Chapter Tactics: Azure Flames – Chapter Approved Custom Chapter Tactics (part 1)
All three people who frequently visit fourstrandshobby.com are familiar with the Azure Flames, my Space Marine Chapter. You have probably read the Chapter Approved for the Azure Flames that describes their backstory. However, new developments have come about.
My friend Ian recently became the manager of the Games Workshop store, newly opened in Ypsilanti, MI. Games Workshop had a contest to see which manager could drive sales for the Space Marines’ 30th Anniversary. Ian’s idea: every person that purchases a Space Marine unit, vehicle, and character could create a Chapter Tactics for a chapter that they invented. To do this, they either choose a Chapter Tactic from the Space Marine codex, or the special rules from another codex for a specific chapter (such as Blood Angels). You would then remove one of the special rules for that chapter, and replace it with another special rule to make your new chapter similar to their parent chapter, but unique.
In addition, the unit, vehicle, and character that you purchased could be used as a Dataslate for an army chosen with your unique Chapter Tactics. This works even if the particular unit is not in your codex (such as an Imperial Fist successor being able to take a custom Dark Angels Nephilim Jetfighter). As a bonus, each Dataslate can change or add one special rule, to fit your chapter.
Finally, your Dataslate will be compiled and printed by Ian who has recieved from Games Workshop the OFFICIAL CHAPTER APPROVED STAMP. That’s right, the actual, physical, rubber-and-ink stamp, with which he will stamp YOUR DATASLATES and make them OFFICIAL AND LEGAL IN ANY GAMES WORKSHOP STORE IN THE WORLD.
Of course, I couldn’t say no.
So, this article is the first of four articles detailing all of my official rules (in a first draft form). Soon, the Features bar to the right of the main articles will feature Codex Supplement: Azure Flames, a PDF scan of the Azure Flames Chapter Tactics and the three Dataslates that go with it.
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Chapter Tactics – Azure Flames (Salamanders Successor)
Adhering to the teachings of their Primarch and parent Chapter, the Azure Flames emphasize close range firefight and flame based weaponry. However, the Azure Flames were formed just over 400 years ago, and for the majority of their existence have been a mobile Crusade based chapter, unable resupply without the help of the Departmento Munitorum. As such, they lack the relics and master crafted weapons common in their parent chapter. To make up for this, they fight each battle with the dogged determination that even one small victory can change the galaxy.
Flamecraft: Adherents of the Promethean Cult, the Azure Flames follow the rules for Flamecraft from the Salamanders Chapter Tactics in Codex Adeptus Astartes p. 190.
Never Give Up, No Matter The Cost: The Azure Flames believe that the battle you are currently fighting is the most important battle. Despite the relatively short time their chapter has existed, they are known for turning an overwhelming loss into a bitter stalemate, and snatching victory from the jaws of defeat. A player that has his Warlord chosen from an Azure Flames detachment may choose to play another full game turn (consisting of one player turn for each side) after the game is supposed to end. This special rule does not apply for missions that end due to a certain event (such as the assassination of a character or the destruction of a building). This also does not apply to a game which has ended due to a pre-arranged time allotment (such as a Tournament game). In the case that this additional turn is the 8th or higher turn, any effects that rely on the turn number simply treat the new turn as the highest possible turn number. (i.e. if a mission tells you to draw 7 mission objectives on turn 7, but has no instructions for turn 8, simply treat turn 8 as another turn 7)
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Next: IX Sqaud, 1st Company: the Bearers of Hope, a character squad with a big surprise for big targets! Stay tuned!
Highlander May Tournament Prep part 2
As stated in the previous post, I played Right Place at the Wrong Time with one other opponent; Josh who I had not seen before at club but was a pleasure to play against. He brought his Tau, of which finished models such as his Stormsurge are fantastically painted. Here’s another batrep! Once again, please excuse fuzzy pics due to camera troubles.
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Bozeman – Azure Flames Space Marines (Salamanders)
- Combined Arms Detachment
- Leonidas, Captain of the 1st Company (counts as Vulkan He’stan)
- Ironclad Dreadnought, Chainfist, replace Storm Bolter with Heavy Flamer, Ironclad Launchers
- Drop Pod
- Terminator Assault Squad x5, 5x Thunder Hammer/Storm Shield
- Land Raider Redeemer, Extra Armour, Multi-Melta
- Tactical Squad x10, Veteran Sergeant, Power Fist, Bolter-Melta, Meltagun, Multi-Melta
- Drop Pod
- Scout Squad x5
- Land Speeder Storm, Multi-Melta
- Land Speeder Squadron x3, 3x Multi-Melta
- Stormtalon Gunship, Skyhammer Missile Launcher
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Josh – Tau
- Combined Arms Detachment
- Commander with no weapons and all of the wargear that gives his unit unspeakable buffs. (Note: Josh’s commander is in pieces, so his Commander this game is proxied with Forge World’s Moratarion)
- XV88 Broadside Battlesuit x3, High Yield Missiles, Smart Missile system, Velocity Tracker
- Riptide, Velocity Tracker
- Fire Warrior Strike Squad x5
- Devilfish, Seeker Missile
- Kroot Carnivores x10
- Stormsurge, Velocity Tracker, 4x some kind of missile that is ridiculously strength D
- Drone Net VX1-0
- Drones x4, 4x Marker Lights
- Drones x4, 4x Marker Lights
- Drones x4, 4x Marker Lights
- Drones x4, 4x Marker Lights
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Mission – Right Place at the Wrong Time
Players alternate setting up 6 numbered objectives. When an objective is first claimed, roll a D6. On a 1, the objective explodes, causing D6 S5 AP4 hits to the squad that claimed it, and then the objective is removed from the game permanently! On a 2-3, the objective is removed. On a 4+, the objective is “real” and is rolled for as a Mysterious Objective, re-rolling all results of 1.
If 3 objectives are removed, the remaining 3 are “real” and if 3 are identified as “real” all others are removed (assume they are deactivated). Objectives are worth 3 points at the end of the game. First Blood, Linebreaker, and Slay the Warlord for one point each.
For this game with Josh, we played with a short board edge deployment.
Setup
This is the first time I have played a tournament scenario with this club in which I went first, even counting last year.
