Friday Night 40K @AFK, 1505 Azure Flames vs. Crimson Fists
Thanks once again to AFK games for a beautiful store to game in! Tonight’s game was against Mr. Cat, a youngblood who paints Crimson Fists in an alternate desert brown color scheme. We played 1505 points.
Bozeman – Azure Flames
-Leonidas (counts as Vulkan He’Stan)
-Tactical Squad x10, Veteran Sergeant, Power Fist, Bolter-Melta, Meltagun, Mulit-Melta in a Drop Pod
-Tactical Squad x10, Veteran Sergeant, Power Fist, Bolter-Melta, Flamer, Mulit-Melta in a Rhino
-Assault Terminators x5, Sergeant has two Lightning Claws, 4x Thunder Hammer Storm Shields
-Land Raider Redeemer with Multi-Melta
-Land Speeder with Multi-Melta and Heavy Flamer
-Land Speeder with Multi-Melta and Heavy Flamer
-Land Speeder with Multi-Melta and Heavy Flamer
-Ironclad Dreadnought, replace storm bolter with heavy flamer, Chainfist, Ironclad Launchers in a Drop Pod
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Mr. Cat – Crimson Fists (Imperial Fists)
-Librarian, Level 2 psyker, knows Smite and Hallucination
-Tactical Squad x10, Veteran Sergeant, Plasma Pistol, Flamer, Missile Launcher in a Rhino with a Hunter Killer Missile
-Tactical Squad x10, Veteran Sergeant, Flamer, Missile Launcher
-Tactical Squad x10, Veteran Sergeant, Flamer, Missile Launcher
-Scouts x5, Heavy Bolter
-Vanguard Veterans x10, Jump Packs, Veteran Sergeant has Power Sword and Combat Shield, other veterans have 3x Power Swords, 1x Power Axe, 1x Plasma Pistol
-Vindicator with Hunter Killer Missile
-Vindicator with Hunter Killer Missile
-Whirlwind
-Aegis Defence Line with Quad Gun
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Mission: Big Guns Never Tire (Heavy Support can hold objectives, D3+2 objectives, we had 5)
Deployment: Dawn of War (long board edges)
Here’s our board:
Mr. Cat set up on the far board edge from the picture above. Here’s his deployment:
The tactical squad with the plasma pistol is in the Rhino. The Chimera chassis above is a proxy for a Vindicator.
Here’s my setup:
Leonidas joined the Terminators in the Land Raider Redeemer, 1/2 of the tactical squad is in the Rhino.
Mr. Cat infiltrated some Scouts on my left side.
INITIATIVE SEIZED!!!!!!!!!!!!
Azure Flames – Turn 1
Ironclad Dreadnought arrived via Drop Pod and its Meltagun wasted the leftmost Vindicator. Two of the Land Speeders potshot and kill the rightmost Vindicator, while the third one moves Flat Out to avoid being seen by the Quad Gun. Combat Squad on the mesa to my right moves up, but misses the Rhino with a Multi-melta snap shot. The Rhino advances, but a combi-melta shot from the hatch misses, even with Leonidas’ re-roll.
A Dreadnought Surprise!
Land Speeders get some lucky shots.
The right flank is going to be trouble…
Crimson Fists – Turn 1
Plasma Pistol and Missile from the squad in the Rhino immobilizes and glances my Rhino with a combat squad inside. Librarian tries to use Hallucination on the Combat Squad on the mesa, but they Deny the Witch. The Tactical Squad with the Librarian glances one of the Land Speeders. The Vanguards charge a Land Speeder and glance it once. The Tactical squad by the Quad Gun tries to put the hurt on the Ironclad with no success. The Scouts advance on the objective on the bridge. Whirlwind scatters off target.
Witch Denied, but Rhino Damaged.
Very bad Krak Grenade rolls paired with very good Jink Save rolls keep the Land Speeder alive!
GULP.
Hopefully no one notices us…
Azure Flames – Turn 2
STUPIDLY I forget to move the Ironclad Dreadnought up, and so it sits there like a retard. The Tactical Squad in the Drop Pod drops right onto the bridge objective, splits in two, and smears the scouts. Leonidas and the Terminators exit the Land Raider Redeemer, and finish the remnant of the Vanguard Veterans after the three Land Speeders bake 1/2 of them. Combat squad on mesa fails to penetrate Rhino.
