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14Nov/200

1000 points Double Header, Azure Flames vs. Knights and AdMech

Misa, a regular at AFK games brought a brand new army: Knights and Admech, and wanted to test them out! I obliged him with two different 1000 point games.


Game 1: Reconnaissance Mission

Primary Objective: Take and Hold (1, 2, and more objectives than enemy = 5VP each @end of command phase, can't score turn 1)


Bozeman - Azure Flames (Salamanders)

  • Battalion
    • Khalil, Captain of the 7th Company, on Bike, Warlord, Exemplar of the Promethean Creed (-1CP), Forge Master, Miraculous Constitution, Drake Smiter, Storm Shield
    • Librarian, Chief Librarian, Force Sword, The Tome of Vel'cona (-1CP), Fire Shield, Burning Hands, Drakeskin, Fury of Nocturne, Plasma Pistol
    • Assault Intercessors x5, Thunder Hammer
    • Intercessors x5, Thunder Hammer, Astartes Grenade Launcher
    • Tactical Squad x5, Storm Bolter, Chainsword, Lascannon
    • Bike Squad x3, Power Fist, 2x Meltagun
    • Devastators x5, Armorium Cherub, 2x Lascannon, Missile Launcher, Heavy Bolter
    • Thunderfire Cannon

Misa - Imperial Knights and Adeptus Mechanicus

  • Super-Heavy Detachment (Imperial Knights)
    • Knight Crusader, Warlord, First Knight, Rapid Fire Battle Cannon, Avenger Gatling Cannon, 2x Heavy Stubber, Ironstorm Missile Pod
    • Knight Armiger, Heavy Stubber
    • Knight Armiger, Heavy Stubber
  • Patrol (AdMech)
    • Techpriest Engineseer
    • Skitari Ranger x5
    • Skitari Ranger x5

Setup

Before the game begins, Misa used 1CP to put both squads of Skitarii into reserves.

Turn 1 - Knights and AdMech

Knight Crusader moves up and targets multiple squads. The bikes are eliminated. Transhuman Physiology saves the Assault Intercessors, reducing them to 3 instead of wiping them out. The Knight charges, and the Devastators answer back with Born Heroes, using their Armourium Cherub and getting a lucky Lascannon hit which does 6 damage! However, the Knight fails the charge. Armigers move up to take objectives. Turn not pictured.

Turn 1 - Azure Flames

Tactical and Devastator fire removes the Armiger on the right side.  Khalil, Assault Intercessors, and Intercessors charge the Knight and manage to do exactly enough damage to destroy it!  Librarian performs the first of three psychic ceremonies. 

Turn 2 - Knights and AdMech

Surviving Armiger shoots at the Thunderfire, reducing it to one wound. Techpriest retreats to the objective in the crater. Skitarii arrive and snag objectives.

Turn 2 - Azure Flames

Devastators move and use Relentless Determination to remove the remaining Armiger.  Librarian performs 2nd psychic ritual, but then suffers a wound to Perils!  Tactical Squad and Intercessors blast the Skitarii on the right.  The Assault Intercessors charge and kill the Techpriest.  The remaining Skitarii flee because of a failed morale test.  Tabled.


Discussion: The Knight, hard as it was, should have stayed back. It has enough range to take out the whole tiny 30x44" board. Moving it up put it in prime position for being charged by three Thunder Hammers. The Skitarii in reserve were nice, but they weren't enough. This list needs more bodies to hold objectives and/or lay down some extra fire.


Game 2: Raid

Primary Objective: Domination (2, 3 and more objectives than enemy = 5VP at end of Command Phase)


Bozeman - Azure Flames

  • Spearhead Detachment (-3CP)
    • Techmarine on Bike (Legends), Master of the Forge, Miraculous Constitution, Drake Smiter, Conversion Beamer
    • Land Raider, Storm Bolter
    • Land Raider Crusader, Multi-Melta
    • Vindicator, Storm Bolter
    • Whirlwind, Castellan Launcher

Misa - Imperial Knights and Adeptus Mechanicus (same list, see above)


Setup

Turn 1 - Knights and AdMech

Knight Crusader moves up and reduces the Land Raider Crusader to 5 wounds. Armigers take objectives. Skitarii raise flags on backfield objectives.

Turn 1 - Azure Flames

Land Raider Crusader whiffs its Multi-Melta against the Armiger, but it hits EVERY SINGLE ONE of its Bolter and Assault Cannon hits, doing 7 wounds!  This is, ultimately, futile as the Vindicator does 12 wounds all by itself.  Land Raider injures the other Armiger, and kills a few Skitarii.

Turn 2 - Knights and AdMech

Knight Crusader removes the Land Raider Crusader, and the Armiger whiffs, but a lucky shot from a Skitarii does one wound to the Land Raider!

Turn 2 - Azure Flames

Land Raider removes the remaining Armiger and one more of the Skitarii. 

Turn 3 - Knights and AdMech

Awful shooting this turn does absolutely nothing to the Land Raider.

Turn 3 - Azure Flames

Fire from the remaining tanks damages the Knight, but it stays in its first tier.  Whirlwind and Land Raider kill the Skitarii squad on the crater.

Turn 4 - Knights and AdMech

Knight damages the Land Raider down to 3 wounds and then charges to finish the job! Skitarii shoot one wound off the Vindicator.

Turn 4 - Azure Flames

Techmarine charges the Techpriest, but poor rolls leave the priest alive!  Knight stomps on the Techmarine, but poor damage rolls leave him with 1 wound.

Turn 5 - Knights and AdMech

Skitarii charge the Vindicator! Knight kills the Techmarine. Turn not pictured.

Turn 5 - Azure Flames

Vindicator falls back from combat and Whirlwind damages the Skitarii squad.


Final Score

Azure Flames: 44

Knights and AdMech: 23


Discussion: For two turns I was able to hold 3 objectives while the enemy held 2, which got me a total of 30 VPs during the course of the game. I also managed to kill more enemy units than they killed of mine and spread out to four board quarters for more VPs. In the end, Misa's list had the same problems it had last game: It needed to rack up more VPs with more bodies. This list also had a distinct lack of anti-tank which is why the Land Raiders lasted so long. Some Melta would have annihilated me pretty easily.

