We’ve continued with our 4 person ash wastes campaign and our onto the second game post downtime. Today we’ll recap the Venators vs. Genestealer Cults – Settlement Raid (Venators as attackers) scenario. Current standings going into the games are:
- Venators 3-1-0 (The 3rd # reflects 4-player matches)
- Genestealer Cults 2-2-0
- Orlocks 3-1-0
- Cawdor 0-4-1 (Winner of the mid-campaign 4-player!)
Another key point: The Venators are playing for a road piece breaking up the genestealer cults’ three trade routes!
The Ash Wastes Board Setup
Here is a basic view of the opening board before gang placement. I got a new lunar surface mat to use and wanted to more prominently focus the recent ruined bridge, including new angled sections.



Genetealer Cult and Venator Gang Setup:
Venators got a custom 6 gang selection and opted for all champions, the specialist with hand flamer on bike, and the rockgrinder. The four champions on foot all piled in the truck with the mounted flamer behind for cover. The approach was slow and under the cover of smokes. The Genestealer Cult played back to await reserves and intended to push with expanding numbers.
Both strategies were sound, but reserve fighter arrivals were slow on the GSC side, allowing for some downed or OOA models. The potential for significant outactivating never played out. The game was really fun. Some shots are below of how things unfolded.
Memorable Moments:
1. Don’t Forget the Demo Charge: The venator hunt master, Freidrich the Red, bought a demo charge before the match. While his balistic skill remains low (5+), the 8″ throw range on strength 4 provided a reasonable gamble if any cult models bunched. Around turn 3, a bounty hunter, aberrant, and ganger on bike were together to try and assist the aberrant back to its feet. Accordingly…womp womp…the aberrant and biker went OOA with the bounty hunter going seriously injured. A huge momentum swing for the outnumbered venators.
2. Gun Skull >= Quad: Overall, the scenario offers 2 pts for a wrecked vehicle. A venator champ brought a gun skull for the first time. While whiffing with her autopistol and plasma pistol, the gun skull ended up with 2 hits resulting in a wrecked quad. Lucky, but worth the points in this case.
3. Missed Opportunity: For the first 2-3 turns the genestealer cult forget 2 models had infra sights and could be shooting at the smoke immersed gang in the rockgrinder.
4. Late Arrivals: Reserves were coming in until turn for, at about 1-2 per round. The GSC psyker leader was the last model to join which affected positioning. A ridgerunner was held on the back board edge to accelerate him into action. Yes, these were the last models to arrive. One turn earlier could have had a big impact on the match.
Unquestionably, the game was super fun with great players.
Game Photos. Enjoy the pictures!











Impact on the Campaign:
The impact was big as it broke up the 3 trade routes the GSC had established. The acquired road section by the venators had minimal impact for them, as well as adding a few D6 credits. They don’t really have a chance of making a trade route.
In conclusion…the campaign continues to be super fun. Suprisingly, the full game lasted around 2 and a half hours. This included a massive order of dumplings and a beer. These are obviously gaming essentials.

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