Yeah, we noticed them.
ROOKIE MISTAKE! I forgot to move the Ironclad.
The Vanguard Veterans are turned into Cowboy Sauce.
Crimson Fists – Turn 2
Hallucination makes Leonidas’ unit attack itself. Luckily no casualties. Combat Squad in the Rhino is shot out, loses one man to small arms fire. Whirlwind hits tactical squad near drop pod, no casualties.
ARGH! WE ATTACK OURSELVES!
Aww, I liked that Rhino…
Azure Flames – Turn 3
The 4-man combat squad assaults the enemy Rhino and wrecks it. The three Land Speeders converge on the Tactical Squad with the Librarian and bake some of them. The Ironclad finally charges, takes a glance in overwatch fire, and kills a few Space Marines. A combat squad runs for the central river objective.
FOR THE EMPERO… oh that’s a lot of guys…
FWOOSH!
P IS FOR PUNCHING, THAT’S GOOD ENOUGH FOR MEEEEEEEE…
Almost to the objective!
Crimson Fists – Turn 3
The Whirlwind gets a good shot on the combat squad running for the central objective and kills 3, but they are not broken or pinned. Dreadnought punches more dudes, leaving only the sergeant. Leonidas and the Terminators hallucinate and can only move this turn. The Tactical squad that got shot out of the Rhino kills the 4-man combat squad. The Librarian’s combat squad kills one of the Land Speeders.
Watch out for that Whirlwind!
Only one guy left to punch.
Hallucinations get the better of Leonidas and the Terminators.
One down…
The combat squad is toast.
Azure Flames – Turn 4
Land Speeders kill the Librarian’s tactical squad leaving him alone. The Land Raider Redeemer’s Multi-Melta blows the Whirlwind’s missile launcher off, and the Ironclad finishes the tactical squad. The Combat squad in the center of the table secures their objective.
More fire is always good.
Finally, the Tactical Squad bites the dust.
Crimson Fists – Turn 4
Hallucinations pin Leonidas and the Terminators. The Damaged Whirlwind races toward the unclaimed objective in the woods, which it can hold as it is a Heavy Support choice. The Librarian joins the last Tactical Squad and they kill another Land Speeder.
The Whirlwind races to make itself useful, as Leonidas and his crew are pinned by psychic tomfoolery.
Two down…
Azure Flames – Turn 5
Night Fighting goes into effect. Land Speeder kills one Tactical Marine. Everyone else stays put on their objectives.
That could have gone better…
Crimson Fists – Turn 5
Tactical Squad finishes the last Land Speeder. Leonidas and crew Deny the Witch to thwart another Hallucination.
…and that’s THREE!
Azure Flames – Turn 6
Leonidas and the Terminators advance on the Tactical Squad, but are unable to charge.
We’re coming!
Crimson Fists – Turn 6
Another Hallucination causes the Terminators to kill three of their brethren! Bolter fire downs the last THSS Termie, and puts a wound on Leonidas! Game Ends.
Ouch!
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Final Score
Azure Flames: 14 (4 Objectives, Linebreaker, First Blood)
Crimson Fists: 0
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Post Game Analysis: There were some small tweaks I could have made, such as giving the Combat Squad in the Rhino a Meltagun instead of a Flamer, but all in all it was a good list. Mr. Cat needs to make units that have a specific job. Space Marines are at their best when mobile and able to do one thing well, such as pop tanks or kill infantry.
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There were a few other games there. An 1850 match with Josh’s Elysian Drop Troops took on Stephen’s Dark Angels. That’s a lot of Flyers!
B-Dubs (Vampire Counts, left) and Woody (Beastmen, right) played some Warhammer Fantasy!
Power Fist Combi-Melta Sergeants
Long ago, in the wake of Big Game 5, I needed more Sergeants with Power Fists. I took two older sergeants and retrofitted them to have Power Fists and Bolt Pistols, because back then in 4th edition you could have the extra attack.
Ever since 5th, these models have sat in my case, useless. No more. I popped their Bolt Pistols off, gave them shiny new Combi-Meltas, and touched up their details. Now I have valid options besides my coveted Power Fist Combi-Flamer Sergeants.