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Azure Flames – Turn 1
Ironclad drops behind the Devilfish and glances it with the Heavy Flamer, but the Meltagun is jink-saved. Land Raider with Leonidas and his posse move Flat Out while the Land Speeders chill by an objective.
Ironclad shakes up the backfield, but a lucky jink save spares the Devilfish from melta doom!
The Land Raider risks extra movement in lieu of using Smoke Launchers. The Land Speeders cower by the objective.
Tau – Turn 1
Marker Lights turn the Land Raider into an Xmas tree, and then four Strength D missiles wreck it. Leonidas and the Terminators take fire from the Kroot, but are unscathed. Battlesuits unleash fury on the Ironclad, doing 2 glances. Turn not pictured.
Azure Flames – Turn 2
Leonidas splits off from the Terminators, burns 4 Kroot, and charges the rest, breaking them and wiping them out. Land Speeders emerge from cover to fire at the Stormsurge, but lucky Invulnerable saves negate their shots. The Terminators charge the Stormsurge, doing 6 wounds and narrowly avoiding stomp attacks! Ironclad charges the Suits, but one glance from overwatch fire wrecks it!
Leonidas takes the Kroot out as they flee.
Undeterred by the loss of their Land Raider, the Terminators charge the Stormsurge! It’s stomp attack doesn’t catch them off guard.
One more missile makes the Ironclad give up.
Tau – Turn 2
The Riptide uses marker lights to turn the Land Speeders into crushed beer cans. The Devilfish advances on the central objective. Terminators finish off the Stormsurge.
The Land Speeders taste Tau firepower, as the Fire Warriors go for the gold!
Hey guys, how’s it going?
Azure Flames – Turn 3
Terminators lose two models to overwatch fire, but survivors kill the suits and the commander! Stormtalon arrives and puts one more glance on the Devilfish. Tactical squad arrives and combat-squads to hold the objective and menace the Devilfish.
Commander and suits are now roughly the consistency of medium-spicy salsa.
Tactical squad is finally on the job.
Tau – Turn 3
Riptide lays into the Terminator survivors, but good invulnerable saves protect them. Fire Warriors and Devilfish kill two Tactical Marines, breaking the combat squad!
The Tactical squad has to fall back before the Tau onslaught.
Riptide tries to put the hurt on the Terminators, but they’re just too hard!
Azure Flames – Turn 4
Melta firepower from the Tactical squad explodes the Devilfish, and the Stormtalon kills four of the Fire Warriors, breaking them. The Terminators take the objective by the lake.
The Tau are driven back.
Objective secured.
Tau – Turn 5
Terminators survive another round of fire. Game ceded.
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Josh’s Tau list relies a LOT on Marker lights. They turn a moderately-sized CAD into a can’t miss scalpel, able to kill any target with devastating precision. Worse, if you take the time to kill Marker Light Drones, you’re not killing things that can kill YOU. The Stormsurge is a great super heavy, but it can’t hold up to a kickass melee unit like Thunder Hammer Terminators.
Next: Modeling projects, painting, special rules, fluff and MORE! Stay tuned!
Highland May Tournament Prep part 1
Good news! I played two more missions in preparation for the upcoming tournament!
Bad news. I forgot my camera at home, and was forced to use my phone’s camera, which is nowhere near as good.
Oh well. Here’s a condensed Batrep against Kyle, a foustrandshobby.com veteran! Please forgive fuzzy pictures.
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Bozeman – Azure Flames Space Marines (Salamanders)
- Combined Arms Detachment
- Leonidas, Captain of the 1st Company (counts as Vulkan He’stan)
- Ironclad Dreadnought, Chainfist, replace Storm Bolter with Heavy Flamer, Ironclad Launchers
- Drop Pod
- Terminator Assault Squad x5, 5x Thunder Hammer/Storm Shield
- Land Raider Redeemer, Extra Armour, Multi-Melta
- Tactical Squad x10, Veteran Sergeant, Power Fist, Bolter-Melta, Meltagun, Multi-Melta
- Drop Pod
- Scout Squad x5
- Land Speeder Storm, Multi-Melta
- Land Speeder Squadron x3, 3x Multi-Melta
- Stormtalon Gunship, Skyhammer Missile Launcher
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Kyle – Astral Drakes Space Marines with Imperial Knight Ally (special chapter, counts as Salamanders, but loses master crafted weapons and instead gains ability to take Heavy Flamers and other special units).
- Combined Arms Detachment
- Special Chapter Master on Firedrake (counts as Wolf Lord with Thunderwolf, Thunder Hammer, Storm Shield, and throwable S10 AP2 Hammer)
- Immature Firedrakes x2 (counts as Fenrisian Wolves)
- Firedrake Cavalry x3 (counts as Thunderwolf Cavalry, 2x Thunder Hammer/Storm Shield, 1x Wolf Claws)
- Tactical Squad x10, Flamer, Combi-flamer, Heavy Flamer (note: this is allowed due to unique Chapter Tactics)
- Sternguard x5, 3x Combi-Flamer, 2x Heavy Flamer
- Promethean Rhino (unique unit, counts as a Rhino that gives any infantry model within 2″ the Torrent special rule for any weapon that is a “flamer” according to the main rulebook)
- Devastators x5, 4x Missile Launchers, 4x Fireball Missile upgrade (special Chapter Tactics missile, S5 AP4 small blast ignores cover, +15pts/model)
- Scouts x5, 5x Sniper Rifles, Camo Cloaks
- Special Chapter Master on Firedrake (counts as Wolf Lord with Thunderwolf, Thunder Hammer, Storm Shield, and throwable S10 AP2 Hammer)
- Allied Knight Detatchment
- Knight Gallant (Knight Chainsword and Power Fist) with Meltagun
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Mission – Right Place at the Wrong Time
Players alternate setting up 6 numbered objectives. When an objective is first claimed, roll a D6. On a 1, the objective explodes, causing D6 S5 AP4 hits to the squad that claimed it, and then the objective is removed from the game permanently! On a 2-3, the objective is removed. On a 4+, the objective is “real” and is rolled for as a Mysterious Objective, re-rolling all results of 1.
