On my plate 9/26/14: Distracted Edition
Things are not going great, but it’s high time for me to stop letting life get in the way and do some hardcore hobby action! All three of my readers demand it! Well, truth be told, they’ve been a bit silent, but I can feel it in their hearts. My hobby bones are rumbling.
Bones rumble, don’t they?
Battlefleet Gothic Tau – As my Tau player dropped out during our campaign I sort of lost interest in painting this fleet. However it’s about 1/3 done and I want to finish it so it should be my primary goal. Other projects should jump in. Status: 3 more capital ships, a large selection of escorts, and some defences left to do. I also have to pick a scheme for the Nicassar. Perhaps earth tones? Or go super extravagant with gold?
Azure Flames – I need to finish my Grav Sternguard. Next, a 5 man non-jump-pack assault squad with 2 flamers. Finally, I need to make some new sergeants with power swords. I have been getting MURDERED in challenges with Power Fists. I also need Centurions, a Hunter/Stalker, and a Stormraven.
Orks – MORE LADZ! I also need to buy some Fighta-bommaz and perhaps some new Big Gunz.
Battlefleet Gothic Eldar – I purchased a pre-painted Eldar fleet, but it had no light cruisers. I won one of each light cruiser in an auction and I need to strip them and try to match the paint scheme of my new fleet.
Battlefleet Gothic Necrons – I need a paint scheme and I need to get painting. They are the last thing for Gothic. Until I buy a new fleet NO BAD BOZEMAN!
Blood Bowl Orcs – I need to make four Cheerleader goblins, and then paint them as well as my four Assistant Coach goblins and the team coach, Warboss Grimfang da Lotz.
Epic Orks – Gotta finish that 3000pt teaching list.
Epic Eldar – Gotta make a 3000 pt teaching list and build it and paint it as the Yme-Loc craftworld (gray and orange with white details)
Epic Lost and the Damned – 3000pt teaching list and paint it.
Necromunda – Paint my Escher gang, Razor and the Scumettes.
Epic Space Marines – Finish painting a whole chapter so I can say “I have painted a whole chapter of Space Marines.”
Space Hulk – Wait for an ebay auction for the new mission book and rulebook, and the new tiles. Also “acquire” the expansions. *looks innocent*
Gothic Campaign – Finale
Liam Perseus, Chapter Master of the Azure Flames, strode onto the bridge of His Hammer II with a look of disgust on his face. In a rare display, Admiral Piers looked up from the monitors surrounding his command throne.
“How went the Exterminatus of the Kutner system, my lord?” Piers asked before turning his attention back to orchestrating the machinations of his Battle Barge.
“It was unnecessary. The Necrons are gone.” Perseus spat.
Piers raised one eyebrow. “You sound disappointed.”
“Wouldn’t you be?” Perseus shot back. “The filthy xenos don’t have the stomach for a fight. I wanted to cleanse that world of them, but it seems that they have done so for us.”
“Their disappearance allows me to proceed with the final phase of this crusade.” Piers began typing almost too fast for Perseus to follow. “Brother O’Brien, open a channel to all Imperial ships, Emerald encryption.” Piers waited for confirmation before beginning. ” Attention Imperial Navy vessels. This is Admiral Piers in command of the Azure Flames fleet. Although you refuse to submit to our authority, we do have a common enemy. We move to chase the Tau who fled this sector to preserve their homeworld. You would be welcome in cleansing this xenos scum alongside us. In the Emperor’s name.” Piers ended the transmission. “Brother, dispatch orders to Flame, Wrath, and Blade squadrons to begin warp translation and pursue the Tau fleet.”
“You have no intention of chasing the Tau all the way back to the Damocles Gulf.” Perseus stated in a flat, emotionless cadence.
“Of course not, my lord.” Piers replied.
“…and the Imperials know that Emerald level encryption has been broken by the cowardly aliens?” Perseus continued in the same tone.
In the most blase voice possible, Piers answered “They remain unaware. The Tau will decipher that message within minutes.”
“So,” Perseus yelled, his voice growing to a shout, “You have just informed the Traitors that we will leave Laurie’s Hope undefended, and allowed the aliens to KNOW? The Tau will double their retreat, forever preventing us from crushing them, and the Imperials WILL THROW EVERYTHING THEY HAVE AT US!”
Piers turned and looked Perseus directly in the eye, and smiled. “Yes my lord. They most certainly will.”
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In the final game of the campaign, Nathaniel, the only other surviving opponent played a winner-take all Planetary Assault against the Hive World of Laurie’s Hope! Will the Space Marines be able to defend this prize, or will the Imperials take it away from them?
