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  1. I've started a new season of Crusades in various groups and for the Custodes, my Crusade is inspired by the Warders of the Vaults of Rython from the Heresy era. Current Roster is: Shield Captain - From the Hall of Armouries Knight-Centura - Raptor Blade Enhancement Custodian Guard Squad (5-man) Allarus Custodian Squad (3-man) Telemon Heavy Dreadnought Vigilator Squad (10 man) Most of the list will be filled out with the rest of the Forge World models that I have, Caladius, Achillus, Galatus, Pallas, Sagittarum, and Venatari. This thread is going to serve two purposes, Army display (I'll get pictures of that I have so far later today), and battle reports through the crusade.
  2. Hey everyone! BaconCouch here. I'd like to introduce you to Beards and Bolters Batreps. We're just a couple guys having some fun, trying this stuff out for the first time. Offering both competitive and narrative reports, having started up with the release of 9th edition. /End of Self Plug. In our latest report, we have a 1500 point battle report between the ADEPTUS CUSTODES and the GREY KNIGHTS Which army of the Emperor's Finest Warriors will win? Find out! https://youtu.be/QI5hWShfMoc
  3. Greetings fellow Regimental Commanders, Starting next week an 8th edition introductory Escalation League is taking place. To make it new player friendly there won’t be Command Points at the start. The Battalion Detachment is being used like the old Forces Chart to avoid people only bringing lopsided forces. If the opportunity arises I will attempt to chronicle it here. Warp Storms and Astropath nose-bleeds permitting. - I’d appreciate a review of my starting list. Mainly is it an acceptable list to bring against potential new players? My enjoyment will mostly be going pew-pew and moving metal minis. HQ 1x Company Commander [2 PL, 39pts]: Plasma Pistol & Power Sword 1x Company Commander [2 PL, 45pts]: Plasma Pistol & Power Fist 1x Tempestor Prime [3 PL, 40pts]: Swagger Stick 1x Lord Commissar [4 PL, 60pts]: Power Fist. Edit: 61pts w/Bolt Pistol, invalidates the list Troop 4x Infantry Squads [3 PL, 41pts]: Boltgun 2x Militarium Tempestus Scions [3 PL, 76pts]: 5 Scion Team w/ Plasma Pistol & 2 Plasmaguns 500 Points on the nose. If the other player is bringing a particularly weak force I can always “forget” to drop the stormtroopers.
  4. Supernovas Strike Force: Captain Nyel of the 8th - Cataphractii Armour, combi-melta, chainfist. Librarian Hoxra of the 1st - Terminator Armour, stormbolter, force axe. Lieutenant Tiber of the 5th - Primaris Lieutenant with bolt rifle. The Dead Company - 5 Cataphractii with Lightning Claws. The Ironforged - Sternguard Sergeant with bolter and power fist, 2 Sternguard with meltaguns, 2 sternguard with bolters. The Stalker Kin - Scout sergeant with sniper rifle, scout with heavy bolter, 4 scouts with sniper rifles, 4 scouts with bolters. Squad Cyda - Sergeant with plasma pistol and power sword, 1 Marine with missile launcher, 1 Marine with meltagun, 7 bolter Marines. Squad Oxor - Sergeant with bolt pistol and lightning claw, 1 Marine with heavy bolter, 1 Marine with flamer, 7 bolter Marines. Squad Sigir - Sergeant with bolt pistol and power fist, 1 Marine with missile launcher, 1 Marine with plasmagun, 7 bolter Marines. Ancient Komdai - Venerable Dreadnought with heavy plasma cannon, stormbolter, dreadnought combat weapon. Ancient Lata - Contemptor with assault cannon, combi-bolter, dreadnought combat weapon. Expedition Cawl: Scribe Note: Approximate forces based on field observations. Arch Heretic Belisarius Cawl. 2 Heretek Enginseers. 2 Dunewalkers with large energy weapons. 2 Kastelan battle robots. 3x 10-man squads of Skitarii infantry. Imperial Knight - Paladin Class. 11:03 0564017.M3 - the Stormforge: Captain Nyel cursed the sandstorm that raged around them, scouring at their heraldry and obscuring the way ahead. Somewhere in the sand was a manufactorum, now just a seemingly random collection of half-collapsed towers poking through the dunes at odd angles. The Dreadnoughts led the way, flanked by squads Oxor and Sigir, and Nyel followed as close behind as his bulky armour would allow. Out on the right flank, in a rocky outcrop just south of the old landing platform was squad Cyda, and between them and the main group were the Ironforged, pride of the 8th and siege masters beyond compare. "Stalker one in position," the vox crackled, "We've secured the helipad. There's some kind of storage device here, covered in Mechanicum scrawl." "Stalker two, we've got the same at Nav Point Alpha." "Secure them," Nyel replied. "Whatever's inside, Cawl wants it, and if he wants it then so do I." The dust storm began to dissipate as the Supernovas reached the complex. There, at the base of an old tower, stood Belisarius Cawl, the arch heretic. "CAWL!" Nyel roared, his shout so fierce it seemed even the wind fled in terror from it. "In the name of the Emperor, surrender to me!" The Astartes' vox crackled and Cawl's voice filled the ears of the strike force, "why would I surrender to you, Astartes?" "For your heresy! For the blasphemous monsters you spawned with your degenerate experimentation!" Nyel paused and recalled that one such degenerate was stood beside him. "Present company excepted, of course." "Too kind," Lieutenant Tiber replied, dryly. As the sand storm fled further north more of Cawl's bodyguard appeared in sight, striding forth to defend their master. To Cawl's left were two fighting machines armed with powerful energy weapons; to his right, two Kastellan automata. Flanking this force were two Skitarii squads, with a third appearing within Cawl's tower itself. Shortly after, Stalker One reported the approach of a Knight, but Nyel felt its coming through the quaking ground before their warning reached him. From the top of the tower a Skitarii's voice rang out. "Astartes! The relics of this place are the prop-" "What do you suppose he was going to say?" Tiber asked as he ran after his captain and the advancing Dreadnoughts. "I can't say I really care!" Nyel said, unashamedly blowing smoke from the barrel of his combi-weapon. 11:19 0564017.M3 - Contact Made: Brother Komdai strode forth through the barrage of fire, his plasma cannon raking the Skitarii on the right flank and reducing two of them to nothing but smoking cybernetic legs. Bolt fire poured into them from Squad Oxor as they advanced, killing several more as they ran for the shelter of their precious archeotech. On the left, Lata and Squad Sigir were making equally short work of the other Skitarii, and Komdai took some pleasure in noting how many of these supposedly elite warriors turned and ran rather than risk the fury of the Astartes. Klaxons screamed at him as a cutting beam smashed into his frontal armour, striking him so hard he almost toppled. As he staggered backward, struggling to self-right, he caught a glimpse of the fighting out on the flank. The Ironforged had thrown themselves into a crater just beyond the ruins, chased by fire from the tower and the chattering stubbers of the Knight. Two were wounded, possibly dead, and the survivors could do little but watch as the Knight strode forward and turned its battle cannon upon the Stalkers. Four of the brave snipers were atomised by the blast, the fifth remaining miraculously unscathed. The walkers were charging their guns again, but Komdai had more pressing matters at hand; the pair of Kastellans marching toward him. Fire from the surviving Skitarii on the ground rattled off his armour, but he paid them no heed - seconds later they were blown apart by Squad Oxor, who had secured a higher vantage point from which to control the battle. "Your heretical machines will not save you, Cawl!" Komdai roared as he and Lata charged together at the machines. The lead robot was damaged by Lata's fire already, and the assault cannon had jarred its weaponry at an awkward angle. Komdai burst through the misaimed flamer jet and tore the machine in half with his serrated claws. His blow ruptured the machine's internal systems and it detonated, causing more alarms to flare across his neural interlink. When the smoke cleared one of the Hereteks was dead, impaled by a chunk of his own machine, and Lata was stood victorious over the broken remains of the second. Captain Nyel was behind him, shouting orders to the squads in the buildings, but it was Oxor's voice that cut through the chatter and caught Komdai's attention. The sergeant called out two words that could fill even a Space Marine with dread. "Knight incoming!" 