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The Coming of tor-Caedis

History remembers the victor, and this history is written of the Khorne warlord Tor-Caedis.

The first real battle saw him invade an aelven forest set amidst the Trees of Woe within Aqshy.  This burning forest was home to dark blackened trunks that dropped bits of flame, which glowed afire in the half light of the realm.

The Scenario was Reclaim the Fallen.  The current ruler of the Ashlands, the chaos lord Gysh the Iron, had led a raiding party into the forest, and to a man they were slaughtered by the aelven troops defending their land.

The body of Gysh the Iron was to be recovered at all costs and not lost to the enemy.

The scenario saw Tor-Caedis lead a small skirmishing band through the forest to recover the body.  He would have five turns to locate the body in one of three areas (whenever a friendly model would come within 3” of the token, on a 5+ that was the body).  For every of Tor Caedis’s men that was within 3” of the true body, he would earn a point.  He needed six points to win the scenario.  For every aelf within 3” of the body, he would lose a point.

The scenario lasted 5 sure turns and on a 4+ would go one more turn.

Tor Caedis and his Retinue – 13 Azyr Points

  • Tor Caedis (free) – no upgrades at all (first game) so very green and not even a command ability to his name
  • 10 Blood Reavers led by the chieftain Wreck-Gar the Mangled
  • 10 Blood Warriors led by the warrior Jimm Hellwig, the most ultimate of Khorne’s warriors
  • 3 Wrathmongers
  • 1 Khorograth


Princess Oriana and the Aelven Defenders of the Trees of Woe – 12 Azyr Points

  • Oriana, a high elf Princess (free) – no upgrades at all
  • 1 Frost Phoenix
  • 10 White Lions

The battlefield was set from the perspective of the Khorne warband.  The fallen Chaos lord was located either on the chaos altar (center), the jungle stand to the northwest of that, or under a large tree to the far left (out of picture)


The khorne bloodbound deployed first.  To achieve build points, both sides chose a secondary objective from the Azyr Empires list.  Chaos chose the “Slay their champions” objective, which would give 2 build points if their elite white lion unit could be slain.  The aelves chose the “slay their general” objective, aiming to put an end to the short career of Tor-Caedis.


Secondary and Tertiary Objectives
Three tertiary objectives were rolled.  For chaos, they received the Slay the General objective (worth D3 build points), and had to hold objective #4 and #6 for at least a turn.  Objective six was far to the east, and so the reavers were deployed there to take that objective, for their combat ability was lacking without boosts.

Objective four was in the heart of the aelven deployment zone, so should have been an easy one for the chaos side to achieve as they would push forward.

The aelves generated “Win the game”, “Hold objective #2, but this is worth D3 build points”, and the General must survive.

Build points are a crucial part of Azyr Empires, as they help you progress your heroes and your territories even if you do not win the game.  (winning the game helps you obtain new territory which gives you campaign points, and is how you win the campaign)

As noted above, the reavers were put on the eastern part of the deployment as they would likely not see combat in this game, and that was fine because without buffers in the force they would not work very well… however as an objective taker they were perfect.

The left flank would be dominated by the wrath mongers and the khorgorath, who would be aiming right for one of the tokens that could be the fallen chaos lord.

Tor-Caedis and his Blood Warriors would march up the middle.

The trick would be to not get tied up by the white lions and stay mobile and react to wherever the general’s body was.

The aelf force was composed of elites and had a very low model count, so the numbers advantage was definitely in chaos’ favor… but this type of scenario does not care for how much you kill – its easy to get out of position and not make it to the fallen body objective in time if not careful!


The Bloodbound quickly took the center of the table while the reavers rushed to take the tertiary objective.  Over on the west, the phoenix as predicted moved to intercept the korgorath, which let the wrath mongers try to identify the token and see if it was the chaos lord.


