Thursday, March 12, 2026

AMBUSH!

 Last month I got together with Thunder for another riveting game of Legions Imperialis. 

We decided to do a 2000 point game, the mission AMBUSH where he would be defending a line across the table and I would be attacking from both sides.

The Knights of House Victrix and their Mechanicum allies.


The Solar Auxillia and their Imperial Fist allies

Mechanicum setup on the north side.

Automated sentries in a building and dreadnoughts on the point in the west.
Robot bombs! 

In the centre, the predators and marines fortify.

In the east, Charonites in transports and the overall commander.

In the south, the Knights prepare to assault.

In the east, the Solar Aux sentinels move into the difficult terrain of a crater ("they won't bomb here again, right?") while vanquisher (valcador?) tanks move into position.
Baneblade turns its guns to the north.

The board.

In the centre, the fearsome Ceratus Knight Atropos charge in and use their lascutters to devastating effect. The plus 11 CAF helps too.

The robot bombs blow up beside the Krios battletanks but they survive.


The tech marine and tech thralls try to steal the north point but the SA move into position to prevent that.

In the east, the Questoris and Acastus knights move into position.
The Acastus Knights Asterius turn their conversion beamers on the baneblade and convert it into scrap metal.
The drop landers drop off the troops and the zoom over to contest the north point.
The Predators are destroyed by the Cerastus knights, and they shrug off the return fire.

Here comes the flame termplate! The tech thralls in the building are completely wiped out, leaving the tech priest to himself, but two Krios survive yet again.
The Questoris knight Styrix and Magera wipe out the sentinels.

The board again, start of turn 2.

Casualties for the mechanicum are mounting quickly, but the knights are doing ok.



In the centre, the Cerastus knights get charged by the Imperial Fists, but they would find that a tough battle agains the imposing knights.

On the far east, the Arch Magos and Mrymidon Secutor charge and chase off the entire Basilisk detachment.

At city during war.

The Solar Aux charge in to try and bring down the Ceratus knights through sheer weight of numbers, while the Armiger Knight Moriax detachment moves into to assist.

Turn 3 start, the knights are starting to lose numbers.

In the west the Moriax knights engage the dreadnoughts to try and secure the west point.



In the centre, the last Atropos knight slowly falls to one knee, slashing with his lascutter like an ancient sword. He stands still! Thunder is NOT IMPRESSED.


While the Moriax knights took out dreadnoughts, the Imperial Fists refuse to give up the point.


The tank divisions in the east are destroyed by the Questoris and massive Acastus knights, but the Ogryns hold out.
In the north, the Mrymidon Destructors attempt to hold the point against the leman russes. It does not go well.

In the end, he could not get that last Cerastus knight.

Nevertheless, the Loyalist Solar Auxillia hold the line and defeat the ambush despite heavy losses. Final score, 41 for the SA/Imperial Fists, 21 for the Knights/Mechanicum.

Great game!



Saturday, February 14, 2026

Attack of the Canoptek Creepers

 Time for a Kill Team match against Tinqiu and his new kill team, Canoptek Circle. I'll be taking my trusty glass cannon Corsair Voidscarred.

The match is on Volkus, with the Crit Op being straight up Loot.
Building looks nice in the sunlight.
The Necrons take razor wire and mines to reduce Eldar movement through the middle.
Led by the fearsome geomancer, there are three scrubs, a reanimator, a dude-who-buffs, and two big guys with big guns.
The Riders of the Sunless Night.


The Felarch, heavy gunner with wraithcannon, and Wayseeker deploy on the left flank.
In the middle the Shade Runner, Fate Dealer, and Soul Weaver. On the far right, the Hunter and Starstorm Duelist secure the Loot point. 
The Kurnathi Blademaster has rushed into the middle.


The Circle take cover as they prepare to approach.
The gods sleep.


The Shade runner and Soul Weaver take high ground. The Wayseeker will do a warp fold on the soul weaver and switch his place with the Fate Dealer for sneaky silent sniper shooting.

The Geomancer secures the left flank.

After turning point 1, the pieces are in position.
The heavy gunners, afraid of the wraithcannon, look for opprotunity to open fire but the Eldar hug the shadows.

The Felarch, in a sacrifice move, charges kills the Buff-Dudes necron, securing a Kill Objective point. Then he plants a beacon for a Tactical Objective point. The Geomancer makes him pay for the affront but the damage is done.


In the centre, the Kurnathi and a Creeper trade blows but the Hunter already secured the objective.
The Necrons offer a sacrifice of their own to take the Loot objective on the left.


The Shade Runner chargers the heavy gunner on the vantage, slicing him for ten damage! "He's not even wounded," laughs Tinqiu.

The Starstorm duelist issues a challenge to the Geomancer. The challenge is denied as gauss streams render rhim to peices.
The other Big Guy moves forward on the right flank.

At the beginning of turning point 3 (I think) the Corsairs have a decent lead but the Necrons are angry!
The Fate Dealer wings the Geomancer but fails to down him, while the WaySeeker secures the left loot objective and plants his own beacon.
In the centre, the Shade Runner is easily overpowered and the big guns come into the open as the eldar heavy gunner is killed.
Down to 4 wounds, the Geomancer summers nanites to heal him.
The geomancer rushes to order his gunners to fire, fire, fire!
So exposed, the Kurnathi charges and slices off the Necron leader's head. He would die in return but his soul stone would have an honoured spot in the Hall of Souls.
At the end of the game, the Necrons had made it close but the Corsairs held on for victory, 16 to 13.


Great Game!