Next: Combi-Grav Sternguard and a trip to White Lake if I can swing it.
Another AFK Batrep! 1505 Marines vs. Dark Angels!
Once again, thanks to the good folks at AFK games for providing a wonderful store to have a battle in! This week’s battle was against Stephen, a hardcore Dark Angels player with a serious Deathwing and Ravenwing collection. Here’s our lists:
Bozeman – Azure Flames (Salamanders)
-Leonidas (counts as Vulkan He’Stan) (Warlord Trait: Gain +D3 victory points if the Warlord kills the enemy Warlord in a challenge)
-Tactical Squad x10, Veteran Sergeant, Power Fist, Bolter-Flamer, Flamer, Multi-Melta in a Drop Pod
-Tactical Squad x10, Veteran Sergeant, Power Fist, Bolter-Flamer, Flamer, Multi-Melta in a Rhino with Extra Armour
-Sternguard Veterans x10, Power Fist, 10x Combi-gravs in a Drop Pod
-Dreadnought, Plasma Cannon, Heavy Flamer, Extra Armour
-Bike Squad x5, Veteran Sergeant, Power Fist, 2x Grav Guns
-Vindicator, Siege Shield, Extra Armour
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Stephen – Dark Angels
-Sammael, Lord of the Ravenwing on a Jetbike (Warlord Trait: +1VP if the enemy Warlord is slain) (Also has Monster Slayer of Caliban)
-Ezekiel, Grand Master of Librarians (Powers: Mind Worm, Psychic Scream, Prescience)
-Ravenwing Command Squad (Company Champion, Banner of Devastation, all bikes have Plasma Talons)
-Venerable Dreadnought with Twin Linked Lascannon in a Drop Pod
-Venerable Dreadnought with Twin Linked Lascannon in a Drop Pod
-Ravenwing Attack Squad x6 plus Attack Bike, Power Fist, Multi-Melta, Attached Land Speeder with Heavy Bolter and Assault Cannon
-Ravenwing Attack Squad x6 plus Attack Bike, Power Fist, Multi-Melta
-Tactical Squad x9, Bolter-Melta, Lascannon, in a Rhino
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The Board
Mission: The Relic (one objective that can be carried worth 3VPs) Setup: Dawn of War (long board edges)
I won setup and chose to go second. Stephen chose the table edge closest to the camera in teh above picture. Here’s Stephen’s Setup:
Ezekiel joined the Tatsquad in the Rhino, left of center. The Command Squad was to my far left, with Sammael. The Bikes with the Speeder were centered, and the other bikes were to my right.
Here’s my setup:
The Tactical Squad split into combat squads, one with a Multi-Melta and one with the Sergeant and flamer in the Rhino to my left. Leonidas joined the squad in the Rhino, and the Bikes were nearby. The other combat squad secured high ground. The Vindicator hid by the central bridge, and the Dreadnought took cover in the forest to my right.
Initiative not seized. Before the game began, Stephen’s bikes took a Scout move! They were right on top of me!
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Turn 1 – Dark Angels
The rightmost Bike Squad charged the Dreadnought, and a round of poor rolling on both sides results in no wounds and a draw. A Venerable Dreadnought arrived, and fired its Lascannon at the Vindicator, missing even with the re-roll. The central bike squad moved up and shot my bikes, but failed to kill any. Ezekiel and his tactical squad moved cautiously forward to support either side. Sammael and the Command Squad wasted the Rhino with a hail of plasma fire, leaving three Azure Flames marines inside dead and pinned to boot!
EDIT: It looks like if you take a Scout move you cannot charge on turn 1! Oops! We both did not know that. Oh well.
Turn 1 Charge! …not so much happened.
Menacing!
That’s a lot of plasma shots! Not even Leonidas could withstand such firepower, leaving his unit pinned.
Turn 1 – Azure Flames
The Vindicator drives out and shoots the bikes, but a poor scatter makes the Land Speeder the only target which immobilizes the pesky vehicle. The Combi-Grav Veterans arrive via drop pod next to Sammael. Between their Grav shots and the Bikes, Sammael and the Command Squad are turned into cowboy sauce. The Multi-Melta puts a glance on the Dreadnought, and a bolter from that squad causes another glance. The Dreadnought kills two bikes and takes a glancing hit from a Power Fist, but the Dark Angels stick around.