Next: The last part of my Indominus project: the Judicar!

31Oct/200

Surround and Destroy 2000 Azure Flames vs. Black Legion

Had another game of 9th yesterday at AFK Games in Holt! This time Andrew brought the forces of the Warmaster himself!


Bozeman - Azure Flames (Salamanders Space Marines)

  • Battallion
    • Captain Edgard, Warlord, Forge Master, Miraculous Constitution (Exemplar of the Promethean Creed -1 CP), Power Fist, Combi-Melta, The Salamander Mantle
    • Librarian, Bolt Pistol, Force Stave, Might of Heroes, Null Zone
    • Tactical Squad x5, Power Fist, Combi-Melta, Meltagun
    • Tactical Squad x5, Power Fist, Combi-Melta, Meltagun
    • Tactical Squad x5, Power Fist, Combi-Flamer, Flamer
    • Tactical Squad x5, Power Fist, Combi-Flamer, Flamer
    • Company Champion
    • Sternguard Veterans x10, Power Fist, 10x Combi-Melta
    • Sternguard Veterans x10, Power Fist, 10x Combi-Grav
    • Assault Squad x5, 2x Flamer
    • Land Raider Crusader, Multi-Melta
    • Razorback, Twin Lascannon
    • Rhino
    • Rhino
    • Rhino

Andrew - Black Legion Chaos Space Marines

  • Battallion
    • Abbadon the Despoiler, Warlord
    • Sorcerer in Terminator Armor, Prescience, Warptime, Angel's Bane
    • Dark Apostle
    • Dark Disciples x2
    • Chaos Space Marines x5
    • Chaos Space Marines x5
    • Cultists x30
    • Berzerkers of Khorne x9, Power Fist, 1x Bolter, 8x Chainsword, 8x Chain Axe
    • Chaos Terminators x5, 5x Chainfist
    • Obliterators x3, Mark of Slaanesh
    • Rhino
  • Patrol (-2 CP)
    • Lord Discordant, Mark of Khorne, Talisman of Burning Blood
    • Chaos Space Marines x5
    • Venomcrawler, Mark of Khorne
    • Venomcrawler, Mark of Khorne

Mission: Surround and Destroy

Primary Mission: Take and Hold (+5 VP for holding 1, 2, and more than the enemy.)


Setup

Turn 1 - Azure Flames

Rhino with 5 Assault Marines advances to take one of the center objectives. Rhinos each with 2x Tactical Squads move up cautiously. Land Raider moves up and blasts the Lord Discordant with a Multi-Melta and the cultists with all other weapons. The Razorback finishes off the Lord Discordant.

Turn 1 - Black Legion

Berzerkers pile out and charge the Rhino with the Assault Squad.  After 2 rounds of combat, the Rhino dies and the Assault Squad piles out, only to be engaged by the Berzerkers.  Abbadon and the rest of the left flank move up and do minimal damage to the Land Raider.  Two of the Chaos Marine squads perform actions on objectives to gain points.

Turn 2 - Azure Flames

One Tactical Squad, the Melta Sternguard, and the Characters pile out of their vehicles and blast the Cultists and the red Venomcrawler, removing all of them. The Librarian attempts to cast Null Zone and Might of Heroes but fails both rolls. Assault Squad falls back, and two Tactical Squads blast the Berzerkers, who die in a flurry of bad rolls.

Turn 2 - Black Legion

Terminators arrive on my board edge, but one of the Grav Sternguard Combat Squads uses Auspex scan, and with another flurry of bad rolls, all 5 Terminators are eliminated! Obliterators arrive in the central building and reduce the Land Raider to 2 wounds. Sorcerer kills the Librarian with Angel's Bane. Abbadon charges the Land Raider, finishing it, then piles into the Razorback. Rhino charges all three squads in the right center, and causes one wound to the Assault Squad before the Tactical Sergeants kill it. Remaining Venomcrawler assaults the Melta Sternguard who totally whiff Overwach. Captain Edgard and the Company Champion Heroically Intervene, but the Venomcrawler kills Edgard and the Champ, and 4 of the Sternguard after fighting twice! Turn not pictured.

Turn 3 - Azure Flames

One Flamer squad on the right side advances, while the Melta Squad and Assault Squad attack the Obliterators, killing one. Razorback falls back from Abbadon, and shooting reduces him to 4 wounds. Flamer squad on the left pops out of the Rhino and advances. Sternguard fall back and Melta fire erases the last Venomcrawler, who explodes!

Turn 3 - Black Legion

Obliterators move down to get farther into enemy territory for points, and blast the Razorback, reducing it to one wound.  Once again, Abbadon finishes the job, killing the Razorback and consolidating into the Rhino.  Sorcerer in Terminator Armor charges the Melta Sternguard and is vaporized by overwatch!  Dark Apostle also charges them, narrowly avoiding Born Protectors Overwatch fire from the smaller Tactical squad, and charging so they cannot Heroically Intervene. Chaos Marine squad on the right objective charges the Flamer squad, but get seriously damaged for the effort.

Turn 4 - Azure Flames

Melta Tacticals on the right kill one Obliterator and reduce the second to one wound. Assault Squad can't hurt it, but a lucky bolt round from the Rhino finishes the poor Obliterator! Fight continues in the upper right, leaving the Aspiring Champion alone against four Azure Flames. Rhino falls back from Abbadon, and the Melta Squad and Grav Squad put the Warmaster down! Melta Sternguard finish the Dark Apostle in combat (power fist whiffs, but regular attacks are rolling amazing!) Flamer squad in the upper left flames one Chaos Marine squad who die thanks to bad rolls, and then charges another squad on the objective! Game Ceded.


Final Score

Azure Flames: 50

Black Legion: 35


Thoughts

This list, which I called Rhino Rush, is AMAZING for 9th! I built it as a thought experiment for 8th, but never wanted to use it. Now I don't want to stop. It's perfect for going out and accomplishing objectives which is all 9th is about!

Andrew played a good game. There was one moment where he forgot to shoot twice with Obliterators, and he probably should have been more conservative when deep striking the Terminators, but other than that, he lost due to bad rolls during key times. Likewise, I didn't really do much to complain about, but had some amazing rolls (including three different D6 damage rolls of 6!) This is a good mission, but I'm hoping to play a different one next week.