Sure enough it was!  This was both a good thing (because we found out where the body was right away) but a bad thing (2/3 of my army was way out of position).  Fortunately with the game being early, and the aelves having no missile weapons, I would have time to correct my course!

The next few turns were given to the white lions and their princess charging the blood warriors on the altar to try to hold them up.  White Lions can be quite deadly, and a bad battleshock phase could see the Blood Warriors rushed off of the altar and off the table in no time.

Their axes swinging, they brought down three entire blood warriors (that’s six wounds) but managed to also lose half of their number in return.

The princess and chaos chieftain mixed it up in the center of the table, and with time running low, the Blood Warriors disengaged with a retreat action to move toward the body.

The phoenix put a hurting on the khorgorath, killing the creature before succumbing to the wrathmongers.


With the princess and the chaos chieftain battling atop the skull altar, the end of turn 5 came.  If the dice roll to see if turn 6 failed, the aelves would win this one.

It was not to be however.  With a mighty “6” showing up on the dice to continue, the blood warriors were able to reach the body of their chaos lord and give enough points for khorne to win this day.


Both general’s still survived, so the aelf player received a build point for achieving that objective.

The white lion unit did indeed die, giving the khorne player +2 build points, and the reavers contributed with another build point for holding objective 6.

With the body of their fallen lord recovered, Tor expanded his empire by bringing in an Azyr Mountainous territory, with which a settlement was built and unlocked a hero slot.

Still in the middle of the pack, an initial win is something that can be built on, and thus the champion Tor’s first battle ended…

The many strategies of Azyr Empire are … do you go for the win or do you go for build points if you have to choose between both?

With the new settlement built on the mountain territory, I gain a hero slot which will be used to bring in a bloodsecrator and boost my reavers with him (not only do all khorne units gain a melee attack if he plants his standard, but reavers get an additional attack from just being near a totem)

Now the question is… do I push for summoning some demons?  How will I build on my empire next?

It appears some duardin are to be challenged next…


Badab Campaign Turn 3 Cycle 3

Posted: March 15, 2015 in Uncategorized


Past Results

Sacristan was once again a bloody draw, with ruin winning two and the imperials winning two.
Piety was a loss for the imperials, and the element was dropped to 1000 pts
BFG Svngraad insertion was a victory for the garrison
BFG Svngraad ruin vs secessionist battle was a victory for the secessionists
BFG Sacristan was not played and the roll off went to the imperials, pushing the orks back to Bellephron’s Fall

Current Orders

RUIN – Fleet V moves from Bell. Fall to Sacristan
RUIN – Fleet I with Army B moves from Calah to Corcrya but loses 500 points of its element to the warp
RUIN – Army “A” continues the fight on Magog
RUIN – Fleet IV repairs at Bell. Fall and repairs a level
RUIN – Fleet II repairs at Kymra and fixes one level
RUIN – Army “E” engages imperials on Sacristan

Fleet II and IV reorganize
Army “F” claims Optera
Fleet III moves from Optera to kyro
Fleet VI moves to Corcrya
Fleet V patrols Archae
Fleet I attempts insertion of Army “D” onto Svngraad

Fleet II goes on patrol and engages RUIN fleet V
Fleet IV supports Fleet II
Fleet V repairs at Grief
Fleet III patrols at Tranquility
Army “E” moves from Piety to endymion
Fleet I moves to Magog

Current Battles
40k – Battle of Magog – 2k vs 2k RUIN vs Preferably Daemons.  Both have lords of war available
40k – Sacristan – 2k ruin vs 2k imperials with defender bonus.  Ruin has lord of war and special characters.  imperials have special characters.

BFG – planetary insertion on svngraad 2000 points of secessionists vs 2000 points of imperial garrison.  Use the bonuses given in the scenario.  Svngraad has no planetary bonuses in addition to.

