Week 5, Battle #2: Marines vs. New Imperial Navy player!

June 29, 2014
29 Jun/14

For the sector map, see the previous post.

Nathan has been interested in our campaign for some time.  Communications problems prevented him from joining until now.  However, he put together a fleet using my Imperial Navy.  He had guts to choose his home system right between the Space Marines and the Tau, the two most powerful fleets.

We played a Cruiser Clash with fleet restrictions removed.  500 points.


Azure Flames

-Space Marine Strike Cruiser Duty (Extra Shield)

-Space Marine Strike Cruiser Honor (Extra Shield)

-Space Marine Strike Cruiser Sacrifice (Extra Shield)

Imperial Navy

-Dauntless class Light Cruiser Kestrel (lances)

-Dauntless class Light Cruiser Surprise (lances)

-Mars class Battlecruiser Saratoga, extra turret


Azure Flames – Turn 1

The strike cruisers go right around the asteroids, and launch Thunderhawks.

Imperial Navy – Turn 1

Nova Cannon causes the Duty to Brace for Impact, but the cannon misses.  Lance fire from the Dauntlesses kills one of the Thunderhawk squadrons.

Azure Flames – Turn 2

Fire from the Sacrifice brings down one shield on the Kestrel.  Four Thunderhawks cause several effects on the Surprise including an engine room damaged result.

Imperial Navy – Turn 2

Nova Cannon does three damage to the Sacrifice despite Brace for Impact.  A critical hit causes the Sacrifice to have a bridge smashed result!  Bombers force a Brace on the Duty but do no damage.

Azure Flames – Turn 3

The Sacrifice fails to disengage and tries to run.  The Duty fires on the Dauntless as the Honor boards!  A poor boarding roll causes the Kestrel to take only one damage.  Critical roll against the Honor succeeds, and causes a Shields Collapsed result!

Imperial Navy – Turn 3

Concentrated fire on the stricken Sacrifice reduces it to one damage point remaining.  Other fire causes Brace rolls on the other two cruisers.

Azure Flames – Turn 4

Both cruisers zero in on the Saratoga.  The Honor boards again, and this time a spectacular boarding roll does 6 damage to the Saratoga.  Brace saves only one, crippling the battlecruiser.

Imperial Navy – Turn 4

The Kestrel fires on the Honor, forcing a brace.  The Saratoga chooses not to disengage, and fires on the Honor as well.  One damage, which hits the Port side guns.

Azure Flames – Turn 5

Bombardment Cannon fire brings down the Kestrel, and a critical hit causes a bulkhead collapse, which leads to a Warp Drive Implosion!  All three surviving ships Brace for Impact!

Imperial Navy – Turn 5

Saratoga tries to disengage and fails.  Fire against the Duty is ineffectual.

Azure Flames – Turn 6

Braced from the turn before, the two cruisers do only one damage to the Saratoga.

Imperial Navy – Turn 6

Saratoga disengages.


Nathan had a fantastic first game, he just had some bad luck.  The Nova Cannon shot that crippled my cruiser was great, but the rolls I got on him for boarding the Mars and destroying the Dauntless were less lucky.  Here’s to a great new player!

Next: more BFG campaign!

Filed under: Battlefleet Gothic, Gaming

Week 5 Battle #1, Marines vs. Tau

29 Jun/14

What a week!  Several players did not show including our new Necron player.  However, another player, Nathan, decided to join the campaign by borrowing my Imperial Navy fleet!  My battle with Nathan will be covered in the next post, as two batreps in one post is too much.  This post is all about my battle with Josh’s Tau!


Mission: The Bait

Azure Flames

-Pursued Ship: Space Marine Strike Cruiser Honor (Extra Shield, Navigational Shields)

-Space Marine Strike Cruiser Duty (Extra Shield)

-Space Marine Strike Cruiser Courage (Extra Shield)

-Space Marine Strike Cruiser Sacrifice (Extra Shield)

Tau Shan’al Shi’ur Pursuing Fleet

-Protector Cruiser, Vior’la Configuration

-Emissary Light Cruiser, Sa’cea configuration

-Nicassar Rig

-4 Nicassar Dhows


Setup: The Honor was placed in the center of the board, and the Tau deployed 60cm behind it.