Next: the second half of the Assault Intercessors and another Tactical Squad revamped!

24Oct/200

Azure Flames vs. White Scars 2000 Surround and Destroy

Thanks to the Grand Tournament Pack which has everything you need from the main rulebook and more, I was able to play one of the polished and balanced new missions with Tyler at AFK! Let's Batrep!


Azure Flames (Bozeman)

  • Battalion
    • Captain Edgard of the 3rd Company, Warlord, Power Fist, Combi-Melta, The Salamander Mantle, Forge Master, Miraculous Constitution (Exemplar of the Promethean Creed, -1CP)
    • Lieutenant, Combi-Melta, Power Fist
    • Apothecary
    • Chapter Ancient, Relic Banner (-1CP)
    • Tactical Squad x5, Power Fist, Combi-Flamer, Flamer
    • Tactical Squad x5, Power Fist, Combi-Flamer, Flamer
    • Tactical Squad x5, Chainsword, Storm Bolter, Heavy Bolter
    • Sternguard x10, Power Fist, 10x Combi-Melta
    • Sternguard x10, Power Fist, 10x Combi-Grav
    • Devastator Squad x5, Chainsword, 4x Grav-Cannon, Armourium Cherub
    • Bikes x3, Power Fist, 2x Flamer
    • Attack Bike, Multi-Melta
    • Thunderfire Cannon
    • Whirlwind, Vengeance Launcher
    • Rhino
    • Drop Pod
    • Drop Pod
    • Drop Pod

White Scars (Tyler)

  • Battalion
    • Indominus Captain, Warlord, The Burning Blade
    • Indominus Lieutenant
    • Primaris Lieutenant, Power Sword, Bolt Pistol
    • Bladeguard Ancient
    • Bladeguard x3
    • Repulsor
    • Redemptor Dreadnought, Macro-Plasma Incinerator, Storm Bolters
    • Eradicators x3, Melta Rifles
    • Assault Intercessors x5
    • Assault Intercessors x5
    • Intercessors x5, Auto Bolt Rifles
    • Hellblasters x5, Plasma Incinerators
    • Hellblasters x5, Plasma Incinerators
    • Inceptor x3, Assault Bolters
    • Inceptor x3, Assault Bolters

Mission: Surround and Destroy (6 objectives, 2 in each deployment zone and 2 near the middle, long board edges)

Primary Objective: Take and Hold - Score 5 VP for, 1 objective, 2 objectives, and holding more than your opponent (max 15/turn)


Setup (not pictured): I put Bikes, Attack Bike, and Whirlwind to my left, while the Thunderfire, Heavy Bolter squad, and Rhino with 2x Flamer squads were on my right. Tyler put a Repulsor with characters and Bladeguard in the center, as well as the Dreadnought and Eradicators. Hellblasters went in a building to my left, and Intercessors and Assault Intercessors were in another to my right.

All of the rest of my army was packed into three Drop Pods. Tyler held Inceptors and one Assault Intercessor in reserve.


Turn 1 - Azure Flames

Bikes move up and hide behind the crates. Attack Bike wipes two Eradicators in the far building. Drop Pods come down, and wipe out the Repulsor and the Dreadnought, and 2/3 of the Bladeguard. Rhino moves up and spends 1CP to pop smoke. Whirlwind and Thunderfire bust up the Intercessors high in the right hand building.

Turn 1 - White Scars

Captain, Lieutenants, Ancient, and Bladeguard charge.  Assault Intercessors fail to charge.  Overwatch kills the Bladeguard, and Born Protector Overwatch puts 4 wounds on the Lieutenant with the bolt pistol.  The Grav Sternguard wrap around as they heroically intervene, and Edgard also intervenes!  Huge fight in the middle kills the wounded Lieutenant, the Melta Sternguard, and puts a few other wounds here and there.  Eradicators move up and waste two bikes (bad roll).  Inceptors arrive and charge the Techmarine.  He weathers their assualt and kills two of them!  One consolidates into the Tactical Squad.  Two Hellblasters move up.

Turn 2 - Azure Flames

Bike Sergeant charges and kills the two remaining Hellblasters. AMAZING bolt pistol shots and decent Melee kill all White Scars characters in the central scrum. The Techmarine kills two more Inceptors, but he's down to one wound! Flamer units pile out, fire on the Intercessors, and then assault the Assault Intercessors with their Rhino!

Turn 2 - White Scars

Eradicators kill the Bike Sergeant and take an objective.  Fight with the Assault Intercessors continues, leaving one alive.  The reserved Assault Intercessors arrive and charge the Techmarine, killing him!  I spend 2 CP for Rise from the Ashes trying to revive him but to no avail!

Turn 3 - Azure Flames

Various shooting removes some units, game ceded.


Results:

Azure Flames: 28

White Scars: 4


Discussion

I rolled EXCEEDINGLY WELL for this game. I made saves when I needed to and shot very well on turn 1, especially with pistols in close combat. I also had a very nasty Alpha Strike list. However, I may need to modify it, as the Grav Drop no longer has the stratagem that allows Grav Cannons to wipe entire units of Terminators in one go!

Combine that with the Thunderfire Techmarine getting a TWO WOUND BUMP so that he's a real boy now! That saved me on the right flank!

Inceptors are not fantastic against Marines with the Assault Bolters. Plasma would have been more effective, or possibly some more Assault Intercessors to pour on damage. Tyler should also have hidden behind buildings or put out screening units such as Infiltrators to stop Drop Pod shenanigans.

Next: The last of the Tactical Sergeants and some wicked conversions!

10Oct/200

9th Edition Debut! 1000 Azure Flames vs. Deathwatch – Ransack

AFK Games is now doing game night with limited tables! Masks and social distancing are required, so fear not all three readers, because I am playing it safe.

This game was played on 10/9/20, which prevented me from using the newest Marine codex. Therefore my list was drawn from the old 8th Edition codex. However, my opponent Thomas and I agreed to use the stats for models and weapons released in FAQs so we were sort of close to a 9th edition game! Sadly my list would have been illegal due to using Scouts as troops (they are now Elites) and Double Heavy Flamers on Land Speeders (not an option anymore, even in Legends!)

