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The Four Strands Modeling, Painting, Gaming and Storytelling


Tyranid BFG Fleet: A Beginning

Recently at the finale to the Highland Gaming Club I walked away with a paper ream box of Tyranid bits. Sadly, these did not include a lot for things worthy of making a ship. However, subsequent bitz orders to fill in the gaps and some creative kitbashing have yielded a very promising beginning:

First, a cruiser with two sets of Massive Claws! This is both threatening and dirt cheap. If it can survive to close (a risky proposition) it can make four attacks and if any two hit, it's lunch time!

Here's the same ship from the back.

Another cruiser, this one doubling down on Bio Plasma Spines. Short range, but terrifying to high armor foes.

This cruiser is all about the Pyro-acid, making it a nightmare for Eldar. It has some torpedoes to add a bit of ordnance to the fleet.

Here is the same cruiser from below.

The final cruiser also doubles down on Pyro Acid, but trades torpedoes for one set of Massive Claws, making it more of an all-rounder.

Here are some repurposed Gaunt bodies sporting pyro acid batteries to become Hive Drones. I tried to vary them a bit, as most other races have varied escorts.

My first creations, these kitbashed ships are a bit big for escorts, but make excellent Krakens with either Pyro Acid or Massive Claws.

One in ten Hive Drones can be upgraded to a Fire Ship. Insanely devastating, I could not help but make a few. Granted, I'll need to field 27 Drones to field all three of these bad boys, but even one can be an unpleasant surprise to anyone who strays too close...

Finally, (at least for now) some Vanguard with Feeder Tentacles to put the smack down on heavier or faster foes.

Next, Primaris and more Nid BFG goodness!


Reunion Gothic Match! 1000 The Raiders, Marines vs. Chaos, featuring Lexington!

Lexington's back in town for the holidays!  I got him a Boomdakka Snazzwagon for xmas and he got me a Protomen hoodie that is so warm it's basically a coat.


Long ago, Lexington built an Ork Battlefleet Gothic fleet out of the old pewter Killa Kans and some other bitz.  However, the fleet fell off a shelf and shattered into a million pieces.  Like Humpty Dumpty, Lexington couldn't put it back together.  So, he asked to borrow one of my fleets.  He chose Chaos to represent his other 40K force, while I played the good old Azure Flames.  To keep the game small, we played a 1000pt The Raiders mission.  Here's what happened!


Bozeman - Azure Flames Space Marines, Crusade Fleet List (Attacker, 500pts)

  • Strike Cruiser Honor, Extra Shield, Honor Guard
  • Strike Cruiser Duty, Extra Shield, Honor Guard
  • Strike Cruiser Sacrifice, Extra Shield

Lexington - Chaos, Abbadon's 13th Black Crusade Fleet List (Defender, 1000pts

  • Styx Heavy Cruiser Time of Sorrow
    • Warmaster (Ld+2), Re-roll
  • Devastation Cruiser Pride of Heresy
  • Devastation Cruiser Hateful
  • Infidel Raider x3, Talon Squadron
  • Idolator Raider x2, The Defilers


Mission - The Raiders

The Attacker gets 1/2 of the points value agreed on.  Defender deploys their entire fleet more than 30cm from any board edge, all facing the same board edge, and with each ship/squadron more than 20cm from any other.  All Defender ships are at -1 Ld for D6 turns.  (3 Turns this game) Attacker gets first turn and comes on from any board edge.

Battlezone - Inner Biosphere (bonus/penalty for Batteries doubled) (Note, one Solar Flare result was rolled during setup)



Turn 1 - Azure Flames

All three Strike Cruisers come on from the Starboard side of the Time of Sorrow.  Torpedoes do 7 damage, and Thunderhawk Gunships cause a few weapons to be disabled.  The Hateful also takes one damage from torpedoes.


Turn 1 - Chaos

The Time of Sorrow disengages.  Both Escort squadrons go on Come to a New Heading to fire on the Space Marines.  The Honor takes one damage from torpedoes.  The Duty suffers four critical effects from assault boats.


Turn 2 - Azure Flames

The Duty Braces for Impact but still takes a few more critical effects from assault boats.  The Hateful is crippled by torpedoes, and both remaining capital ships suffer more critical effects.


Turn 2 - Chaos

Unable to reload, the Chaos ships fire at the Marines ineffectually.