Planetary Assault – 1500pts
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Nathaniel – Imperial Navy
-Emperor Battleship Thor’s Gaze, Shark Assault Boats
-Retribution Battleship Nieman Lion
-Mars Battlecruiser Saratoga, third turret, Flagship, Admiral Ld8 with one Re-roll
-Overlord Battlecruiser Centaur, third turret, left shift on batteries
-Cobra Squadron x4 Exemplar Squadron
-Two Transports
-Two Transports
-Heavy Transport Argosy
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Bozeman – Azure Flames Space Marines
-Battle Barge His Hammer II, Honour Guard, Terminator Boarding Parties, Flagship: Ranidan Piers, Admiral (Ld10) 3 re-rolls, Crew Skill: Extra re-roll for this ship
-Strike Cruiser Vigilance, Extra Shield, Refit: +1Ld for Reload Ordnance
-Strike Cruiser Duty, Extra Shield, Crew Skill: Pass one Leadership check automatically, Refit: +2 Hull Points, -5cm Speed
-Strike Cruiser Courage, Extra Shield, Crew Skill: Re-roll x2, Refit: +2D6 on All Ahead Full
-Strike Cruiser Sacrifice, Extra Shield, Refit: +1D6 for Critical Repairs
-Strike Cruiser Honor, Extra Shield, Crew Skill: +1Ld for Lock on, Refit: Suffer no movement penalty for Blast Markers
-Minefield (15cm x 15cm)
-Minefield (15cm x 10cm)
-Orbital Mine
-Orbital Defence Platform (batteries)
-Ground Laser Battery x4
-Ground Air Base x2
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Setup:
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Turn 1 – Azure Flames
Fleet advances.
Turn 1 – Imperial Navy
Every ship in the fleet except the two Battlecrusiers goes on All Ahead Full. The Mars uses Come to a New Heading to maneuver to get line of sight for the Nova Cannon and the Overlord fails. Wild scatter on the Nova Cannon does no damage. Emperor fires 2 Fighters and 6 Bombers, while Mars fires 4 Bombers.
Turn 2 – Azure Flames
Fleet advances. Bombers launched by the Mars are lost in an asteroid field.
Turn 2 – Imperial Navy
Thor’s Gaze goes on All Ahead Full, but other ships fail. Cobra squadron fires a Strength 8 torpedo wave.
Turn 3 – Azure Flames
The Courage and Sacrifice fire torpedoes, Thunderhawks, and Bombardment cannons which annihilate the Cobra Squadron. Bombardment Canons from Honor and Vigilance take out the bomber wave, while their torpedoes and Thunderhawks fly directly into the path of the Retribution Battleship. Duty’s Thunderhawks move in front of the Emperor Battleship.
Turn 3 – Imperial Navy
The Retribution braces against the Space Marine ordnance. Poor torpedo roll does no damage, but Thunderhawk Gunships take out the dorsal lances. The Emperor’s turrets make mincemeat out of the Thunderhawks, but a poor leadership test does 3 damage from asteroids. Nova Cannon from the Mars glances the Duty, lowering one shield. 5 torpedoes from the Retribution ignore the Duty and move past it.
Turn 4 – Azure Flames
Torpedoes and Thunderhawks cause the Mars to brace, barely saving it from being crippled. Broadsides pound the Heavy Transport. His Hammer II boards Thor’s Gaze and does 2 damage, starts 2 fires, and damages the starboard weapons. Broadside fire kills 2 transports, and torpedoes kill another. A good brace save protects the last transport and the Overlord Battlecruiser from harm.
Turn 4 – Imperial Navy
Mars moves up and fires the Nova Cannon at the asteroids hoping for a lucky scatter. Fortune is fickle, and the template scatters onto BOTH His Hammer II AND the Neiman Lion, lowering one shield each. Thor’s Gaze runs through the asteroids, taking one damage from an unrepaired Fire. Torpedoes from the Overlord miss His Hammer II. In a gutsy move, the Nieman Lion boards the Strike Cruiser Duty, and in a double surprise the action is a TIE!
Turn 5 – Azure Flames
Honor and Vigilance board the Mars, crippling it. Despite brace saves, the Heavy Transport explodes, the last escort class transport is killed, and the Overlord battlecruiser is crippled. An Orbital Mine from the Minefield hits Thor’s Gaze, causing 3 more Fire effects! Duty and the Nieman Lion fight another boarding action, and it is another tie! DOUBLE TIE!