12:21 0564017.M3 - The Trap Closes: From the dead, desert air came the Dead Company, materialising in a sharp flash of light that was over as soon as it had begun. Librarian Hoxra was with them, issuing warnings of incoming fire before the Dunewalkers had even begun to turn and bring their weapons to bear. Despite the Librarian's premonitions, Brother Calyr was lost, reduced to a blackened husk by the searing beams of the crimson machines. Hoxra took solace in the fact that he was with his lost Brothers again at last. The strike force charged forward through the Mechanicum fire, joined by Lata as he smashed his way through a nearby wall with an Imperial Knight in hot pursuit. Lata's atomantic shielding formed a visible aura in the air around him as Skitarii and Knight attacks slammed into him, but for now it seemed he was impervious to their weapons. "Brother Lata! Target the lead machine!" "Yes, Librarian," Lata replied and raked the walker mercilessly. He charged with the Dead Company and together they beat upon its shielding, damaging the contraption but unable to destroy it entirely. The machine backed off, and its retaliation was devastating to behold; the two walkers fired everything they had at the Dead Company, and when the smoke cleared only two remained standing. With a blast that shook the battlefield, Brother Lata fell. The fury of Cawl and the Knight combined had finally overwhelmed his defences and he toppled, legs blown clean off by the Knight's shell. Brother Komdai, smoking from a dozen wounds, overcharged his plasma cannon in a desperate effort to drop the Knight once and for all. The white beam smashed into the machine and blew chunks of adamantine from its hide, but still it moved. Komdai did not; his noble form had fallen still. Too many lives had been lost already; Cawl had to be brought to justice! As if answering the Librarian's summons, Cawl hurled himself toward the Dead Company. He struck the first with an arcane energy weapon that smashed the Cataphractii armour apart like it were paper, and before the final Marine could react Cawl severed his head with his glowing axe. Hoxra channelled his will into a mighty blow with his axe, but even his will was not enough to pierce Cawl's shield. Again and again he beat upon the shimmering energy field to no avail, all the while listening to the sounds of battle as the Knight rampaged through his brothers. He head Tiber cry out in pain as he fell, and Captain Nyel's defiant roar as he buried his chainfist into the machine's legs to try and stop its onslaught. Time was of the essence; Cawl had to die! 12:45 0564017.M3 - The Coward's Retreat: Belisarius Cawl surveyed the field through the eyes of his servants. The ignorant fools of the Astartes had secured all four of the relics, and despite the war raging around them had, to his eternal disgust, begun to plunder the contents! He wanted to order the Knight to drive them out of the ruins, but the noble machine was badly damaged and its systems were failing. Weapons fire from all sides was killing it by a thousand cuts, and Marines armed with lascutters were closing in behind to finish the job. His enginseer servants were dead, most of his Skitarii were dead or fleeing, and while he was confident his Dunewalkers could survive now that the inferior walkers of the Astartes were silenced, time was not on his side - they could not hope to reach the archeotech before the Astartes plundered them and fled. He realised, with cold, detached certainty, that he would be forced to abandon his prize. "Belisarius to the Ark Mechanicum. Initiate emergency translocation protocol". There was a blinding light that filled the entire world, and when it faded there was nothing left of the Skitarii but the dead and destroyed remnants of their expedition. Cawl was gone. Nyel opened his mouth to vox the fleet, but Hoxra cut him off. "It's no good, Captain. His ship will evade us." "Throne take him!" Nyel screamed. "May every saint on Terra in his face!" He turned toward his approaching sergeants. Most of their squads had survived the battle; with the exception of Stalker Squad One, the Dead Company and Dreadnoughts had drawn the worst of the enemy's attention. Even so, they had lost good men. Time would tell whether the loss was permanent. "Get the Apothecaries and Techmarines down here," he growled, the bitterness at losing Cawl refusing to fade. He then gave the relics his full attention. They were large, armoured shapes covered in unfamiliar script, but the Stalkers had made some progress in opening them to study the contents. "I want these brought back to Tasal," he said. "What if Cawl comes after them?" Cyda asked. The Captain gave a dry chuckle. "Let him. Nothing would make me happier than to soak our world in Cawl's blood. Take his prize, and let him die trying to take it back."
  5. Space Wolves, 2k 1 Bjorn. 1 Thunderlord with pair of wolfclaws. 2 units of 15 blood claws each, the fighters. 1 unit of 5 grey hunters, the objective holders. 1 unit of 5 sniper scouts, to try and snipe someone. 1 unit of 5 Termiwolves with chainfists; chainfists suck. 1 unit of 3 Thunderwolves with storm shields. 2 units of 5 Longfangs with heavy bolters. 1 Stormfang Gunship. Chaos, ANN'GRATH 1 Chaos lord in terminator armor. 2 Rhinos filled with Berzerkers. 1 unit of 3 Obliterators. 1 Defiler Well, my list was intended to go against average armies, but my friend suddenly fielded a giant Daemon Lord and my heavy bolters went sad. The battle was direct, his ANN'GRATH marched forward and charged my blood claws, finished the entire unit without taking a wound. In my turn the stormfang gunned the defiler, but the invul save made me sad, Bjorn did 10 wounds to Ann'grath and the 45 attacks of the bloodclaws did one wound. Angron failed a lot and Bjorn survived. The whole battle was like that, my guns fired at Angron and the defiler, his guns tried and tried to take down the stormfang. The bloodclaws killed the berserkers, the other berserkers killed the bloodclaws. Plain and simple, Ann'grath can take all the hits of the world, but only the multiple damage weapons take him down. His invul save is extremely annoying and Bjorn does a lot of damage. We played for objectives and by the end of the battle he had more points, I really got poor cards and took some bad decisions, but it was a fun match. Almost scored a win, but if you face Ann'grath just shoot him down, try and kite him with some tasty units for him to destroy, but keep shooting him and don't get demoralized about his saves.