The Command Squad is wasted in a hail of Grav fire!
The fight continues!
Turn 2 – Dark Angels
Another Venerable Dreadnought arrives via Drop Pod, and fires at the Vindicator, but the hit rolls a “1” to penetrate and fails to hurt it. The damaged Venerable Dreadnought fires at the Veterans and kills one. Ezekiel’s Rhino moves up behind cover. The central Bike squad retreats towards the objective, leaving the Land Speeder behind. The Dreadnought kills another bike.
A withdrawal towards the objective.
Looking for options.
Turn 2 – Azure Flames
The Tactical Squad’s drop pod arrives, and they land next to the central bikes, putting the hurt on them. The Veterans and Bikes move towards Ezekiel’s Rhino, but only the Veterans can charge it. They destroy it with Krak Grenades. The Vindicator backs up and shoots the Venerable Dreadnought, but the penetration roll is a “1”! Looks like nothing can shoot vehicles well this game. The Dreadnought kills another bike and receives a penetrating result with Crew Stunned from the power fist.
Rhino destroyed!
What do you MEAN it ignored the Demolisher Cannon shell?
The fight continues!
Death from above!
Turn 3 – Dark Angels
The Azure Flames Dreadnought kills a bike, and the lone Sergeant flees. The unhurt Venerable Dreadnought shoots the Vindicator, glances it, then charges and whiffs with all of its attacks! The central bikes back off and secure the objective. Ezekiel’s Psychic Scream, Mind Worm, and then Prescience-guided fire from the Tactical Squad wipes out the Veterans.
You better run, boy!
What do you MEAN it missed us? We’re a tank!
Objective Secure.
The Veterans are eliminated, thanks to Ezekiel.
Turn 3 – Azure Flames
Combined fire from the Vindicator and the Dreadnought’s Plasma Cannon kills all but the objective-holding bike. The Multi-melta from the Tactical Combat Squad finishes off the hurt Venerable Dreadnought. The Tactical Squad and Lenoidas part ways to assault the Drop Pods, one of which explodes and kills an Azure Flame. The Tactical Squad and the Bikes kill four Marines from Ezekiel’s squad, including the Sergeant and the Lascannon.
Fire in the hole!
Keep your Deployment Zone clean, kids.
Pincer attack!
Turn 4 – Dark Angels
The remaining Venerable Dreadnought charges the Vindicator, finally exploding it. A successful Deny the Witch roll save the Tactical Squad from Psychic Scream, and some good armour saves keep all but the Multi-Melta alive. The bike with the objective hides behind the rock formation, and the broken bike automatically regroups thanks to And They Shall Know No Fear.
Now THAT’S what’s supposed to happen when a Dreadnought punches something. The Vindicator is toast!
Ezekiel tries to deal with the Tactical Squad.
Turn 4 – Azure Flames
The Bikes’ Grav fire and bolters kill all of the Tactical Marines with Ezekiel, and then charge Ezekiel. He kills one bike, but then is killed outright by a Power Fist. The Tactical Squad gets a poor difficult terrain test and only two of them get to shoot at the bike with the Objective, but fail to do anything. The Dreadnought fires the Plasma Cannon at the Bike Sergeant, and it scatters… INTO THE BIKE CARRYING THE OBJECTIVE! Bank shot! However the roll to wound is a “1” which is a theme this game… The Surviving Tactical Sergeant takes care of the remaining Dark Angel Drop Pod.
Ezekiel goes down!
Great scatter puts the Plasma Cannon on the Objective Bearer! However it fails to wound… Oh well, easy come, easy go…
That Sergeant gets another Drop Pod on his PUNCH CARD! Eight more and he gets a free 6″ sub.
Turn 5 – Dark Angels
The Objective-bearing bike drives around the rock towards my right side. The other surviving bike moves to cover it. The Venerable Dreadnought fires… and misses. AGAIN. That’s the third twin-linked Lascannon to miss this game. The Bike charges the Dreadnought, but dies in Overwatch Heavy Flamer fire. The Venerable Dreadnought fails to charge.
Turn not pictured.
Turn 5 – Azure Flames
The Dreadnought charges and kills the Objective-bearer. Other models advance on the center of the board.