Turn 3 - Azure Flames

Solar Flare occurs!  Duty, overburdened by critical effects, disengages.  Honor and Sacrifice Reload Ordnance.  Torpedoes do 3 damage to the Hateful, and a Thunderhawk scores an Engine Room Damaged effect, finishing the ship off and leaving it a drifting hulk.  The Pride of Heresy is crippled by torpedo damage.  Turn not pictured.

Turn 3 - Chaos

Pride of Heresy disengages.  Escorts take down both shields of the Honor.


Turn 4 - Azure Flames

Both ships Reload.  Talon Squadron of Idolators is destroyed by ordnance and fire.  The Defilers Infidel squadron loses one member.


Turn 4 - Chaos

The Defilers disengage.  Game over.


Final Score

Azure Flames: 519

Chaos: 17


Several factors heavily influenced this game.  1: Lexington left his Admiral's ship dangerously close to the edge, allowing a turn 1 alpha strike.  He should have buffered his sides with the escorts.  2: The leadership penalty led to some key missed reloads.  3: Anticipating only minor damage, Lexington refused to Brace for Impact several times.  Knowing when to Brace is key in Gothic.

Next: more painting and batreps!  Hope my computer doesn't die again!


Battlefleet Gothic Azure Flames – Spear Squadron Gladius Frigates (plus new case!)



It feels good to get a brush back in my hands.  I started with the Armourium Cherubs for Big Game VI, but in the course of unearthing some old bitz for the Guard models I lent Scott, I found six Forgeworld Gladius cruisers.  Seeing as how my Space Marine fleet is severely lacking when fighting... certain opponents... I decided to give them a go.

So, the latest addition to my Space Marine fleet: Spear Squadron.  Complimentary to Sword Squadron, I can now field two full squadrons of Gladius Frigates.  For... reasons...

Certainly not specifically to fight the Eldar.  That would be a ridiculous speculation and I resent the very idea.

But it would work.

What doesn't work is my current case for the Azure Flames for Gothic.  Currently, they live in the same overly complicated tackle box with my Epic Armageddon Azure Flames. (Yes I own a representation of the same army three times.  It saves on paint.)  However that case is so jam packed I keep Epic scale Rhinos in the top compartments with no padding.  There's not room for one more escort, let alone six.

That's why family is a wonderful thing.

Last Xmas, my cousin's husband confided in me that his business had a rather unique by-product.  He sets up audio rigs for small churches.  A lucrative endeavor as new churches spring up all the time.  His deft hands compile the necessities of an audio system into a convenient roiling cabinet.   What's left over is an empty microphone case.  He had more than 100 empty padded cases.

I took about 16.  I used one as a transport for my Guard to Big Game VI.  And now...


...it holds the fleet.  Granted, there is no room for me to expand further, but I see no need (unless twelve Gladius Frigates are insufficient for the Eldar...) so I consider the collection complete.  The case has a makeshift padded interior left over from various pluck foam and matress pad endeavors.  The top is padded with further foam.


It's not pretty, but given that I did it with waste foam, a free microphone case, and my wife's glue gun, it was practically free!  It also gave me a chance to use something I've had for a while:


A custom luggage tag, to mark it out!  I plan to have several more of these cases for other armies for Gothic, Epic, Necromunda, Blood Bowl, and so on.  So, a while ago, I designed luggage tags to mark out the cases.  This is the first one I've had a chance to use.

Next: more batreps, more painting, and more fiction!


Battlefleet Gothic – 1500 Blockade Run – Dark Eldar vs. Imperial Navy

Stephen and I finally got our schedules to sync up and we got to play Battlefleet Gothic.  I brought my Dark Eldar.  Will they finally get a win, or will they continue their embarrassingly long losing streak?

(sorry about the picture quality, my camera was NOT behaving)

Blockade Run -1500 points


Bozeman - Dark Eldar - 1500 points (defender)

-Dread Archon (Ld+2), 1 Re-roll (aboard The Bliss of Pain)

-Torture class cruiser The Bliss of Pain, Launch Bays, Mimic Engines

-Torture class cruiser Osan'gar, Phantom Lance, Mimic Engines

-Torture class cruiser Aran'gar, Phantom Lance, Mimic Engines

-Corsair Escort x4 Red Teardrops, Phantom Lance, Mimic Engines

-Corsair Escort x3 Razorlace, Torpedoes, Mimic Engines

-Corsair Escort x4, The Chosen, Impaler Assault Modules, Mimic Engines


Stephen - Imperial Navy - 750 points (attacker)

-Admiral (Ld8) (aboard the Lance Dauntless)

-Lunar class cruiser

-Dauntless light cruiser, lance

-Dauntless light cruiser, torpedoes

-Sword class frigate x3

-Sword class frigate x3

-Cobra class destroyer x3




Due to my Mimic Engines, I took a free move before the game began.