BFG – Sacristan – 2k orks vs 1750 imperials


Resource time!  Current score:
Ruin & Secessionists 21 victory points, Imperials with 15
Ruin & Secessionists 105 resource points, Imperials with 75

Past Battles
Angstrom 2-2 draw – secessionists keep Angstrom
Sacristan – 2-1 Ruin – Ruin keeps the planet
Larsa – 1-0 Secessionists – one more game and they own Larsa
BFG battle on Rook – imperial insertion successful
BFG Battle – Bellephrons Fall – imperials vs Ruin – imperial fleet wins and knocks a ruin fleet to Gygnax

Secessionists successfully pulled the Prison Colony of Kyro into their fold, with 4 victory points and 20 resource points added to their total (putting them in the lead)


Turn 3 Orders

Turn 1
Secssionists – move element “A” to angstrom but lose 1000 points of 2000 to warp storms!
Imperials – Fleet 1 moves from sacristan to B. Fall
Ruin – recon the ork world Calah

Turn 2
Secessionists – Army C continues to prosecute Larsa
Imperials – Army B prosecutes Sacristan
Ruin – Fleet V moves from Gygax to B. Fall, loses 500 points and 1500 remain

Turn 3
Secessionists – Army “F” moves to Larsa
Imperials – Element “E” moves to Piety
Ruin – Element “A” prosecutes Magog

Turn 4
Secessionists – Fleet IV and Army D move to Svngraad
Imperials – Fleet V and Army A on Galen move to Svngraad
Ruin – Fleet IV attacks imperial fleet I at B. Fall

Turn 5
Secessionists – Fleet V patrols Archae
Imperials – Fleet IV supports Fleet II on B. Fall
Ruin – Fleet III supports Fleet IV on B. Fall

Turn 6
Secessionists – Fleet VI patrols
Imperials – Element “G” moves to piety but is destroyed in the warp

Turn 7
Secessionists – Fleet 3 patrols Larsa


Current Battles
BFG – Svngraad – 2000 points of imperials vs 2000 points of secessionists (with battleship)
BFG – B. Fall – 2,250 points of imperials vs 2,250 points of ruin (with battleship)

40k – Rook – 2000 points with lord of war of demonically possessed colonists vs 1500 points of loyalists with 100 pts of fortifications.

40k – 2000 points of secessionists vs 500 pts of garrison on Larsa (fighting the scenario needing 500 points to win the game on Larsa)

40k – Sacristan – 2000 points of imperials with special characters vs 2000 points of ruin with lord of war and special characters

40k – MAGOG – APOCALYPSE BATTLE!!!!  Ruin vs Demonic Host!!

40k – Dark Angels quest chain – Hunting the Fallen!
1500 points – random game length – must be played between a Dark Angels player and a secessionist player.

Secessionist player – each unit champion is an objective.  Killing the unit champion earns the dark angels player a point.  Keeping it alive by the end of the game earns the secessionist a point.

If the secessionist warlord is defeated in assault phase it is worth 5 points.  If the secessionist warlord is killed via shooting it is worth 1 point to the dark angels.  If the secessionist warlord survives, it is worth 5 points to the secessionist player.

Secondary objectives:  None.  The dark angels are here to capture the enemy warlord and kill his officers.


Last week I wrote a little forum post that turned into an article asking “what makes 7th edition 40k LESS COMPETITIVE than 5th edition 40k”.  The answers that were posted back and the conversation that followed highlighted a very important piece of information that probably should have been resolved first.  The definition “competitive gaming” had many different definitions to many different people; no wonder there is such heated discussion on the topic!

I don’t think that this article is going to be the ultimate definition of what Competitive Gaming is, but I am going to give my opinion on what Competitive Gaming is and will also touch on why I feel that Warhammer 40,000 has NEVER been a competitive game in any of its editions.

To the first topic, Competitive Gaming is to me a game played between people where the skillset of the players are compared against and the player with the most skill should come out on top.  This can be in anything, be it sports like football, soccer, or games like chess.

Competitive Gaming should primarily be resolved based on the skill of the player(s) involved and should be against players of roughly equal caliber.