Turn 5 – Imperial Navy
Crippled and on fire, Thor’s Gaze disengages. The crippled Overlord fails to navigate the asteroids and is destroyed. The Mars, crippled and braced, lowers a shield on the Duty. Finally, the boarding fight between the Duty and the Nieman Lion is decisive: 7 damage to the Nieman Lion, crippling it. Critical damage finishes off the Nieman Lion, leaving it a drifting hulk.
Turn 6 – Azure Flames
All nearby ships Lock On and destroy the Mars. Turn not pictured. Game over.
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WHAT A SLAUGHTER! Nathaniel had some bad luck, but mostly he let the Space Marines get close. He would have done better with Dauntless cruisers with lances and a mix of boats with balanced weapons. Some more Nova Cannons would not have hurt either.
This concludes the Battlefleet Gothic Campaign for the summer! Stay tuned for more fluff to wrap up the story, including a surprise guest!
New player day at Highland Library!
Finally got to go back to the Highland Library to see my old gaming group! New players abound. Me and Jacob, a Dark Angel player took on new players Franklin (Orks) and Andy (Necrons) in a 2v2. Each list was independent, but was assumed to be “allied” with each other, so Franklin and Andy were subject to being Desperate Allies.
Bozeman – Azure Flames
-Leonidas, Captain of the 1st Company (counts as Vulkan He’Stan)
-Tactical Squad x9, Veteran Sergeant, Bolter-Flamer, Power Fist, Flamer in a Drop Pod
-Tactical Squad x10, Veteran Sergeant, Bolter-Melta, Meltagun, Multi-Melta in a Rhino with Extra Armor
-Stormtalon Gunship with Typhoon Missile Launcher
-Land Speeder x3 with Multi-Meltas
Jacob – Dark Angels
-Sammael, Grand Master of the Ravenwing on Jetbike
-Ravenwing Bike Squad, Power Sword, 2x Meltaguns, Attack Bike
-Ravenwing Bike Squad, Power Sword, 2x Meltaguns, Attack Bike
-Ravenwing Land Speeder, Heavy Bolter and Assault Cannon
-Ravenwing Land Speeder, Heavy Bolter and Assault Cannon
-Nephilim Jetfighter, Twin-linked Lascannon
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Franklin – Orks (Unbound)
-Ghazgkull Mag Uruk Thraka
-Slugga Boyz x10, Big Shoota in a Trukk with a Reinforced Ram
-Lootaz x8 (proxied)
-Warbikes x3, Nob, Power Klaw
-Flash Gitz x5
-Dakkajet, Air Ace upgrade (BS 3)
Andy – Necrons
-Destroyer Lord, Warscythe, Ressurection Orb, Mindshackle Scarabs
-Wraiths x4, Whip Coils
-Necron Warriors x7
-Necron Warriors x8
-Immortals x10
-Monolith
-Annhilation Barge
-Doomsday Ark
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Mission: Maelstrom of War 3: Tactical Escalation
Board Setup
Scout move by Dark Angels bikes.
INITIATIVE SEIZED!
Orks and Necrons – Turn 1
Lucky Ork shooting combined with awful armour saves kills a Ravenwing Combat Squad, giving First Blood to the Necrons and Orks! Lootas put a glance and a Crew Shaken result on the Azure Flames Rhino. Necron Lord and Wraiths hide under the central bridge. Trukk containing Ghazgkull and some ladz moves up.
Azure Flames and Dark Angels – Turn 1
Leonidas and the Tactical Squad drop pod in and bake the Lootas. Land Speeders only manage to give two Crew Stunned results to Ghazgkull’s trukk, leaving it alive! Sammael kills many Warriors with a Plasma Cannon shot and assaults the survivors, but does not kill any in close combat.
Orks and Necrons – Turn 2
Dakkajet arrives. Combined fire from the Orks, and Ghazgkull’s squad assaulting wipes out the Azure Flames Land Speeders. Disordered Charge by the Lord and Wraiths kill the Dark Angels Land Speeder and Attack Bike close to Objective 6 (center right) which scores a point! Leonidas and the Tactical Squad take some serious hits but don’t break.
Azure Flames and Dark Angels – Turn 2
Two Ravenwing Bike combat squads outflank, and the Stormtalon and Nephilim arrive. The Nephilim shoots down the Dakkajet, which falls on a Flash Git. The lucky Flash Git gets a “1” to wound! Ravenwing Bikes immobilize the Doomsday Ark and glance the Annhilation Barge twice. They also secure Objective 1 (upper left) for a point! Azure Flames Tactical Squad turns the Monolith into a crater. Leonidas’ squad charges a unit of warriors, killing them all in close combat and scoring another point!
Orks and Necrons – Turn 3
Destroyer Lord and Wraiths charge the melta Tactical Squad, causing them to lose 5 men, and flee. Immortals kill all of the Tactical Squad except Leonidas. Sammael finally finishes off the Warrior Squad in close combat. Ghazgkull and the ladz advance.