Azure Flames – Turn 1

The Honor moves ahead, and launches two Thunderhawks on CAP.

Tau Shan’al Shi’ur – Turn 1

The whole fleet moves up.  One fighter is launched, and two waves of missiles.

Azure Flames – Turn 2

The Honor Reloads Ordnance and begins to come about.

Tau Shan’al Shi’ur – Turn 2

Not allowing themselves to be caught out of position, the Tau fleet takes a turn to their Starboard.  Tau Missiles avoid the Honor, as the CAP would make them useful.

Azure Flames – Turn 3

Thunderhawks split off from CAP to deal with the Tau missiles.  The Honor seeks cover by the large planet.

Tau Shan’al Shi’ur – Turn 3

The Nicassar Dhows provide tempting bait along the far table edge.  The Protector Reloads Ordnance, and fires.  The Emissary sneaks through the asteroid field.

Azure Flames – Turn 4

The Honor gains cover behind the planet as it once again launches a CAP to deal with Tau missiles.

Tau Shan’al Shi’ur – Turn 4

The Protector goes on All Ahead Full to catch the Honor next turn.  The Emissary fails the leadership test to navigate the asteroids, fails to Brace for Impact, and suffers SIX DAMAGE, killing it and turning it into a Drifting Hulk!  Nicassar thread the needle between the asteroid belts.

Azure Flames – Turn 5

The Duty, Courage, and Sacrifice arrive from the board edge, and launch Torpedoes, forcing the Protector to Brace.  The Honor launches Thunderhawks at the Protector.  Brace saves prevent all hit-and-run attacks and all but one damage.

Tau Shan’al Shi’ur – Turn 5

The Tau disengage, abandoning the Nicassar Rig which is destroyed.  Game ends.


The Bait is a gamble.  Does the pursuing force push it, or do they make a hasty retreat?  The Tau fleet was not slow, and speed matters.  The one big deciding factor was sending the low-leadership Emissary through the asteroids.  That instant death really hurt the Tau who might have been able to put the hurt on the Honor.

Next: another batrep from the same week, starring new player Nathan!

Filed under: Battlefleet Gothic, Gaming

New player day at Highland Library!

June 28, 2014
28 Jun/14

Finally got to go back to the Highland Library to see my old gaming group!  New players abound.  Me and Jacob, a Dark Angel player took on new players Franklin (Orks) and Andy (Necrons) in a 2v2.  Each list was independent, but was assumed to be “allied” with each other, so Franklin and Andy were subject to being Desperate Allies.

Bozeman – Azure Flames

-Leonidas, Captain of the 1st Company (counts as Vulkan He’Stan)

-Tactical Squad x9, Veteran Sergeant, Bolter-Flamer, Power Fist, Flamer in a Drop Pod

-Tactical Squad x10, Veteran Sergeant, Bolter-Melta, Meltagun, Multi-Melta in a Rhino with Extra Armor

-Stormtalon Gunship with Typhoon Missile Launcher

-Land Speeder x3 with Multi-Meltas

Jacob – Dark Angels

-Sammael, Grand Master of the Ravenwing on Jetbike

-Ravenwing Bike Squad, Power Sword, 2x Meltaguns, Attack Bike

-Ravenwing Bike Squad, Power Sword, 2x Meltaguns, Attack Bike

-Ravenwing Land Speeder, Heavy Bolter and Assault Cannon

-Ravenwing Land Speeder, Heavy Bolter and Assault Cannon

-Nephilim Jetfighter, Twin-linked Lascannon


Franklin – Orks (Unbound)

-Ghazgkull Mag Uruk Thraka

-Slugga Boyz x10, Big Shoota in a Trukk with a Reinforced Ram

-Lootaz x8 (proxied)

-Warbikes x3, Nob, Power Klaw

-Flash Gitz x5

-Dakkajet, Air Ace upgrade (BS 3)

Andy – Necrons

-Destroyer Lord, Warscythe, Ressurection Orb, Mindshackle Scarabs

-Wraiths x4, Whip Coils

-Necron Warriors x7

-Necron Warriors x8

-Immortals x10


-Annhilation Barge

-Doomsday Ark


Mission: Maelstrom of War 3: Tactical Escalation

Board Setup

Scout move by Dark Angels bikes.


