close an personal like, and dere’s one on a big magic beast wot finkz ‘ez ‘arder den everyone" Tuffgitt grinned. This was going to be fun. The Orks raced along the river, eager to get to grips with the Khornate marines, rushing head-long towards them in one big wave of muscle and metal. Almost the entire Ork force concentrated on the eastern side of the river, where they would be able to charge into the Khorne Berserkers, the Havocs (the only non-Khorne unit Chaos fielded), and the lethal Khorne Champion. Tuffgitt, in his eagerness to prove his mastery of combat, and perhaps in his eagerness to die, mounted his wartrukk along with his Nobs mob, and sped along the western shore of the river, hurtling towards a unit of Raptors, and a Rhino troop carrier full of Khorne Berserkers, at break-neck pace! Shooting accounted to little, with few hits and fewer casualties caused by either side. The Khorne Berserkers eventually engaged the Shoota Boyz, and the Slugga Boyz moved in to support. After a horrendous show of fighting prowess that left the Orks largely untouched, the power of the WAAAGH was to show that Chaos is but a mere annoyance and it’s da ORKS who is going to inherit da ‘Ooniverse, as the Orks struck back with a vengeance, decimating the Khorne Berserkers. The Khorne Lord fell prey to the Killer Kan’s scything power-claw, and the Khorne Berserkers were systematically destroyed through weight of numbers.

Meanwhile on the west-side, the Raptors soon found that plasma pistols are not the most reliable weapons in the galaxy, and Ork bodies are. The Khorne Berserkers leapt from their Rhino and charged the Ork warboss and his Nobs. The Berserkers fared badly at the outset as they either failed to hit, or, if they hit, failed to wound, while the Orks met with much more success, removing the Khorne Berserker Champion from the realms of the living, and a great deal of his Berserkers with him. But eventually Power Armour and chaotic blood-lust proved potent, as the 6 nobs were reduced to one, and the only one berserker to face him, while Warboss Tuffgitt looked on, greatly interested in this bout of single combat. For what seemed an eternity the Khornate Marine dodged, parried, and absorbed every blow the frustrated Nob could land, and by the same token, the Nob shrugged off the most critical blows the marine could score on him. On and on the struggle went, with neither side gaining the upper hand. Tuffgitt was impressed.

The marine slashed diagonally downward with his axe, which the Nob avoided by leaning back, and as he reached back to strike at the marine with his choppa, as if he were holding a baseball bat, he swung in an arc around towards the marine’s head, the marine lifted his axe quickly up from his stroke just a moment before, knocking the Ork’s blow up over the marine’s head. Over-balanced by the sheer force of the swing he was taking that never made contact, the Ork stepped forward, and, steadying his footing, both hands still clasped firmly around the handle of his Choppa, he brought it back around in another swing, from left to right this time, and, as the Chaos marine was stepping back, unable to bring his axe to bear in time, the un-bladed side of the choppa made contact with the marine’s helmet, striking with such force that he was knocked to the ground, and had he not been wearing his helmet, he would’ve lost his head as it would’ve been pulped by the heavy head of the Nob’s choppa. The Nob swung the choppa up over his head, stepped forward, and prepared to deliver the killing blow on the Chaos marine, seemingly defenceless there on hands and knees. The Ork’s eyes widened as the pointed tip of the Chaos Marine’s axe pierced it’s heart and left a gaping hole in it’s chest. The slow, pondersome manner of the bulky Ork had given the Chaos marine enough time to grab his axe and stab blindly behind him, luckily striking in such a way that death came quickly to the Ork, and strength drained quicker from it’s limbs, leaving it unable to kill the Marine as it was preparing to do. The vastly bulky Ork collapsed to the ground, blood spilling from its mouth, as the Chaos marine stood above it, roaring it’s prayers to the blood god.

Tuffgitt stared at the chaos worshipper as it celebrated it’s victory, caught-up in the glory of bloodshed. A worthy opponent. A very worthy opponent indeed. The Khornate Space Marine looked around slowly, eyes coming to rest on a huge Ork. He pulled his axe up in readiness for battle, gathering his breath to scream the blood god’s motto. Tuffgitt grinned…

As dusk fell on the Orks, they continued their march ever onward, with fresh ammo, new choppas, and loot aplenty. With great care the tough, gnarled old warboss Tuffgitt polished his new toy; a shoulder pad with a picture of the planet Earth caught between red jaws.

Kevin Carberry ( Guard) Beat Wade Mitchell (Blood Angels)  - The men of the Iliren Planetry Defense Force (IPDF) formed up around the command bunker. the Blood angels had got here a lot faster than HQ said they would and had caught all the tanks and artillery in a ambush. So all that was left where the men of the 5034th. Captain Watson pulled his men into a tight quarden around his command post, all that stood between these deamons and the city of Trena. Watsons men had been joined by all that was left of the local police, a judge and a squad of officers. Also in the area was a confessor and a squad of ogrons these Watson kept in reserve to counter charge the fiends if they made it to his line. At 14:00 hours they arrived. the Blood Angels advanced on the IPDF postion making good use of the large amount of available cover. But in their eagerness to come t grips with the men of the 5034th, they attacked 1 unit at a time and where picked off by the massed guns. The biggest surprise was the Death company who even through their blood rage had enough sense to attack from the flank. As they rounded the coner they can under heavy fire and as the light dimmed all that was left was the chaplan and one man. The foolish confessor thought them finished and wishing to claim some glory ordered his men to charge.But even two Death Company are very deadly foes they cut down one of the ogrons taking no damage themselves. The confessor realising his mistake tried to run. This being his second mistake he was cut down along with all his men. It was left to the Judge and his men to stop them and that is just what they did holding them up long enough for the IPDF on reform and shoot them down.

With all the Blood Angels dead it was time to take stock of the battle with only half a dozen IPDF men dead losses where good. Confessors should allways have a commisar with them(to shoot them). Lastly, never get into hand to hand wiht BA's.

 


Club Information

This newsletter is edited by Kevin Carberry so anything you would like included in the newsletter should be sent to me at 48 Beaumonts way, Manurewa, South Auckland. Phone 2670319, kevin@profax.co.nz

Robert "Dictator" Davies is the Club President so any queries, problems, issues or suggestions about the club should go to him at 14 Grebe Street, Manurewa. Phone 2670899.