Turn 1 - Dark Eldar

Lucky me, I got first turn!  Razorlace goes on Come to a New Heading and fire Leech Torpedoes at the Torpedo Dauntless, causing a Brace and two Leech effects.  The Osan'gar and The Bliss of Pain do three damage to the Lance Dauntless.  The Chosen take out one of the Cobras with batteries, while their Impalers and the Aran'gar destroy one of the Sword squadrons.  The Red Teardrops cripple the Lunar.


Leech Torpedoes put the slowdown the Torpedo Dauntless as the Lance Dauntless takes fire from two cruisers, crippling it.


The Swords are wiped out, and the Lunar takes some severe damage, smashing its bridge!

Turn 1 - Imperial Navy

Surviving Sword squadron locks on, but does only one damage to the Osan'gar.  Remaining fire is under the effect of Brace For Impact and so can't really do much.  Torpedo Dauntless rolls spectacularly and fixes both Leech results!


Leech Torpedoes put the slowdown on the Dauntless as the Swords try Lock On to damage the Osan'gar.  Good brace save protect it mostly.


Brace for impact plus being crippled equals not a lot of firepower.


The Cobras make a break for it.

Turn 2 - Dark Eldar

Razorlace reloads and fires regular torpedoes which eat it in a blast marker.  Most of the rest of the fleet finish off the Lunar as The Chosen remove the Cobras.


Torpedoes have little effect when they don't get there due to stupid Blast Markers.


The Lunar is reduced to a blazing hulk.


Cobras are no more.

Turn 2 - Imperial Navy

Torpedo Dauntless goes on All Ahead Full to get away, as the rest of the fleet makes a break for it.


Turn 3 - Dark Eldar

The Osan'gar boards the Lance Dauntless and takes it out.  Fire from Razorlace removes the Swords.


Here comes trouble.

Turn 3 - Imperial Navy

Surviving Dauntless goes on All Ahead Full.


Will he get away?

Turn 4 - Dark Eldar

Spoiler: no.  Stephen refuses Brace for Impact so he can try to get off the board next turn, but Razorlace and Osan'gar finish it off with a lucky critical hit to the engines.



Final Score:

Dark Eldar - 750 points

Imperial Navy - 0 points


I got very unlucky and 2/3 of my fleet was in the right 1/3 of the board.  Stephen could have taken advantage of this and gone up his left side.  I also got lucky and got 1st turn, turning my Mimic Engine move into a lethal Alpha Strike.

Next: more painting and a tournament!


Tau Kor’or’vesh Kir’shashvre “Castellan” escorts



FINALLY.  This squadron has been plaguing me for months.  These Castellan escorts have almost as much detail as larger Forgeworld Tau capital ships in less than 1/4 the area.  The three color scheme doesn't make it easy.  Finally, the Tau script on the bases took forever because even though there was only one word per ship, it was much harder than the big ships with multiple words.  I had to do it OVER and OVER and I got sick of it.

I am not looking forward to the 8 Wardens, even though Kir'la is only a 5 letter word.

However, I am taking a break from the Tau.  Coming up next is some battle reports from Highland in prep for this year's Golden Rhino tournament.  After that, BIG projects for the Azure Flames which are in various stages of development.  This is an exciting time!  Stay tuned!


Azure Flames vs. Imperial Navy – Escalating Engagement 1500pts

Stephen and I have played pretty much every mission, except Escalating Engagement.  We dropped 1500 points.  Who's gonna come out on top?