If 3 objectives are removed, the remaining 3 are “real” and if 3 are identified as “real” all others are removed (assume they are deactivated). Objectives are worth 3 points at the end of the game. First Blood, Linebreaker, and Slay the Warlord for one point each.
For this game with Kyle, we played with a long board edge deployment.
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Setup
I deployed Leonidas and the Terminators in the Land Raider Redeemer, with the Land Speeders around them. Kyle had the Tactical Squad and Devastators in a forest, with the Sternguard in the Rhino Promethean. The Chapter Master and Firedrake Cavalry were to the left of the Knight Titan (from Kyle’s POV).
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Turn 1 – Astral Drakes
The Chapter Master and his Firedrakes move out towards the Land Raider. The Knight takes cover behind some terrain.
We have 4 attacks for some reason! Here we come!
Knight seeks cover among the flatiron rock formation.
Turn 1 – Azure Flames
Leonidas and the Terminators charge the Firedrakes. Lord challenges the Terminator Sergeant and kills him, but Immature Firedrakes die as well as a couple wounds from one of the Firedrakes. Two other Terminators are killed by Firedrakes. Ironclad drops by the squads in the forest and kills the Promethean Rhino. Drop pod kills one Sniper Scout.
Leonidas and the Terminators throw themselves at the counts-as Thunderwolves to slow them down. They succeed pretty well.
Hey, that was a really nice custom Rhino!
Drop Pods are always so annoying…
Turn 2 – Astral Drakes
Good saves by the Terminators mean only one Terminator dies. Knight rolls triple 1’s for difficult terrain, and so cannot charge the Ironclad this turn. Tactical squad charges and a few die, but keeps the Ironclad in a tarpit. Before the charge, Krak missiles do a Crew Shaken result to the Ironclad. Scouts charge the Drop Pod and do one glance.
Leonidas toughs it out as the Firedrakes do more damage.
Awful roll prevents the Knight from charging the Ironclad.
Drop pods are REALLY annoying…
Turn 2 – Azure Flames
Leonidas takes one wound from the remaining Wolf Claw Firedrake. Land Raider and Land Speeders move up behind cover to hold an objective. Ironclad kills all but one Sergeant in the tatsquad. Land Speeder Storm arrives. Drop pod and Land Speeder Storm kill two more sniper scouts, breaking the squad.
Leonidas has lasted much longer than I expected him to.
Waiting to rush the Knight…
The Scouts flee from bolter fire!
The Ironclad still takes on the Tactical squad.
Turn 3 – Astral Drakes
The last Terminator is killed, as Leonidas takes one more wound, just barely hanging on! The Knight charges the Ironclad, destroying it but taking two hull points with it.
Leonidas barely holds on…
The Titan turns the Ironclad into shrapnel, saving the Tactical Sergeant.
Turn 3 – Azure Flames
Leonidas succumbs to the Firedrakes. The Land Speeder Storm, Land Speeders, and Land Raider team up and just barely manage to remove the last wound from the Knight! It explodes and takes the last Tactical marine with it! The Stormtalon blasts all but one of the Devastators.
The Chapter Master finishes Leonidas and prepares a nasty surprise for the Azure Flames vehicles…
Now THAT’S how you kill a Knight!
Turn 4 – Astral Drakes
Chapter Master charges the Land Raider, doing 3 hull points. Remaining Sterguard turn their flamers on the Land Speeder Storm, killing it and ALL of the Scouts inside before they can even disembark! Two remaining Sniper Scouts charge the Drop Pod and take one more hull point.
That Drop Pod…
A S10 Thunder Hammer puts the hurt on the Land Raider
Turn 4 – Azure Flames
Tactical Squad finally arrives. Shooting takes care of the Chapter Master, Firedrake, Devastators, and Scouts. Having only one Sternguard squad of 4 men, Kyle cedes.
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Thunderwolf Cavalry is hard, but even a weaker but still hard melee unit can really slow them down and make them less scary. Knights can also be very scary. Kyle told me after the battle that I did EXACTLY what you need to do to a Knight; hit it from multiple sides with dedicated anti-vehicle weapons.
Next, I take on Josh and his Tau Markerlight madness!
Highland April Tournament Prep part 2 – Dark Angels with White Scars
Part two of my Tournament Prep was with Paul! He wanted to try some of the new things from the Angels of Death supplement.
Just as in my previous post, we played a 1500 point game. We were limited to one CAD and one other formation, with Highlander rules (see previous post). We also played Right Place at the Wrong Time, this time with Dawn of War (long table edges).
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Bozeman – Azure Flames Space Marines (Salamanders)
- Combined Arms Detachment
- Leonidas, Captain of the 1st Company (counts as Vulkan He’stan)
- Ironclad Dreadnought, Chainfist, replace Storm Bolter with Heavy Flamer, Ironclad Launchers
- Drop Pod
- Terminator Assault Squad x5, 5x Thunder Hammer/Storm Shield
- Land Raider Redeemer, Extra Armour, Multi-Melta
- Tactical Squad x10, Veteran Sergeant, Power Fist, Bolter-Melta, Meltagun, Multi-Melta
- Drop Pod
- Scout Squad x5
- Land Speeder Storm, Multi-Melta
- Land Speeder Squadron x3, 3x Multi-Melta
- Stormtalon Gunship, Skyhammer Missile Launcher
Paul – Dark Angels with White Scars
- Combined Arms Detachment (Dark Angels)
- Librarian, Lv2, Conversion Field, Bike, Fulmination discipline (new in Angels of Death)
- Ravenwing Command Squad x6, Apothecary, Ravenwing Standard, Plasma Talons
- Scouts x5, Shotguns
- Tactical Squad x10, Grav Cannon with Grav Amp, Grav Gun
- Drop Pod
- Tactical Sqiad x5
- Drop Pod
- Ravenwing Land Speeder Vengeance
- Ravenhawk Assault Wing (White Scars)
- Stormraven
- Venerable Dreadnought, Plasma Cannon, Heavy Flamer
- Sternguard x10, Power Sword, Heavy Flamer
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Setup
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Before turn 1
Dark Angel Ravenwing Bikes make a scout move to claim an objective. However, it is a bomb which kills the Apothecary, leaving them without Feel No Pain!
Dark Angels/White Scars – Turn 1
The Tactical Squad arrives via drop pod and destroys the Land Speeders with bolter and Grav fire. The rest of the army advances. Turn not pictured.