For example, the game of football can be played by anyone.  However, there is a large difference between a high school foot ball team, a college football team, and a professional football team.  We expect that these teams be matched up against people in their same class or caliber.

Fighting sports such as boxing or mixed martial arts, or even wrestling, pair people up in weight classes, because there is nothing LESS competitive than setting a heavy weight fighter up against a 130 lb fighter.

Competitive players also have to deal with random elements in the form of weather, sporting venues, and things of that nature.  Not only must they deal with them, they must overcome them.

Competitive Gaming ultimately seeks to determine who is the better overall player.

Why I feel 40k has never been a competitive game has nothing to do with its core rules.  The things many people who claim to be competitive talk about hating, I don’t see as making any more or less “competitive”.  Random charges, random powers, etc don’t make a game less competitive, they enforce a different set of skills and tactics that must be employed.

However, the lack of game balance between factions DOES make a game less competitive, and Warhammer 40k and Warhammer Fantasy have never had any real balance in any of the editions, which is to me why neither game is competitive nor has it ever been.

When competing in warhammer, players will actively seek to have their army list do as much of the heavy lifting as possible.  In sports terms, it is the same as being handed a professional football team, being able to freely obtain all of the super star players in the league, and then also be given the caveat that one can play teams at the high school or college level, and if the weather is not preferable one has the power to change the weather so that conditions are always perfect.

As a fighter, it would be like getting to be the heavy weight fighter and taking on opponents in weight classes far below the one assigned.

None of these scenarios to me is competitive.  I’d even go so far as to say that actively engaging in these types of contests is NON-COMPETITIVE because the skill of the player is secondary to how well the deck can be stacked.  While that may be fine in a deck game like Magic: The Gathering – in a game of war where one expects tactics and strategies to be tested this falls very very short.

To me – for 40k to be truly a competitive game, the balance in all of the factions needs seriously overhauled.  Barring that, a solid comp system needs put in place to put more builds in viable standings.

Second, for 40k to be truly a competitive game, tournaments should deviate from every table being the same and having the same scraps of terrain on them.  This enforces certain build types.  A truly good player should be tested on different types of boards, with different types of terrain and cover available.  Start showcasing tournaments where some tables are like city scapes where line of sight is not freely given to every model on the table, and you’ll start to see lists shifting to accommodate the fact that you won’t always get to play on planet bowling ball and do nothing but shoot.

Third – for 40k to truly be a competitive game, the designers need to lessen or eliminate the ROCK/PAPER/SCISSORS aspect of the game.  This has always existed, from the time I started playing in third edition, to today.

My two primary tournament 40k armies were starcannon spam eldar and leafblower Imperial Guard.

A little history:  my first army was Dark Angels.  After three months of playing the game I played in my first tournament and got curb stomped bad.  The winner of that event was a star cannon spam eldar player, who said something to me to this very day that I will never forget, even nearly twenty years later.  He said “eldar are a tough army to play properly and only veteran players can really get a hang of it”.

I didn’t understand that, since he tabled me in three turns by rolling a lot of dice with weapons I got no save against.  So I built the same army.  The next tournament I attended, about six months into the hobby, I won my first tournament by tabling two blood angels players and a space wolf player.

That really summarizes competitive 40k to me.  I am not a great player.  When you kick my crutches out from under me, I win as much as I lose, and I certainly would never have been able to win a tournament without a list that took advantage of no cover, and a meta which was dominated by blood angels players with a smattering of space wolf players.

That next year and a half I played in over one hundred competitive games.  I lost twice:  once to an ork player and once to a tyranid player.  I mistakingly thought that I was a great 40k player because my lists were busted and few played my hard counter (a hoard army).

The thing was, I was the 270 lb heavy weight fighter fighting 125 lb high school kids.  I was the New England Patriots playing football games against Springfield High.  There was nothing competitive about it.  When I tried playing lists that did not exploit whatever was broken at the time, I didn’t do nearly as well.  That to me again speaks volumes about competitive 40k.