  6. Space Wolves, 2k 1 Bjorn. 1 Thunderlord with pair of wolfclaws. 2 units of 15 blood claws each, the fighters. 1 unit of 5 grey hunters, the objective holders. 1 unit of 5 sniper scouts, to try and snipe someone. 1 unit of 5 Termiwolves with chainfists; chainfists suck. 1 unit of 3 Thunderwolves with storm shields. 2 units of 5 Longfangs with heavy bolters. 1 Stormfang Gunship. Skiitari, (sorry, I really don't know the official names of this "new" army) 1 Belisarius Cawl 1 Skiitari tech priest 4 Kastelan Robots /Baymax (The giant robot that looks like the one in the movie big hero 6) 15 Electropriest 5 units of 5 skiitari, each with 2 super snipers 2 Dunecrawlers Giant Spiders 2 Ironstriders with lascannons This was a great battle! I got first turn and it was the Stormfang time to make the Wolves proud; my friend made a mistake and deployed with Belisarius in the middle with enough space for the Stormfang to fit a hole and have him as the closest target, so I fired the twin multi melta, the lascannons and the helfrost cannon.... And He lived. With my extremely bad luck and his extremely good combined, only 3 wounds were made... So that was fun! Then the heavy bolters gunned down one unit of rangers and a couple of electropriests, My bloodclaws moved to the center with the characters and thunderwolves. In his turn, the 70 inches strength 7 ap -3 snipers started to wreck hell on my thunderwolves and killed 4 heavy bolters. His dunecrawlers and lascannons fired to the stormfang and it barely survived, he started to move to the center of the field. The second turn decided the whole battle, his low armor low invul electropiests died all to shooting and Bjorn with the bloodclaws and thunderwolves charged the 4 Kastelan robots, Belisarius and the techpriest made heroic interventions and got in the batlle, my chainfists terminators deepstriked near the duncrawlers and ironstriders. The close combat was awful for me, Bjorn only did 5 wounds, not even one Kastelan robot... The Bloodclaws did killed one of the robots and his characters killed plenty of bloodclaws, the Kastelan robots wounded Bjorn. In his turn he gunned down the Stormfang, killed some termis and in close combat finished killing Bjorn and some bloodclaws. Every turn after was the exact same, the mass of bloodclaws wounded the kastelans, but Belisarius slowly killed them; termis were attacking the back line duncrwalers but the chainfists don't do that much damage and his op snipers are really annoying. My back line grey hunters and snipers secured obectives and the Thunderlord hunted all the little units of snipers but was killed in the end by the Ironstriders. It was a solid Victory for the Sons of Russ, even if in the end one Kastelan, the skiitari characters and the Ironstriders were alive, the multiple small units gave me much more objectives. The stormfang is extremely powerful and having that long movement range you can probably put him in the middle of an enemy so he can kill an important character, but if your dice hate you like mine do, don't get angry, bad luck happens.
  7. Alright, tested out my happy little witches yesterday. The Markovian 49th 'Mad Dogs' were sent in to root out the remnants of a Tyranid hive fleet. A junior officer was given the unenviable task of herding his throngs of mutants and psykers into battle. In order to supplement the scouring, the renegades had been loaned a few daemonic engines of destruction by their Death Guard masters. I took a battalion: 1 renegade officer, my warlord, Major Jystinian Kraeth, with plasma pistol and brutal close combat weapon and covenant of Nurgle 4x10 mutants with autoguns (all the mutant bosses had brutal close combat weapons) 2 foetid blight drones chaos decimator with butcher cannon and claw I also took a supreme command detachment with 3 malefic lords and an enforcer with plasma pistol and brutal close combat weapon. My buddy fielded Tyranids. He took a giant pile of hormagaunts in one squad, a giant pile of termagants, also as a solitary squad, along with a smattering of short-range warriors, a warrior prime, and Big Momma the Tervigon (his warlord). So, before the battle I rolled up my mutations- and got triple ones and a 3. I used a command point to try and salvage the situaion (not sure if you can do this but my opponent allowed it) and rolled another 1. Long story short 15 of my mutants apparently had smothered themselves in their sleep the night before the battle. Lesson learned- don't tempt fate. The mission ended up being 'drawn and quartered' so both of us had a pair of far-flung objectives to hold on our own table halves. This wasn't a big deal for me since I had a couple of half-dead mutie squads that wouldn't be good for much besides squatting behind a tower or hill and playing patty-cake with their tendrils. We also drew our ruse cards that gave us special abilities army-wide(?!). I drew a very handy one that made my entire army auto-pass any and all moral checks (which made my enforcer sad). We set up, my ragged throng mostly in front of my characters, the drones on my right staring down Big Momma and her brood. The decimator was in the middle, since they are crazy fast. Since the butcher cannon is heavy, I ended up moving the decimator basically every other turn to keep up. Within my deployment zone I can only hold one objective but planned on moving to seize the other by the end of turn 1. The nids set up, similarly holding one objective and keen on gaining one more. He gets first turn and as he moves up the field with his horde he reveals his trap card- apparently he can essentially deepstrike a squad that could otherwise not. So his hormagaunts vanish and then reappear 9.1" away from my mutant gunline. Teleporting Tyranids, just what the galaxy needed. He gets off the long-range charge with the help of a command point and the swarm barrels into my hapless mutants. I actually manage to gun down a couple in overwatch and then the pain starts. The aliens multicharge and hit like a train, managing to assault all but one mutant squad cringing in the back near my lone held objective. Lots of mutants die. Lots of them. Two squads are wiped completely (with a fair amount of overkill wounds) and all but 3 of the doughty mutants with extra attacks explode. On my turn the the beleaguered mutants scramble to safety and the malelific lords start smiting, with one of them also unleashing a -3 Creeping Terror. The tervigon is too far away to deny so it gets messy for the nids fast. The decimator waded in amid a hail of fire from the blight drones and since the hormagaunts outside of synapse they get vaporized between the fire and morale. The warriors, blight drones and decimator exchange shots as I work my way closer to the bulk of the Tyranid army. His long-range firepower was somewhat limited, but a lot of my army's damage was tied up in smites and plague spitters, so I had to get in close too. The objectives are situated in such a way that the 'nids are separated trying to hold both. A group of six warriors and a prime are on one, and the tervigon and the termagants hold the other with a good 20" to 24" inches in between. One of the drones got banged up thanks to massed fleshborers, but in order to shoot the drones they abandoned one of the objectives (which proved catastrophic). I got greedy and had the drones return some speculative shots at the termagants, but Big Momma just replaced the losses automatically next turn. I quickly decided to concentrate my firepower on the warriors since they stayed dead when I shot them. By the the end of turn 4 I had reduced the warrior brood to steaming jello thanks to the malific lords and the blight drones. Up until this point, I had one malific lord hidden on the forward objective, and three mutants holding the other in my deployment zone. The malific lord managed to stay out of sight thanks to some tricky positioning of the objective which was a spire like structure. On the final turn, the injured prime executed a very tricky assault that nearly killed Major Kraeth. My opponent was trying to get 'Secure the Warlord,' but the traitor officer survived, fell back, and the decimator contemptuously shredded the wounded monster. Amid lots of dead gaunts and mutants, we tallied up our points and discovered that Slay the Warlord, Linebreaker and First Blood weren't standard as in previous iterations of the game. Only the progressive objectives mattered; accordingly, scoring worked like this: Turn 1 Tyranids 2, Nurgle Heretics 1 (after the hormagaunt charge I didn't manage to get anyone onto my other distant objective). Turn 2 Tyranids 4, Nurgle Heretics 2 (this turn I just plain forgot to move someone close enough to the forlorn 2nd objective, RIP) Turn 3 Tyranids 5, Nurgle Heretics 4 (gaunts left their objective to bring all their guns to bear) Turn 4 Tyranids 6, Nurgle Heretics 6 (gaunts back on the objective but the warriors are dead) Turn 5 Tyranids 7, Nurgle Heretics 8 I had squeaked out a win for the forces of Chaos! There were lots of tactical mistakes on both sides, I think. Failing to score on my 2nd objective twice nearly cost me the game (d'oh!). Mutants work way better in big blobs than smaller squads, and I really ate crow with all those pre-game 1's getting rolled. That being said, my many small squads and characters let me hold objectives, where as the huge but limited 'nid broods were unable to spread out enough to seize or contest much. The malefic lords were good- 3d3 mortal wounds doesn't count for too much against massed Tyranids, but it really helped bring down the warriors and crippled the prime easily. I also used Creeping Terror on the hormagaunts, which contributed to their destruction. Shadow In the Warp was annoying so I generally avoided getting my blasphemous sorcerers anywhere near the Tervigon and her spawn. 7/7 would recommend to any servant of Chaos, even you blood-addled Khornate folks! My officer and enforcer didn't do too much, but both got in a few wounds with their plasma pistols and they delightfully inexpensive. I think I saved 2 wounds the whole game with the Covenant of Nurgle. I was unimpressed with the Chaos decimator. I have used him in a couple of battles now and he always seems to do very little; maybe I just need more guns. A storm laser or two may fit the bill. The blight drones are great. They put out good damage, are reasonably hard to put down, and are very useful for influencing how your enemy moves and fights.