Despite the inconveniences, Thomas and I made do. Here's the Batrep!


Bozeman - Azure Flames (counts as Salamanders using 8th ed rules with modifications to copy leaked 9th ed rules) 1000 points

  • Battalion Detachment
    • Captain Khalil on Bike, Warlord, Miraculous Constitution, Forge Master (Exemplar of the Promethean Creed), Drake-Smiter (Thunder Hammer), Storm Shield
    • Lieutenant, Jump Pack, Power Axe, Combi-Melta
    • Intercessors x 5, Bolt Rifles, Thunder Hammer
    • Scouts x 10, Bolters, Missile Launcher
    • Tactical Squad x 5, Storm Bolter, Lascannon
    • Land Speeders x 3, 2 x Heavy Flamers
    • Thunderfire Cannon

Thomas - Deathwatch (using 8th ed rules with bolter-crippling FAQ)

  • Patrol Detachment
    • Watch Captain in Terminator Armor, Combi-Melta, Chainfist, Warlord
    • Deathwatch Kill Team x 5, 5 x Combi-Melta
    • Deathwatch Kill Team x 5, 4 x Heavy Bolter
    • Corvus Blackstar
  • Vanguard Detachment
    • Venerable Dreadnought, Twin Lascannon, Missile Launcher
    • Venerable Dreadnought, Power Fist, Storm Bolter, Assault Cannon
    • Contemptor Dreadnought, Multi-Melta, Assault Cannon
      • (Note: I believe this detachment had an HQ but it got forgotten during setup)

Mission - Ransack

6 objectives. +5VP for controlling 2 objectives, 3 objectives, or more objectives than your opponent (cumulative) at the end of your Command Phase.


Setup:


Turn 1 - Azure Flames

Khalil roars ahead, and charges the Lascannon/Missile Dreadnought, killing it in one combat! The Land Speeders accompanied by the Jump Pack Lieutenant wipe out the Heavy Bolter squad.

Turn 1 - Deathwatch

The Corvus Blackstar flies all the way across the board and kills 4/5 of the Intercessor Squad. Fire from the Corvus and a well placed punch from the Dreadnought kills one Land Speeder and wounds another.

Turn 2 - Azure Flames

Land Speeders fall back and the Dreadnought is killed by the Lieutenants Combi-Melta. Khalil charges and damages the Contemptor Dreadnought.

Turn 2 - Deathwatch

The Corvus drops off the Watch Captain and Melta Squad. Poor rolls leave one Land Speeder alive, but remove the last Intercessor. The Watch Captain bakes the Techmarine. Poor rolls by Khalil damage the Contemptor further.

Turn 3 - Azure Flames

Land Speeder kills one of the Melta squad while the Lieutenant meltas and then CHARGES the Corvus Blackstar, causing medium damage! Khalil slays the Contemptor.

Turn 3 - Deathwatch

Fire from the Melta squad reduces the Lieutenant to 1 wound.  Corvus Blackstar's weapons bounce off of Khalil's Storm Shield.

Turn 4 - Azure Flames

Khalil turbo boosts to an objective. The Lieutenant charges the Melta Squad, kills one, and is slain! For the 4th time this game, the Tactical Squad Lascannon misses! The Scout Missile Launcher reduces the Corvus Blackstar to one wound, and then Bolters finish it! Turn not pictured. Game ceded.


Results:

Azure Flames: 54 VP
Deathwatch: 10 VP


Breakdown:

9th edition is going to play a lot differently! It's now about scoring LOTS of points in LOTS of ways! Choosing good Secondary Objectives is key. For example, I chose the mission-specific secondary Ransack, which didn't score me any points at all because I didn't hold objectives on the opposing board edge enough!

I rolled very well except for the Lascannon shots from the Tactical Squad. Thomas had quite a bad night, with Las-Talons on the Corvus missing more often than they hit! Thomas also had too few boots on the ground to take advantage of mission objectives.

All in all, I think 9th is going to be good. However, we played on a board much bigger than the new minimum. Games may be played in much smaller spaces! This will give assault armies a leg up, but also prevent hiding and require a lot of terrain.


Bonus, a new player, Ben, showed off his sweet Indominus Necrons! Check 'em out!

Next: Assault Intercessors and more batreps!

24Feb/200

Farewell Swap Meet at Highland Library, and Sweet Acquisitions!

Today was the last day of the Highland Library 40K club, and they finished it off with a HUGE swap meet! I brought my disused Orks and traded for some wonderful treasures, but first, the festivities! Actually documented thanks to my new phone!

Age of Sigmar was played for the entire duration. It's pretty popular in the Ann Arbor and Ypsilanti groups!

My good buddy Paul offloaded a boatload of Space Marines and other stuff from Age of Sigmar.

In a heated game of 40K, Salamanders fought traitor beastmen guard! The star of the match: a Leviathan Dreadnought who took multiple quake cannon shots to the face and devastated multiple tanks!

Here, Dawn and Ian celebrate 10 years of the club at the library with a wonderfully decorated cake, complete with the Golden Rhino logo. It was chocolate.

...and here is the beginning of my haul! First, a set of craters bought from Dominique, a former student.

Next, a bunch of Primaris models! Sadly one got lost in the shuffle, but hopefully Dawn can find it and I can pay her to mail it to me.

Finally, the sweetest deal, an ENTIRE PAPER BOX of leftover Tyranid bitz for $20! This is the beginning of my Tyranid Battlefleet Gothic fleet!

It's sad to see the Highland Library Club gone, but I have a feeling that there will be more gaming coming soon.

Next, painted Aggressors!

Filed under: Gaming, Modeling No Comments
30Dec/180

Reunion Gothic Match! 1000 The Raiders, Marines vs. Chaos, featuring Lexington!

Lexington's back in town for the holidays!  I got him a Boomdakka Snazzwagon for xmas and he got me a Protomen hoodie that is so warm it's basically a coat.

Storytime!

Long ago, Lexington built an Ork Battlefleet Gothic fleet out of the old pewter Killa Kans and some other bitz.  However, the fleet fell off a shelf and shattered into a million pieces.  Like Humpty Dumpty, Lexington couldn't put it back together.  So, he asked to borrow one of my fleets.  He chose Chaos to represent his other 40K force, while I played the good old Azure Flames.  To keep the game small, we played a 1000pt The Raiders mission.  Here's what happened!