It never has been competitive while the army rules are as imbalanced as they have always been and sadly has never really been a test of player skill or strategy so much as it has been a test with how good one is with rudimentary math and effective spreadsheet skills.

Badab Campaign Turn 2 Cycle 4

Posted: February 23, 2015 in Uncategorized


Past Turn Results

BFG Rook battle – Imperials win 1-0
BFG Sacristan Battle 1 – Imperials win 1-0
BFG Sacristan Battle 2 – Imperials win 1-0

Larsa 40k – 1-1 draw – secessionists continue their attack
Angstrom – 1-0 victory for secessionists who flip the planet
Magog – 1-2 neutral victory, RUIN loses a level of effectiveness

Current Orders
Ruin withdraws sacristan fleets to Bellerophons Fall
Secessionist Pask does not die from his injuries on Larsa

Secessionist Orders
Continue fighting on Larsa
Element “A” takes Corcrya from Imperials
Fleet II moves from Badab to Svngraad but loses 1000 pts to the warp
Fleet V patrols Archae
Army “D” defends Angstrom
Fleet IV bombards Angstrom

Imperial Orders
Fleet IV moves from Sacristan to Bellerophons Fall
Fleet II inserts attacking army “B” into sacristan via planetstrike
Fleet III moves from sacristan to tranquility but loses 500 pts of 1000 to the warp
Army “A” attacks Angstrom
Fleet I planetstrikes Rook with element “F”

Ruin Orders
Fleet 1 moves from Magog to Calah
Fleet V goes on patrol to engage imperial fleet IV
Fleet II defends Kymra
Element “A” attacks Magog again
Element “F” supports element “A”

Battles to Be Fought

BFG 19 – Imperial Fleet V vs Ruin Fleet IV on Bellerophons Fall
BFG 20 – IMperial Fleet I planet insertion on Rook (2000 pts vs 1500 Rook plus any planetary bonuses)

40k 21 – Seccessionist battle on Larsa Seccessionists 2000 pts with Cypher, Pask, Fabius Bile, Fateweaver vs 1000 pts of garrison with 100 pts of fortifications.  Garrison must slay 1000 pts of Secessionists to win.

40k 22 – Imperial planetstrike on Sacristan – Imperials 2000 pts with special character support vs Ruin 2000 pts (no lord of war or special characters)

40k 23 – 2000 pts of Daemonic horde on Magog with lord of war vs 2250 pts of Ruin (holds Death Leper character)

40k 24 – BATTLE FOR ANGSTROM – zone mortalis conflict in the command citadel – 1000 pts of imperials vs 1000 pts of secessionists with special character support.  Mission is an ASSAULT MISSION (refer to Zone Mortalis document which contains misison) – each side gets 3 strategem points to spend before the mission starts in the strategem portion.

Badab Campaign Turn 2 Cycle 2

Posted: February 9, 2015 in Uncategorized


Past Cycle Results

Sacristan Battle – 3 games scheduled – 1 game played – Ruin 1-0 (Ruin flips Sacristan and destroys whats left of the garrison)

Angstrom – 3 games played  – Garrison wins 2 games to 1.  Loyalist army falls back a level to D (2000 pts with LOW)

Gygax – 1 game played – garrison wins 1 game to 0.  Ruin army falls back to level C (1500 pts)

Phargos – game given by default to Ruin – gate to Magos opened

Shield Generator Sacristan killteam – 1 game played – 1 game to garrison

BFG Sacristan battle Ruin vs Imperials – rolled for -Ruin wins.  Loyalist fleet IV falls back to Grief.