Orks and Necrons – Turn 1

Lucky Ork shooting combined with awful armour saves kills a Ravenwing Combat Squad, giving First Blood to the Necrons and Orks!  Lootas put a glance and a Crew Shaken result on the Azure Flames Rhino.  Necron Lord and Wraiths hide under the central bridge.  Trukk containing Ghazgkull and some ladz moves up.

Azure Flames and Dark Angels – Turn 1

Leonidas and the Tactical Squad drop pod in and bake the Lootas.  Land Speeders only manage to give two Crew Stunned results to Ghazgkull’s trukk, leaving it alive!  Sammael kills many Warriors with a Plasma Cannon shot and assaults the survivors, but does not kill any in close combat.

Orks and Necrons – Turn 2

Dakkajet arrives.  Combined fire from the Orks, and Ghazgkull’s squad assaulting wipes out the Azure Flames Land Speeders.  Disordered Charge by the Lord and Wraiths kill the Dark Angels Land Speeder and Attack Bike close to Objective 6 (center right) which scores a point!  Leonidas and the Tactical Squad take some serious hits but don’t break.

Azure Flames and Dark Angels – Turn 2

Two Ravenwing Bike combat squads outflank, and the Stormtalon and Nephilim arrive.  The Nephilim shoots down the Dakkajet, which falls on a Flash Git.  The lucky Flash Git gets a “1” to wound!  Ravenwing Bikes immobilize the Doomsday Ark and glance the Annhilation Barge twice.  They also secure Objective 1 (upper left) for a point!  Azure Flames Tactical Squad turns the Monolith into a crater.  Leonidas’ squad charges a unit of warriors, killing them all in close combat and scoring another point!

Orks and Necrons – Turn 3

Destroyer Lord and Wraiths charge the melta Tactical Squad, causing them to lose 5 men, and flee.  Immortals kill all of the Tactical Squad except Leonidas.  Sammael finally finishes off the Warrior Squad in close combat.  Ghazgkull and the ladz advance.

Azure Flames and Dark Angels – Turn 3

Stormtalon goes to Hover mode, fires on Ghazgkull’s boyz to little effect.  Sammael and Leonidas assault the Immortals after shooting them, and wipe them out.  Doomsday Ark and Annhilation Barge are destroyed by Ravenwing bikes.  Bikes secure Objective 3 (center left) for a point!  Shooting kills the remaining Wraiths.  Turn not pictured.

Orks and Necrons – Turn 4

Empty trukk performs a Tank Shock against Ravenwing Bikes hiding behind the statue to the far right. Orks advance.  Necron Destroyer Lord assaults the Tactical Squad again, kills most of them by himself in a challenge.  This scores a point!  Turn not pictured.

Azure Flames and Dark Angels – Turn 4

Nephilim, Bikes, and Sammael lay into the Flash Gits, killing them.  Necron Destoryer Lord kills only one Tactical Marine, leaving one alive who stays.  Bikes assault the Trukk, but fail to hit.

Orks and Necrons – Turn 5

Destroyer Lord kills last Tactical Marine, Orks advance.  Trukk is killed by Bike Grenades.

Azure Flames and Dark Angels – Turn 5

Bikes secure objective 1 again for another point!  Other bikes secure objective 2 (lower left) for another point!  Rhino drives onto objective 6 for a point!  Shooting kills the Destroyer Lord and some Boyz, leaving Ghazgkull alone on the board!

Orks and Necrons – Turn 6

Ghazgkull is the only model left.  He advances, three wounds remaining and out of WAAAAGH, having used it.

Azure Flames and Dark Angels – Turn 6

Shooting brings Ghazgkull down to one wound.  Objectives 2 and 4 secured for more points.

Orks and Necrons – Turn 7

Ghazghkull advances again.