Azure Flames and Dark Angels – Turn 3
Stormtalon goes to Hover mode, fires on Ghazgkull’s boyz to little effect. Sammael and Leonidas assault the Immortals after shooting them, and wipe them out. Doomsday Ark and Annhilation Barge are destroyed by Ravenwing bikes. Bikes secure Objective 3 (center left) for a point! Shooting kills the remaining Wraiths. Turn not pictured.
Orks and Necrons – Turn 4
Empty trukk performs a Tank Shock against Ravenwing Bikes hiding behind the statue to the far right. Orks advance. Necron Destroyer Lord assaults the Tactical Squad again, kills most of them by himself in a challenge. This scores a point! Turn not pictured.
Azure Flames and Dark Angels – Turn 4
Nephilim, Bikes, and Sammael lay into the Flash Gits, killing them. Necron Destoryer Lord kills only one Tactical Marine, leaving one alive who stays. Bikes assault the Trukk, but fail to hit.
Orks and Necrons – Turn 5
Destroyer Lord kills last Tactical Marine, Orks advance. Trukk is killed by Bike Grenades.
Azure Flames and Dark Angels – Turn 5
Bikes secure objective 1 again for another point! Other bikes secure objective 2 (lower left) for another point! Rhino drives onto objective 6 for a point! Shooting kills the Destroyer Lord and some Boyz, leaving Ghazgkull alone on the board!
Orks and Necrons – Turn 6
Ghazgkull is the only model left. He advances, three wounds remaining and out of WAAAAGH, having used it.
Azure Flames and Dark Angels – Turn 6
Shooting brings Ghazgkull down to one wound. Objectives 2 and 4 secured for more points.
Orks and Necrons – Turn 7
Ghazghkull advances again.
Azure Flames and Dark Angels – Turn 7
Ghazghull killed by shooting. Tabled.
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Final score
Azure Flames and Dark Angels: 14
Orks and Necrons: 4
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WOW. This was my first game of 7th edition. We won from equal luck and strategy, but the ridiculous amount of points we earned was from rolling objectives we happened to be near was amazing. This mission rewards mobile, diverse armies because if you can secure an mission objective, you get MORE next turn. We got lucky and scored some, and then got more which we scored and so on. The Necrons and Orks were not so lucky, as they did not get easy to accomplish objectives.
Next: TWO battle reports from my Battlefleet Gothic league!
BONUS PICTURE! Sisters vs. Space Marines!
1500 Azure Flames vs. Nurgle Daemons
Another incredibly satisfying battle at AFK Games! This was against veteran Daemon player Loren who had a fantastically painted Nurgle army. We played 1500 points.
Bozeman – Azure Flames
-Librarian, Mastery Level 2, Terminator Armor, The Shield Eternal (Endurance and Leech Life from Biomancy, Master of Ambush: Outflankers have Acute Senses)
-Terminators x5, Chainfist, Cyclone Missile Launcher
-Land Raider Crusader
-Tactical Squad x10, Veteran Sergeant, Power Fist, Combi-Flamer, Flamer, Heavy Bolter in a Rhino with Extra Armor
-Tactical Squad x10, Veteran Sergeant, Power Fist, Combi-Flamer, Flamer, Heavy Bolter in a Rhino with Extra Armor
-Scouts x5 in a Land Speeder Storm
-Thunderfire Cannon
-Stormtalon Gunship with Typhoon Missile Launcher
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Loren – Nurgle Chaos Daemons
-Daemon Prince, Mark of Nurgle (Death Incarnate: Melee Attacks cause Instant Death)
-Plaguebearers x14, Etherblade
-Plaguebearers x14, Etherblade
-Plaguebearers x14, Etherblade
-Plaguebearers x14, Etherblade
-Herald of Nurgle, Etherblade
-Herald of Nurgle, Etherblade
-Plague Drones x7, Etherblade
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Mission: Big Guns Never Tire (D3+2 Objectives, we had 5. Heavy Support holds objectives and killing HS earns 1VP)
Setup: Dawn of War (long table edges)
Here’s our board after setup.
No Night Fight, Initiative not seized. I held the Scouts and the Stormtalon in reserve, and Loren held 2 Plaguebearer squads and one Herald in reserve.
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Turn 1 – Chaos Daemons
The Plague Drones move forward towards the Thunderfire Cannon while the Plaguebearers march forward. The Daemon Prince moves to my right.
Drones are Jet Pack Cavalry, so they move fast!
The Daemon Prince goes off on his own.