Azure Flames – Turn 1
Land Raider advances and destroys the Land Speeder Vengeance with a well placed Meltagun shot. Ironclad Dreadnought deep strikes and bakes a bike with his Heavy Flamer.
Land Raider menaces the rest of the board, while the Ironclad drops behind.
Dark Angels/White Scars – Turn 2
Bikes retreat to stay away from the Land Raider, while the Tactical Squad immobilizes the Ironclad with a grav shot. Scouts charge the Drop Pod. The 5-man tactical squad and the Ravenhawk Assault Wing arrive on the left side of the board to get objectives. Sadly, one of the objectives evaporates for the tatsquad.
Ironclads are much less threatening when they can’t walk.
It’s objective time!
Azure Flames – Turn 2
Land Raider makes a mad dash across craters and bakes 1/2 the Tactical Squad, including all the Grav! Even immobilzed, the Dreadnought fires its Heavy Flamer and bakes the Scouts. Stormtalon arrives and puts two glances on the Stormraven!
The Land Raider drives like it’s auditioning for Fast & Furious 40,000.
Nice shooting by the Stormtalon!
Dark Angels/White Scars – Turn 3
Tactical squad charges the Drop Pod, glancing it as Bikes stay cautiously out of Land Raider charge range. Venerable Dreadnought disembarks to get the objective.
Bikes are cautious while Tatsquad is gutsy!
The Venerable Dreadnought’s struggle is real, as is the objective he finds.
Azure Flames – Turn 3
Land Speeder Storm arrives behind the Stormraven, but due to Reinforced Ceramite, the Multi-Melta is useless! Tactical Squad arrives via Drop Pod, grabs both objectives by combat squadding, and vapes the Venerable Dreadnought. However, an explosion kills the Sergeant! Land Raider Redeemer Kool-Aid Mans through the wall and takes the central objective. Stormtalon menaces the 5 man tatsquad, killing 3.
Melta is less effective without the extra D6. Meanwhile, the Stormtalon brings Death from Above.
Got it!
Stunt Driver! OH YEAHHHHH!
Dark Angels/White Scars – Turn 4
Bikes go the long way around to avoid the Land Raider. Sternguard disembark and completely wipe out the bolter squad.
Still wary of the Land Raider.
Sternguard arrive for some serious firepower.
Azure Flames – Turn 4
Land Raider rolls out to go for the other objective. Stormtalon finishes off the Stormraven.
Stormraven finally goes down, as the Stormtalon risks a hover.
Land Raider goes for a different objective.
Dark Angels/White Scars – Turn 5
Remaining two bolter marines run to secure central objective. Bikes charge the Land Raider with rending sticks and do nothing, then hit-and-run 12″. Sternguard charge the remaining tatsquad in the crater, and kill them!
The bikes punch the Land Raider in the butt to no effect.
Sternguard get the job done!
Azure Flames – Turn 5
Leonidas and the Terminators disembark the Land Raider, and then the Land Raider moves back to the central objective. The two bolter marines holding it are killed, and the Land Raider holds the objective. The Stormtalon hovers flat-out to get the objective in the crater, and Leonidas and the Terminators charge the Sternguard, killing them all. The scouts hold the last objective. Game ends.
Leonidas finally shows up, and puts the hurt on the Sternguard!
Land Raider makes one more dash through a wall, and takes the last objective.
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Final Score:
Azure Flames: 9 plus Linebreaker for 10
Dark Angels/White Scars: First Blood for 1
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Paul was banking on a psychic power to trade places with another unit, and get a turn one charge! Unfortunately, he did not roll that power. He had a good list, but 3 of the 4 objectives he identified were removed, one of which killed his apothecary!
In the end, I love this mission because it requires you to be mobile and tactical, but not as frantically as a Maelstrom mission.
Next: more painting and modelling projects!
Highland April Tournament Prep part 1 – Imperial Guard
Last year, I took on an anything-goes style 40K tournament with one goal: show that 40K is still fun by standing up to beardy broken lists with a balanced fun Highlander-style Combined Arms Detachment. I succeeded beyond my wildest dreams, because I not only won the tournament, I made quite the impression on Ian, the event coordinator.
So, this year, the points value is reduced to 1500, and players are limited to one Combined Arms Detachment plus one other formation of any kind, subject to the Highlander rules of composition. For those unfamiliar, you can only take one of any given unit. The exception is Troops choices, but you can only duplicate Troops choices after taking one of every type of Troops in your Codex.
The Tournament is in July. Never too early to prep. With the help of the wonderful people of the Highland Library 40K Club, I played two great games to see how my initial list performs. My first game was against Michael, who I played against last month.
The mission that we played was the 4th mission from last year’s tournament. We didn’t get to play it properly, so it will be the first mission in this year’s tournament.
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Bozeman – Azure Flames Space Marines (Salamanders)
- Combined Arms Detachment
- Leonidas, Captain of the 1st Company (counts as Vulkan He’stan)
- Ironclad Dreadnought, Chainfist, replace Storm Bolter with Heavy Flamer, Ironclad Launchers
- Drop Pod
- Terminator Assault Squad x5, 5x Thunder Hammer/Storm Shield
- Land Raider Redeemer, Extra Armour, Multi-Melta
- Tactical Squad x10, Veteran Sergeant, Power Fist, Bolter-Melta, Meltagun, Multi-Melta
- Drop Pod
- Scout Squad x5
- Land Speeder Storm, Multi-Melta
- Land Speeder Squadron x3, 3x Multi-Melta
- Stormtalon Gunship, Skyhammer Missile Launcher
Michael – Imperial Guard (I’m not calling them Astra Militarum)
- Combined Arms Detachment
- Land Raider Executioner Command Tank, Camo Netting
- Commander Pask
- Commisar, Plasma Pistol, Power Sword, Refractor Field
- Commisar, Plasma Pistol, Power Sword, Refractor Field
- Veteran Squad, Grenadiers, Forward Sentries, Demolitions
- Infantry Platoon
- Platoon Command Squad, Medic, Commander, Power Sword, Plasma Gun
- Infantry Squad, Plasma Gun
- Infantry Squad, Plasma Gun
- Primaris Psyker, Lv2
- Techpriest Enginseer
- 5 Servitors, Servo Arms
- Stormlord Superheavy Tank, 2x Lascannon, Camo Netting
- NOTE: Due to Michael not owning a Stormlord, he used a box top as a proxy. Fire arcs were approximated and judged with a 4+.
