Space Marines vs. Imperial Guard/Marines 1500 Big Guns Never Tire
Went back to Highland, got a 1500 pt. game with Michael, who was trying out a new Imperial Guard list. Let’s go!
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Bozeman – Azure Flames Space Marines (Salamanders)
- -Demi-Company
- Leonidas, captain of the 1st company (counts as Vulkan He’Stan)
- Tactical Squad x10, Veteran Sergeant, Power Fist, Combi-Melta, Meltagun, Multi-Melta
- Drop Pod
- Tactical Squad x10, Veteran Sergeant, Power Fist, Combi-Melta, Meltagun, Multi-Melta
- Drop Pod
- Tactical Squad x10, Veteran Sergeant, Power Fist, Combi-Flamer, Flamer, Multi-Melta
- Rhino, Extra Armour
- Assault Squad x5, 2x Flamers
- Devastator Squad x10, Veteran Sergeant, 4x Missile Launcher, 4x Flakk Missile upgrade
- Whirlwind Suppression Force
- Whirlwind x2
- Land Speeders x3, Multi-Melta x3
- Librarius Conclave
- Librarian, Lv2, Terminator Armour, The Shield Eternal, Dominate, Terrify, Psychic Shriek
- Librarian, Lv2, Invisibility, Terrify, Psychic Shriek
- Librarian, Lv2, Fiery Form, Fire Breath, Flame Breath
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Michael – Imperial Guard with Space Marine Allies (unbound)
- Imperial Guard
- Leman Russ Exterminator x3, Plasma Cannon Sponsons, Lascannon, Heavy Stubber, Camo Netting, Fire Barrels
- Commander Pask (Warlord)
- Wyvern x3, Camo Netting, Fire Barrels
- Guardsman Squad x10, Medic, Banner, Krak Grenades
- Guardsman Squad x10, Medic, Banner, Krak Grenades
- Guardsman Squad x10, Medic, Banner, Krak Grenades
- Tempestus Scion x10, Tempestus Prime
- Lord Commisar
- Lord Commisar
- Vendetta Gunship, 2x Heavy Bolter Sponson
- Techpriest Enginseer
- Leman Russ Exterminator x3, Plasma Cannon Sponsons, Lascannon, Heavy Stubber, Camo Netting, Fire Barrels
- Space Marine Allies
- Tactical Squad x9, Plasma Cannon
- Tactical Squad x9, Plasma Cannon
- Fortification
- Aegis Defense Line
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Mission – Big Guns Never Tire (D3+2 objectives, we rolled 3. Heavy Support choices killed give 1VP)
Deployment – Vanguard Strike
Setup:
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Turn 1 – Azure Flames
Leonidas and the three Librarians join the Assault Squad and they deep strike behind enemy lines, as does one of the melta Tactical Squads. Despite primo back armour melta shots, camo netting saves the Leman Russes with minimal damage. The Librarians cast Invisibility, Terrify, and fire breath. Flamers and heavy flamer then eat into the 30 man guard squad, but a ridiculous amount of Feel No Pain saves reduces the casualties significantly. Land Speeders move flat out as Whirlwinds blast the 10 man guardsman squad doing a few casualties. Devastators lay into the Leman Russes, but cover saves negate their shots.
Drop Pod Blitz behind enemy lines! Waves of fire and melta shots! …less effective than I’d have liked.
Turn 1 – Imperial Guard
The entire Imperial Guard army fires on the non-invisible portion of the army, and the Invisible portion takes a walloping. All but one of the Assault Squad and the entire tactical squad go away. Despite jinking, one Land Speeder explodes and one is immobilized.
Eerily accurate plasma makes a big dent in the blitz!
Turn 2 – Azure Flames
Leonidas, all alone, charges the large Guard squad and challenges the Commisar, killing him outright and taking two guardsmen with him. The Guard hold despite Terrify. The Librarians all split off and charge separate targets, two of the Wyverns and the Tempestus Scions. One of the Wyverns is immobilized, and the Scions lose a few members, but not much else happens. Rhino advances on objective 3. Sadly, the last Assault Marine charges one of the Wyverns and Fire Barrels kill him!