-------------------------------------------

Bozeman - Azure Flames Space Marines, Crusade Fleet List (Attacker, 500pts)

  • Strike Cruiser Honor, Extra Shield, Honor Guard
  • Strike Cruiser Duty, Extra Shield, Honor Guard
  • Strike Cruiser Sacrifice, Extra Shield

Lexington - Chaos, Abbadon's 13th Black Crusade Fleet List (Defender, 1000pts

  • Styx Heavy Cruiser Time of Sorrow
    • Warmaster (Ld+2), Re-roll
  • Devastation Cruiser Pride of Heresy
  • Devastation Cruiser Hateful
  • Infidel Raider x3, Talon Squadron
  • Idolator Raider x2, The Defilers

-------------------------------------------

Mission - The Raiders

The Attacker gets 1/2 of the points value agreed on.  Defender deploys their entire fleet more than 30cm from any board edge, all facing the same board edge, and with each ship/squadron more than 20cm from any other.  All Defender ships are at -1 Ld for D6 turns.  (3 Turns this game) Attacker gets first turn and comes on from any board edge.

Battlezone - Inner Biosphere (bonus/penalty for Batteries doubled) (Note, one Solar Flare result was rolled during setup)

Setup

DSCF2168

Turn 1 - Azure Flames

All three Strike Cruisers come on from the Starboard side of the Time of Sorrow.  Torpedoes do 7 damage, and Thunderhawk Gunships cause a few weapons to be disabled.  The Hateful also takes one damage from torpedoes.

DSCF2174

Turn 1 - Chaos

The Time of Sorrow disengages.  Both Escort squadrons go on Come to a New Heading to fire on the Space Marines.  The Honor takes one damage from torpedoes.  The Duty suffers four critical effects from assault boats.

DSCF2175

Turn 2 - Azure Flames

The Duty Braces for Impact but still takes a few more critical effects from assault boats.  The Hateful is crippled by torpedoes, and both remaining capital ships suffer more critical effects.

DSCF2176

Turn 2 - Chaos

Unable to reload, the Chaos ships fire at the Marines ineffectually.

DSCF2178

Turn 3 - Azure Flames

Solar Flare occurs!  Duty, overburdened by critical effects, disengages.  Honor and Sacrifice Reload Ordnance.  Torpedoes do 3 damage to the Hateful, and a Thunderhawk scores an Engine Room Damaged effect, finishing the ship off and leaving it a drifting hulk.  The Pride of Heresy is crippled by torpedo damage.  Turn not pictured.

Turn 3 - Chaos

Pride of Heresy disengages.  Escorts take down both shields of the Honor.

DSCF2180

Turn 4 - Azure Flames

Both ships Reload.  Talon Squadron of Idolators is destroyed by ordnance and fire.  The Defilers Infidel squadron loses one member.

DSCF2181

Turn 4 - Chaos

The Defilers disengage.  Game over.

-------------------------------------------

Final Score

Azure Flames: 519

Chaos: 17

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Several factors heavily influenced this game.  1: Lexington left his Admiral's ship dangerously close to the edge, allowing a turn 1 alpha strike.  He should have buffered his sides with the escorts.  2: The leadership penalty led to some key missed reloads.  3: Anticipating only minor damage, Lexington refused to Brace for Impact several times.  Knowing when to Brace is key in Gothic.

Next: more painting and batreps!  Hope my computer doesn't die again!

30Dec/180

Post Computer Brick Batrep – 2v2 Battle! (and RANT)

This battle report comes two weeks too late, as I went to AFK games, played this battle, and came home to find my computer completely useless.  Now, after an extended repair and getting the setup not quite right, I'm ready to give the highlights of the battle!

Editors note: halfway through this report, I will digress to a point where I will shout angrily.  You'll see why when I get there...

Anyway, longtime Fourstrands opponent Chris brought his Blood Angels alongside new player Tyler who brought some Cadian Imperial Guard.  I had another newbie on my side, Mike, who brought Dark Angels.  Because this batrep is two weeks old in my mind, below are some highlights.

Setup

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Our opponents went first, giving us a bit of a bloody nose.  However amazing saves by the last Scout in the ruins, combined with me spending 2CP prevented the enemy from getting First Blood!

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My Captain on Bike retaliated, smashing a Razorback with the help of the surviving bike squad.

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The Tactical Squad fell back to allow Tempestus Scions to shoot then charge!  This devolved into a bloody scrum.

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My new double-heavy-flamers break cover to incinerate some Scions

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Next, Chaplain Lemartes and the Death Company deep strike!  The Death Company charges my Captain, but he smashes four of them and takes no wounds in return!  Lemartes can't charge.

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RANT TIME.

OK, so next, my tactical squad moves up toward Lemartes.  They hose him down with flamers, doing four wounds.  Chris rolls 1, 1, 2, 2, and fails all FNP rolls so Lemartes takes four wounds.  That's fine, right?  Chaplains have five wounds.

NOPE.

LEMARTES, ONE OF THE MOST FAMOUS CHAPLAINS IN THE IMPERIUM, HAS ONLY FOUR WOUNDS.

OTHER CHAPLAINS THAT ARE NOT NAMED CHARACTERS HAVE FIVE.  APOTHECARIES HAVE FIVE.

WHAT.

Seriously, from a game design perspective, how do you make one of your cool, named, one-of-a-kind characters have FEWER wounds than some random other chaplain?

Ok, rant over.

Anyway, we traded casualties, ending with a slaughter on both sides.

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In the end, Matt and I prevailed.  It still felt weird that Lemartes died like a punk.

Oh well, next, Lexington and I play some Battlefleet Gothic!

 

9Dec/180

Back in the Saddle – 2000 Azure Flames vs. Orks Spoils of War

I'd like to say I've been busy, but really my laptop died, so I haven't updated for a while.  But now, I've got a bitchin' new gaming rig to play Battlefleet Gothic Armada II - Electric Boogaloo!

But this blog is about model gaming, so here's what I've been up to.

I played Eric's extremely mean Slaanesh demon tournament list.  Demons are very strong in tournaments, as I'd be hard pressed to beat this list without buying a bunch of flamers.