Bozeman - Azure Flames Space Marines (Space Marine Crusade Fleet)

-Master of the Fleet Zeraf Antonius, Ld 10, 3 re-rolls (aboard the Honor)

-Strike Cruiser Honor, Extra Shield

-Strike Cruiser Vigilance, Extra Shield

-Strike Cruiser Courage, Extra Shield

-Strike Cruiser Sacrifice, Extra Shield

-Strike Cruiser Duty, Extra Shield

-Nova Frigate x5, Light Squadron

-Hunter Destroyer x4 Wrath Squadron

-Hunter Destroyer x4 Vengeance Squadron


Stephen - Imperial Navy Segmentum Obscurus Bastion Fleet

-Admiral, Ld 9, 1 re-roll (aboard one of the Gothic class cruisers)

-Lunar class cruiser, Nova Cannon

-Lunar class cruiser, Nova Cannon

-Gothic class cruiser

-Gothic class cruiser

-Gothic class cruiser

-Dauntless class light cruiser, lances

-Dauntless class light cruiser, torpedoes

-Firestorm x3

-Cobra x2 and Sword x1


Mission: Escalating Engagement

Battlezone: Flare Region




We rolled 2 Solar Flares, so terrain was scarce on the board.


Turn 1 - Azure Flames

Wrath Squadron goes on Burn Retros in order to hide behind the asteroids.


Turn 1 - Imperial Navy

Squadron of 3 Gothic cruisers advances.


Turn 2 - Azure Flames

Light Squadron appears on the right board edge, but fails to go on All Ahead Full.  Wrath Squadron, unable to Burn Retros again, pops out and fires batteries and torpedoes at the Gothic class ships.  The Gothics Brace for Impact.  Batteries take down one shield, but then the torpedoes die in the resulting blast marker!  Note to self: cool it on the crappy batteries when the badass torpedoes are on the line.


Turn 2 - Imperial Navy

The Gothic ships come forward and fire, but the most incredibly awful rolls followed by the most incredible Brace Saves by Wrath Squadron keeps all of them alive!


Turn 3 - Azure Flames

Wrath Sqaudron flies through the Gothics and takes down one of their shields.  Light Squadron tries to go on All Ahead Full again and fails again.


Turn 3 - Imperial Navy

SOLAR FLARE OCCURS!  Gothic ships go on Burn Retros because Blast Markers make Come to a New Heading useless.  They barely stay in formation.  A few lance shots take out one of Wrath Squadron.  Turn not pictured.

Turn 4 - Azure Flames

Squadron of Vigilance and Courage comes in from the far long edge, fires torpedoes and Thunderhawks, doing serious damage to one of the Gothics, and doing a bit to the other two.  Light Squadron takes a big risk by flying into blast markers and blasting the Gothics, crippling one, thanks to Lock On.


Turn 4 - Imperial Navy

Squadron of 2 Dauntlesses arrives on the left board edge, goes on All Ahead Full.  Squadron of 2 Lunars arrives and peppers the Strike Cruisers with Nova Cannons.  Poor rolls take down one shield.  The crippled Gothic tries to disengage, but fails.


Turn 5 - Azure Flames

Vengeance Squadron arrives via the left board edge, and does some damage to the Lunars who fail to Brace.  Light Squadron finishes off the lower Gothic, and the Strike Cruisers board the higher Gothic, turning both into Drifting Hulks!  Wrath Squadron finally Reloads Ordnance after several turns of bracing.


Turn 5 - Imperial Navy

The fleet tries to regroup, but Brace orders and being a bit out of position do very little for the Imperials.  Turn not pictured.

Turn 6 - Azure Flames

Squadron with Sacrifice and Duty arrives, fires torpedoes and Thunderhawks that cripple the last Gothic.  Honor arrives as part of the same marker and goes on All Ahead Full to launch Thunderhawks to stifle the Dauntlesses.  Vengeance, and the other Strike Cruisers POUR ON the torpedo damage, crippling one of the Lunars.  Light Squadron, on Brace from last turn, fly around to regroup.


Turn 6 - Imperial Navy

The Lunars try to harm Light Squadron, but a gutsy decision to not Brace pays off as the crippled, braced ships can't put out a lot of fire.  Squadron of Firestorms arrives from the lower board edge.  The Dauntlesses force a Brace on Wrath Squadron, and fire batteries at the Honor, but fails.  The Gothic with the Admiral disengages.


Turn 7 - Azure Flames

Vengeance Squadron reloads and torpedoes the Dauntlesses, crippling one.  Torpedoes from the Sacrifice and the Duty turn one of the Lunars into a Blazing Hulk.  Two flights of Thunderhawks wait till next turn.


Turn 7 - Imperial Navy

Cobra/Sword squadron arrives from the right board edge and fires on Light Squadron, causing a Brace but no casualties.  Firestorms cause a brace on Vengeance Squadron.  Dauntlesses try to come about.  Lunar tries to disengage and fails.  Ordnance causes the hulked Lunar to explode!