  8. Edit, 9th edition stuff starts here. Page 17, post number 404. Hello! First I'll reintroduce myself. Once upon a time and for many years I was uberwolve here on the B&C. I just changed my name because it's the one I use nearly everywhere else. I've been playing Orks Since 3rd edition and suffered through the last 3 editions as best I could. I was ready to get rid of everything and then the announcement came. 8th edition was coming! And 8th edition is here! I played my first two games yesterday and enjoyed both of them. It was refreshing. This will be an ongoing thread. The first game was only 1000 points just to get my feet wet. As in editions before there are things that play out much as you expect they would regardless of the rules changes. For example feeding the enemy one unit at a time, which they then destroy goes as you'd expect...Poorly. But I quickly learned what my opponent had in mind and tried out a few of the new rules. Having lost the game but successfully probed his head movies for "tactics." That's right. He was going to have a huddle around a commander to get reroll 1's and hid behind a wall of razerbacks... and shoot me to bitz! I did however manage to BBQ his commander with my Burna Boys! (Take that!) I managed to get slay the warlord and that's it. We called it in 3 turns, he had a blast! Game two. 1500 points. I traded out a few units and were were ready to go. Secure and control, table quarters (Old school cleanse deployment.) I deployed in a corner packing the trukk, Battle Wagon Weirdboy, 30Boys and 3 Kannons with krew under my KFF. (Easily and with room left over.) I put Komandos and 2 solo Deff Koptas in (what ever it's called where you don't have to set them up)... reserve/outflanking/hiding/scouting/ I wasn't sure where to put my 30 Stormboys but they were forward and to my right side. I set up 15 grot in front of my kannons and 10 more on my objective. Burnas boys and Banner Nom were in the trukk and 4 Nobs with big choppas were in the Wagon. Whitescar Space Marines went first. Two Stomtallons?(the small ones) came right up and started shooting. Killing loads of Stormboys. (Who were being bossed around by Zagstruk.) Over all my opponent was trying to figure out what to do. He'd changed his commander on foot out for the same but on Bike and added a biker Chaplin.(And the two flyers) Ork turn. Lunch time! Burna boys hop out of their trukk, now acting as two mobs of 5 burnas. Trukk and Battle wagon move out towards the enemy as fast as they can. Stormy boys set up to charge the flyer on my right (Burnas were looking at the one on the left.) Weirdboy gets +2 to casting Da Jump and sends to Boys all the way to the other side of the table.9" 1MM away from the Marines rear Rhino. I decided to bring up all my reserve units right then and right there as well. Now I have 4 units right to his rear right flank. Shooting. Burna boys cook the heck out of the Storm talon. (I learned in game one that 1 mobs of 5 is actually better than 1 mob of 10. Rolling 1 D3 for each mob gives me, it seems, better odds of more shots. I managed a might 1 for one mob and 2 for the other 5, 10.) The storm talon was left with 1 wound remaining. My Storm boys charged his other flyer and made contact then Zagstruk charged as well. Both units were as close as they could get so the charges were easily made. The boys mob managed a might 12" roll for their charge range and contacted the rhino and the Chaplin and avoided dragging other nearby units into combat, much to the dismay of the Space Marine player. (A lesson in model placement.) The rhino was left with one wound. The Orks rolled out 92 attacks, none bothered to try to swing at the Chaplin. Hitting on 3+ is amazing. Wounding on 5+ is old hat. We're used to it. An amazing first turn that left a very shocked opponent. (Terror is my favorite weapon. Shock and Awe! ) The drags the space marines into combat for the next 3 turns while the Orks fight for all their worth! Form this point on he has no real plan. His storm talons go to hover mode, Shoot poorly and try to move a bit. Nothing much. One tries to run off really far to my right to escape the storm boys. His shooting is fairly pointless over all. His army is locked down. My next turn the trukk and battle wagon move into charge position , transported units get out.( in the correct order) My bruna boys ran towards the Battle wagon with plans to get on board as soon as they could get close enough. (1 mob of 5 remain at that point.) And Huzza for assault weapons that don't roll to hit! Burnas hit the talon 10 times and it explodes! My kannons take aim and hit the other talon 3 times wound 3 and 2 get through, it had taken 2 damage already. Kannons roll a total of 9 damage. KA-BOOM! Talon no more! Charge phase. Wartrukk charges a Razorback as does the Wagon (with Deff Rolla.) Truk makes it in, wagon rolls in(No over watch against the battle wagon thanks to the trukk!) My Big choppa Nons charge and can all fight. My def Koptas and komanado were all stuck in at this point ( it's all a blur what turn is this? haha.) Long story short, the Rhino transport had been destroyed, my Kopptas were in and only one had been wounded my Komandos had killed an attack bike. (Marines have too few attack to divide up and do much with.) He had two units of 5 in the rhino of which 4 models got out due to disembarking and not having room for more models. (Good tactic, play it right and it could do more for you.) The scrum was on and the clock was running out. I was nearly out of boys bur had enough units still there to tie him up and fresh units rolling in, the war trukk and Battle wagon. Deff rollin down maines several units buffed by the WAAAGH banner nob. he game came to a close with my 4 units on his objective to his one commander. He wanted to call the game, just like he always does before he takes a big loss, I played out my turn for the win. I owned both objectives and had line braker, he had first blood. Neither warlord had been killed. This battle report was all over the place, I'll do better next time. Lessons. Burna Boys are Madness! Da Jump is fantastic! 30 boys isn't enough. Needs more Orks in my list. 30 Storm Boys has a place but I probably could have done more with less. Single unit Deff Koptas work. Remember how forced Disembarkation works. First you see how many models you can set up with in 3", the rest are dead, now roll to see how many of the models you set up live or die. 4 of his models got out but it could have been 4 in any combination from the models of either unit. A Re Roll can be a single dice. and you can't reroll a reroll. So no spending a command point to reroll one dice and then using a reroll on two dice(as in charge distance) Fixing a vehicle is done at the end f the movement phase and by models outside and within 1" of a vehicle. Big Choppa Nobs mob is kinda cool! Remember to use command points when it looks like you may super fail a LD test! Keeping models from "running off" is good. Would have maybe been good for keeping his models locked up in combat but it's a double edged sword. It could draw them closer to where you don't want them. My opponent has now played 4 games. His plan to hide his squads behind T7 rhino walls was and is to be expected. Easy plan for deployment seems reasonable. He seemed shocked at the loss of his commander in the first game and his Chaplin in the second game. Both provide some kind of buff. Remember to look for ways to shut those down. None of my characters died or were even wounded. WAAAAAAGH Da 8th edition Orks! WAAAAAAAAAAAAGH! Thanks for reading. More Mayhem to come! Hope to have pictures next time.