Leonidas goes after the guardsmen alone!
Tempestus Scions get charged. Overwatch does a wound to the Librarian, and several are cut down in return.
Turn 2 – Imperial Guard
Combat with the Tempestus Scions and the Librarian continues. The lower Wyvern backs up, and with good rolls kills one of the Librarians, but the immobilized Wyvern was still in combat with the Terminator Librarian so the Terminator Librarian finishes the Wyvern which explodes! Leonidas kills some Guardsmen, they break, and are cut down as they flee! Small guard squad leaps over their Aegis defense line and assault the immobilized Land Speeder, wrecking it. Rhino is destroyed, and all 10 men inside take wounds, losing 3. Other shots take two more, leaving the squad at half strength.
The Scions gang up on the Librarian!
The fight goes well for Leonidas!
With nothing left to lose, the Guardsmen charge the helpless Land Speeder!
What’s left of the Tactical Squad clings to the objective.
Turn 3 – Azure Flames
Second melta squad arrives and explodes one of the Leman Russes, killing two Tempestus Scions in the explosion! Cover saves manage to protect Pask’s Leman Russ from the other combat squad and other shots. Leonidas charges into the Tempestus Scions and clears them with the Librarian’s help. Terminator Librarian charges the other Wyvern but does no damage. Whirlwinds kill half of the squad that took out the Land Speeder.
Objective 2 is cleared by a huge explosion!
Whirlwinds don’t forgive the Guardsmen. Half of them are taken out.
Turn 3 – Imperial Guard
Vendetta arrives, and drops off one of the Tactical Squads, who put the hurt on the Melta squads. The other Tactical Squad walks on from the board edge, and combined fire with the Wyverns put one wound on the Terminator Librarian. Note to self: USE INVISIBILITY EVERY TURN. Small guard squad order Go! Go! Go! to run toward enemy lines.
Vendetta gives the Tactical Squad a lift, and they unload on the melta squad. (Vendetta is alive despite it’s appearance, it was purchased secondhand)
The Librarian has some new company…
Fantastic effort from the guardsmen.
Turn 4 – Azure Flames
Remains of the melta squad charge Pask’s Leman Russ, knocking off a Plasma Cannon. Leonidas can’t charge the Tactical Squad. On an unrelated note, have I mentioned that I hate random charge ranges? The Terminator Librarian charges the newly arrived Tactical Squad. Flakk missiles that I purchased for the Devastators work for the first time since they were introduced in 5th edition and shoot down the Vendetta. Seriously, first time Flakk missiles were not a complete waste of points.
Good news: Flakk takes out the Vendetta. Bad news: Leonidas fails to charge the Tactical Squad.
The Terminator Librarian fights for his life.
Turn 4 – Imperial Guard
The fight with the Terminator Librarian goes well, as he kills two Marines and they break and flee off the board! The Tactical Squad charges Leonidas which was, really, the only thing they could do.
Librarian chases the Tactical Squad off the board.
These are very sad Tactical Marines.
Turn 5 – Azure Flames
Leonidas finishes the Tactical Squad and consolidates onto objective 2. Librarian chareges a Wyvern and knocks off… the Heavy Stubber. Great.
Objective 2 is held by Leonidas, all alone.
Turn 5 – Imperial Guard
The whole remaining army fires on Leonidas, taking one wound.
Turn 6 – Azure Flames
Devatators cause one final glance on Pask’s Leman Russ, wrecking it. The Terminator Librarian perils and dies!
Pask finally takes one missile too many!
Turn 6 – Imperial Guard
Fire against Leonidas does not kill him.
Turn 7 – Azure Flames
Missile fire from the Devastators does nothing to the last Leman Russ. Turn not pictured.
Turn 7 – Imperial Guard
Leonidas loses one more wound, but lives to fight another day.
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Final Score
Azure Flames – 3 objectives plus Slay the Warlord = 10
Imperial Guard – First Blood = 1
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Michael rolled like a god this game. He rolled more Hits than Scatter results. He wounded 10 Marines on a 4+ when their Rhino exploded. He saved at least 10 out of 17 FNP5+ rolls. Why then did Michael not do better?