So I bought a bunch of flamers.

After that, I went up against Dominic (Mr. Cat) and his Knights.  My gimmicky drop-in-and-kill-a-knight list was a failure.

Finally, this weekend, I played Jesse again.  He wanted to test out his sweet new Ork models for a 1750 tournament the next day.  We played 2000 so he could try different things to see what works.  'Ere we go!

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Bozeman - Azure Flames (Salamanders)

  • Brigade Detachment
    • Captain on Bike, The Shield Eternal, Thunder Hammer, Warlord Trait: Iron Resolve
    • Librarian, Force Staff, Might of Heroes, Veil of Time
    • Lieutenant, Chainsword, Combi-Grav
    • Scout Squad x5, Missile Launcher
    • Scout Squad x5, Missile Launcher
    • Tactical Squad x5, Storm Bolter, Lascannon
    • Tactical Squad x5, Storm Bolter, Lascannon
    • Tactical Squad x5, Power Fist, Combi-Flamer, Flamer
      • Rhino
    • Tactical Squad x5, Power Fist, Combi-Flamer, Flamer
      • Rhino
    • Apothecary
    • Company Ancient, Standard of the Emperor Ascendant, Bolter
    • Dreadnought, Twin Lascannon, Heavy Flamer
    • Attack Bike, Heavy Bolter
    • Land Speeder, 2x Heavy Flamer
    • Land Speeder, 2x Heavy Flamer
    • Devastators x5, Combi-Plasma, 4x Lascannon, Armourium Cherub
    • Devastators x5, Combi-Grav, 4x Heavy Bolter, Armourium Cherub
    • Thunderfire Cannon

Jesse - Orks

  • Batallion - Deathskulls
    • Big Mek, Shokk Attack Gun
    • Weirdboy, Warphead
    • Boyz x28, Nob, Power Klaw, Sluggas + Choppas
    • Boyz x20, Nob, Power Klaw, Shootas
    • Gretchin x10
    • Mek Gunz x3, 3x Traktor Cannon
    • Tankbustas x6, Nob, 3x Bomb Squigs
    • Battlewagon, Deffgun, Big Shoota, Deff Rolla
  • Batallion - Evil Sunz
    • Warboss on Bike, Da Dead Shiny Shoota, Power Klaw
    • Deffkilla Wartrike
    • Big Mek on Bike, Kustom Force Field
    • Gretchin x10
    • Gretchin x10
    • Gretchin x10
    • Megatrakk Scrapjet
    • Megatrakk Scrapjet
    • Stormboyz x 20, Nob
    • Warbikes x10, Nob, Power Klaw

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Spoils of War - Maelstrom of War Mission #4

6 objectives.  You can score an objective that is Secure Tactical Objective X from your opponent's hand.  In addition, the player with the most Secure Objective X scored at the end of the game gains an additional victory point.

Setup

Spearhead Assault (Chevron shaped deployment along short board edges)

I couldn't take pictures of the pregame because my camera broke!  I got to tape the battery case shut halfway through turn 1.

On turn 1, the Warphead used Warpath on the 28 Boy Squad, and then used Da Jump to teleport them right in front of me!

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DSCF2134The Boyz charged my Bike Captain, reducing him to one wound!

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I let loose a volley, blowing up one of the Skrapjets and causing a huge amount of mortal wounds from the explosion.

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In an attempt to get objective 6 for some points, the Warboss charged a Tactical Squad, leaving the sergeant to face him down.  Elsewhere, the Captain succumbed to the Boyz, who were slaughtered in kind by the rest of the army.

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The Deffkilla Wartrike entered the fray, but couldn't assassinate the Apothecary for a point!

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A Tactical Squad defended Objective 3 to score a point, finishing the last of the Stormboyz

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The Warboss is eliminated by a fantastic Heavy Flamer roll.

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The Skrapjet and Battlewagon charged in, laying waste to minor characters!

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After this, it devolved into a bloody killzone with few surviving on both sides.  Da Jump brought Gretchin and Shokk Attack Gun Mek into my backfield, while Scouts walked on from reserve.

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Final Score:

Azure Flames - 11 plus Slay the Warlord, Linebreaker, First Blood, Steal the Loot = 15

Orks - 7 plus Slay the Warlord, Linebreaker = 9

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Orks are REALLY good.  They have a lot of tricks and some great new stuff.  I was not impressed with the Deffkilla Wartrike, as the Bike Warboss really outshined it in every phase.  Stormboyz were not effective, as they need some decent numbers to really get going.  The Battlewagon was boss in melee, and the Skrapjets kicked out huge amounts of Rokkits and rocked in melee.

My Land Speeders with double flamers were lackluster, as poor rolls had them doing approx. 4 wounds/turn each.  I also forgot to deploy the scouts, forcing them to walk on from the edge!  In the end, though, I drew well.  That's kind of what counts in Maelstrom, which is why I still don't like it a lot.

Next: I should paint some models and more games!

16Sep/180

Azure Flames vs. Bloodletter Bomb 2000 GT Practice

There's a Grand Tournament coming up, and everyone has the hottest, meanest netlists.

Except me.  Tournaments are not usually my scene.  However I don't have a problem with helping others test their lists...

...until I saw Jesse's Bloodletter Bomb.  Yeesh.  Well, I'm not one to back away from a fight, so here we go...

