> Friday Night 40K @AFK, 1505 Azure Flames vs. Crimson Fists « The Four Strands

The Four Strands Modeling, Painting, Gaming and Storytelling

22Feb/140

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!

Next: continuing veterans!

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