  9. Hades VII - and who in their right mind would name a new world like the depths of hell - was a world destined to die. Perhaps the name was fitting after all then. With a gigantic asteroid hurtling through the void towards the sparsely populated mining colony it's days were certainly numbered. With the civilian workforce evacuated with a few days to spare there was nothing left but to get clear of the immediate danger zone around the planet, if suddenly there hadn`t been life signatures picked up on the abandoned surface, which differed from the local wildlife. A high-intensity scan revealed the arrival of xenos on Hades VII - and whatever the Eldar wanted that made them risk such an operation, the Imperium would make sure that they would get either it first or at least spoil their plans, the asteroid be damned. Race to Victory - 2.000 Points ​Race to victory is a new mission from chapter approved where each player starts with 3 Maelstrom cards and always pull up to 3 total. The game ends either as per the normal rules or when one player has achieved 10 cards. We houseruled that once you hold a card for 3 turns without achieving it you could discard it. Blood Angels Captain Catellus Matarno (Artisan of War, Angels Wings, Inferno Pistol and the biggest Thunderhammer you have ever seen ) Primaris Lt. Vero Venerable Ancient Chaplain Hrath (Twin Lascannons) Brother Chaplain Akos (Lemartes) Relic Whirlwind Scorpius Relic Sicaran Battle Tank (2 Lascannons) Rapier Quad Heavy Bolter 4 Sanguinary Guard Sanguinary Ancient 8 Death Company (2 THammers) 5 Scouts (Bolt P and Combat Knives) 2x 5 Tactical Marines (Missile Launcher) Razorback (Twin Las) 3 Primaris Inceptors (plasma) The plan was to form a solid fire base within the 2 re-roll 1s auras and apply deep strike pressure as required. Craftworld Alaitoc Autarch with wings 2 Warlocks Karandras 2x 10 Guardians with Missile Plattform Wraithlord (Starsomething Cannons) War Walker 3 Jetbikes 10 Striking Scorpions 5 Wraithflamers in Serpent 6 Fire Dragons in Falcon Hemlock 5 Rangers Vyper with missile launcher (?) The plan was to surprise me since my buddy has always played Iyanden and also recently acquired a Wraith Knight that I thought he'd bring for sure. A bit of context: this would be our first "serious" game in 8th. We play somewhat regularly and have been since 7th, and I knew I'd be in for a very challenging game as my opponent is probably our best player here along with myself. I also didn't have a ton of experience playing Blood Angels, especially with the new Codex. Another thing to note is that I hadn't planned to post this as a batrep but since it was such a fun game... yeah. Hence I only have a few pics. Deployment: Eldar deploy first by 1 unit. I roll a 6, Eldar do, too -.- I fail to seize. T1 Alaitoc Hemlock rushes up to my gunline, destroys the Scorpius. Falcon with Fire Dragons rushes up the same flank. The Rapier goes down to mixed firepower. 3 Jetbikes rush my Scouts that sit on an objective, shoot then assault them. Scouts fight valiantly and put a wound on a Jetbike whilst loosing 2 to the shuriken weapons. T1 Blood Angels Captain Matarno jumps forward between the Falcon and the Hemlock. Initially I wanted to charge the Hemlock but due to the Alaitoc trait (-1 to hit above 12") I concentrate my fire on the flyer and then opt to charge the Falcon instead. The Sanguinary Ancient deep strikes on my left flank to assist the Scouts, the SGuard on the right to charge the Falcon also and then consolidate in front of the Captain to not get him shot in Alaitoc T2. I spend 2 command points to make sure the SGuard make it in after the Hemlock goes down to combined firepower and the Captain made the charge against the Falcon. I witness the power of a Death Company Captain for the first time, and it is glorious. The Sanguinary Guard don't get to swing against the vehicle. The Ancient also makes it into combat with the Jetbikes and deletes them. Oh, and both Alaitoc vehicles blew up, removing 2 wounds in total from my Captain. Shoddy workmanship I daresay? Eldar 1 : 2 Blood Angels T2 Alaitoc The Fire Dragons seem little perturbed by the fact that they suddenly have to hike it and round the corner of the big bastion to draw bead on my Sicaran. Karandras shows up as do the Striking Scorpions (both on my left flank). The Sicaran predictably melts to the fire lances whilst the Scorpions and Karandras fail their charges. T2 Blood Angels Captain Matarno decides to leave his bodyguard behind and uses On Wings OF Fire to relocate to my left flank behind Karandras - a worthier prey than the Falcon for sure! Primaris Lt. Vero moves up to engage the Fire Dragons, as do the remaining SGuard (2 or 3 died to shooting the turn before). The Inceptors land next to the Scouts and level their plasma guns at the SScorpions. The shooting phase has turned from so-so to almost almost non-existant with my Scorpius, Rapier and Sicaran wiped out. But the Inceptors down a pile of Scorpions and then declare a charge, as do the Lt, the SGuard, the SG Ancient (against Karandras) and of course Captain Matarno (with the use of 2 CPs, just to be sure). I make all my charges (even needed the relic re-roll on my captain). Now this bit is important, so pay attention. So I made all my charges yeah? But then, under the influence of what could have only been the RED THIRST!!! I activate my Primaris Lt first. On my right flank. My opponent then happily informs me that he'll spend 2 CPs to interrupt. And activate Phoenix King Karandras, Lord of the Striking Scorpions. The guy with the big ass claw. To strike at my captain, before I get to strike him. Yeah, 40K fail of the year for me most likely. So this melee monster strikes with his massive claw (which I'm sure has a scary name to go with it), Mandiblaster blazing, does 1 unsaved wound. But rolls a 6 for the D3 damage roll. And by that time I have only 2 wounds left on my captain and warlord (lost one to the mandiblaster). I roll the 3 dice for Black Rage and... come up with 2 6s. I think both of our faces would`ve been youtube worthy, just like the cry of dismay from my opponent as my by now quite furious Death Company Captain smashed the fragile Eldar body of Karandras to pulp. And yes, I couldn't suppress a "Hammer Time!" then^^ What a legendary moment. You see, sometimes it's perfectly good enough to just be lucky. Also noteworthy here is that mere minutes before my opponent and buddy gifted to me his red dice that he had no use for anymore (because mine were my old Dark Eldar dice). He sure cursed already me for using them now Striking Scorpions lose to the Inceptors in melee and 2 Fire Dragons went down the lone Sanguinary Guard. Eldar 3 : 3 Blood Angels T3 Alaitoc War Walker comes in on the left flank, Guardians move up there, too, as does the Wraithlord. Autarch jumps up into the sky. Serpent with Wraith Guard shoots forward to threaten my Chaplain Dread next turn (who has been woefully out of position and so far done almost nothing). Fire Dragons pull out of melee. Last Striking Scorpion runs and hides behind a building. Shooting sees an Inceptor drop as well as my Lt and the last SGuard. T3 Blood Angels Brother Chaplain Akos (Lemartes) shows up with his friends next to the Inceptors who jump forward to threaten both the Guardians and the War Walker. My