Game ends.
The Dreadnought takes care of business.
The Dark Angels have only a Dreadnaught left.
Azure Flames have Slay the Warlord and Linebreaker. Dark Angels have First Blood. Azure Flames win 2-1!
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Post Game Thoughts
This is a game in which both sides rolled poorly for some key rolls. Stephen failed to hit THREE TIMES with a TWIN LINKED LASCANNON AT BS4! That’s insane. I also got some terrible diffcult terrain rolls, and “1”s to wound when I really needed to kill a guy, especially in the Dreadnought combat with the bikes on the right side.
However, this game was not won on luck. The decision to charge with the other bike was a poor one. The Objective-bearer should have run the other direction, towards his board edge, and the bike should have played interference. The Dreadnought should also not have tried to charge, but should have stayed in my deployment zone to gain Linebreaker.
Overall, a nail biter! There was another game during our game. Nate(right), who I played against last week, took on Mr. Cat (left) in a Stronghold Assault where Mr. Cat’s Space Marines held against Nate’s Guard while defending TWO Void Shield Generators! A huge slog.
Next, veterans, and more games at AFK!
Battle Report 1500 Marines vs. Guard @ AFK!
Another awesome Battle Report thanks to the great folks down at AFK Games in Holt! This game pitted my Azure Flames against Nathan’s Imperial Guard @1500 points. Here’s the lists:
Bozeman – Azure Flames (Salamanders) Space Marines
-Leonidas, captain of the 1st company (counts as Vulkan He’Stan)
-Tactical Squad x10, Veteran Sergeant with a Combi Flamer and a Power Fist, Flamer, Multi-Melta in a Drop Pod
-Tactical Squad x10, Veteran Sergeant with a Combi Flamer and a Power Fist, Flamer, Multi-Melta in a Rhino with extra armour
-Scouts x5 with bolters in a Land Speeder Storm with a Multi-Melta
-Ironclad Dreadnought with the meltagun replaced with a heavy flamer, in a Drop Pod
-Stormtalon gunship with Skyhammer missiles
-Land Speeders x3, with Multi Meltas and Heavy Flamers
-Bike Squad x8 plus Attack Bike, Veteran Sergeant with a Power Fist, 2x Meltaguns, Multi-Melta on Attack Bike
-Whirlwind
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Nathan – Imperial Guard (list below may be incomplete)
-Lord Commisar with Power Sword
-Command Squad, Power Fist on commander, Plasma gun, Vox Caster, Medic in a Chimera
-Imperial Guard Platoon Command with 2x Grenade launchers and a Power Maul
—–Squad 1 with vox and a Missile Launcher, with a regular Commisar attached who has a Power Sword.
—–Squad 2 with vox and a Plasma Gun
—–Squad 3 with vox
-Armoured Fist squad in a Chimera with a Plasma Gun
-Heavy Weapons squad with 3 Lascannons
-Heavy Weapons Squad with a Lascannon, Autocannon, and Missile Launcher
-Valkyrie Gunship with Lascannon, two Heavy Bolters, and missiles
-Stormtroopers x10 with 3 Plasma Guns
-Sentinels x3 with armoured cabs, 3x Hunter-killer missiles, 1x Plasma Cannon, 1x Autocannon, 1x Lascannon
-Bane Wolf with Multi Melta
-Leman Russ Punisher with 3 Heavy Bolters
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Setup: Dawn of War (long table edges)
Mission: Big Guns Never Tire (D3+2 Objectives, we had 4. Heavy Support can hold objectives, Heavy Support kills worth VPs)
The Board Setup: We found a board already set up for us! It looked like a dense city and both of us liked it. Here it is:
Lots of ruins, razorwire, walls, etc. Nathan selected the edge closest to the camera in the picture above. We had 4 objectives, here’s where they were. 3 are white bases, i is a lamp post.
Here’s Nathan’s Setup. The Veterans aboard the Valkyrie and the Sentinels are in reserve.
Here’s my setup. The Scouts in the Storm, the Stormtalon, and the two Drop Pods are in reserve.
Initative not siezed. No Night Fight.
Turn 1 – Imperial Guard.