He got nowhere near the objectives. He held objective 2 for a while, but the all-tank strategy didn’t help much. He also went for a Razorback with a squad when he could have fought the Devastators or Whirlwinds to try to take objective 1. The 30 man Blob squad was a big (admittedly tough) target, but it couldn’t get any objectives.
Keep your eyes on the prize, kids.
Next: hopefully some painting if I can get 5 minutes.
Azure Flames vs. Imperial Navy – Escalating Engagement 1500pts
Stephen and I have played pretty much every mission, except Escalating Engagement. We dropped 1500 points. Who’s gonna come out on top?
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Bozeman – Azure Flames Space Marines (Space Marine Crusade Fleet)
-Master of the Fleet Zeraf Antonius, Ld 10, 3 re-rolls (aboard the Honor)
-Strike Cruiser Honor, Extra Shield
-Strike Cruiser Vigilance, Extra Shield
-Strike Cruiser Courage, Extra Shield
-Strike Cruiser Sacrifice, Extra Shield
-Strike Cruiser Duty, Extra Shield
-Nova Frigate x5, Light Squadron
-Hunter Destroyer x4 Wrath Squadron
-Hunter Destroyer x4 Vengeance Squadron
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Stephen – Imperial Navy Segmentum Obscurus Bastion Fleet
-Admiral, Ld 9, 1 re-roll (aboard one of the Gothic class cruisers)
-Lunar class cruiser, Nova Cannon
-Lunar class cruiser, Nova Cannon
-Gothic class cruiser
-Gothic class cruiser
-Gothic class cruiser
-Dauntless class light cruiser, lances
-Dauntless class light cruiser, torpedoes
-Firestorm x3
-Cobra x2 and Sword x1
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Mission: Escalating Engagement
Battlezone: Flare Region
Setup:
We rolled 2 Solar Flares, so terrain was scarce on the board.
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Turn 1 – Azure Flames
Wrath Squadron goes on Burn Retros in order to hide behind the asteroids.
Turn 1 – Imperial Navy
Squadron of 3 Gothic cruisers advances.
Turn 2 – Azure Flames
Light Squadron appears on the right board edge, but fails to go on All Ahead Full. Wrath Squadron, unable to Burn Retros again, pops out and fires batteries and torpedoes at the Gothic class ships. The Gothics Brace for Impact. Batteries take down one shield, but then the torpedoes die in the resulting blast marker! Note to self: cool it on the crappy batteries when the badass torpedoes are on the line.
Turn 2 – Imperial Navy
The Gothic ships come forward and fire, but the most incredibly awful rolls followed by the most incredible Brace Saves by Wrath Squadron keeps all of them alive!
Turn 3 – Azure Flames
Wrath Sqaudron flies through the Gothics and takes down one of their shields. Light Squadron tries to go on All Ahead Full again and fails again.
Turn 3 – Imperial Navy
SOLAR FLARE OCCURS! Gothic ships go on Burn Retros because Blast Markers make Come to a New Heading useless. They barely stay in formation. A few lance shots take out one of Wrath Squadron. Turn not pictured.
Turn 4 – Azure Flames
Squadron of Vigilance and Courage comes in from the far long edge, fires torpedoes and Thunderhawks, doing serious damage to one of the Gothics, and doing a bit to the other two. Light Squadron takes a big risk by flying into blast markers and blasting the Gothics, crippling one, thanks to Lock On.
Turn 4 – Imperial Navy
Squadron of 2 Dauntlesses arrives on the left board edge, goes on All Ahead Full. Squadron of 2 Lunars arrives and peppers the Strike Cruisers with Nova Cannons. Poor rolls take down one shield. The crippled Gothic tries to disengage, but fails.
Turn 5 – Azure Flames
Vengeance Squadron arrives via the left board edge, and does some damage to the Lunars who fail to Brace. Light Squadron finishes off the lower Gothic, and the Strike Cruisers board the higher Gothic, turning both into Drifting Hulks! Wrath Squadron finally Reloads Ordnance after several turns of bracing.
Turn 5 – Imperial Navy
The fleet tries to regroup, but Brace orders and being a bit out of position do very little for the Imperials. Turn not pictured.