tactical squads start do make their way out of my DZ as does the Chaplain Dread to later on fulfil an objective. Captain Matarno feels awfully weak after his recent surge of his Butcher Nails Black Rage and decides to take a breather behind a large building surrounded by the Scouts and the SGuard Ancient (my opponent had drawn Kingslayer by now). The War Walker gets wrecked by the Inceptors, who then in turn get obliterated by the Guardians they tried to charge. Booooh. The Death Company then tries its luck but fails even with the re-roll from Chaplain Akos. Who is appalled by their lack of effort and charges in alone. Kicks some Eldar butt and my turn ends. Eldar 5 : 5 Blood Angels ​T4 Alaitoc ​The autarch returns behind my lines on the left flank to hunt my captain. Guardians leave combat, Wraithlord moves up to flame and charge, nothing much happens on the right flank, oh, apart from the Wraith Guard getting out of their ride, hosing down my Venerable Chaplain Dread with their flamers and then finishing hin in melee . Lemartes Akos takes a krak missile to the face and is badly shaken, then takes the charge from the Wraithlord but goes down. T4 Blood Angels Having witnessed the slaughter of his Chaplain Captain Matarno gets a second wind and, not heeding the warning cries of his brothers guns his Angels Wings to hurtle toward the towering Wraithlord. Both the remaining Death Company (had lost 2 to overwatch the round before) and the Ancient follow. I set up a multi charge (Wraithlord, Guardians and Warlock who was standing behind the Guardians). Make all my charges, Captain Matarno screams "BLOOD FOR ANGRON SANGUINUS!" at the top of his lungs and pulps the Wraithlord as well as the Warlock in one go (The Wraithlord had already lost a few wounds to the Razorback so I allocated 1 attack to the Warlock - I think of it as the backswing which caved the beautiful Eldar Wraithbone helmet in). The Ancient stands by and glower menacingly having nothing to attack in range. 3 of the Death Company obliterate the Guardians. Eldar 7 : 5 Blood Angels T5 Alaitoc Some more shuffling on the right, the autarch jumps forward to assault one of the tactical squads, the last Scorpion shows his face again to do the same. The by now empty Serpent scoots up and looses some shots, along with the Rangers (who didn't do much of anything all game so far) at the other Tactical Squad which perishes. The Autarch and the Scorpion kill 4 Marines leaving the Sergeant standing. T5 Blood Angels The lone Sergeant pulls out of combat, the Razorback now leaves my DZ, too (still had that card to fulfil). Captain Matarno, armor covered in Xenos blood and soul stone splinters, needs to take another breather behind a radar station, incidentally putting him out of sight of the remaining enemy guns and in position to secure line breaker. The Death Company and the Ancient jump toward the Rangers and the objective they're sat on. They make the charge, butcher them and claim the objective. Eldar 7 : 7 Blood Angels We roll to see if the game continues and it does. T6 Alaitoc Seeing an opening (and by now having 2 cards in hand that demand the death of an enemy character/warlord) the Autarch boldly jumps forward on his falcon wings,cutting through the air to hunt down his nemesis. The lone Scorpion follows the Sergeant. The Serpent moves toward the Razorback. Charge phase - the nimble Autarch makes his 9 or 10 inch charge and, filled with the Wrath of Khaine rains furious blows upon Captain Matarno. Blow after blow he turns aside but in the end his battered armour can withstand the assault no longer and he falls under the blade of the xenos warlord. The Striking Scorpions also makes his charge but neither side manages to find an opening. T6 Blood Angels I draw Kingslayer and my mission is clear - the Eldar warlord has to die! The Death Company and the Ancient take to the skies once more to strike down the foul xenos and recover the body of their leader. The Razorback pulls further back next to the 2 remaining scouts. Charge rolls are made, and made in anger! 3 are left of the Death Company and they surround the Eldar. The 2 thunder hammers swing and they swing true. Warlord Kill! Both of us had scored the warlord kill this round, but by opponent had not rolled his D3 yet. We decided to roll together, joking that if it came to this roll we might`ve just rolled a dice in the first place and saved ourselves the "bother" of playing this game haha. I roll a one, he rolls a four. Damn. He now leads by one point and both of us have Linebreaker. Eldar 11 : 10 Blood Angels We roll to see if the game continues - and it does. Last turn Alaitoc Still intent on revenge for his lost brethren the last of the Striking Scorpions makes his way toward the scouts. The Serpent meanwhile moves toward the Razorback. Both charge their targets and make it. The vehicles grind against each other, all straining wraithbone and shrieking metal. The scouts welcome their adversary and cut him down without mercy. Last turn World Eaters Blood Angels By now I have 1 card on my hand that I can`t fulfil (Witchhunter, and the last Warlock is on the other side of the board). I draw one, which is an objective that is too far away. I draw the last, and it`s "kill something in melee". I had just killed the last Striking Scorpion the turn before. So now to draw this game I needed to kill a Serpent in melee. With 2 Scouts. And a Razorback. But hey, at least it had already discharged its shield right? But I still had an ace up my sleeve, oh yes. There were still 3 extremely pissed off Death Company standing vigil over the body of their captain, 2 wielding thrumming thunder hammers. All I had to make was - after careful measuring - a 11 inch charge. With no command points left. But I had my new red (hot) dice, and that was all I needed. I rolled a damn TWELVE! Game. On. With the butcher nails thrumming in their heads the Death Company rain thunder hammer strikes down upon the sleek Serpent reducing it to 1 wound (why does that thing have 13 wound and not 12 dammit). The furious chainsword attacks of the 3rd marine glance off the armour and the game looks lost, but then the 2 Scouts charge. 4 hits. 4 wounds. 1 failed save. It`s a draw! This game has by far been the most intense and entertaining in the last year, so I had to share it, even though I spent about 2,5 hours putting this together. So I hope you`ve enjoyed reading this, and if you did it`d be great of you to leave a short comment here Verdict: I knew I`d be in for a fight and it sure didn`t look pretty at times, but this was truly epic. I had some very lucky rolls, some not so good ones but overall I cant complain for sure. The mistake with not activating my captain first vs Karandras could've sealed the game for the Eldar, instead my warlord got to smash and kill a few turns more. He actually got very close to surviving the Eldar Autarch as well, with just a 4+ and a 6++ failed. But still, that guy is absolutely MONSTROUS and a BLAST to play. He killed a Falcon, Karandras, a Wraith Lord and a Warlock. And I didn`t even spend any command points beyond Wings of Fire and the 3D6 charge roll on him. In fact, he`s so lethal that I might not even make him the warlord next time, because you`ll most likely give up the warlord kill with him. The Scouts were money, too. Holding