Turn 8 - Azure Flames

Despite Brace for Impact, Light Squadron destroys the Cobras and Sword.  Thunderhawks do one last damage to the Lunar, destroying it. Torpedoes and Thunderhawks take out the Dauntlesses.  Batteries and Bombardmant Cannons finish off the Firestorms.  Tabled.


Final score:

Azure Flames: 1466

Imperial Navy: 0


OK, so the past few games have been a bit unbalanced.  Let's do an autopsy on this one.  Why was the margin so huge?  Here are some reasons why I think this happened.

Unbalanced Fleets: Being a Specialist Game, Battlefleet Gothic doesn't really have overpowered fleets (I've changed my mind on the Necrons, they are actually a bit fragile thanks to their low HP count and no ordnance).  Some fleets are better at some scenarios than others.  Space Marines are fast and speed is key for Escalating Engagement.  That said, the Imperials can make a decent showing with escorts and Dauntlesses.  Sadly, Stephen only owns two Dauntlesses, and eschewed more escorts for the Gothics in order to punch though Space Marine armour.  Oddly, this didn't hurt him, as the capital ships came in before the escorts!  Despite the initial unbalance, fleets didn't cause this.

Tactics: Stephen's ships bunched up in the center of the board. This made them prime targets for multiple torpedo waves.  Stephen also had no fighters to protect against my torpedoes which did the lion's share of the damage in this fight.  Stephen also turned the Gothics different directions, limiting their effectiveness.

Luck: UGH.  Stephen failed SO MANY TURRET ROLLS.  Those torpedoes would have been way less effective with turrets doing their jobs.  He also got several Brace saves that failed in key situations.  Die rolls are always a big factor.  Plus, Stephen's escorts failed to come in on a 4+ for like three turns.

My final verdict, Stephen bunched up in the middle, couldn't stop torpedoes, and had some really terrible rolls.

Next: some more action at Highland!


Convoy – Chaos vs. Imperials

Stephen and I finally got to play the Convoy mission we've wanted to for more than a month.  Life kept getting in the way.  Convoy is the weirdest mission, because it's all random.

Convoy - Mercurial Zone


Defender: Stephen - Imperial Navy

-Dauntless Light Cruiser (torpedoes)

-Dauntless Light Cruiser (lances)

-Firestorm x3

-Cobra x2

-Transport x2

-Transport x2

-Transport x2

-Heavy Transport


Attacker: Bozeman - Chaos 13th Black Crusade (7 rolls on the Convoy Attacker Chart)

-Slaughter class Cruiser Swiftboat of Truth, Chaos Lord +1Ld

-Slaughter class Cruiser Traitor's Blade, Chaos Lord +1Ld

-Infidel x3, Rampagers

-Idolater x3, Oathbreakers

-Idolater x2, Followers of Darkness

-Deadfall Torpedo or Attack Craft Cluster x2

-Deadfall Torpedo or Attack Craft Cluster x1





Turn 1 - Imperial Navy

At the beginning of the turn, we rolled for Solar Flares and it went off!  There were no ships on the board, so nothing happened.  Stephen moved his entire fleet on.  Contact Marker #7 revealed itself as a Deadfall Torpedo wave of 8!  It was shot and destroyed before it could endanger the fleet.


Turn 1 - Chaos

Marker 1 is revealed as the Traitor's Blade which promptly fails to go on All Ahead Full, and merely advances toward the enemy.


Turn 2 - Imperial Navy

All of the fleet except for the Cobras go on All Ahead Full.  Contact markers near the fleet reveal as the Swiftboat of Truth and the Followers of Darkness. Cobras fire torpedoes as the Swiftboat of Truth, doing one damage.


Turn 2 - Chaos

Because the enemy was on special orders, two markers reveal as the Rampagers and Oathbreakers.  The fleet closes in, and two Transports are destroyed.  The Heavy Transport takes one damage from torpedoes from the Rampagers.  A teleport attack from the Traitor's Blade takes out the prow weapons of the Lance Dauntless.


Turn 3 - Imperial Navy

Torpedo Dauntless unloads on the Oathbreakers, and poor brace saves mixed with good torpedo rolls kill all three!  Transports all fire on the Followers of Darkness, but miss.  The Lance Dauntless repairs its prow.


Turn 3 - Chaos

Most of the fleet fire on the Heavy Transport, crippling it.  The Traitor's Blade causes a Brace on one of the Transport squadrons.  Final marker is revealed as two waves of two bombers.