- Land Raider Executioner Command Tank, Camo Netting
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Mission – Right Place at the Wrong Time
Players alternate setting up 6 numbered objectives. When an objective is first claimed, roll a D6. On a 1, the objective explodes, causing D6 S5 AP4 hits to the squad that claimed it, and then the objective is removed from the game permanently! On a 2-3, the objective is removed. On a 4+, the objective is “real” and is rolled for as a Mysterious Objective, re-rolling all results of 1.
If 3 objectives are removed, the remaining 3 are “real” and if 3 are identified as “real” all others are removed (assume they are deactivated). Objectives are worth 3 points at the end of the game. First Blood, Linebreaker, and Slay the Warlord for one point each.
Setup zones are Random. For this game with Michael, we played Hammer and Anvil (short table edges, 24″ deployment)
Setup
In the grand tradition of Tournament scenarios, I did not go first.
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Imperial Guard – Turn 1
The Stormlord fires a Lascannon at the Land Raider Redeemer, glancing it, and fires its Vulcan Megabolter at the Land Speeders. Luckily one of them is out of its fire arc.
The Land Speeders take a huge amount of fire!
Land Raider is glanced.
Azure Flames – Turn 1
Land Raider advances and pops smoke. Ironclad Dreadnought arrives and damages the platoon squad in the bunker. Last Land Speeder flies towards the enemy.
Let’s move out.
Imperial Guard – Turn 2
Plasma fire from several sources puts two glances on the Ironclad. An Infantry Squad charges the last Land Speeder and kills it.
Guardsmen rush!
Not enough to bring down the Ironclad!
Azure Flames – Turn 2
Ironclad charges the Stormlord, doing 8 hull points of damage, just one away from doing it in! Land Raider moves up and uses its Multi-Melta to destroy Pask’s Leman Russ. Land Speeder Storm arrives and takes cover behind some ruins. Turn not pictured.
Imperial Guard – Turn 3
Veteran squad disembarks from the Stormlord and charges the Ironclad, killing it with Melta bombs! Vulcan Megabolter whiffs against the Land Speeder Storm, but Heavy Bolter sponsons shred the speeder, and other guns kill two of the Scouts, forcing them to go to ground.
Expensive Veterans are worth it, as they save the Stormlord from the Ironclad.
Scouts are stymied in the ruins by heavy fire.
Azure Flames – Turn 3
Stormtalon arrives and kills many of the Infantry squad that killed the last Land Speeder, breaking them. Leonidas and the Terminators disembark the Land Raider, and split up. The Terminators go after the Veterans, killing everyone but the Commissar who breaks and flees! Leonidas kills the remaining troops in the bunker with his Heavy Flamer. Tactical Squad arrives via drop pod, combat squads, and blows up the Stormlord with Melta power! The only survivor is a lone Servitor who is killed by a Drop Pod Storm Bolter.
Air power gets revenge!
This Commissar doesn’t have anyone to shoot, so he flees!
Leonidas clears the bunker, as the Tactical Squad finishes off the Stormlord.
Imperial Guard – Turn 4
Platoon commander orders the Commissar to Get Back in the Fight! Commissar fires his plasma, but a Terminator makes his save.
The Commissar is back, but out of luck.
Azure Flames – Turn 4
Bolter fire and fire from the Stormtalon kill all remaining models. Tabled.
Shot him before the Terminators could finish him.
The Stormtalon hovers to take care of business.
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I knew holding objectives would be hard with a Superheavy designed to wipe Space Marines off the table, so I poured everything I had into killing it. That ended up working well, as Michael put all his eggs in one basket. A superheavy basket. However, without the Stormlord to dish out punishment, the rest of the army was a bit lacking.
Next: I go up against a Dark Angels/White Scars list with new tricks from the latest Space Marine Supplement: Angels of Death! Stay tuned!
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!
Tanksgiving at White Lake, and a defense of Maelstrom, in battle report form.
Happy Tanksgiving everyone! Here is an obscene amount of vehicles beating the tar out of one another!
Andrew and Kyle threw down with their entire vehicle collections. The pile of dead tanks was literally more than a foot high, not even carefully stacked.
After this, I wanted to play a game with Paul. I mentioned my distaste for Maelstrom of War missions. Paul and Ian (the new manager of GW Ann Arbor!) defended Maelstrom as a legitimate method of play. Their argument? Maelstrom discourages small armies with invincible death stars, and rewards fast tactical armies with lots of options. It was a pretty good argument, so much so that Paul and I played a Maelstrom mission! Will we regret it? Let’s find out!
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Bozeman – Azure Flames (Salamanders Space Marines) 1850 ps
- Demi Legion Formation
- Chaplain, Jump Pack
- Tactical Squad x 10, Veteran Sergeant, Power Fist, Bolter-Melta, Meltagun, Multi-Melta
- Drop Pod
- Tactical Squad x 10, Veteran Sergeant, Power Fist, Bolter-Melta, Meltagun, Multi-Melta
- Drop Pod
- Tactical Squad x 10, Veteran Sergeant, Power Fist, Flamer, Lascannon
- Razorback, Twin Linked Lascannon
- Assault Squad x 10, Veteran Sergeant, Power Fist, 2x Flamer
- Devastator Squad x 10, Veteran Sergeant, 4x Plasma Cannon
- Razorback, Twin Linked Lascannon
- Whirlwind Suppression Force
- Land Speeders x3, 3x Mulit-Melta
- Whirlwind x2
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Paul – Dark Angels Daemon Summoning with Grey Knights Battery (Unbound) 1850 ps
- Dark Angel Chaplain, Bike, Mace of the Unforgiven, Plasma Pistol
- Dark Angel Librarian, Level 2, Bike, Conversion Field
- Dark Angel Librarian, Level 2, Bike, Conversion Field
- Ravenwing Command Squad x6, 4x Plasma Talon, 2x Grenade Launcher, Ravenwing Banner
- Dark Angels Drop Pod
- Dark Angels Drop Pod
- Grey Knights Librarian, Lv 2
- Torquemada Coteaz
- Grey Knight Purifiers x5, 4x Daemon Hammer, 1x Nemesis Force Halberd
- Grey Knight Purifiers x10, 9x Nemesis Falchion, 1x Nemesis Force Halberd
- Grey Knight Terminators x6, 2x Daemon Hammer, 3x Nemesis Fachion, 1x Nemesis Force Halberd
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Mission: Maelstrom of War #6 – Deadlock
Setup:
Night Fight occurred on turn 1
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Dark Angels / Grey Knights – Turn 1
After a scout move, the Ravenwing bikes with all bike characters attached fire on the Assault combat squad with the Chaplain. The Chaplain’s Rozarius saves the day, preventing the squad from being wiped out! One of the Librarians summons some Khorne Bloodletters into the building by objective 2, and loses a wound to Perils. The 5-man Purifier squad with Coteaz and the GK Librarian drop pods next to the Land Speeders, and force a Jink. Paul scores 2 points for Harnessing the Warp.
