Welcome to the third installment of Gladiatorial Games where Characters will face off aganst each other in arena combat. There are several basic rules I’ve decided to incorporate:
- Best of three Rounds wins the Match
- If a Character has a win and a tie in the first two Rounds he will win the Match and no third Round is required
- Characters will roll off to determine who goes first. The Character going first will subsequently go second in the following Round
- If a third Round is required, Characters will roll off to determine who goes first
- Characters will start 18″ apart
- Characters must move toward each other in the Movement Phase
- Warlord Traits that benefit the Character may be used
- No Orbital Bombardment or similar abstract shooting attacks will be allowed
- Psychic powers are acceptable; however, no Summoning
- Invisibility does not prohibit Stomps
- Once locked in combat, there are no Leadership tests for loosing combat. You can’t get away.
- Hit & Run is the only way to break close combat
- A Round may end in a tie if both combatents loose their last wound at the same initiative step
- Key wargear and related special rules relavent only to the fight will be listed
Here are the Gladiators:
Horus the Warmaster – Primarch of the Sons of Horus Legion
WS8 BS5 S7 T6 W6 I6 A5 LD10 Sv2+/3++
- The Serpent’s Scale – 2+ armor save, 3+ Invulnerable save
- The Warmaster’s Talon – S user AP2 melee, Shred, Disabling Strike; Built in bolter R24″ S5 AP3 assault 3 twin-linked
- Disabling Strike – any model wounded in a particular assault phase has -1 WS and -1 S for the rest of the game
- Worldbreaker – S10 AP2 melee, master-crafted, Concussive, Unwieldy
- Primarch – Eternal Warrior, Fleet, and It Will Not Die
- Weapon Mastery – has two close combat weapons and may wield them simultaneously, splitting his attacks between them
Roboute Guilliman – Primarch of the Ultramarines Legion
WS7 BS6 S6 T6 W6 I6 A4 LD10 SV2+/4++
- The Armour of Reason – 2+ armor, 4+ Invulnerable save; the first failed Invulnerable save can be re-rolled
- The Gladius Incandor – S+1 AP2 melee, Shred, Murderous Strike, specialist weapon
- to wound rolls of 6 has Instant Death
- The Hand of Dominion – S10 AP1 melee, Concussion, Unwieldy, specialist weapon
- The Arbitrator – R18″ S6 AP3 assault 2, Rending
- Primarch – Eternal Warrior, Fleet, and It Will Not Die
- Sire of the Ultramarines – ignores the effects of the Concussion special rule
- Preternatural Strategy – gains +1 WS on each subsequent round of continuous combat after the first
Pre Match Analysis
This is going to be an epic fight revolving around the tactics of Horus’s Disabling Strike and Roboute’s Preternatural Strategy. In this match, the Warmaster will favor the Talon for all of his attacks with the intent of remaining one Weapon Skill better than Roboute. On the other hand, Roboute has to decide whether to use the Gladius Incandor at Initiative or go straight to the Hand of Dominion in order to drop Horus’s Initiative to one. The Warmaster does have the advantage with a higher Weapon Skill, base number of attacks, and improved Invulnerable save. However, Roboute has the necessary wargear and special rules to win this match. If the Ultramarine Primarch can stave off Horus from wounding him in a round of combat, Horus will loose his Weapon Skill advantage. If this can happen twice, Roboute will gain the upper hand and reveal to Horus who the true Warmaster is.
Lets get to this epic fight!
Horus wins the roll off to go first, moves forward 6″, and shoots. Horus hits three times but inflicts no wounds. He then declares a charge for which Roboute Overwatches and fails to hit. The Warmaster rolls a 7 (6 & 1) for the charge distance and opts to re-roll the 1 due to Fleet. He fails the charge on an 11. Roboute moves forward 6″and shoots. He hits twice and causes two wounds, one Rending. The Warmaster makes his Invulnerable and armor save. The Ultramarine Primarch declares a 6″ charge and is not hit by Horus’s Overwatch. Guilliman makes the charge on a roll of a 9. Roboute decides to use the Gladius Incandor with his 6 attacks. He hits three times and causes two wounds. Horus then proceeds to fail two Invulnerable saves! Horus now enraged swings back with the Talon at the same Initiative. He has 6 attacks and is hitting on 3’s. He hits 5 times and causes 4 wounds after the Shred re-rolls. Roboute rolls each save one at a time. He fails the first save with a one but re-rolls due to his Armour of Reason and makes it with a 5. However, he then goes on to fail the following three Invulnerable saves as well as his It Will Not Die! Just like that, the Ultramarine Primarch is down to 3 wounds and will be -1 Weapon Skill and -1 Strength for the remainder of the first game.
It’s now Horus’s turn and the Ultramarine Primarch gains a Weapon Skill from his Preternatural Strategy special rule (Horus WS8 and Roboute WS7 S5). Horus swings at Initiative with his 6 Talon attacks and hits 4 times. He then proceeds to cause 3 wounds. With Roboute’s re-roll of a single failed Invulnerable save, Guilliman is able to make 2 saves. He is now down to 2 wounds. Roboute decides to use the Hand of Dominion and swings back with his 5 attacks that will still only hit on 4’s. He makes contact with 4 hits and causes 4 wounds. The Ultramarine Primarch needs Horus to fail some of these; however, the Warmaster makes all four saves!
Horus fails his It Will Not Die roll and Roboute again has to subtract one from his Weapon Skill and Strength for taking a wound from the Talon.
It’s Guilliman’s turn and he opts to use his Hand of Dominion. Roboute gains +1 to his Weapon Skill due to Preternatural Strategy bringing him back to WS7 but only Strength 4. The Warmaster swings first with his 6 Talon attacks and connects with 4 of them. He then causes 4 wounds taking advantage of his Shred special rule. Even with a single re-roll, Roboute is unable to save 2 of the wounds and he is knocked down for the count.