Nathan’s squad of just Guardsmen use the Go! Go! Go! order to clear the defensive wall hurdle. Bane Wolf goes All Out. Squad with missile launcher fires at the one visible Land Speeder on Bring It Down orders, but the penetrating result is jink saved. Other guardsmen not in buildings advance. Lord Commisar with HQ goes up Nathan’s left side towards the speeders, while the Armoured Fist Squad goes up the right side.
GO! GO! GO!
The Guard move towards the Objectives.
Turn 1 – Azure Flames
Ironclad Drop Pod lands next to the tall building with the missile launcher squad and kills all but the commisar and missile with heavy flamer fire. Multi-Meltas from the Land Speeders blow up the Lord Commisar’s Chimera, and subsequent Bolter fire from the bike combat squad whittles down the survivors. Other bike combat squad blows up the Armoured Fist Chimera with a Multi-Melta. Tactical combat squad runs to secure the objective near the bronze statue. Leonidas and the other combat squad run through the building to get closer to the objective in the warehouse. Whirlwind Castellan missile scatters off with no effect.
Armoured fist Chimera is toast!
So is the Lord Commisar’s Chimera!
Hello! Do you want to know about… FIRE?
Imperial Guard – Turn 2
Lascannon squad picks off a Meltagun from the bikes. Sentinel Squadron does not come in from reserve, but the Valkyrie with the veterans aboard does. It zooms right at the Land Speeders and has a terrible turn of rolls, doing nothing. Heavy weapons squad in the building blows up the Drop Pod, and it kills a guardsman in the blast. The Leman Russ Punisher shoots Leonidas’ combat squad, and Leonidas takes two wounds before the punishing hail of fire ceases. Devil Dog turns on the Ironclad but misses with the Multi-Melta, and a Guard squad charges the Ironclad, loses, and is run down.
Leonidas takes one (or two) for the team.
Turn 2 – Azure Flames.
Stormtalon, Scouts, and Tactical squad all arrive from reserve. The Tatical squad drops on Nathan’s right flank, splitting into two combat squads and flamering many guardsmen to death. The Bikes move up and finish the Armoured Fist squad. Leonidas and his squad continue to head toward the warehouse objective. The bikes shoot the HQ squad down to the commander, and then run him over using Hammer of Wrath attacks in assault. The Land Speeders kill two heavy weapons teams, and the third flees off the board. The Stormtalon shoots down the Valkyrie and it scatters off the table, killing the Veteran squad in the process. The Ironclad assaults and kills the Devil Dog. Land Speeder Storm comes in from Nathan’s left flank and hides behind a building.
Shock and awe! The Drop Pod gets results!
One guardsman and one Commisar remain guarding the top of the building.
Turn 3 – Imperial Guard
The Sentinels arrive, and blast the Ironclad to no effect. The Leman Russ Punisher finishes off Leonidas and his squad. Two remnants of squads charge one of the Tactical combat squads from the drop pod. One is eliminated by snap shot fire. The other has only a sergeant with a Power Maul who challenges the Space Marine Sergeant with a Power Fist. The Guardsman gets an impressive 4 hits! However, in an equally unlikely roll, rolls no wounds. The Space Marine fists him to death.
A hail mary assault goes poorly for the Guard…
The Leman Russ Punisher lives up to its name!
After this, Nathan ceded.
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Final Thoughts:
-Whoopee! Aircraft are fun! I’m glad I have something to counter Chaos dragons and Vendetta spam in the future.
-Remember kids, a squad needs to do one job. Mono-task your heavy weapons and put them where they do the most good.
-I should have had Leonidas and the squad board the Rhino and go right up the middle, smoke launchers blazing. Perhaps they could have gotten into charge range and killed the Punisher.
-Nathan lost this on bad rolls. The Sentinels would have been welcome on turn 2. Sadly, they did not come in even after a Warlord trait let him re-roll. There were some other crucial rolls that were just bad luck, such as not killing any Land Speeders, not killing the Space Marine Sergeant in the challenge, and several Look Out Sir rolls that killed the Lord Commisar instead of a punkie guardsman behind him.
Finally, here’s Stephen (right, black shirt) with his Dark Angels loaning 1/2 to Cole (left, blue shirt) for Cole’s first game! Welcome to the hobby Cole!
Next: Grav Gun Veterans and possibly some Gothic or Epic