The first of many Daemons arrives to… help? The Dark Angels and Grey Knights? Ok…
Summoning Daemons is perilous work, as this librarian can attest! Plasma Talon fire kills a lot of the Assault Squad, but the Chaplain bravely stands in front of the worst of it. Meanwhile, the Purifiers blast the Land Speeders.
Azure Flames – Turn 1
Whirlwinds blast a bunch of the Bloodletters, and the Chaplain and one Assault Marine charge, declaring a challenge for a point. One of the Tactical Squads drop pods in, combat squads, and takes objective 2 and blasts the Terminators, killing three! Combat squad in the Razorback takes objective 1. Razorback blows up Drop Pod for First Blood, while the Plasma Cannon Devastators kill everyone but one Grey Knights Librarian who goes to ground! ACHIEVEMENT UNLOCKED: I scored all 6 of my objectives for 7 points!
Brave Chaplain challenges the lead Bloodletter. Combat squad takes the objective.
Thanks to Tactical Doctrine, the melta squad kills THREE Terminators! NOICE.
Plasma Cannons are efficient at removing tightly bunched squads.
Dark Angels / Grey Knights – Turn 2
The Bloodletters finish off the Chaplain for Slay the Warlord. Ravenwing Command blows away the squad in the middle, and a Librarian suffers a wound from Perils, but summons a squad of Pink Horrors! 10-man Purifier squad drop pods in, combat squads, and a Nova kills half the Devastators, one Whirlwind, and one Razorback! Worse, the Devs break! Remaining 3 Terminators charge the melta tacticals, and lose one but kill three. Paul scores 4 points for a total of 6 so far.
You need more than faith when you’re this outnumbered…
Nothing can stop the Ravenwing Command Squad, except perhaps the Perils! Even so, more daemons arrive to “help.”
The Purifiers drop like a bomb, blowing up half my backfield!
Azure Flames – Turn 2
5-man Bolter squad charges the Bloodletters for a point, lose two, and wipe them out due to Daemonic Instability! Remaining Terminators keep fighting, whiff, and lose one guy, but stay. Surviving Whirlwind kills 7/10 of the Pink Horrors. Land Speeders waste the Grey Knight Librarian. Plasma Cannon Devs destroy one 5-man Purifier squad, while the Assault Marines jump back across the board and kill the 2nd squad down to 2 guys. I score 2 more points for a total of 9.
Gutsy charge pays off! Bloodletters are eliminated!
This fight has gone poorly for the Grey Knight Terminators.
The Pink Horrors feel horror from the Whirlwind, while the Grey Knight Librarian is melted by Melta.
Thanks to Assault Doctrine, the Assault Marines actually stood a chance against the Grey Knights!
Dark Angels / Grey Knights – Turn 3
The Assault Marines finish off the Purifiers. Due to horrible rolling, the Ravenwing Command AND the 3-man Pink Horrors BOTH fail a “One Eye Open” test, and can’t do anything! Terminator kills one Tactical marine.
These Assault Marines accomplished more that they should have! Good job, guys!
“Hey guys, I know we, like, summoned you, but screw you.” “Well, screw you too!”
This fight continues…
Azure Flames – Turn 3
Land Speeders move Flat Out to gain objective 6. Combined bolters from various sources wipe out the Pink Horrors. Razorback tries to get objective 1, but is immobilized! Lascannon from same Razorback, one thrown Krak Grenade from a Tactical marine, and assault from the 2-man Assault Squad kills the Drop Pod in close combat, fulfilling 2 different objectives! Power fist sergeant luckily kills the last Terminator!
Zoom for an objective!
An unlikely convergence of rolls kills the Drop Pod! This gives me a vehicle kill for a point, and a kill in close combat for a point!
Who would have thought that a 5-man Tactical squad would have wiped out 6 Terminators?
Dark Angels / Grey Knights – Turn 4
Librarians and Chaplain split off from the Ravenwing Command. The Ravenwing annihilate the Land Speeders, who fail ALL their jink saves! One Librarian summons 10 more Pink Horrors on Objective 3, perils, but gets a 6 and is a SUPER BEAST, killing the Razorback in a charge! The other Librarian perils and drains all remining Warp Charges, but lives. Due to all objectives being identified, Paul scores 2 points.
Not shown: 3 dead Land Speeders.
*throws 10 Pink Horrors into building* Whatever. They’re in there.
Azure Flames – Turn 4
Second Tatsquad FINALLY arrives! A bad Whirlwind scatter kills some Horrors, but also two Bolter marines! The rest of their combat squad breaks and flees! Melta squad tries to shoot the Chaplain, to no avail. Assault Squad charges the remaining Horrors, killing the squad down to 2.
3-man Bolter squad flees from friendly fire, as a huge amount of firepower bounces off the invincible Chaplain. 3+ re-rollable jink? Ugh…
Dark Angels / Grey Knights – Turn 5
Librarian summons 10 Plaguebearers, but Perils himself to death! Other Librarian summons 10 Bloodletters, but also Perils to death! Chaplain engages the Devastators. Ravenwing shoot a Drop Pod to death and menace the sergeant. Assault Squad finishes the Pink Horrors and beat feet towards the center.