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Bozeman - Azure Flames (Salamanders)

Brigade Detachment

  • Librarian, Force Axe, Jump Pack, Tome of Malcador, Psychic Powers: Veil of Time, Might of Heroes, Null Zone
  • Librarian, Force Sword, Psychic Powers: Fury of the Ancients, Null Zone
  • Librarian, Force Staff, Psychic Powers: Psychic Scourge, Null Zone
  • Scouts x5, Missile Launcher
  • Scouts x5, Missile Launcher
  • Tactical Squad x5, Storm Bolter, Chainsword, Missile Launcher
  • Tactical Squad x5, Storm Bolter, Chainsword, Missile Launcher
  • Tactical Squad x5, Power Fist, Bolter-Flamer, Flamer
  • Tactical Squad x5, Power Fist, Bolter-Flamer, Flamer
  • Dreadnought, 2x Twin Autocannons
  • Dreadnought, Heavy Flamer, Assault Cannon
  • Ironclad Dreadnought, Seismic Hammer, Heavy Flamer, Hurricane Bolter, Ironclad Launchers, 2x Hunter Killer Missile
  • Attack Bike, Heavy Bolter
  • Attack Bike, Heavy Bolter
  • Attack Bike, Heavy Bolter
  • Devastators x10, 4x Missile Launcher, Armourium Cherub
  • Devastators x5, 4x Grav Cannon with Grav Amp, Armourium Cherub
  • Thunderfire Cannon

Jesse - Khorne, Slaanesh, and Renegade CSM Triad

Battalion Detachment - Chaos Demons

  • Demon Prince, Mark of Khorne, Super Khorne Axe, Wings
  • Skulltaker
  • Herald of Khorne
  • Bloodletters x20
  • Bloodletters x20
  • Bloodletters x10
  • Bloodhounds x5

Battalion Detachment - Chaos Demons

  • Demon Prince, Mark of Slaanesh, Soul Reaver, Wings, Psychic Power: Vain
  • Herald of Slaanesh
  • Herald of Slaanesh on Steed
  • Seekers of Slaanesh x10
  • Daemonettes x28
  • Daemonettes x10
  • Daemonettes x10

Patrol Detachment - Chaos Space Marines

  • Demon Prince, Mark of Slaanesh, Wings
  • Cultists x10

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Mission: Grand Tournament Mission #1

Objectives placed 12" in both directions from each corner, plus two more 24" from each corner.

Players generate up to 3 Tactical Objectives per turn.

At the end of the game, each objective is worth 2 VP.

Secondary Objectives: Slay the Warlord, First Strike (kill a unit on your first turn), Linebreaker

Game Length: 6 Turns

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Setup

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Turn 1 - Chaos

Demon Princes and Daemonettes charge the sacrifical Scouts, eliminating them.  Seekers run around them and charge the Ironclad  Tactical Squad, and Rifle Dreadnought.

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Turn 1 - Azure Flames

Flamer squad counterpunches and burns the Daemonettes, forcing the survivors to break and flee.  Seekers are eliminated by a Smite and Dreadnought punches.  Lucky missile shot does 6 wounds to the CSM Daemon Prince!

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Turn 2 - Chaos

Daemonette squad breaks cover and charges the FLamer squad, and all but 2 die thanks to overwatch!  Herald also charges.  They all die, leaving the squad holding objective 2.  Bloodletters arrive, charge Dreadnoughts and one of the Attack Bikes.  Attack Bike goes down and Bloodletters consolidate into Devastators.  Other Bloodletters take some damage from Dreadnoughts and dish it out in return.  Khorne Demon Prince smashes the Rifle Dread and consolidates out of combat.  Slaanesh Prince charges the other Dev Combat Squad, and takes 5 damage from overwatch, but gains 3 back thanks to his Soul Reaver.  He also kills 4/5 of another squad with a SUPER SMITE!  The surviving Sergeant spends 2CP to interrupt and kill the CSM Demon Prince that charged him!

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Turn 2 - Azure Flames

Squad and Librarian charge the Bloodletters, which was a stupid idea as they do little damage and get chewed up.  Other Librarian charges Slaanesh Prince, he dies.  Bloodletters on the right side eliminate the Devs. Thunderfire harasses the Cultists in the building.  Khorne Demon Prince is completely annihilated by Grav Cannons!

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Turn 3 - Chaos

Regular Dread is removed, Ironclad reduced to 1 wound.  Bloodletters and Skulltaker kill the Attack Bike.  Slaanesh Prince kills the other Devs.

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Turn 3 - Azure Flames

Sangamon the Librarian (my Warlord) gets off NULL ZONE.  The Ironclad falls back and the Bloodletters all get killed form shooting.  Thunderfire blasts the other Bloodletters across the board with a Tremor Shell, slowing them.  Other shots reduce the Slaanesh prince to 2 wounds.

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Turn 4 - Chaos

Slaanesh Prince charges the Tactical Squad, doing a bit of damage and consolidating into the Thunderfire.  Skulltaker, Bloodletters, and some Demonettes advance.

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Turn 4 - Azure Flames

Bloodletters are blown apart by Grav Cannons, Thunderfire, and all other shooting.

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Turn 5 - Chaos

Skulltaker moves up but fails a charge and takes a wound from Overwatch from a Bolter Marine.  Oh, the indignity!

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Turn 5 - Azure Flames

Skulltaker, Daemonettes, and all other visible targets eliminated.  Cultists in the building are wracked by the Thunderfire.

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Turn 6 - Chaos

Cultists Hide.  Turn not pictured.

Turn 6 - Azure Flames

Cultists are reduced to 3, but make their morale check!  Sangamon can't get another objective.  Game ends.

-----------------------------------

Final Score

Azure Flames: 6 plus Slay the Warlord, First Strike, and 2 VP from an objective = 10

Chaos: 7 plus First Strike and 2VP from an objective = 10

-----------------------------------

I SURVIVED THE BLOODLETTER BOMB!  Almost tabled it too!  This list was designed with inevitable charges being eaten by small units, then counterpunch units reacting.  It was awesome.

Star of the list: GRAV CANNONS.  Holy crap they are Demon Prince Erasers and Horde Stompers, especially with NULL ZONE.

Honestly, I could have won had I advanced the Attack Bike on the right, and the Grav Devs to hold the objective he left behind, but I didn't think of it.  I forgot that objectives were 2VP.  KEEP YOUR EYES ON THE PRIZE.

Next: more games and hopefully painting!

8Sep/180

Azure Flames 1st Company All Terminators vs. Tallarn GT list, 2000 pts

I'm sick of the Salamanders.

Well, not REALLY. I'm sick of bog standard 5-man squad MSU gunlines.  Yes, it's very powerful and competitive, especially if you throw in a Rhino or two for some mobility, but it's so BORING.

So, what else do I have in my magic box of Space Marines?  Hmmmmm...

OH YES FOUR FULL SQUADS OF TERMINATORS.

Thanks to the magic of the Vanguard formation, taking 42 models in Terminator Armor is a Battle Forged list!