Turn 4 - Imperial Navy

Due to a blast marker, the Rampagers have no shields and so Brace when fired upon by the Firestorm, which saves them.  The rest of the fleet move to protect the transports.


Turn 4 - Chaos

The Swiftboat of Truth moves through asteroids, fails a Leadership check, takes 2 damage and then suffers a Hull Breach, crippling it!  Semi-effective fire does one more damage to the Heavy Transport.  Bombers approach the Transports.


Turn 5 - Imperial Navy

One of the Cobras suicides into the bombers, taking out a wave!  The other wave hits a transport and fails dismally.  The rest of the fleet continues to cover the transports.


Turn 5 - Chaos

Rampagers Reload, fire on some transports, but amazing brace saves protect them.  The crippled Swiftboat of Truth goes on Lock On, but even with that does no damage.  Lucky shots from the surviving Followers of Darkness kill a transport.


Turn 6 - Imperial Navy

Heavy Transport goes on All Ahead Full.  Torpedo Dauntless Reloads and fires on the Traitor's Blade, doing one damage.  Remaining Cobra Reloads and kills one of the Rampagers.  Lance fire from the Lance Dauntless does one damage to the Swiftboat of Truth, starting a fire!


Turn 6 - Chaos

Traitor's Blade boards the Heavy Transport, turning it into a drifting hulk.  Each surviving Rampager boards one of the Transports.  One wins, but gets a Critical Hit in return and dies.  The other ties!  Swiftboat of Truth can't hurt the fleeing transport.


Turn 7 - Imperial Navy

Lance Dauntless causes a Brace on the Traitor's Blade.  Transport manages to kill the last of the Rampagers!  Torpedo Dauntless fires on the Traitor's Blade, doing no damage.  One transport flees past the planet.


Turn 7 - Chaos

Remaining ships kill the second to last transport.  Turn not pictured.  Game ceded.


Convoy is rarely a balanced matchup.  However, it's what you do in a mismatch that shows what kind of decisions you can make.  Splitting up can help.  However, when the attacker has as much as I did, there's not much you can do.

Next: hopefully painting and Highland!



Xmas Gothic with John – Part 2 – Fleet Engagement

Time for the second battle report with John, this time a Fleet Engagement.


Bozeman - Imperial Navy Segmentum Obscurus Gothic Fleet List

  • Fleet Admiral (Ld8), two re-rolls
  • Saratoga, Mars class battlecruiser, left shift, extra turret
  • Forthright, Lunar class cruiser, Nova Cannon
  • Kar Durniash, Dominator class cruiser


John - Tau Kor'vattra Fleet

  • Il'fannor (Merchant) class ship, Ke'lshan configuration, +2HP
  • Il'fannor (Merchant) class ship, Ke'lshan configuration, +2HP
  • Lar'shi (Hero) class ship, Tolku configuration
  • Lar'shi (Hero) class ship, Tolku configuration
  • Kass'l (Orca) gunship x4
  • Skether'qan (Messenger) class starship


Setup: Map B


Turn 1 - Imperial Navy

The Saratoga and the Forthright go on Come to a New Heading.  All three ships fire their Nova Cannons.  One of the Hero class ships takes two damage, and one of the Merchants takes three, crippling it.  The Saratoga fires four fighters that go on CAP for the fleet.


Turn 1 - Tau

The crippled Merchant disengages.  The rest of the fleet comes about.


Turn 2 - Imperial Navy

Nova Cannons fire, one Hero loses a shield.


Turn 2 - Tau

Fleet advances.


Turn 3 - Imperial Navy

All three Nova Cannons miss, but dorsal lances from the Saratoga destroy the Messenger.


Turn 3 - Tau

Hero class ships launch missiles and bombers.  Fire from the Orcas do one damage to the Kar Durniash.


Turn 4 - Imperial Navy

Nova Cannon does one damage to the blue Hero.  Kar Durnish damages the other Merchant and its batteries kill an Orca.


Turn 4 - Tau

All ships fire, but no damage.


Turn 5 - Imperial Navy

Nova Cannons at short range cripple the yellow Hero and the remaining Merchant.  Turn not pictured.

Turn 5 - Tau

All Tau ships disengage.