Azure Flames and Dark Angels – Turn 7

Ghazghull killed by shooting.  Tabled.


Final score

Azure Flames and Dark Angels: 14

Orks and Necrons: 4


WOW.  This was my first game of 7th edition.  We won from equal luck and strategy, but the ridiculous amount of points we earned was from rolling objectives we happened to be near was amazing.  This mission rewards mobile, diverse armies because if you can secure an mission objective, you get MORE next turn.  We got lucky and scored some, and then got more which we scored and so on.  The Necrons and Orks were not so lucky, as they did not get easy to accomplish objectives.

Next: TWO battle reports from my Battlefleet Gothic league!

BONUS PICTURE!  Sisters vs. Space Marines!

Filed under: Azure Flames, Gaming

T’au Lar’shi’vre Shi Kais “Protector” class cruiser

June 22, 2014
22 Jun/14

Next: another Protector class!

Filed under: Battlefleet Gothic, Painting

Battlefleet Gothic Campaign Week 4: A new player approaches!

June 20, 2014
20 Jun/14

Our gaming has attracted the interests of a fourth!  Matt showed interest in… the… Necrons… Oh dear… Well, he’s a new player, giving him the most obscenely overpowered fleet is fair.  He didn’t have time for a game but he DID claim a system for his base.  In the meantime, Rob and I fought a brutal battle.


Mission: Exterminatus! (the only one with an exclamation point IN the title) 1025 points

-Azure Flames

Battle Barge His Hammer II

Battle Barge His Anvil

-Imperial Navy Segmentum Obscurus Bastion Fleet

Emperor Battleship

Lunar Cruiser

Tyrant Cruiser, range upgrade, Nova Cannon

Dauntless Light Cruiser, lance version

Squadron of 3 Firestorm frigates and 1 Cobra destroyer

Squadron of 6 Fire Ships

4 Ground Based  Lance  Defences



Turn 1 – Azure Flames

Both Battle Barges go on All Ahead Full.

Turn 1 – Imperial Navy

Firestorm/Cobra squadron, Dauntless, and Fire Ship squadron arrives.  The Fire Ships detonate and cause 3 Fire critical results on His Anvil.  Emperor launches fighters and fighters with bombers in two waves.

Turn 2 – Azure Flames

Both ships advance.  In the End Phase, a lucky roll repairs all 3 Fire effects.

Turn 2 – Imperial Navy

The Lunar cruiser arrives.  Nova Cannon fire takes down a shield on His Hammer.

Turn 3 – Azure Flames

His Anvil goes on All Ahead Full.  Fire from His Hammer II takes down an escort shield.

Turn 3 – Imperial Navy

Fire from almost the whole fleet takes down 3 shields on His Hammer II.  Nova Cannon hit does 6 damage, including 4 criticals losing shields and smashing the bridge.  Ouch.  Split fire takes down one shield from His Anvil.

Turn 4 – Azure Flames

Crippled, but still in the fight, His Hammer II causes a Brace for Impact on the escorts, and good save rolls save them all.  His Anvil causes braces on the Emperor and Dauntless.  Only does one damage to the Dauntless.

Turn 4 – Imperial Navy

The fleet concentrates on His Hammer II, doing two more damage.  His Hammer II manages a lucky Brace to survive at all.

Turn 5 – Azure Flames

His Hammer II takes down two shields on the Emperor, while His Anvil makes it onto the Low Orbit table!

Turn 5 – Imperial Navy

The Lunar follows His Anvil onto the Low Orbit table.  Fire from the Lunar and the ground defences does one damage to His Anvil.  His Hammer II is unable to Brace this turn and is reduced to a drifting hulk.

Turn 6 – Azure Flames

His Anvil approaches to within 45cm of the planetary edge and attempts to exterminate the planet; the result: a 3!  The Planet is exterminated!  Random rolls turn the Agri-world into… an Agri-world.  I guess there must have been another one.


The campaign is off and running!  I’m off to the fabric store to get another 4’x6′ black felt cover, as we’re about to have two games at once!