Fourstrands veteran Nathan wanted to test a list against a mission from an upcoming Grand Tournament, and so I brought this somewhat unorthodox list to challenge him.  Let's Batrep!

Wait, that sounded idiotic.  Forget I typed that.

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Bozeman - Azure Flames (Salamanders)

Vanguard Detachment

  • Captain Perseus in Terminator Armour, The Shield Eternal, Thunder Hammer, Warlord Trait: Iron Resolve
  • Librarian in Terminator Armour, Force Axe, Storm Shield, Psychic Powers: Smite, Veil of Time, Might of Heroes
  • Terminator Squad x10, 2x Heavy Flamer, Teleport Homer
  • Terminator Squad x10, 2x Assault Cannon, Chainfist, Teleport Homer
  • Terminator Assault Squad x10, 10x Thunder Hammer Storm Shield, Teleport Homer
  • Terminator Assault Squad x10, 10x Lightning Claw, Teleport Homer

Nathan - Tallarn Desert Raiders Imperial Guard

Brigade Detachment

  • Commander
  • Tank Commander, Leman Russ Vanquisher
  • Primaris Psyker
  • Infantry Squad
  • Infantry Squad
  • Infantry Squad
  • Infantry Squad
  • Veteran Squad
  • Veteran Squad
  • Company Commander
  • Command Squad
  • Special Weapons Squad
  • Hellhound x2
  • Sentinel
  • Sentinel x2
  • Leman Russ Punisher x2
  • Heavy Weapon Squad
  • Heavy Weapon Squad
  • Wyvern x2

-------------------------------------------------

Mission: Grand Tournament Mission #5

Setup: Vanguard Strike

Objectives: One objective (stationary) is placed 24" from the corner of each players deployment zone, in line with the board center.  The other 4 objectives are placed along the center line.  These 4 objectives may be picked up and carried per the rules in The Relic.  At the end of the game, stationary objectives are worth 1 VP and Relic objectives are worth 3VP.

Tactical Objectives: At the beginning of each player's turn, they draw Tactical Objectives until they have a number equal to the current turn number.  No Tactical Objectives are generated after turn 5.

Secondary Objectives: First Strike (kill a unit on turn 1), King of the Hill (have the closest unit to the center of the board when the game ends), Priority Target (destroy the most expensive enemy unit)

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Setup:

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Pregame: Nathan uses a preliminary bombardment.  Several models including the Librarian take a mortal wound!

Turn 1 - Azure Flames

Units without guns advance.  Shooting takes out 9/10 models in an Infantry Squad, but Nathan spends 2CP to pass the morale test to deny me First Strike.

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Turn 1 - Tallarn Desert Raiders

Hellhounds, Sentinels, and Leman Russ Punishers arrive via Outflank.  Several Teleport Homers are removed thanks to the Sentinels.  4/5 of one of the Lightning Claw squads is killed, the last one fails morale to score First Strike for Nathan!

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Turn 2 - Azure Flames

What remains of the Assault Cannon squad charges at the Hellhounds, damaging both.  Other squads try to charge the Leman Russes, but they're too far away.  Librarian casts Might of Heroes on the Lightning Claw squad.  Smite and bolter fire take out a few guardsmen in the building.

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Turn 2 - Tallarn Desert Raiders

Hellhound retreats.  Leman Russ Punishers do some damage to the Thunder Hammer squad.  The rest of the army eliminates the Lightning Claw squad.  One of the Sentinels overheats a Plasma Cannon and dies!

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Turn 3 - Azure Flames

Flame weapons and bolters wipe out the Special Weapons squad, and then the Heavy Flamer Terminators roll boxcars and charge an Infantry squad!  This wipes out the guardsmen and scores a VP.  Librarian casts Might of Heroes on the squad that charged.  Two remaining Terminators chase the Sentinel.  Assault Cannon squad holds objective 6 and other squads gain objctives to score D3 VP (because this is a GT scenario, any D3 VP objectives automatically score 2.)

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Turn 3 - Tallarn Desert Raiders

Primaris Psyker uses Psychic Maelstrom to remove two Terminators, and other fire removes two more and wounds the Sergeant.  Guard squad charges the Sergeant, but he survives and cuts several of them down.  Leman Russes reduce the Thunder Hammer squad to one wounded model, and then a Leman Russ uses the Crush Them strategem and charges alongside a Guard squad, but the lone Terminator survives, denying the enemy control of objective 3.  Sentinel legs it to escape the Terminators chasing it.

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Turn 4 - Azure Flames

Assault Cannon squad charges, severely damaging the last Helhound.  Terminator Sergeant continues to chop up the Guardsmen, who lose two of their number to a failed Morale check.  Captain Perseus charges the squad harassing the Thunder Hammer Terminator, taking a few out.  Terminator Squad shoots up and charges a squad and the survivors flee.  I score a few points thanks to objectives.

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Turn 4 - Tallarn Desert Raiders

Lascannon sentinel charges the Terminators, to mixed failed results.  All of the rest of the army focus on the Librarian, but he shrugs it off.  Leman Russ and squad fall back from the Captain and THSS Termie.  Get Back in the Fight allows them to shoot the Captain with some meltaguns, but they bounce off thanks to the Shield Eternal.  Other Leman Russ puts 8 wounds on the last wounded THSS guy, but he makes all 8 saves!  Game ceded.

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At the end of the game, I had Captain Perseus, unharmed, The Librarian who had take one wound from the Preliminary Bombardment, two one-man squads of THSS Terminators, two Assault Cannon Terminators two regular Terminators, and a squad of 3 with a Chainfist.  9 out of 40 regular models, plus the Characters.  That's about 74% of the entire army, gone in four turns.

The final score for Tactical Objectives was Azure Flames 9, Imperial Guard 2.  Nathan didn't have the mobility to really go out and accomplish objectives.  We didn't count the main objectives, but I had at least 2, possibly 3 of the 3VP ones, and Nathan's tanks could have easily taken one, plus his starting 1VP objective.  This mission rewards initiative, mobility, and flexibility.

There was also the possibility that Nathan could have tabled me had the game gone to turn 7, but with the Assault Cannon guys hiding and Perseus being a nigh-unkillable beast, that would have been unlikely.

So, that was my fun time with an unconventional list!  Coming up next, I'm almost done with a paint project!

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