Final Score:

Bozeman - 147.5

John - 0


The Tau are slow as hell.  I took a big risk taking a small fleet with a lot of Nova Cannons.  John was also stubbornly against Bracing for Impact for some reason.  The Tau Kor'vattra list is also crippled by needing to take Merchant class ships which suck.  The Orcas make up for it just a little bit though.  Also, another quirk of the Tau list is that you are not required to take an Admiral until your fleet is LARGER than 750 pts.  The Tau need more missiles to flood the board.  Perhaps dropping Orcas for torpedo boats.

Next: A visit to Highland!


Xmas Gothic game with John – Part 1 – The Bait

John came to visit me!  After several beers, we decided to play two games of Battlefleet Gothic.  Here's the first game, where we played The Bait.


Bozeman - Dark Eldar (pursuers)

  • Razors of Virtue - Corsair Escort x3, Phantom Lances
  • Red Teardrops - Corsair Escort x3, Phantom Lances
  • Shadow's Touch - Corsair Escort x3, Torpedoes


John - Ork Clanz Fleet (pursued)

*note, John did not purchase the Clanz upgrades for allk of the ships following his warlord*

  • Warlord, two re-rolls (aboard the Kill Kroozer)
  • Kill Kroozer, Evil Sunz Clan, Soopa Boosters, Extra Turrets
  • Lite Kroozer
  • Lite Kroozer
  • Brute Ram Ship x4
  • Ravager x2
  • Onslaught x3




After setup, my Mimic Engines gave me a free move.  I stopped 30cm short of the Kill Kroozer.


Turn 1 - Orks

All of the rest of the fleet in reserves comes on from the board edge on All Ahead Full.  The Kill Kroozer goes a whopping 41 cm on All Ahead Full thanks to multiple upgrades and a good roll!


Turn 1 - Dark Eldar

Due to an inability to catch the Kill Kroozer, the fleet moves out.


Turn 2 - Orks

Fantastic torpedo rolls from the Lite Kroozers take out one of the Razors of Virtue.  Ravagers fire torpedoes to harass the Red Teardrops.


Turn 2 - Dark Eldar

The Lite Kroozers Brace as the Shadow's Touch fire Leech Torpedoes and cause only one Leech effect to the yellow ship, and then kill one of the Onslaughts.  Red Teardrops kill one of the Ravagers.


Turn 3 - Orks

Red Teardrops and Razors of Virtue are reduced to one by enemy fire.  Shadow's Touch make an impressive amount of Brace saves as the Lite Kroozers open up.


Turn 3 - Dark Eldar

The remaining lance Corsairs take out the Onslaughts while Shadow's Touch boards the last Ravager, destroying it.


Turn 4 - Orks

Despite a valiant effort, Ork fire in ineffective thanks to the best Brace saves I've ever rolled!


Turn 4 - Dark Eldar

Time to flee!  If the Dark Eldar disengage, they win.  Shadow's Touch disengages.  The last of the Red Teardrops disengages... and... the last of the Razors of Virtue fails to disengage!  Uh oh!


Turn 5 - Orks

Batteries make short work of the last of the Razors of Virtue.  Game over.


Final Score

Dark Eldar: 195

Orks: 206


Wow, close game!  This is the third game I've lost for not being able to disengage a ship.  It's also the second loss for my Dark Eldar against John's Orks.  My Dark Eldar have never won a game.  I need to get better with them.  John also needed to take a 2nd Warlord, and change around his escorts as the minimum squadron size is 3.

Next: second battle report and a trip to Highland!


Planetary Assault 1500 pts – Return to Game Links!

Stephen and I planned a massive game a while ago that got derailed by life.  Being an adult sucks.  However, we finally got together back at good old Game Links in Fowlerville!  This game was so long and massive, that I'm only going to show highlights (and lowlights) because otherwise it would be a novel of a battle report.


Mission: Planetary Assault (1500 pts)

Battlezone: Primary Biosphere (Medium planet)


Bozeman - Chaos 13th Black Crusade Fleet (Defender)

  • Abbadon the Despoiler (aboard the Death of Hope)
  • Despoiler class battleship Death of Hope, upgrade to prow torpedoes
  • Styx class heavy cruiser Time of Sorrow
  • Devastation class cruiser Pride of Heresy
  • Devastation class cruiser Hateful
  • Infidel Raiders x3, Rampagers
  • Infidel Raiders x3, Lords of Sin
  • Orbital Weapons Platform
  • Orbital Torpedo Platform
  • Defence Laser Silo
  • Defence Laser Silo
  • Defence Laser Silo
  • Missile Silo
  • Missile Silo
  • Missile Silo
  • Air Base