BFG Svngraad battle – 1 game played – secessionist victory – loyalist fleet falls back to Galen

BFG Cataract battle ruin vs neutral garrison – 1 game played – garrison victory, Ruin fleet down to 1000 and falls back to Phargos Hex


Current Cycle Orders
Turn 1
Imperials – Fleet IV engages enemy Ruin fleet on Sacristan (BFG battle Ruin 1500 pts vs Loyalists 1500 pts)
Ruin – Element A on Phargos takes Magos gate to the Magos world
Secessionists – Army A travels to Angstrom on its own with no fleet from Badab

Turn 2
Imperials – Army E (500 pts) engages Army E for Ruin (2000 pts) on Sacristan
Ruin – Fleet III supports Fleet IV (1750 pts Ruin vs 1500 pts Loyalists)
Secessionists – Fleet III @ Larsa begins planetary insertion mission against garrison fleet (BFG battle)

Turn 3
Imperials – Army A with the NorCal 4th attacks Angstrom’s garrison again
Ruin – Fleet III drops Army C on Kymra
Secessionists – Fleet IV begins planetary insertion mission on Angstrom

Turn 4
Imperials – Begin Army D on Piety to finish quest chain
Ruin – Army F tries again on Gygax
Secessionists – Fleet II repairs on Badab, repairs 500 of 1000 points of damage and is up to 1500 points

Turn 5
Imperals – Fleet I scouts Rook
Ruin – Fleet 1 repairs at Phargos to full strength (1500 pts)
Secessionists – Fleet V patrols Archae

Turn 6
Imperials – fleet II on Grief repairs to full strength (2000 pts)
Ruin – loads up Army “D” to Fleet V (500 pt army element)
Secessionists – Patrol Svngraad with fleet I

turn 7
Imperials – Fleet III moves from Galen to Grief


Current Battles
BFG 13 – 1500 pts of Loyalists with no battleship vs 1750 points of Ruin with battleship on Sacristan
BFG 14 – 2000 pts of Secessionists planetary insertion Larsa 1000 pts garrison fleet, a space station, and 150 pts of system defenses
BFG 15 – 2000 pts of Secessionists with battleship planetary insertion Angstrom 1500 pts garrison fleet with a space station and 150 points of extra system defenses added

40k 14 – Battle on Sacristan- 500 pts of Loyalists vs 2000 pts of Ruin (loyalists must kill 500 points to win)
40k 15 – Battle on Angstrom (city table) – 2000 pts of Loyalists with LOW vs 1500 points of garrison with 400 points of defenses/fortifications
40k 16 – Battle on Piety – APOCALYPSE battle loyalists vs garrison.  loyalists have no lord of war.  Garrison is made up of tzeentch lord of war greater demon as its lord of war plus troops.

Use:  Divine Intervention, finest hour, undead / zombie natural disaster!
40k 17 – Gygax – APOCALYPSE – Ruin vs neutral

Use:  Divine intervention, finest hour, warpstorm natural disaster

Policy Changes
Games not played that were scheduled count as forfeits

Games that were scheduled but then caught not played because side had already locked down a planet will result in the system being auto flipped.

Starting in March – players with more wins than losses can only challenge like record players barring special permission.  Players with losing records may still challenge players with winning records, just not vice-versa.

Badab Campaign Turn 2 Cycle 1

Posted: February 2, 2015 in Uncategorized

Previous Cycle Results (1_4)
Phargos Hex 2 – 1 game played – 1-0 RUIN – advances the chain to Phargos 3 (APOC Game)
BFG8 – Imperials vs Ruin – imperials win
BFG 9 – roll off at Angstrom – secessionist fleet drives imperial fleet back
Sacristan – four games played – 2-2 draw
Crows World Invasion – Two games played – 1 secessionist win, 1 draw – Crow’s World falls to Huron!
Tranquility Chain – Two games played, two imperial victories unlock resource points and victory points for the Loyalists
Angstrom – one game played, 1 imperial victory knocks Angstrom’s garrison down two levels and the imperials lose one level.  Angstrom has a defense score of 2 now


