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Thursday, May 14, 2009

WH fantasy WE vs DE 2250 (2nd game)

2nd game against DE 2250 in 3 days. This DE list played by DF, our dedicated resident DE player. I will be using the same list I played again G1 2 days ago. My biggest headache are the double hydras. With only the treeman ancient the only strong contenter against them, I need some lucky dice rolls to kill them off early before they wreck havoc on my T3 elves or flammable treekin.

WE list (exact)

Treeman ancient (gen)
cluster of radiants
nettlings

noble (bsb)
light ar
banner of zenith

noble
light ar, shield, great wep
alter
hail of doom arrow
helm of hunt

spellsinger (lvl 2)
dispel x 1
deepwood sphere

glade guard x 10
glade guard x 10
glade riders x 5
dryads x 9
dryads x 9

wardancer x 8
champion

warhawk riders x 3

wildriders x 5
FC
banner of dwindling

Treekin x 3
champion

waywatcher x 6
----------------------------------------------------------------
DE list

Lord on cold-one (gen)
pendant of cheap ward sv
crimson death
regen ar


Hero (bsb)
hydra banner
cold-one mount

hero
null tailsman x3
cold-one mount

Rxb x 10

dark riders x 5
FC, Rxb

dark riders x 5
FC, Rxb

COK x 12
FC, ASF banner, Ring of miscast

COK x 5
FC

cauldron of blood x 1
death hag

harpies x 5

Hydra (zebra proxy)
Hydra (dog proxy)

------------------------------------------------

Deployment for both sides, DE choose to go 1st. scatter 2D6 + 12, 2 forest from the centre to WE deployment zone and an impasseble to the left flank centre.


DE turn 1 (victory sign by DF)
Everything of the DE move forward, the death star flank by 2 hydras, a 5x1 cold-ones and two 5x1 dark riders on the extreme flanks. The Rxb on hill and the 5x1 dark riders on right flank fire their missile but all miss. The dark riders on the left flank hit and wound a wardancer killing it.


WE turn 1.
9x1 dryads and 3x1 treekin unit move infront to face the DE deathstar, 6x1 waywatchers move outside the forest to get some short range KB shots. Treeman ancient and 5x1 wild-riders move to prepare for next turn overrun by the DE deathstar. 3x1 warhawk riders fly to the right flank hill to get some shots in. 5x1 glade riders move to the right flank to prepare for some flank charge. (The bsb and spellsinger are too heavy to stand on the hill so they are place down.)


WE magic phase. lvl 2 spellsinger casting Ariel blessing on treekin unit but the sly DE had ring of hotek in the deathstar, rolling double 2s and 1 the spell miscast... rolling 10 on miscast table, wounded by the str 8 hit and dropping to lvl 1 and losing Ariel blessing... bad start for WE.


10 glade guards together with alter noble hail of doom arrow (8 shots) at "zebra" hydra and inflict a miserable 2 wounds. 5 glade riders, 3 warhawk rider, 6 waywatchers open up and 4 dark riders died, passing their panic. Another 10 glade guards on the left flank fired on the dark riders on the left flank and killing 2, also passing their panic.


DE turn 2.
Deathstar unit charged the treekin and catching the dryads as well, bringing all into close combat. "zebra" Hydra move closing to WE lines to spam some terror bombs.


Feeling brave the harpies charged the warhawk riders for some air-air dogfight. Harpies lost combat and was run down. The lone dark rider move forward to go mage hunting.


The "dog" hydra move closing hoping to catch some wildriders with his breath. 5x1 cold-ones move in closing. 3x1 dark riders staying back to get another round of shooting and maybe get some flank charge.


Hydra breath caught 1 wildrider but wildrider rolling 6 for their ward save.


Darkriders multi shot killed a single glade guard.


Deathstar massive amt of firepower killed 6 dryads and 2 treekin and the champion treekin left a wound. Treeking champion allocate atk against cold-one champion and managed to kill off the deathstar unit champion. Only insane courage can save them.


With BSB nearby, the treekin rolled double 6 on their reroll breaktest and the dryads amazingly rolled insane courage for their reroll breaktest. LOL The treekin champion flee an "impressive" 4 inch... blocking my glade guard LOS next turn...