Horus 1 Roboute 0
Roboute will go first and is going to have to change up his strategy. In this round Guilliman is going straight to the Hand of Dominion with his first set of attacks in order to concuss Horus down to Initiative 1. He moves forward 6″, shoots, and causes 1 regular as well as 1 Rending wound. Guilliman is out for revenge but Horus will have none of it and makes both saves. He then declares a charge and is hit with one wound from Overwatch but makes the save. He rolls a 7 (6 + 1) and uses his Fleet special rule to re-roll the 1. The Ultramarine Primarch falls short with rolling a 4 giving him a total charge distance of 10″. Horus then moves forward 6″ and fires his 3 twin-linked S5 AP3 shoots and causes 2 wounds. Roboute rolls his regular armor saves and fails one! Guilliman is down to 5 wounds before close combat has even started! Horus declares the charge and takes no wounds from Overwatch. The Warmaster rolls a 7 for his charge distance and prepares to finish off the Ultramarine Primarch in close combat.
Horus will go first at Initiative 6 and has 7 attacks on the charge. He hits 5 times and converts 4 into wounds. The Emperor protects and Roboute makes all 4 saves!
However, the Emperor does not provide re-roll to hits and Roboute squanders the opportunity by failing to hit with all 5 attacks. Nonetheless, Roboute did not suffer any wounds and more importantly will not have a penalty to his Weapon Skill.
It’s Roboute’s turn and he gains +1 to his Weapon Skill making Horus now hit on 4’s. Horus is still at Initiative 6 and swings first. The Warmaster is not impressed by Guilliman’s skills and still hits him 4 times to cause 4 wounds. Guilliman fails a save even with the single re-roll. He’s down to 4 wounds and more importantly will suffer -1 to his Weapon Skill and Strength. Roboute swings back with his 5 attacks, hits twice, and causes 2 wounds. The Warmaster then proceeds to fail a save and will suffer from the Concussion special rule. Roboute then fails to convert his It Will Not Die roll.
It’s Horus’s turn and he will be attacking at Initiative 1. Roboute gains his +1 to his Weapons Skill thus keeping him at WS8 but only S5. Horus swings with the Talon, hits 4 times, and converts 3 to wounds. Roboute is able to save 2 and now only has 3 wounds left. Guilliman swings back with his 5 Hand of Dominion attacks, hits 3 times, and wounds with all 3. Horus then fails 2 of the saves! Horus remains concussed and is down to 3 wounds also.
However, Horus does make his It Will Not Die roll bringing him back up to 4 wounds. Guilliman again suffers the -1 penalty to his Weapon Skill and Strength from the Disabling Strike.
It’s Roboute’s turn and he gains back a single point for his Weapon Skill but is at Strength 4 now. Both Guilliman and Horus are still hitting on 4’s and striking at Initiative 1. Roboute goes first, hits 4 times, but only causes 2 wounds. Horus will have none of it and saves both. Horus then hits 4 times and causes 4 wounds. Even with his single re-roll, Roboute fails a save. He’s down to 2 wounds but more importantly has a -1 to his Weapon Skill and Strength again. Roboute then fails his It Will Not Die roll. This was not a good turn for Roboute. Horus is back to Initiative 6 and the Ultramarine Primarch is hemorrhaging wounds while not making a single It Will Not Die roll.
It’s now Horus’s turn and he will be striking at Initiative 6. Guilliman gains +1 to his Weapon Skill which will keep him at WS8. The Warmaster goes first, hits with 3 attacks, and causes 3 wounds. Roboute is able to save 2! Guilliman swings back, hits twice and causes 2 wounds. Horus fails one save and is concussed again. The Warmaster is down to 3 wounds but then proceeds to make another It Will Not Die roll! Roboute again has a -1 to his Weapon Skill and Strength. Roboute’s Strength is now 2!
Roboute gains his +1 Weapon Skill keeping him at WS8 and Horus will be striking at Initiative 1 again. Roboute swings first and hits 3 times. He is only able to convert two to wounds. However, Horus fails both saves and is reduced to 2 wounds. Horus attacks back with his 6 attacks. He hits with 3 and does 2 wounds. Guilliman saves both of them! This is the opportunity Roboute needed. In the next round, he will be WS9 and hitting on 3’s. In addition, Horus will again be striking at Initiative 1. Roboute rolls for his It Will Not Die and again fails to convert.
This is a big turn for both Primarchs. Despite hitting on 4’s, Horus can finish it. He swings with the Talon and only hits once! He cconverts the hit to a wound and Roboute makes the save. Guilliman has 5 attacks hitting on 3’s. He makes 3 hits and causes 2 wounds. This is enough to take it to Round 3. Horus makes both saves! This means Horus will be striking at Initiative 6 in the next turn. Horus fails the It Will Not Die roll.
Roboute will be WS10 but is only Strength 2. He has to use the Hand of Dominion and strike at Initiative 1. Horus swings and hits 4 times with the Talon. He converts all 4 hits to wounds. Roboute fails the first save and re-rolls only to fall. Horus wins!!!
Horus 2 Roboute 0
Round Two was everything I expected from this match. I think in Round One I should have gone with the Hand of Dominion instead of using the Gladius Incandor. That may have bought Guilliman some time. Regardless, Horus’s Disabling Strike and 3+ Invulnerable save really made this an uphill battle for Roboute. I was impressed with the Ultramarines Primarch’s come back but Horus is simply a beast in close combat. As always let me know your thoughts in the comments below.
Share this Post