Turn 6 – Azure Flames
Squadron with Sacrifice and Duty arrives, fires torpedoes and Thunderhawks that cripple the last Gothic. Honor arrives as part of the same marker and goes on All Ahead Full to launch Thunderhawks to stifle the Dauntlesses. Vengeance, and the other Strike Cruisers POUR ON the torpedo damage, crippling one of the Lunars. Light Squadron, on Brace from last turn, fly around to regroup.
Turn 6 – Imperial Navy
The Lunars try to harm Light Squadron, but a gutsy decision to not Brace pays off as the crippled, braced ships can’t put out a lot of fire. Squadron of Firestorms arrives from the lower board edge. The Dauntlesses force a Brace on Wrath Squadron, and fire batteries at the Honor, but fails. The Gothic with the Admiral disengages.
Turn 7 – Azure Flames
Vengeance Squadron reloads and torpedoes the Dauntlesses, crippling one. Torpedoes from the Sacrifice and the Duty turn one of the Lunars into a Blazing Hulk. Two flights of Thunderhawks wait till next turn.
Turn 7 – Imperial Navy
Cobra/Sword squadron arrives from the right board edge and fires on Light Squadron, causing a Brace but no casualties. Firestorms cause a brace on Vengeance Squadron. Dauntlesses try to come about. Lunar tries to disengage and fails. Ordnance causes the hulked Lunar to explode!
Turn 8 – Azure Flames
Despite Brace for Impact, Light Squadron destroys the Cobras and Sword. Thunderhawks do one last damage to the Lunar, destroying it. Torpedoes and Thunderhawks take out the Dauntlesses. Batteries and Bombardmant Cannons finish off the Firestorms. Tabled.
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Final score:
Azure Flames: 1466
Imperial Navy: 0
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OK, so the past few games have been a bit unbalanced. Let’s do an autopsy on this one. Why was the margin so huge? Here are some reasons why I think this happened.
Unbalanced Fleets: Being a Specialist Game, Battlefleet Gothic doesn’t really have overpowered fleets (I’ve changed my mind on the Necrons, they are actually a bit fragile thanks to their low HP count and no ordnance). Some fleets are better at some scenarios than others. Space Marines are fast and speed is key for Escalating Engagement. That said, the Imperials can make a decent showing with escorts and Dauntlesses. Sadly, Stephen only owns two Dauntlesses, and eschewed more escorts for the Gothics in order to punch though Space Marine armour. Oddly, this didn’t hurt him, as the capital ships came in before the escorts! Despite the initial unbalance, fleets didn’t cause this.
Tactics: Stephen’s ships bunched up in the center of the board. This made them prime targets for multiple torpedo waves. Stephen also had no fighters to protect against my torpedoes which did the lion’s share of the damage in this fight. Stephen also turned the Gothics different directions, limiting their effectiveness.
Luck: UGH. Stephen failed SO MANY TURRET ROLLS. Those torpedoes would have been way less effective with turrets doing their jobs. He also got several Brace saves that failed in key situations. Die rolls are always a big factor. Plus, Stephen’s escorts failed to come in on a 4+ for like three turns.
My final verdict, Stephen bunched up in the middle, couldn’t stop torpedoes, and had some really terrible rolls.
Next: some more action at Highland!
A Typical Day
“It’s so good to have someone who will just listen.” Poindexta Smartyskull said to Loudmouf Sneakilla. Loudmouf nodded in reply, as his loudener speakers were switched off. Loudmouf gestured towards some black smoke coming from the Gargant known as Da Gentul Teddy Bear, and shrugged his shoulders.
“Ah,” Smartyskull answered “Manik must be hard at work again. It’s good to know that he keeps my Gargant in good condition. I hope that during this maintenance that no one steals his bike again. Last time I lost two perfectly good trukks and…”
*K-ponk*
Smartyskull was interrupted by an object striking him in the side of the head. It bounced harmlessly off the rusty steel of his mega-armour, and hit the ground with a squelching noise. Reluctantly, Smartyskull looked down to see what had struck him and to his amazement, found that it was an Ork head wearing a Stormboy’s helmet. Smartyskull struggled the right arm out of the sheath that held his Big Shoota, and reached down to pick up the head. It was Jobba. Surprisingly, the still form of the head jerked to life as Smartyskull looked into Jobba’s eyes. Jobba’s lips formed the words “Hiya Boss!” though no sound came out. Jobba’s eyes then darkened and he stopped moving. Smartyskull flung the head behind him, put his arm back in his armour, and turned to Loudmouf.