Turn 1 – Azure Flames
Ineffectual firing puts a few wounds on the Plague Drones. 3 of 4 Thunderfire shots scatter off target.
Turn 2 – Chaos Daemons
The Plague Drones assault and kill the Thunderfire Cannon, and put three glancing results on the Land Raider. Other forces advance. One unit of Plaguebearers deep strikes.
The Drones are incredibly effective.
Turn 2 – Azure Flames
Rhino-mounted Tactical Squads, the Land Speeder Storm, and the Stormtalon make short work of the deep-struck Plaguebearers out in the open. Land Raider backs up and fire from it and the Terminators remove two Plague Drones.
Fire cleanses Plaguebearers very well!
The Land Raider makes a last desperate effort to fight.
Turn 3 – Chaos Daemons
Daemon Prince charges Terminators. The Prince Challenges the Librarian, but the fight is ineffectual. The Plague Drones charge and wreck the Land Raider. The last squad of Plague Bearers deep strikes as the other two squads on foot claim two objectives.
The Daemon Prince gets stuck in, while the Drones finish the Land Raider.
Turn 3 – Azure Flames
Rhino mounted tatsquads kill 1/2 of the Plaguebearers that deep struck. The Daemon Prince/Librarian fight continues, and the Shield Eternal saves the Librarian from Instant Death as he takes a wound.
Turn 4 – Chaos Daemons
Disaster! The Plague Drones charge the Terminators. The Daemon Prince finishes off the Librarian, but the Plague Drones take five wounds from Terminators and do none in return! Daemonic Instability rolls go insane and the Prince and the Drones are eliminated! The Deep-struck Plaguebearers charge a Rhino and wreck it.
Turn 4 – Azure Flames
The Tactical squad takes revenge on the Plaguebearers and eliminates them. The Terminators charge the Plaguebearers in the nearby building, but poor rolls lose one Terminator and no plaguebearers!
The charge is less than effective…
Hmmmm… Whattaya think? Fire? Is fire a good idea? I’m thinking fire. Let’s try fire and see what happens.
Turn 5 – Chaos Daemons
A challenge by the Terminator Sergeant ends poorly and the lone remaining Terminator breaks and flees. Turn not pictured.
Turn 5 – Azure Flames
The remaining Tactical Squad in the Rhino puts the hurt on a Plaguebearer squad, and claims the objective. The other tactical squad and the Scouts claim two others. Game ends.
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Final Score
Azure Flames have 3 objectives for 9VPs plus Slay the Warlord for 10
Chaos Daemons have 2 objectives for 6VPs plus two Heavy Support Kills, Slay The Warlord, and First Blood for 10, a tie!
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This was an amazing game! I wish I had put my Thunderfire Cannon in a better place as I practically fed it to Loren. I got a bit lucky with the Daemon Prince fight, but previously the Terminator Librarian kept failing to wound or the Prince made saves. This was great fun. Next time I’m bringing Sternguard to fight those pesky Plague Drones!
1500 Azure Flames vs. Steel Circle (Imperial Fists)
Another fantastic batrep thanks to the good folks at AFK! This game was against Mike, who’s been playing a while, but is a newcomer to AFK. Hopefully we see more of him and his fantastic Imperial Fists successor the Steel Circle!
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Bozeman – Azure Flames (Salamanders)
-Leonidas, Captain of the 1st Company (counts as Vulkan He’Stan)
-Tactical Squad x10, Veteran Sergeant, Power Fist, Combi-Melta, Meltagun, Multi-Melta in a Drop Pod
-Tactical Squad x10, Veteran Sergeant, Power Fist, Combi-Flamer, Flamer, Multi-Melta in a Rhino with Extra Armor
-Vindicator with a Siege Shield
-Ironclad Dreadnought, Chainfist, Ironclad Launchers in a Drop Pod with a Locator Beacon
-Stormtalon Gunship with Typhoon Missile Launcher
-Bike Squad x8 with Attack Bike, Veteran Sergeant, Power Fist, Melta Bombs, 2x Meltagun, Multi-Melta
-Land Speeder, Multimelta
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Mike – Steel Circle (Imperial Fists)
-Darnath “Beatstick” Lysander
-Assault Termintors x5, 2x Thunder Hammer/Storm Shield
-Land Raider Crusader
-Techmarine
-Sternguard x10, 3x Combi-Meltas, 2x Combi-Plasma in a Drop Pod
-Tactical Squad x10, Plasma Pistol, Plasma Gun, Multi-Melta in a Drop Pod
-Tactical Squad x10, Plasma Gun, Missile Launcher in a Drop Pod
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Mission: The Relic (one movable objective)
Setup: Dawn of War (long table edges)
Mike set up first, here’s our setup:
Lysander, the Terminators, and the Techmarine are in the Land Raider Crusader
My units are spread out and hiding from the inevitable Drop Pod storm.