Plaguebearers arrive, at the cost of a Librarian. Chaplain gets up in the Dev’s faces.
Rawr.
Oh, hey guys… Nice bikes…
The Assault Marines prepare for a mad dash toward the center to get one last point on my turn.
Azure Flames – Turn 5
Assault Marines get objective 1 for a point. Whirlwind and tatsquad blow up some Plaguebearers. Sergeant foolishly charges the bikes and dies to overwatch. Thanks to Objective Secured, the 3-man Tatsquad holds objective 2 for a point, despite a bunch of angry Bloodletters! Game ends.
Plaguebearers go boom as the Chaplain mops up the Devs.
Someone give these guys a medal!
Objecive secured allows these Marines to give the Bloodletters the finger.
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Final Score
Azure Flames 14 + First Blood = 15
Dark Angels / Grey Knights: 8 + Slay the Warlord and Linebreaker = 10
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OK, I am beginning to warm to Maelstrom a bit. Consider a stand-up game with a kill the enemy objective. I would have done jack and squat to the Ravenwing, who could have destroyed anything they touched. With Maelstrom, I had things I could go do, even though I could not hurt this invincible nightmare squad. Maelstrom punishes death stars because they are expensive and small.
That said, summoning daemons is GREAT. I only did as well as I did because of my all-star Whirlwinds, who accounted for at least 30 daemons killed! The two Assault Marines also saved the day multiple times and scored 3 points BY THEMSELVES.
Next: a seperate post from the same day, where I demo Warhammer: Age of Sigmar. Is it as bad as people on BOLS forums complain it is? Or, is it the next step in model gaming? Stay tuned!
Highland October 2000 pts Azure Flames vs. Star Phantoms Space Marines
Kyle and I were the only ones to show up at first, so we got out the big guns. 2000 points, Maelstrom 4, The Spoils of War.
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Bozeman – Azure Flames (Salamanders Space Marines)
- Demi-Legion Formation
- Chaplain, Jump Pack (Warlord Trait: Storm of Fire, one friendly unit within 12″ gets Rending on all shots)
- Tactical Squad x10, Veteran Sergeant, Bolter-Melta, Power Fist, Meltagun, Multi-Melta
- Drop Pod
- Tactical Squad x10, Veteran Sergeant, Bolter-Flamer, Power Fist, Flamer, Multi-Melta
- Tactical Squad x10, Veteran Sergeant, Bolter-Flamer, Power Fist, Flamer, Multi-Melta
- Assault Squad x10, Jump Packs, Power Fist, 2x Flamer
- Devastator Squad x5, 4x Heavy Bolter
- Ironclad Dreadnought, Ironclad Launchers, Heavy Flamer, Chainfist
- Drop Pod
- Land Raider Spearhead
- Land Raider (Phobos Pattern)
- Land Raider Crusader, Multi-Melta
- Land Raider Redeemer, Multi-Melta
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Kyle – Star Phantoms Space Marines
- Demi-Legion Formation
- Chapter Master, Power Sword, Bolter-Melta, The Armour Indominus
- Tactical Squad x6, Combi-Grav, Power Sword
- Tactical Squad x6, Combi-Plasma, Plasma Gun
- Razorback, Twin Linked Lascannon
- Tactical Squad x6, Combi-Melta, Meltagun
- Drop Pod
- Assault Squad x5, Jump Packs, 2x Lightning Claws, Melta Bombs
- Devastator Squad x5, 4x Heavy Bolter
- Ironclad Dreadnought, Seismic Hammer, Ironclad Launchers, 2x Hunter-Killer Missiles
- Inquisitorial Detatchment
- Hereticus Inquisitor, Power Armour, Force Sword, Condemnor Boltgun, Psychic Lv2
- Henchman Band (various henchmen, 2 Plasma Guns, Arco-Flagellant, 3 Servitors, etc.)
- Chimera, Psybolt Ammunition
- Militarum Tempestus Detatchment
- Commissar, Plasma Pistol, Power Sword
- Militarum Tempestus Scions, 2x Hot Shot Volley Guns, Med Pack
- Valkyrie
- Officio Assassinorum Detatchment
- Vindicare Assassin
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Mission: The Spoils of War (Maelstrom, 3 objectives, can’t discard numerical objectives, can steal opponent’s numerical objectives)
Setup
Two of my Tactical Squads with Flamers got into the Crusader and Redeemer.
Turn 1 – Star Phantoms
Melta squad drops in, and puts one penetrating hit on the Redeemer (the Weapon Destroyed result is ignored thanks to the formation special rules). Razorback advances, and the other Tactical Squad snake-eyes a Difficult Terrain test and have to run to move through a small building. Inquisitor and squad move up in the Chimera. Heavy Bolters put the hurt on the Chaplain and his squad. Due to Mission rules, I score one point from Kyle’s Tactical Objective for Objective 1.
Melta doesn’t pop a Land Raider.
Squads getting into position.
The Chaplain takes a wound, and two Assault Marines bite the dust.
Turn 1 – Azure Flames
Chaplain Advances. Land Raider Redeemer kills the Melta squad that drop podded in. Land Raider Phobos kills the Inquisitor’s Chimera, and the Heavy Bolters kill some of his squad. Assault combat squad with Sergeant pops the Razorback. Melta Tactical Squad drops in, combat squads, and shoots some of the Tactical Squad in the small building and the Inquisitor’s squad. The Chaplain fails to charge. Turn not pictured.
Turn 2 – Star Phantoms
Ironclad drops in and Melta shot does one hull point to the Crusader. Heavy Bolters hit the Azure Flames Heavy Bolters, killing the sergeant and one Heavy. Assault Squad deep strikes just outside of the Devastator’s line of sight. Inquisitor’s Squad makes for Objective 4 in the small ruin to gain a point. Plasma Squad kills 3 Assault Marines, then charges. They lose one to zero, break, are caught, and stay. Valkyrie comes in, fires on the Melta squad leaving only the Meltagun alive.
Ironclad drops are contagious for a reason! They are scary!
You can’t see us, nyah nyah!
The Inquisitor gets Objective 4.
Shooting was much more effective than charging.