WE turn 2.
Alter noble front charged the "zebra" hydra passing his terror check this time on a 8, together with the glade riders on the flank. The waywatchers failing their terror check rolling 9... on LD 8 and flee from the scary "zebra" hydra...(the waywatchers are also laying down: lazy putting them upright).


On the left flank, The 5x1 wildriders and 9x1 dryads charged the "dog" hydra togther. The 7x1 wardancers go for the cold-ones.


The warhawk riders fly behind the Rxb to threaten them. A warhawk rider taking a wound from multi shot Rxb during DE turn 2.


The wardancers killed 2 cold-ones and losing 2 of their own, losing combat by 2 but pass their break test. The miserable wildriders fluff their rolls and together with the dryads only manage to inflict 1 wound and kill 1 handler. Glade guards shooting killed a single darkrider... (9 shots wtf? 1 wound)


Hydra rolls strike back at the wildriders inflicting 6 wounds, which the wildriders failed all their ward save.


Dryads also pass their break test and continue fighting.


Alter noble inflict 3 wounds which was easily saved by hydra regen and the glade rider fluff all their rolls but the saving grace came from the horses who inflict 1 wound on the "zebra" hydra. Left with 2 wound, the hydra bite the alter noble to death and the handlers make short work of the naked glade riders.


DE deathstar crush the remaining 3 dryads in the centre, the "zebra" hydra pursue the fleeing glade riders. Spellsinger treesing the forest nearer to the centre (A mistake which I overlook...)


DE turn 3.
DE deathstar failed their stupid test on 12!!! LOL. The dice gods are on my side.


Treesinging the forest, left a gap which expose the fleeing waywatchers to the lone darkrider and it declared a charge on them which cause them to flee off table... 144pts down the drain on a simple mistake... damn!


Darkriders move behind the glade guards to prepare for some rear charge.


"Zebra" hydra move in to main battle line to get some of the action.


Taking 2 wounds from the dryads, "Dog" hydra make short work of the dryads and caught them. With the 4+ ward save dance, the cold-ones could not kill any wardancer and vice versa.


WE turn 3.
Treeman ancient moved up to face the DE deathstar. Using strangleroot on deathstar unit rolling 4 hits and 3 wounds but 0 died. Treekin champion could not march so it move back 2.5 inch. Glade guard reform to get better LOS at "zebra" hydra. The warhawk riders charge the Rxb unit.

The 10 glade guard in the center reform to shoot at the "zebra" hydra dealing 1 wound with only 6 that had LOS. "zebra" hydra down to last wound.


Warhawk riders charged the Rxb unit on the right flank hill and manage to break them but could not catch them rolling 8 on 3D6 while the Rxb ran 10. (mistake here, fliers pursue 20" and should have caught the fleeing Rxb unit)


Glade guard decide to shoot at the 2 wounds "dog" hydra but only managed to inflict a single wound.
wardancers choosing KB dance and killed 2 cold-one losing 1 in return. Cold-one pass break test.


DE turn 4.
DE deathstar charge the treeman ancient, "zebra" hydra charge the treekin champion. Dark riders rear charge the glade guards on the left flank and the lone dark rider move into forest to kill off the spellsinger. The RxB unit behind rally and reform to face the warhawk riders. "dog" hydra turn to face the wardancers combat.

Lone darkrider failed to wound the spellsinger with his crossbow.


The darkriders easily broke the glade guard unit and run them down, overrunning into the unresolved wardancer vs cold-one combat. Getting another free combat round. Solo cold-one killed one 4+ ward save dancer. Dancers killed 2 darkriders in return. cold-one pass their break test again...


Treekin champion bitten to death by hydra and hydra overrun into treeman ancient.
Ancient vs Deathstar (round 1 CC)
Treeman ancient issue challenge which was accepted by a DE hero. DE hero dealt 0 wound to treeman ancient and receieved a single wound in return. Ancient passing his LD 9 stubborn easily. Combat continues next turn.


WE turn 4.
10 glade guards on the hill reform to face the 1 wound "dog" hydra hoping to kill it before it can rear charged the wardancers. BSB fail terror and flee from "zebra" hydra...
warhawk riders charged the RxB unit again.

Magic phase. Lone darkrider took str 5 hit and die from deepwood sphere.
Ineffective glade guard shooting, "dog" hydra survived... (1 wound left). My wardancers are going to be smash next turn...