Initiative not seized. No night fight.
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Turn 1 – Steel Circle
Lysander’s Land Raider moves up 12″ and Power of the Machine Spirit lets it take out two of the five bikes facing it. The Stenguard and the Tactical Squad with a Plasma Pistol drop pod in near Leonidas and the Tactical Squad in the building. The Sternguard blow the bike combat squad away. Leonidas’ squad loses its sergeant and Leonidas takes a wound.
Lysander surges forward toward the Relic.
Steel Rain falls on the Azure Flames.
Turn 1 – Azure Flames
Tactical Squad in Drop Pod arrives behind the Land Raider. The remaining bikes move forward, but even with the bikes, the Tactical Squad and the Vindicator the Land Raider only takes two glancing hits! Combined fire from Leonidas and his Tactical Squad put the hurt on the Sternguard, and then assault them, leaving only one alive. The Land Speeder gives a penetrating result to the Tactical Squad’s Drop Pod and removes the Storm Bolter, turning it into a rock.
Land Raiders are built tough! …plus I rolled horribly
One remaining Sternguard stands before Leonidas and the Tactical Squad.
Another bad melta roll makes the Drop Pod useless.
Turn 2 – Steel Circle
The Land Raider turns around, and in an incredibly good flurry of rolls with split fire, kills the meltagun in one squad, and the multi-melta in another! The last Sternguard falls to Leonidas. The Tacitcal Marines kill one of the combat squad in the building and the Land Speeder.
Trick shot! All Melta removed!
The bike squad is avenged by Leonidas.
Land Speeder goes down in a hail of plasma fire.
Turn 2 – Azure Flames
The bikes move up and wreck the Land Raider. Subsequent Vindicator fire and a bad Look Out Sir roll kills four of the five Terminators, and the Techmarine, and puts a wound on Lysander who shakes it off due to Eternal Warrior. Lysander and one Lightning Claw Terminator break and run for cover in the nearby building. The Ironclad Dreadnought arrives, as does the Stormtalon. The Dreadnought, Stormtalon, and the Combat Squad in the building kill all of the combat squad but the Sergeant. Leonidas and his remaining squad assault the other combat squad and kill all but the Multi-Melta, who doesn’t break.
An incredibly good turn takes out most of the Terminators!
The Tactical Squad is mostly dealt with.
Turn 3 – Steel Circle
Lysander and the Terminator regroup and assault one of the combat squads. The squad dies horribly. Leonidas finishes the multi-melta and advances towards the objective. The remaining sergeant charges the combat squad in the building, but no one dies.
Turn 3 – Azure Flames
The combat with the lone sergeant goes nowhere fast as a flurry of whiffs occurs. Leonidas and the Dreadnought run for the objective, as does the remaining part of the other tactical squad. Bad scatter from the Vindicator goes onto the a bike! However a lucky jink save keeps him alive.
OK, so should I hit you or should you hit me?
The tank shot his own guy, but don’t worry! He shouted FORE!
Turn 4 – Steel Circle
Lysander fails a charge against the bikes from four inches away! The last Steel Circle tactical squad arrives via drop pod, and kills the remaining two tacitcal marines with Leonidas. The lone sergeant kills one tactical marine but finally goes down!
Turn 4 – Azure Flames
Leonidas joins the tactical squad running away from Lysander, and the sergeant of that squad picks up the objective. The Vindicator kills the Lighting Claw Terminator. The newly arrived tactical squad takes fire from the Stormtalon and Drop Pods, and Dreadnought and is then charged by the Dreadnought.
Turn 5 – Steel Circle
Lysander charges Leonidas and a mighty Challenge ensues! …where nothing happens. The Dreadnought continues to wear down the tactical squad.
Whiffing on the first round of combat is a tradition during this game.
Turn 5 – Azure Flames
The Stormtalon kills a Drop Pod, and the Tactical Squad kills the damaged one. The Dreadnought kills the tactical squad down to 3. Leonidas does one wound to Lysander, and takes none in return! Lysander breaks but succeeds in his re-roll so stays.
Turn 6 – Steel Circle
Dreadnought kills no one in the Tactical Squad. Lysander and Leonidas continue to duel ineffectually.
Turn 6 – Azure Flames
More ineffectual fighting. Game ends.
Final score: Azure Flames have the objective for 3 points, plus Linebreaker for 4 total. Steel Circle has First Blood for 1.