“Loudmouf, if you would, please get me Rukkstud.” Loudmouf beamed, and turned on his speakers. Before Smartyskull could stop him, he bellowed
“RUKKSTUD!”
The wave of Loudmouf’s shout hit Smartyskull like a Wreckin’ Ball. His Ork instincts made him try to reach out and smash Loudmouf across the jaw. Being dazed, he missed, and fell over. As Loudmouf helped him to his feet, he began to regain his senses. Just in time for another loud boom followed by the hiss of pistons.
“Yer wanted ta see me Boss?” Rukkstud shouted. Smartyskull opened his eyes, blinked several times, and was finally able to make out the form of Rukkstud, awkwardly saluting with one of his gigantic adamantium piston arms, and awkwardly balancing on the other arm, and his choppa. The choppa was being held at a ridiculous angle by a hand protruding from Rukkstud’s pant leg. Smartyskull sighed.
“Rukkstud, you know that I approve of your leadership style. You are one of the few in this camp that appreciates military structure and discipline.”
“Sir! Yessir! Boss! Sir!” Rukkstud shouted.
“However, if I am pelted by another piece of your soldiers, I will conclude that you cannot keep proper discipline, or that your aim is too poor, and I will assign you to being a Deffdread. Do I make myself clear?”
“Sir! Yessir! Boss! Sir! Sir! Boss!”
“Dismissed.” Smartyskull make a waving action with his power klaw, and with that, Rukkstud bounded into the air on a column of acrid gray smoke. Smartyskull held his breath and walked away from the site, followed closely by Loudmouf. “One day.” He muttered under his breath so that Loudmouf would not hear. “One day without… this. Is that too much to ask, Mork?”
Belated Highland Deathwatch Camapign: Round 1 – MST3K Name Ripoff Extravaganza!
Ian, manager of the brand new Games Workshop store in Ann Arbor, MI put on a Deathwatch campaign for us.
I decided to join in at least for the first round, using proxies from my own list. The rules for creating a kill team are from the internet. Here’s mine, in all its copycatted glory:
Kill Team Roll Fizzlebeef
-Bob Johnson, Ultramarines Chaplain: Terminator Armour, Bolter-Melta, Crozius Arcanum, Rosarius, Combat Doctrines, Zealot, Rampage, Hammer of Wrath
-Buff Drinklots, Space Wolf Rune Priest: Plasma Pistol, Force Axe, Rune Armour, Frag Grenades, Krak Grenades, Counter Attack, Acute Senses, Night Vision, Hit-and-run, Stealth
-Gristle McThornbody, Blood Angels Apothecary: Power Sword, Narthecium, Melta Bombs, Frag Grenades, Krak Grenades, Furious Charge, Feel No Pain (5+), Rampage
-Smoke Manmuscle, Salamanders Sternguard Heavy: Heavy Flamer, Master Crafted Bolt Pistol, Frag Grenades, Krak Grenades, Special Issue Ammunition, 4+ Feel No Pain vs. Flamer Wounds, Flamer Weapons gain Shred, Tank Hunter
-Reef Blastbody, Dark Angel Sternguard Heavy: Lascannon, Bolt Pistol, Frag Grenades, Krak Grenades, Special Issue Ammunition, Stubborn, Overwatch at BS2, Night Vision, Stealth
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Together with other Deathwatch Kill Teams, they blast heretics and aliens at the behest of an insane inquisitor!
Below, our first battle, in which a planetary governor and a Tau commander’s meeting is disrupted and the leaders captured and brought to the Inquisitor for torture!
Next, Daemons are summoned to protect the traitorous governor’s plans! Will the Deathwatch come out on top? NO. We were beaten badly. One character even got killed PERMANENTLY which isn’t supposed to happen often.
Next: More Gothic batreps and possibly more Deathwatch! Stay tuned!