Ancient vs Deathstar (round 2 CC)
Treeman ancient continues the challenge killing the DE hero, and still passing his LD 9 stubborn much to the frustration of DE.


Warhawk riders front charged the Rxb (DF lazy to turn his Rxb). Warhawk riders fluff their atks and dealt 0 wounds, Rxb on steriods went berserk and killed a single warhawk rider... warhawk lost combat but use their hit and run to rally at the end.


Wardancers with their KB dance failed to get any KB. Cold-one killed a dancer. Combat draw.


DE turn 5.
"dog" hydra rear charged the dancers.
Rxb shot the single warhawk rider and failed to killed it.


4+ ward save could not save the dancers from the "dog" hydra.


Ancient vs Deathstar (round 3 CC)
Ancient issue challenge which was refuse and the DE general was selected to retreat behind. The hydra/handler/bsb on cold-one and 3 normal cold-ones failed to wound the ancient, saving all wounds with his armour and ward. Ancient striked back with
3 atks to the 1 wound "zebra" hydra killed it and 2 atks to the cold-ones dealt 0 wounds. Cauldron of blood 5+ ward save save them again. Ancient pass his LD 9 stubborn again LOL.


WE turn 5.
Solo warhawk rider charge the Rxb unit again... BSB pass his rally.

10 Glade guard shot at the "dog" hydra (1 wound left) again and failed to kill it off... for the 2nd time..

Ancient vs Deathstar (round 4 CC)
Ancient issue challenge again and was refuse, general was ask to go behind. 2 handlers/bsb/3 cold-ones could not pen the ancient high T and impressive armour/ward. 3 atks to the handlers killed them off and 2 atks to the front was saved by the cold-one thick armour. LD 9 stubborn pass again LOL.


warhawk rider killed 1 rxb elf and got stab to death by the crossbows...


DE turn 6.
Ancient vs Deathstar (round 5 CC)
Ancient issue challenge again, General finally accept and inflict 1 wound on the ancient!! Ancient atks was ineffective due to the pendant cheap ward save wore by the general. LD 9 pass again!!

Moving "dog" hydra near the glade guard hoping to terror them off on my last turn and also moving the solo cold-one near my glade guard to let them choose what to shoot if they pass their terror check. (Shown below)


WE turn 6 (last turn of the game)
Glade guards pass their terror check and choose to shoot at the damn "dog" hydra revenge for their wardancer/wildrider/dryad comrades, inflicting 3 wounds and killing it, "dog" hydra only managed to save 1 of them with regen.


Ancient vs Deathstar (round 6 CC)
Ancient vs DE general continues. Ancient saving the str 6 wound with his 6+ ar save and pendant of cheap ward save protect the DE general again.... LD 9 stubborn pass again!!! Game end.

DE: 1 table quarter + vp difference = 669.

Solid victory for the DE



Tuesday, May 12, 2009

WH fantasy WE vs DE 2250

Just had a game with g1 tournament DE list. No pictures was taken, too busy with the game.

Solid victory to DE.
DE lost 1140+
WE lost 1945
DE 2 table quarters + 1 banner = 300
1945+300-1140+ = 1105+
VP difference was 1.1k counting everything.

Highlights of DE:
Turn 2 "old hydra" combine charge with 6x1 darkriders with hero, wiped out a 5x1 wild riders unit (WE failed all 5+ ward save) and 3x1 treekin got 4 wounds and lost combat and was caught by hydra.

"old hydra" continue its rampage and plow through 10x1 glade guard, with 3x1 warhawk riders and 9 dryads to its flank and 4x1 glade riders to it rear. "old Hydra" won combat and 2x1 cold-ones (after getting shot by waywatchers, was 5x1) came to help to break the dead lock.

"old hydra" continue its lucky streak , survive a deepwood sphere str 5 hit and 3 str 5 treesinging hits. Saving all hits.

"new hydra" won combat against 4+ ward save wardancers and caught them, also winning against 8 dryads that flank charge it. It Survived hail of doom arrow (6 shots) and 2 round of 10 elves (str 3 and str 4) and 1 rnd of 6 elves (str 4) arrows. Was left with 1 wound after all that punishment and claim a quarter in the end. (lucky beast)

4 harpies rolling insane courage in close combat with the treeman ancient, holding him in place for 1 turn.