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Wow! What a fun game. I haven’t had this good of a time playing for a while. Honestly this was due to Mike’s painted army. Its just not the same fighting someone whose army is not painted. Plus Mike challenged me tactically like I haven’t been in a while. Lysander is also incredible. Mike failed a 2+ Look Out Sir roll for the Techmarine and had he succeeded (multiple times) he could have distributed the Vindicator’s shots to Lysander who would have laughed off the S10 ordnance. One thing not mentioned above is that 3 of the 5 drop pods in this game scattered 10″ or more! This was a game full of unlikely rolls, which happens.
Next: more batreps, hopefully some painted minis, and possibly a GOTHIC CAMPAIGN? We shall see!
Batrep 1725 Azure Flames vs. Dark Angels
I’ve been lucky enough to be able to et to game night for the past few weeks. Before I get into my Battle Report, I’ll highlight the other great games that went on, as they usually get buried at the bottom of my reports.
We had a new player, Bryan (Grey Knights) who was going up against Nathan’s Imperial Guard in his VERY FIRST GAME OF 40K!
Bill was back with his fantastic Slaanesh Daemons against Matt’s immaculate Tyranids! A bloody slog where entire waves of Gaunts are wiped out and replaced! Also, check out Bill’s fluffy solution for Daemon-possessed Defences! It now makes sense for Daemons to bring fortifications.
Namdville (Orks) and Latremari (Space Marines) are my kind of players. They remember the older times of 40K and brought a game that reminded me of 4th ed: Ork Footslog vs. Marine Gunline!
Finally, Jacob D. (Tau) was giving a tutorial to Jacob R. (using Jacob D.’s Black Templars).
Azure Flames – Bozeman
-Leonidas (counts as Vulkan He’Stan)
-Tactical Squad x10, Veteran Sergeant, Power Fist, Combi-Melta, Meltagun, Multi-Melta in a Rhino
-Tactical Squad x10, Veteran Sergeant, Power Fist, Combi-Melta, Meltagun, Multi-Melta in a Rhino
-Terminator Assault Squad x5, 5x Thunder Hammer Storm Shields in a dedicated Land Raider Redeemer with Extra Armour and a Multi-Melta
-Ironclad Dreadnought with Ironclad Launchers and a Chainfist in a Drop Pod
-Sternguard x10, Powerfist, 10x Combi-Gravs in a Drop Pod
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Stephen – Dark Angels
-Azrael, Grand Master of Screaming the Dark Angels
-Deathwing Terminators x10, Assault Cannon, Cyclone Missile Launcher
-Scouts x10, 10x Sniper Rifles
-Tactical Squad x10, Veteran Sergeant, Combi-Melta, Power Sword, Lascannon in a Rhino
-Tactical Sqiad x10, Veteran Sergeant, Combi-Plasma, Power Sword
-Assault Squad x10
-Bike Squad x6
-Ravenwing Darktalon
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The board
Mission: The Emperor’s Will (each side gets one objective)
Setup: Dawn of War (long table edges)
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Stephen set up first, here’s what he did.
Sniper scouts in the building by the objective, Azrael joins the no-frills Tactical Squad, the Assault Squad sets up to the extreme right. To the left are Bikes and the lascannon Tatsquad in the Rhino. Terminators are deep striking (on turn 1) and obviously the flyer is in reserve.)
Here’s my setup:
Land Raider with Leonidas and the Terminators are to my left, Tatsquads (identical) are center and right in hiding. Veterans and Ironclad are in drop pods.
No Night Fight. Initiative not seized.
Turn 1 – Dark Angels
Assault Marines and Azrael-led Tactical Marines move up and run. The Terminators deep strike next to the central rhino and glance and immobilize it, making it a rock with a Storm Bolter. Rhino and bikes advance.
RUNNING VERY FAST FOR THE GRAND MASTER!
Deathwing gets it done: a turn 1 Deep Strike!
Moving out.
Turn 1 – Azure Flames
Combi-Grav Sternguard and Tactical Squad firing melta from inside their damaged Rhino eliminate the Deathwing Terminators. Leonidas and the Terminators disembark the Land Raider, but roll snake eyes for charge range on the bikes, and Overwatch puts a wound on Leonidas. Rightmost Rhino moves up cautiously, and multi-melta inside picks off an assault marine thanks to lucky snap fire.
OK guys, here’s the plan. We get out and charge the bikes and OH LOOK A PENNY! STOP! I HAVE TO GET IT!
The Terminators are eliminated thanks to 20 Grav-Gun shots.
The Tactical Squad plays it safe.