Filed under: Battlefleet Gothic, Gaming

T’au Or’es Mont’yr Shi’ur Custodian Class Battleship

June 19, 2014
19 Jun/14

Finally starting to paint my Tau Kor’or’vesh fleet.  This ship was named by Josh, who is borrowing my Tau fleet for our Battlefleet Gothic campaign.  Next up, a battle report from today’s upcoming game, and some more Tau ships painted!

Filed under: Battlefleet Gothic, Painting

Battlefleet Gothic week three!

June 13, 2014
13 Jun/14

The Gothic campaign is alive and well!  Last night was going to be our last night if our third player, Rob, did not show.  However, he did, and won a spectacular victory!


Escalating Engagement – 1000 points

Azure Flames Space Marines

-Battlebarge His Anvil

-Strike Cruiser Vigilance, extra shield (sub plot gave +1 Ld, -1 Shield)

-Strike Cruiser Sacrifice, extra shield

-Hunter Destroyer squadron x5, Vengeance Squadron

-Hunter Destroyer squadron x5, Wrath Squadron


Imperial Navy Segmentum Tempestus Bastion Fleet

-Mars class Battlecruiser, extra turret, left shift, Admiral (Ld 8, 1 Re-roll)

-Tyrant Cruiser, longer range batteries, Nova Cannon

-Gothic Cruiser

-Dauntless Light Cruiser (lance)

-Cobra Squadron x4

-Firestorm Squadron x3


The Imperial Navy deploys the Gothic class, and the Azure Flames deploy a Hunter squadron.

Turn 1 – Imperial Navy

Gothic class moves toward the Hunters.  Marker with a squadron of the Mars and the Tyrant is deployed.  Turn not pictured.

Turn 1 – Azure Flames

Hunters approach the Gothic and fire 10 Boarding torpedoes which move just short of the Gothic.  Marker with the other hunters is deployed.

Turn 2 – Imperial Navy

Gothic attempts to Burn Retros and fails, so it hits the Boarding Torpedoes.  Brace for impact fails, and a whopping five Engine Room Damaged results, crippling it!  The Gothic disengages.  The Mars and Tyrant miss with their Nova Cannons.  Mars launches fighters and bombers.  Dauntless marker placed.  Turn not pictured.

Turn 2 – Azure Flames

The Hunter squadron disengages, and another Hunter squad arrives.  They fire Boarding torpedoes.  Fighters and bombers approach.

Turn 3 – Imperial Navy

Dauntless arrives.  Fighter removes the Boarding Torpedoes.  Nova Cannon hit gets one Hunter.

Turn 3 – Azure Flames

To deal with the fighters aend bombers, the Hunters fire a two strong regular torpedo wave and a six strong boarding wave.  However, batteries from the Hunters actually hit, removing the wave! Strike Cruiser marker is placed.

Turn 4 – Imperial Navy

Nova cannon and lance fire kills three more Hunters.  Mars reloads and launches fighters and bombers, removing the Boarding torpedoes.

Turn 4 – Azure Flames

Hunter fails to disengage.  Strike Cruiser arrives.  Battlebarge marker placed.  Bombers destroy the last Hunter.

Turn 5 – Imperial Navy

Fleet moves up.  Firestorm token is placed.  Turn not pictured.

Turn 5 – Azure Flames

Strike Cruiser moves up and fires Boarding Torpedoes and Thunderhawks at the Dauntless, knocking out all of its weapons and starting a fire!  Battle Barge goes All Ahead Full.  Final Strike Cruiser token placed.

Turn 6 – Imperial Navy

Firestorms arrive and the fleet pummels the Strike Cruiser forcing it to brace for impact.  Cobras also arrive and chase the Strike Cruiser.  Turn not pictured.

Turn 6 – Azure Flames

Strike Cruiser arrives and kills two of the three Firestorms.  Battlebarge goes on All Ahead full again.  Note that all of these All Ahead Fulls are never larger than 12cm added to the 20cm of the Barge.

Turn 7 – Imperial Navy

Whole fleet fires on one of the strike cruisers, crippling it.  The Dauntless repairs its fire, prow lances, and port weapons.  Turn not pictured.