DE lord shot treeman ancient with a str 3 Rxb and inflict 1 wound, reducing treeman ancient to just half wounds.

Highlights of WE:
6x1 waywatchers panic off a 6x1 with hero dark riders units, scoring 2kb and 1 wound and subsequently dark riders unit with hero ran off board. Reducing 5x1 cold-ones and 2nd unit of shades with assassin to half strength.

Treeman ancient rolling 10 and later 6 strangleroot hits , wiping out the shades unit and panic off a Rxb unit with lvl 1 wiz, assassin respectively. Also terror off the same Rxb unit with assassin and lvl 1 wiz and catching them in a charge on the last turn.

Alter noble failing a crucial terror check when declaring a charge on "new hydra" rear and fled from the "new hydra", Alter noble failed subsequent rally check and ran off board.

wardancer units failed 7/10 4+ ward saves and was cut down by "new hydra".

spellsinger miscast once, but was not wounded by str 4 miscast.


Thats all I can remember.

End game thoughts:
If my wardancers in close combat with the "new hydra" had hold, the outcome of the battle would be very different as my dryads and alter noble was at the "new hydra" flank and rear respectively. Positioned to support the wardancers in the following turn, but once again the dice gods had forsaken me and , i failed 70% of 4+ ward save and, alter noble failed his terror check on a 10... (LD 9). Dryads had to charge alone and was cut down. If the "new hydra" was killed off, I could have more rounds of shooting with my 5x2 glade guard, also free-ing up wardancers + dryads + alter noble to support the right flank which was been rampage by the "old hydra" and 5x1 cold-ones.

g1 DE list was very refine, giving little VP even when units was below half strength.


WE list (exact)

Treeman ancient (gen)
cluster of radiants
nettlings

noble (bsb)
light ar
banner of zenith

noble
light ar, shield, great wep
alter
hail of doom arrow
helm of hunt

spellsinger (lvl 2)
dispel x 1
deepwood sphere

glade guard x 10
glade guard x 10
glade riders x 5
dryads x 9
dryads x 9

wardancer x 8
champion

warhawk riders x 3

wildriders x 5
FC
banner of dwindling

Treekin x 3
champion

waywatcher x 6

---------------------------------------------------
DE list (not exact)

Lord on dark steed
pendant of cheap ward save
1+ ar save
swd of might
rxb

hero on dark steed (not sure wat equipment)
rxb

lvl 1 wiz (not sure wat equipment)
dispel scroll x 1

hero on cold-one?
lance
heavy ar , shield

dark riders x 6 or 7?
rxb,light ar, shield

dark riders x 6 or 7?
rxb,light ar, shield

rxb elves x 10?
light ar, shield

cold-ones x 4
FC?
heavy ar, shield, lance

shades x 6 or 7?
rxb
Great wep?
shades x 6 or 7?
rxb
Great wep?

assassin x 1
3 shots str 7 range weapon

assassin x 1 (not sure wat equipment)
3 shots str 7 range weapon?

"old hydra model" x 1

"new hydra model" x 1

cauldron of blood x 1
champion?

Saturday, May 9, 2009

WH fantasy WE & chaos vs DE 2k

WE list 1K

Noble (gen)
Light ar
shield
helm of hunt
hail of doom arrow
Great weapon

spell singer lvl 2 (fury of forest and treesinging)
dispel scroll x 2

glade guard x 10
glade guard x 10

dryads x 12
dryads x 12

wardancer x 8
champion

great eagle x 1 (proxy)
-----------------------------------------------
Chaos list 1k (something like this)

slannesh sorcerer lvl 2
with + 1 pd thing

chaos sorcerer (fire magic) lvl 2
with +1 pd thing

Troll king x1 (proxy)

Trolls x 3 (proxy)

chaos knight x 5 (proxy)
frenzy banner

maruader horseman x5 (proxy)

chaos hounds x5 (proxy)
--------------------------------------------
DE list 2k(not exact)

sorceress lvl 4
pendant of cheap ward save
+1 spell

DE Lord (gen)
with 1+ ar save,regen
cold-one mount

BSB
hydra banner
cold-one mount

dark riders x 5
dark riders x 5

spearelf x 15
shield

cold ones x 5
FC

cold ones x 8
FC
strike 1st banner

hydra x 2 (proxy)

cauldron of blood x 1 (proxy)

------------------------------------------

Turn 2 of the table.