Resource Cycle Summary
Imperials – 65 Resource Points, 14 Victory Points
Secessionists – 85 Resource Points, 17 victory points
Ruin – 90 Resource Points, 17 victory points

Ruin – creates new fleet with battleship at Bellaphron, Adds special character slot to Sacristan’s main army, special agent
Secessionists – Boost Fleet II on Isin, Replenish Army B and boost, Add new fleet at Isin
Imperials – Army D & E disbanded, Fleet I disbanded, New Armies on Endyman (x2), New Army on Sacristan (x1), Fleet III dropped battleship, Fleet II dropped battleship, New Fleet Endymian, special agent

All damaged fleets replenished


Random Event for Turn 2
Ruin – gain special ammunition on element “E” on sacristan.  May either boost +1 S or +1 AP.  If using +1 AP, weapons ‘get hot’.
Secessionists – warp storms impede them and they roll an extra die for warp travel all of Turn 2
imperials – gain 12 RPs from extra resources

Current Cycle Orders

Turn 1
Ruin – Element “E” engages Sacristan Garrison (40k9)
Imperials – Fleet II jumps to Sacristan
Secessionists – Army “B” moves from Hatusa to Archaea

Turn 2
Ruin – Fleet IV goes on patrol and engages incoming imperial fleet II (BFG10)
Imperials – Fleet IV moves from Grief to Sacristan
Secessionists – Fleet V Isin to Archaea

Turn 3
Ruin – Fleet III supports Fleet IV’s battle in BFG 10
Imperials – Send an agent to Svngraad and successfully enlist the fortress world to their side
Secessionists – Move fleet III with army “C” from Crows World to Larsa successfully

Turn 4
Ruin – > Move fleet from Archae to Khymra
Imperials – Element “A” attacks Angstrom’s Garrison (40k10)
Secessionist – Army “D” moves from Badab to Angstrom, but the army takes a level loss to their sustain from warp losses

Turn 5
Ruin – embark on the final Phargos Quest (40k11)
Imperials – Fleet III engages with Fleet I in Svngaard space (BFG 11)
Secessionists – Fleet IV patrol Angstrom

Turn 6
Ruin – Fleet I attacks the Cataract’s garrison fleet (BFG 12)
Imperials – Army “D” transitions to Piety
Secessionists – Fleet II moves from Archaea to Badab but loses 1000 points to the warp

Turn 7
Ruin – Engage the Gygax 3 Apoc quest (40k12)
Imperials – move Fleet I from Endymion to Rook

Turn 8
Ruin – send an agent to feral world of Lampton and sway them to their side

Turn 9
Ruin – Element “D” attacks Sacristan’s Shield Generators in a kill team (40k13) vs Loyalist ‘E’ element

Turn 10
Ruin – Fleet V transitions to Sacristan


Current Cycle Battles

40k9 – Ruin vs Sacristan Garrison with defenses (2000 pts Ruin vs 1500 garrison +100 fortifications)
40k10 – Loyalists vs Angstrom Garrison (2000 pts Loyalists vs 1500 pts garrison + 400 fortifications)
40k11 – Phargos Hex APOC game (APOC) Ruin vs Neutral.  Special:  Divine Intervention, Finest Hour, Strategic Assets, and Warp Storm Breach disaster (all found in apoc book)
40k12 – Gygax APOC Game – Ruin vs Neutral:  Special: Divine Intervention, Finest Hour, strategic assets
40k13 – Sacristan Shield Generator Kill Team – 200 pts Ruin vs Loyalists

BFG10 – Ruin fleet attacks Loyalist fleet after arriving (with support) – 1750 pts with battleship ruin fleet vs 2000 pts imperial fleet with no battleship

BFG 11 – Svngraad – Imperial Fleet III attacks secessionist fleet I – 2000 pts loyalists with no battleship vs 2000 pts secessionists with battleship

BFG12 – Cataract Garrison – Ruin fleet – 1500 pts no battleship vs garrison vs 1500 pts no battleship