off the Jetbikes, killing a Scorpion warrior and finally the Serpent to clinch the draw. The Chaplain dread was badly positioned by my, but all my shooting suffered heavily due to the -1 to hit from Alaitoc. Another piece of good news is that my jump pack units survived for fairly long which came as a bit of a surprise after seeing them shot to pieces again and again in 7th. I think the key is to not bring them in too soon, which is something that more and more of us seem to learn. Wings of Fire is amazing. The 3D6 charge is really good - a lot of times you just have to make sure to get in. Our chapter tactic is fantastic, I LOVE it. A flat +1 to wound is really, really nice. My scouts wounded the Serpent on 4s instead of 5s. A lot of times I wounded stuff on 2s instead of 3s. Its ust great. So overall, yes, yes I had fun and yes I think Blood Angels finally don`t have to hide anymore. We might not be top tier but a savvy player can sure work some magic with what we've got. And now I need to buy some Scouts. Thanks for reading and a happy new year everybody! As the white and blue Thunderhawks tore off the ground into the sky of Hades VII and beyond, the giant ball of ice, rock and fury grew ever closer to the doomed planet. The World Eaters hadn't discovered why the Eldar had risked visiting this world so close to its final breath, and with the last warp gate closing behind the retreating xenos no one would ever know. But whatever it was that they had wanted, the imperial commanders were sure to have denied them, and that was all that mattered.
  10. T-Minus 40: Training exercise and matching of blades by the Dawn Blades chapter master and the Brothers Noctis 2nd Company Captain Mulier. "Tee minus 40 hours to Primaris Space Marine training exercise versus the Silver Sons and Brothers Noctis. All involved please report to Thunderhawk bay three. All Shinsengumi present, report to the Shogun's chambers at once. Repeat, Tee minus 40 hours...." The message repeated. Shogun Kujo Kamakura glanced at his chrono (a gift from a proud father when he was selected to become a Dawn Blade), even though the machine spirit had just announced the time. He nodded; at least the old thing still worked. He turned to the weapons and honors display that dominated the mantle. There lay four items of great importance to him: his plasma pistol, which had saved his life more times than he could count; his old right arm, which he had crafted a replacement for after it had failed to protect his Daimyo Stonetooth back when he was 4th company champion; his first combat knife, forged as a snake in the depths of the forges here on the Shogun's Might; and the Sunfire Katana, a powerful chapter relic that would kill anything that held contact with the blade for more than a second if they weren't wearing full Terminator plate, or its equivalent. Fortunately, Kamakura wielded it by the hilt, and the Blood Helm and its accompanying suit of armor was easily as tough as Terminator plate, if not stronger as it was backed up by a powerful iron halo. None of these relics would actually see battle that day, but Kamakura would still undergo his standard prebattle ritual. Gesturing, he summoned his serfs. They armored him in the Blood Helm, and after fifteen minutes he was ready to begin. He removed the knife first and touched it to his heart. “Ferrus Manus, forge me as I forged this blade, so that I may be as strong as steel.” The combat knife was strapped to his right leg, where it was easily accessible if needed. Next the Sunfire Katana was taken from its resting place, and touched to his armored forehead. “Vulkan, grant me your fire so the enemies of mankind may know our wrath.” The Katana was scabbarded to his left hip, so as to be drawn quickly on the field of battle. His plasma pistol came third, and touching the muzzle to his left hand he said, “Guilliman, guide my aim so I may bring down my enemy.” It was holstered just above his combat knife. Then he gestured one final time, and as the serfs attached his jump pack, he spoke his final preparation words. “Solis-Imperator, grant me your speed and fury, so that my enemies shall know your mercy-that of a quick but painful death at the hands of your avenging angels.” Flaring the engines, he muttered one last utterance to seal the vow. “As I have sworn in your eyes, so mote it be. Strike me down if I am unworthy.” And with that, Shogun Kujo Kamakura of Dawn Blades strode to the door and left for the Thunderhawk deck, his serfs following quietly behind him. =][= At Tee-Minus 26 hours, the Thunderhawks arrived at the grassy world where the training exercise would take place. The elements of the two other chapters present-the Silver Sons and the Brothers Noctis-were present in-system for recruitment and a joint deployment, and had agreed to this training exercise to see how the Primaris fared in battle and to test their skills against another chapter. At Tee-minus 3.5 hours, a joint spiritual service was held, in which the marines sat and listened to the Chaplains then meditated for a time. At Tee-minus 1.5 hours, a lunch feast was held to promote comradeship and to share stories and songs. At Tee-minus .25 hours, the marines left the tables to find themselves nonlethal versions of their standard weaponry before deploying. Then, at Tee-minus zero hours, battle commenced. =][= End Pre-battle Lore =][= The Armies (both are roughly 1250 points) https://www.flickr.com/photos/157803996@N07/shares/e43bGb Jack’s Brothers Noctis: Captain With power sword and master-crafted boltgun Terminator Captain with storm bolter and power sword (warlord with the Adept of the Codex trait) Predator with Twin linked Lascannon and twin heavy bolters Dreadnought with Multimelta and powerfist with inbuilt stormbolter Dreadnought with powerfist with inbuilt stormbolter and assault cannon Tactical squad with plasma gun, missile launcher, plasma pistol, and power sword (squad 1) Tactical Squad with plasma gun, missile launcher, and no sarge equipment (squad 2) Tactical squad with plasma gun, missile launcher, and power fist and (i think) plasma pistol (squad 3) X4 sniper scouts and one missile launcher Lenoch’s Dawn Blades: Gravis ‘Captain’ Ceticus Stormmoon (standard loadout) Primaris Lieutenants, one with autoboltgun (1) and one with power sword (2) Intercessor Squad 2 (bolt rifles, aux grenade launcher) Intercessor Squad Tiberius (stalker bolters, aux grenade launcher) Hellblaster Squad (assault plasma incinerators for some reason...I would regret this later) Single tactical marine with multimelta Shogun (chapter master) Kujo Kamakura, armed with the Burning Blade and a plasma sword...nabbed the Tenacious Warlord trait for +1 wound and an extra roll to ignore damage Primaris Lieutenant Shonar: Stalker Bolt gun and bolt pistol Lieutenant with twin lightning claws, bolt pistol, and jump pack Lieutenant with power sword, plasma pistol, bolt pistol, and jump pack Lieutenant with grav-pistol, power axe, bolt pistol, and jump pack Lieutenant with power sword, plasma pistol, bolt pistol, and jump pack (Saisho-shinsengumi) Front-line assault deployment, Capture and Control (two objectives), the Brothers Noctis have first turn. He holds two combat-squadded tactical squads in reserve. I hold all jump-equipped units in reserve. Scouts infiltrate to my left