DE turn 2
"zebra" hydra charge into the troll king unit. The main body of DE continue moving forward, the deathstar cold ones unit getting lashed by slannesh spell and can only move at normal movement. The Dark riders and 5x1 cold ones decide to swing around the flank to face the frenzy chaos knights and hounds. (black bases-knights ,movement tray-hounds)
At the bottom right , the dark riders were killed by fire magic and cold ones killed by arrows and WE magic.


The troll king vomit inflicting 4 wounds on the "zebra" hydra and save only 1, leaving it with 2 wounds before the other 2 trolls roll their hits.


With 2 wounds left and taking 4 wounds from the 2 trolls, hydra failed his regen save rolling as above LOL. The troll king unit subsequently overrun forward.


WE & chaos alliance turn 2.
WE glade guard prepare to unleash their arrows at the "dog" hydra.
Scoring 3 wounds and bring down the hydra to 2 wounds. Nothing impressive during the magic phase.


Impending doom for the WE...


DE Turn 3.
"dog" hydra move closing to try flame the glade guard. While the deathstar cold ones march in to prepare for some deforestation. DE spearelf with Lvl 4 wiz decide to turn to face the trolls and maruader horsemen.


DE lvl 4 wiz miscast suffering a strength 2 hit which she failed to save, magic phase end.(wahahahh)


Str 2 breath, killed 3 glade guards.


WE & chaos alliance turn 3.
Dryads, wardancers, noble decide to charge in rear + flank of the hydra before it can wreak havoc in the WE gunline.


Chaos knights and hounds hunger for some action, decide to move forward.


Troll king unit + maruader horsemen moving in closer for the kill, while our resident DE player explain some tactics - which I forgotten.


Uneventful magic phase, glade guard archers scoring 7 wounds @ str 4 but only 1 cold one dead...


Troll king using his vomit breath and maurader horseman throwing their missile, killer 8 spears. Spears feeling brave with the lvl 4 wiz and decide to stick around.


Wardancers cutting down the hydra handlers and reducing hydra to 2 wounds, noble scoring 2 wounds @ str 6 and cutting the hydra down, before the dryads get to strike.


wardancer + noble + dryads decide to overrun into the deathstar cold ones to prevent from getting charged next turn, as next turn is DE turn. (mistake here? noble & wardancer should overrun forward towards the glade guards while the dryads overrun towards cold ones??)


DE turn 4
5x1 cold ones going in for the kill together with the dark riders.


lvl 4 bitch moving out of "the soon to be crush" spears unit.


cold ones deathstar make short work of the combine chargers and caught the wardancers. Noble died in combat, while the dryads outrun the cold ones.


Chaos knights fluff their armour rolls, 2 dying to cold ones and 1 dying to the lance and was cut down to 2 knights and was caught. Chaos hounds stand no chance against the dark riders and their angry horses.


Angry cold ones overruning into 2nd unit of dryads...


Forgotten to take pictures during WE & chaos turn 4 and DE turn 5.
Summary of WE & chaos turn 4:
2nd unit of dryads was decimated by the 5x1 cold ones. 1st unit of dryads rally. Glade guards killed 3 cold-ones from the deathstar cold-ones unit. Chaos trolls charged the DE spears and the ugly trolls scare the pansy spears away.

Summary of DE turn 5:
5x1 cold-ones & 5x1 dark riders move closer to WE gunline. Lvl 4 wiz played merry-go-round with the trolls.



WE & chaos turn 5
dryads charged the dark riders who were trying to be funny, great eagle and maruder horsemen charget the cauldron of blood.


Fluff my rolls, Dryads killing only 1 dark rider... combat draw...


Great eagle deal 1 wound killing 1 witch, maurader killed 1 witch, champion witch strike back killing all maruader horsemen... eagle break and flee... (2nd time eagle flee in the whole game)


DE turn 6.
5x1 cold-ones charge in to help the dark riders, DE cold-ones (bsb & gen) declare charge on slannesh wiz, slannesh wiz flee to let the 2 elves deathstar fail charged & eat another round of shooting.