Turn 7 – Azure Flames

Battlebarge goes on another terrible all ahead full.  Crippled Strike Cruiser disengages.  Non-crippled Strike Cruiser fires boarding torpedoes at the Mars.  Mars fails to brace and suffers FOUR engine destroyed results, crippling it!

Turn 8 – Imperial Navy

SOLAR FLARE occurs!  Mars disengages.  Cobras fail to reload ordnance, so they take up position to fire next turn.  Fire causes the Strike Cruiser to Brace.

Turn 8 – Azure Flames

Strike Cruiser kills one Cobra and makes them Brace.  Battlebarge hits the Dauntless with 9 boarding torpedoes which once again disables all of its weapons.  It braces.  Note that in the following picture, the Boarding Torpedoes were not removed when they moved into the Dauntless so they are not really there.

Turn 9 – Imperial Navy

Dauntless moves up and tries to damage the Strike Cruiser.  A teleport attack disables the Bombardment Cannon.  In the picture below the Dauntless is where the clear base is.

Turn 9 – Azure Flames

Strike Cruiser disengages.  Battlebarge boards the Dauntless.  Lucky brace saves make the Dauntless have one damage remaining!

Turn 10 – Imperial Navy

Imperial Navy disengages.  Final score Imperial Navy: 264, Azure Flames 206.


There were two things that could have won this game for me.  If the Hunter squadron had disengaged, and if Rob had not made one of the 4 saves necessary to save the Dauntless.  It was a nail biter!  I can’t wait for next week!

Filed under: Battlefleet Gothic, Gaming

Nicassar Dhows, Caravan, and Rig

June 8, 2014
08 Jun/14

In my Battlefleet Gothic campaign, I got a new player hooked by letting him use my Tau Kor’or’vesh fleet.  You don’t see it in the Image Gallery for Gothic because it’s not painted yet.  The collection is small; a battleship, six crusiers, and assorted escorts.  It’s just under 2000 points, which is the size you’d need for a roster in a campaign.  I also had four Nicassar Dhows and a Tau Orbital unbuilt.

Thank goodness for the 2012 update.  It included the option for the Nicassar Caravan, which is an orbital rig with four Dhows to tow it around.  Even better: during a campaign you can choose for the Caravan to either be the Caravan OR four Dhows and an immobile unarmed defense.  With these options, the Tau fleet comes in at 1990 points, perfect to start a campaign!

…it just took me until now to complete them.  The Dhows are magnetized to remove them from their flying bases if necessary.  The core bits of the Tau orbital were used, and I bits ordered four of the Tau battlesuit sensors.  I modified them into the docking pylons for the Rig.  With the four Dhows, the Rig becomes the Caravan.

Next: look for more Gothic and hopefully my first forays into 7th ed 40K!

Filed under: Battlefleet Gothic, Modeling

Gothic Campaign week 2

June 6, 2014
06 Jun/14

Our campaign is still teetering on the edge of oblivion.  Our third player (Imperial Navy) still hasn’t showed up.  Campaigns can’t last with just two.  However that does not mean that it is not fun.  Here’s a batrep for our most recent game!


Mission: Convoy, 8 transports (400 point fleet)

Attacker: Azure Flames Space Marines

Defender: Tau Shan’al Shi’ur fleet (Kor’or’vesh)


I rolled for 7 defending beacon markers, came up 6, 6, 5, 3, 3, 2, 1 for 2 Capital Ships, 1 Escort squadron, and a total of 9 deadfall torpedoes or attack craft clusters.  Our special campaign rules allow Space Marine attack craft clusters to be Thunderhawk Gunships.

-Space Marine Strike Cruiser, Extra Shield

-Space Marine Strike Cruiser, Extra Shield

-3 Gladius Frigates

-9 Ordnance groups, split 3, 3, 2, 1 between four markers.

Tau Shan’al Shi’ur list: (note: Grav Hooks requirements are waived for Convoy per special Campaign rules)

-Protector class Cruiser

-2 Castellan escorts

-2 Warden escorts

-2 Warden escorts

-4 squadrons of 2 Tau Il’emmar Courier Transports


Turn 1 – Tau Shan’al Shi’ur

Two squadrons of two transports, the Protector, and one Warden squadron come on, ready to take on all comers.