Turn 2 – Dark Angels
The Darktalon fails to come in. Assault squad walks so they can use jump packs for assault, but even with a re-roll can’t hit the Rhino. Azrael’s squad runs again. The bikes retreat from Leonidas to avoid a charge and the Rhino covers them. Snipers fire on Leonidas, but fail to kill anyone.
Tempted by 10 free hits with Hammer of Wrath, the Assault Squad walks their way to uselessness.
The bikes are covered by the Rhino.
Turn 2 – Azure Flames
Ironclad arrives right in Azrael’s face. The Sternguard move into the ruins and fire Vengeance rounds into Azrael, killing two but losing two of their own! The Tactical squad in the damaged Rhino gets out and blows up the Dark Angels rhino, leaving only 5 survivors. Leonidas and the Terminators roll terribly for charge again. Tactical squad in the rhino uses melta to pick off two more Assault Marines.
The Tactical Squad pops the Rhino with melta fire.
LOOK MORE PENNIES! WHO DROPPED THESE? Guys, help me pick them up, that’s an order.
Trading Sternguard for Tactical Marines is not a winning proposition.
Turn 3 – Dark Angels
Darktalon does not com in again. The Assault Squad assaults the Rhino and kills it. Azrael and the Tactical Squad run from the Ironclad. The bikes advance and kill a Terminator with bolters. The Sniper Scouts kill a Terminator and the Terminators are pinned, along with Leonidas.
That small hill is a crater where the Rhino used to be.
Azrael runs as the bikes advance.
OH NO SNIPERS! HIT THE DECK! Only the pennies can save us now.
Turn 3 – Azure Flames
The Tactical Squad near the center runs left to secure my objective. The Land Raider Redeemer moves up, uses one Flamestorm cannon and other guns at snap fire to end the bike squad, while Power of the Machine Spirit splits the second Flamestorm cannon and kills the remnants of the tactical squad in the crater. Ironclad Dreadnought rolls a 6 for charge range but needed a 7 to catch Azrael’s squad. The Sternguard switch to Hellfire rounds and a flurry of 2’s kill all but one of the Assault Marines. The Tactical Squad runs away from the lone remaining Assault Marine.
The Land Raider takes out the Bikes and the Tactical Marines in one fell swoop!
I hate random charge ranges. I really do.
Rather than finishing off the last Assault Marine, the Tactical Squad runs to get Linebreaker.
Turn 4 – Dark Angels
The Darktalon finally arrives! It bombs the Terminators and causes no casualties, but gives them -3 Initiative and Weapons Skill. The lone Assault Marine assaults the Sternguard, survives Overwatch, and dies from a Power Fist causing no casualties. Azrael runs to the safety of the building.
The lone Assault Marine throws his life away.
Azrael secures the objective.
Darktalon bombing run!
Turn 4 – Azure Flames
The Tactical Squad by the Darktalon gets a lucky melta shot and kills it. The Ironclad finally gets some decent charge range and charges Azrael’s squad. He WHIFFS. Stephen thought Azrael was S7, so he puts a glance on the Ironclad. Leonidas and the Terminators run. The Land Raider and the Sternguard firing Dragonfire rounds eliminate the Sniper Scouts. The Tactical Squad to the left runs and grabs my objective.
The game converges on this building.
Turn 5 – Dark Angels
Night fight is in effect. Ironclad takes one more glance as it kills one tactical marine. Turn not pictured.
Turn 5 – Azure Flames
Leonidas, the Terminators, and the Sternguard join the fight. The Bolter Sergeant with a Power Sword issues a challenge, and the THSS Terminator Sergeant turns him into Cowboy Sauce. Leonidas single-handedly kills all of the other bolter marines. Azrael kills two Sternguard, and the Ironclad finishes the job and takes him out. Tabled.
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Final thoughts:
-GOOD GOD DAMN does the Darktalon suck my entire fat ass. It is a useless flyer and has crap weapons. If you play Dark Angels it may only be of use in a Mech Land Raider Deathwing army where you can bomb an enemy unit and then charge them so they get WS and I 1. Its guns are pathetic.
-Azrael is a weird character. He’s not built for combat, and not super shooty. He’s not in Terminator Armor and not on a bike, but he unlocks Termies and Bikes as troops. He has no clear battlefield role.
-Speaking of battlefield role, making units to perform a task is vital. Stephen took the Terminators to be a surprise distraction deathstar. He needs a few THSS Terminators or Belial to make this tactic better. He also make Tactical, bike, and Assault squads bare-bones with no clear role. The Assault Marines should have had a power weapon or fist, and the tactical marines would have been fine with a plasma or meltagun.
Next: Possibly another batrep or if I can finish the Grav Gun Sternguard I’ll post those.
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