Stephen - Imperial Navy Segmentum Obscurus Bastion Fleet (Attacker)

  • Admiral (Ld9), 2 re-rolls, aboard the Mars class cruiser
  • Emperor class Battleship Betelgeuse
  • Avenger class grand cruiser Enif
  • Mars class battlecruiser
  • Dictator class cruiser Haven's Revenge
  • Dauntless light cruiser Cursa, lances
  • Firestorm Frigate x3
  • Heavy Transport Argosy
  • Transport x2
  • Transport x2






I squadroned the Devastation class cruisers together and set them on patrol, but Stephen set them up right at the board edge, waiting to be picked off!


Luckily I got first turn.  The Devastation class cruisers fired on the Mars and sent 8 assault boats after the Dictator, forcing braces and causing enough critical effects to turn the Dictator into a weaponless rowboat.


Stephen's vengeance was swift, as the rest of his fleet fired and crippled the Pride of Heresy.


Meanwhile, the transports go up one side of the board, escorted by a few ships.


The Devastations provide a distraction as assault boats and boarding torpedoes from the Death of Hope plow into the Enif, causing 12 critical effects, and shutting off all the weapons, and damaging the engines to prevent turns.


Both Infidel squadrons harass the transports.


After the Pride of Heresy disengaged, the Hateful took the brunt of enemy fire.  It tried to disengage, failed, and made for the board edge.  Sadly, it died from battery fire from the Betelgeuse just before it got away!


Abbadon and the Death of Hope swing around to deal with the transports.  The Rampagers take heavy damage from bombers, but one manages to hold on and disengage to prevent from being wiped out.


The Time of Sorrow fires on the Betelgeuse, slowing it down enough that it can't make a turn!  The Emperor class ship has a major flaw, being 15cm speed.  Meanwhile, the Enif has been unable to repair ANY of its damage, despite rolling 8 dice for three turns!


Bombers from the Death of Hope attack the heavy transport Argosy, causing it to explode!


The Lords of Sin line up behind the transports, reload, and fire torpedoes until all the transports died.  It took a while as they were constantly Braced for Impact.


The Enif finally gets its engines fixed, turns, and next turn goes on All Ahead Full to ram torpedoes out of the way of the Betelgeuse!  This causes a Bridge Smashed critical, giving the Enif -3 leadership permanently!


In a daring move, the Haven's Revenge goes on All Ahead Full and dives onto the low orbit table!

DSCF1176Torpedoes from the Orbital Platform and fire from the Death of Hope destroy the Admiral's Mars class battlecruiser, centimeters short of being able to go to the low orbit table!


Haven's Revenge scores an assault point, as the remaining Firestorm goes on a SUICIDE DIVE to attack the ground defences!  Haven's Revenge is eventually killed by lance fire and bombers in later turns, but it scores a total of 3 assault points.


Bombers from the Death of Hope cripple the Enif.


In a last, desperate gambit reminiscent of Horus, Abbadon has the Death of Hope board the Betelgeuse, causing massive damage and crippling it!


The Enif makes it to the low orbit table!  Can it score enough points?


The Betelgeuse finds itself unable to harm the Death of Hope, and Abbadon's re-roll gets the Death of Hope to go on Burn Retros and perform ANOTHER boarding action, destroying the Betelgeuse!


The Enif, beleaguered, finally succumbs after scoring another assault point.  Game over.


Final Score

Imperial Navy Assault Points earned on Low Orbit Table: 4

Imperial Navy victory points: 297.5, no additional Assault Points

Chaos victory points: 1500, -3 Assault Points

Final: 1 Assault Point, Defender win!


Planetary Assault is a hard one for the Imperials because they are so slow.  A good selection of regular cruisers would have been better than the Emperor and the Avenger that got stuck up early on.  Stephen also got really unlucky with the damage repairs on the Avenger, not repairing with a single "6" in three turns of 8 dice!  Finally, the all-ordnance Chaos fleet ABSOLUTELY needs Abbadon's re-rolls.  I failed several tests, and chose not to re-roll 2 of them (on ground defences), but all that I re-rolled passed.  Had this not been, I would not have been pumping out attack craft and torpedoes all over the place.  Plus, Abbadon is a NIGHTMARE in boarding.

Next, some painting, I hope!

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