Turn 2 – Azure Flames
The combat with the Assault and Tactical squad continues, with one Star Phantom going down. Tactical Squad in the Crusader shoots the small Tactical Squad, reducing them to 2 and breaking them. Land Raider Redeemer kills 3 of the Assault Squad with a Flamestorm Cannon. Devastators fire on the Inquisitor, killing all of his squad and wounding him once. I gain 2 more points. Land Raider Phobos puts two pens on the Ironclad, but it survives minus one Hunter Killer missile!
The fight drags on.
Objective 2 is claimed for a point.
The Assault Squad threat is still there, but less so.
Turn 3 – Star Phantoms
Assault Squad jumps into the building, fires a bolt pistol, kills a Devastator, and they break and flee, out of assault range! One more tactiacl marine goes down in the small fight by the wrecked Razorback. Space Marine Chapter Master, attached to the Militarum Scion squad with Commisar, grav-chutes in! Combined fire from that and several other sources reduces the Flamer squad to the sergeant and one bolter! Surviving Inquisitor assaults the five bolter marines, whiffs, killing only one. I score that point because the five bolter marines have Objective Secured. Ironclad charges the Land Raider Phobos, does one hull point.
This fight is taking a while…
A Chapter Master in good company. How is HE taking orders from a COMMISSAR? Don’t know, but it works.
The Inquisitor assaults with a fist full of ones.
Turn 3 – Azure Flames
Land Raider Redeemer finishes off the last of the Assault Squad as the Devastators move back up to Objective 1. Land Raider finishes the Ironclad. My Ironclad drops in and kills one of the remaining squad that regrouped earlier. The Inquisitor kills all but one of the bolter Marines. The lone Meltagun Tactical Marine puts a hull point on the Valkyrie in hover mode, and then charges but misses.
The Assault Squad couldn’t stand up to two turns of fire.
Ironclad is finally dealt with.
The fight is finally over!
The Inquisitor steps up his game as the lone Melta tries to blast the Valkyrie.
Turn 4 – Star Phantoms
Inquisitor uses Gate of Infinity to try to score a point by being in my deployment zone. Stormtroopers charge the remaining tactical squad, kill the Sergeant in a challenge, and then whiff leaving one bolter marine. The Chapter Master breaks off and shoots his Combi-Melta at the Crusader, but misses. Two different one-man bolter squads charge the Assault Marines. One dies to Overwatch, the other dies in combat. The Valkyrie tries to hurt the Land Raider Phobos but fails.
*sound of Star Trek transporter*
The last bolter is in a pickle as the Chapter Master’s meltagun whiffs.
That went well.
Turn 4 – Azure Flames
Ironclad Dreadnought charges the Imperial Guard, killing them all. Assault Squad moves and runs to get objective 2 for a point. The Land Raider Crusader does one wound to the Chapter Master with a bolter. Then, it does three wounds with the Assault Cannon and Kyle rolls 3 1’s, taking him out! Squad in the Redeemer pops out and kills the Inquisitor. Every other thing around them fires at the Valkyrie and misses.
The center is cleared by a lot of firepower and one really bad Armour Save roll. The Chapter Master goes down in a flurry of 1’s!
The Inquisitor is taken down by flamers as the Valkyrie dodges several shots.
Turn 5 – Star Phantoms
Vindicare Turbo Penetrator round kills the Ironclad in ONE SHOT. Heavy Bolters kill one surviving bolter marine.
One shot, one kill. Vindicator takes down a Dreadnought.
The Heavy Bolter squad has been the star of the game. They have been laying down a withering hail of fire all game.
Turn 5 – Azure Flames
Lone Meltagun hides behind the Crusader as it advances, killing 2 Devastators. Tactical squad charges the Drop Pod, killing it. Redeemer kills the other Pod. Assault Marines move up and despite Assault Doctrine can’t get the range to assault the Vindicare.
Eep.
Two pods down.
Just can’t charge, even with a re-roll!
Turn 6 – Star Phantoms
Valkyrie tries yet again to hurt a Land Raider and fails. To gain a point, the Vindicare pops an Assault Marine and assaults the Sergeant, but both of them whiff.
Make yourself useful, Valkyrie!
Both players have an objective to kill a unit in close combat, so the winner will earn a point.
Turn 6 – Azure Flames
Vindicare kills the Sergeant for a point. Land Raider goes Flat out and other units move or run to give me all 6 objectives for FOUR POINTS! Game ends.
Vindicare earns a point by beating up the Assault Sergeant.
Mad dash…
…for FOUR POINTS!
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Final Score
Azure Flames: 15 + Linebreaker, Slay the Warlord and First Blood for 18
Star Phantoms: 5 + Slay the Warlord for 6.
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The above explanations don’t show how Kyle rolled abysmally in critical situations. He’d have had another couple points if the Inquisitor had killed the bolters on objective 2. He also had some bad penetration rolls and shots that he needed. The Land Raider should have died from the Ironclad, but got off light with one hull point. This was a game lost on dice rolls.
Next: I’m going to try to get some time off to paint. Back to the grindstone.
September Highland Game Club belated report.
Due to my new job, I totally forgot to write up the batrep from last month’s Highland Game Club! As such, I’ve forgotten the context of the battle, and only remember the highlights.
First, I squared off with a new player who didn’t even have his own models! He borrowed the Orks owned by the club from the Black Reach box set. I tried to match the Space Marine contingent of the Black Reach set as faithfully as I could.
In the end, one half of a tactical squad and the Captain were all that was left on the board! Close game and taught the basic funamentals!
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Later, Andrew and I squared off with 1750 points. We both took Space Marines with a Demi-Legion. Andrew also took a Knight Titan…
Here are some pics:
Andrew refused the flank! I should have seen that coming. I’m getting old.
Andrew’s Titan accounted for half the army and was able to kill multiple units per turn. It was not very fun, as I had nothing to deal with it.
I dropped into Andrew’s backfield to cause havoc. It did a lot but I couldn’t stop his whole army.
I took a Whirlwind/Land Speeder formation that did quite a lot! The second whirlwind even stood up to two rounds of shooting from a Knight after it’s sibling was destroyed early on.
In the end, Andrew won 14 to 8. Ugh. Knights are the worst. I need to make a Sternguard squad that has 10 combi-meltas.
Next, the battle report from this month!