Juicy! Nothing exciting during magic phase.


The 5x1 cold-ones killed 3 dryads and the remaining dryads wiped out the dark riders, the dryads was no longer in contact with the cold-ones. Our cheesy chaos player say that Dryads got out of combat? because no longer in contact with cold ones. (hmmm...)


WE & chaos turn 6. (Last turn before game end)
Dryads charge the flank of cold-ones, troll king unit charge cauldron of blood a.k.a cooking pot.


Magic phase, chaos-fire wiz, killed lvl 4 sorceress with a 5hit str 4 fireball and subsequently rolling triple 1s for conflagration of doom and rolling 2 for miscast, killing himself instantly. (chaos gods sure are fickle)


Overkill... troll king > witchelf


What the table look like after end game.
The cauldron was smashed, the DE deathstar bsb was killed by the glade guard arrows and the DE general panic and ran into the dryads unit. Dryad and 5x1 cold-ones inflict no casualty on each other, dryads pass break test and game ends.


solid victory for WE & chaos alliance.

End of game:
If the lvl 4 sorceress nv die and DE general never ran, it may be a draw. Anyway our DE player had some badluck in early magic phases and end game rolls. My wardancers & noble overran into the wrong direction and that cause me some points. Chaos trolls + king survived with more than half strength again, they had killed treeman ancient, hydra, ASF executioners, grave guard bunkers. Its there anything that can stop them??

Sunday, May 3, 2009

2nd battle for my VC vs Chaos mortals 1k



Preparing the table.


VC list

Vampire (raise dead and invocation)
master of black arts
wristband of black gold
Heavy ar that immune KB

Necromancer (invocation)
mount on corpse cart with unholy lobestone

Zombies x 22

skeletons x20
FC

Graveguard x 15
FC

Carin wraith x3
banshee


Chaos list (something like this, dont have the exact list)

Tzentzth sorcerer lvl 2

chaos sorcerer (fire magic) lvl 2

Troll king x1

Trolls x 3

chaos knight x 5

maruader horseman x5

chaos hounds x5



VC got 1st turn and the table after VC movment phase.

The VC is WYSIWYG except for skeletons, their amt which are represent by dice.
carin wraiths hiding in forest during turn 1, graveguard move up with vampire hiding behind and a corpse cart close by to support. The rest just stand around waiting for invocation.

The Chaos white bases are the 3 x trolls and a troll king unit.
The grey movment tray are chaos hounds.
The black bases on the far right are maruader horseman.
The black bases with a maurader on it are chaos knights.




Zombie unit after 2 successful invocation. After this pic was taken the camera ran out of battery.

The battle ended with my VC getting massacred.

VP:

VC: 0
chaos mortals: 1.2k + lol....

The only hardhitting units I have in this list was the carin wraiths. I made a mistake on turn 2 when i misread their movement for 8 and move 16 out from the forest, my opponent pointed out my mistake (move back 4" & was short for my scream atk) and my carin wratih unit was subsequently magic to death on the chaos turn 2.

The graveguard charge the trolls but with hand weapon was unable to kill them off, only inflicting 2 wounds from turn 3 close combat to turn 6 which they were wiped out by trolls normal atk and the D6 no ar save vomit from the troll king. A raise dead unit of zombies also inflict 2 wounds on the trolls but only manage to bring down 1 and only 33% casuality (no vp).

The chaos knights demolish 30+ zombies in 2 close comabt turns and killing the skeleton units in 1 turn. (chaos knights madness!!)

The corpse cart manage to kill off a single maruader horseman with the help of a raise dead unit of zombies but was unable to cut them down.

Anyway at the end, only my vampire and corpse cart+necro with half wounds was left, the others was all wiped out, counting table quarters and banners and units , Chaos got 1.2k and VC 0 lol.

Only highlight for VC was the vampire save 10+ fireball/fireblast/bolt of change spells lol. WRISTBAND OF BLACK GOLD !!!

My worst defeat in WH fantasy after playing for many years. Killed a grand total of 1 troll & 1 maruader horseman LOL.

More Gaming board test colour



The more work I did on this 1st test board the worse it look.



Attempting Ice coloured/ash ground (not complete), the recess will be shaded by green ink and edges painting with vallejo ice blue.
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