Turn 1 – Azure Flames Space Marines

One beacon reveals itself as a Space Marine Strike Cruiser.  Launched Thunderhawk Gunships and a strength 6 torpedo wave kill three of the four transports!

Turn 2 – Tau Shan’al Shi’ur

The remaining transports and escorts come on the board.  The Space Marine Strike Cruiser suffers two damage… and then one more from the TRANSPORTS!  Crippled by a transport, I’ll never live it down!  Movement makes a beacon with 3 Attack Craft clusters activate.

Turn 2 – Azure Flames Space Marines

Gladius squadron activates, and moves forward.  Incredible turret rolls keep all of the transports safe!

Turn 3 – Tau Shan’al Shi’ur

The Tau fleet reforms and takes on the Gladius squadron as the Transports split up and go left and right around the board.

Turn 3 – Azure Flames Space Marines

Another Strike Cruiser is revealed and it goes on All Ahead Full.  Crippled Strike Cruiser disengages while the Gladius squadron goes for the transports.  However Brace for Impact makes their guns ineffective.

Turn 4 – Tau Shan’al Shi’ur

Two Wardens harass the Gladius squadron as the rest of the fleet moves out to protect the transports.

Turn 4 – Azure Flames Space Marines

Gladius escorts continue to harass the transports ineffectively.  Two attack craft beacons are activated for a total of five Thunderhawk waves.

Turn 5 – Tau Shan’al Shi’ur

Shooting takes out one more Gladius.  Thunderhawks take out another transport.  Turn not pictured.

Turn 5 – Azure Flames Space Marines

Last attack craft cluster activates.  Strike Cruiser takes out one Castellan.  The last remaining Gladius tries to board a transport, but a bad roll kills the Gladius!

Turn 6 – Tau Shan’al Shi’ur

Transports near the bottom of the board try to run.  Fire causes the Strike Cruiser to Brace for Impact.  This turn’s photo brought to you by: the concept of the Dutch Angle

Turn 6 – Azure Flames Space Marines

Fire against the transports is ineffective but Thunderhawks are closing in!  The other two transports are destroyed by Thunderhawks.

Turn 7 – Tau Shan’al Shi’ur

Escorts take up position to defend the Transports from ordnance, while fire takes down both Strike Cruiser shields but does no damage!  I gambled and it paid off.

Turn 7 – Azure Flames Space Marines

Strike Cruiser reloads ordnance, fires torpedoes which kills one Warden and causes the transports to brace.  Thunderhawks go after the cruiser for sub-plot success!

Turn 8 – Tau Shan’al Shi’ur

Wardens disengage while the rest of the fleet turns on the Strike cruiser with limited results.  Torpedoes and bombers come up empty.

Turn 8 – Azure Flames Space Marines

Strike cruiser chases the transports but can’t quite hurt them.  Turn not pictured.

Turn 9 – Tau Shan’al Shi’ur

The transports make a break for it as the fleet once again fails to hurt the strike cruiser.

Turn 9 – Azure Flames Space Marines

One last reload ordnance gets off a boarding torpedo wave that wastes the second to last transport.  Game ceded.


This was a lot closer than most Convoy missions I’ve played.  Two mistakes I made.  1: I split Thunderhawk squadrons into smaller groups that turrets could destroy (those were lucky rolls) and 2: I should have boarded one Transport with the Gladius squadron, both together.  As it stood I only boarded one one one and lost with a bad roll.

Final word: we need our third player for some variety!

Filed under: Battlefleet Gothic, Gaming

Battlefleet Gothic Campaign – Week 1

June 2, 2014
02 Jun/14

Our first game was a scorcher!  Tau vs. Space Marines.  Due to some unlucky failed Disengage rolls, I lost big time.  The Tau Empire expands into the Epps system from their home base in the Talbon system.

This Thursday, hopefully the Imperial Navy will add a third faction.  Who will come out on top?

Filed under: Battlefleet Gothic, Gaming
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