flank in a building. https://www.flickr.com/photos/157803996@N07/shares/501549 https://www.flickr.com/photos/157803996@N07/shares/hKVM85 Turn One He takes first turn and advances his forces, taking potshots with his long-range weapons. One of my hellblasters takes a wound, and Intercessor squad two takes one casualty. Intercessor squad 2 advances to the trenchwork on my side of the map and opens fire to little effect. Squad Tiberius, accompanied by Lt. Shonar, take out most of one of the combat squads near his objective. https://www.flickr.com/photos/157803996@N07/shares/0js6k7 https://www.flickr.com/photos/157803996@N07/shares/a4t3Yo I drop my four jump pack Lt.’s down behind his forces with the intent of distraction and blending his forces. Shooting takes a few wounds off of his armor all around, and the infantry (with the exception of one of the combat squads holding the objective) take no casualties. I only make one charge, and predictably it is against a dread with another dread within charge range. All Shinsengumi take overwatch fire and lose wounds. https://www.flickr.com/photos/157803996@N07/shares/1nLW31 https://www.flickr.com/photos/157803996@N07/shares/674920 Turn Two His two reinforcement combat squads walk on, in range of pretty much all of the Shinsengumi they can see. https://www.flickr.com/photos/157803996@N07/shares/xZt98g I think we messed up at one point when I let him shoot across the board at a Shinsengumi even when there was a closer character he could shoot at. (How does that work, anyway?) It may have affected the game to a fair degree, as that krak missile hit the wolverine Shinsengumi and hurt him enough overwatch was able to finish him off, but it doesn’t matter that much. https://www.flickr.com/photos/157803996@N07/shares/PEDTCm His forces advanced in the center to take the breastwork and opened fire once more upon my Intercessors in the center, but all his firepower bounced off their armor. At some point in this turn two hellblasters died to shooting (probably because I moved them from cover). https://www.flickr.com/photos/157803996@N07/shares/37375k Firing Range Trenchwork The two dreadnoughts smashed the single Shinsengumi in melee, after I spent two command points to go first (and after he died I spent two more to get some extra hits in). The two Intercessor squads advanced and opened fire, with Squad Tiberius killing the single plasma marine left on that flank and squad one killing a single marine in the center. My hellblasters advanced out of the building and opened fire at -1 on the predator, dealing an extra wound. https://www.flickr.com/photos/157803996@N07/shares/kn86US (Recommend Powerwolf’s Amen and Attack to listen to whilst reading this bit) To begin the assault phase, I ate a bunch of overwatch that knocked out two Shinsengumi and had the one remaining one down to one wound. When charging, squad 1 charged the center, and heroic interventions brought his captain in. Maybe one marine died in the center and one on my right flank (his left). 3+ to hit and 4+ to wound with a power sword doesn’t equate to many hits, but I guess it’s better than 4+ to both. https://www.flickr.com/photos/157803996@N07/shares/kn86US https://www.flickr.com/photos/157803996@N07/shares/i53D12 https://www.flickr.com/photos/157803996@N07/shares/229493 And here we have Tactical Devastator Antreas sitting behind the statue, aching to take a shot at something. https://www.flickr.com/photos/157803996@N07/shares/QF5Z4F Turn Three At the start of turn three, by agreed-upon rules breaking, both myself and my opponent deployed our warlords on the battlefield, right in the center of the map. No one shot at them; they didn’t shoot at each other either. It would come down to bladework (okay, there was one plasma pistol overwatch shot. So sue me). https://www.flickr.com/photos/157803996@N07/shares/9sfCW6 https://www.flickr.com/photos/157803996@N07/shares/8o6c54 https://www.flickr.com/photos/157803996@N07/shares/aar4j3 His combat squadded tactical squad moved left and right, the one with the plasma gun coming over to kill the Saisho-shinsengumi after their brothers fell back towards the monument. https://www.flickr.com/photos/157803996@N07/shares/RP2267 His dreads and tank moved up the flank, and at this point he pretty much forgot about the snipers because they didn’t have line of sight to anyone (and in fairness I forgot about them too). Opening fire, the armor killed another Hellblaster. In melee, Kamakura knocked two wounds off of 2nd Captain Mulier, despite the fact that Mulier charged first and thus attacked first. The sword Lt. held his own for a while against Captain Foxworthy but eventually died in my melee phase. https://www.flickr.com/photos/157803996@N07/shares/2m3557 In my turn little happened except in the melee phase (though devastator Antreas took a shot at one of the dreads, it missed. If I had any more command points I would have used them to reroll that; I really needed that shot to connect. Oh well). Once in melee, Kamakura took three wounds off of Mulier, though he lost two (2 6+’s to avoid wounds only works so well). I charged my Hellblasters and my autobolter Lt. into his predator and tied it up for the rest of the game (we had forgotten about falling back out of combat). The Gravis character (Ceticus Stormmoon) had finally made it into combat with the tactical squad, and promptly went into a duel with Foxworthy that took the rest of the game as well (this one, I think, was a glory thing. Which characters were better swordsmen?). https://www.flickr.com/photos/157803996@N07/shares/cfw4yg https://www.flickr.com/photos/157803996@N07/shares/419Px9 https://www.flickr.com/photos/157803996@N07/shares/34JfJq Turn 4 Volleys from the squads on the left killed two Intercessors from squad Tiberius (one was already wounded), and another combat squad opened fire on my now-unengaged (by virtue of killing everything within one inch) Intercessor Squad and killed the sergeant (who was also wounded by a power sword earlier in melee). His assault cannon dreadnought opened fire and knocked out Antreas with a lucky shot...i saved four wounds. The fifth got through. (This may have been turn five though; it's hard to remember.) In melee, Kamakura defeated Mulier and consolidated into the other deployment zone. The power sword sarge finally died and my Hellblasters and Lt. almost took a wound off of the predator, but not quite. His Predator wasn’t able to kill anything. https://www.flickr.com/photos/157803996@N07/shares/Bvqv9G Squad Tiberius ended up killing all the models they could see and still charge, so I couldn't make the charge to get in close and potentially contest his objective, despite being in range. Kamakura moved on to mince (but not annihilate) a squad of tacticals with the help of the two remaining members of squad two. Hellblasters and autobolter Lt. actually managed to wound the Predator (but only one would). At this point photos begin to degrade in regularity. Apologies. End Turn 4 photos Turn 5 At this point we are just mopping up. I had a hard departure time, and it was rapidly drawing near...so we ended up calling after turn five. That changed a little bit, but mainly it killed my chances at winning now Antreas was KO’d. We were just having a central bloodbath now. His remaining unengaged central tactical squad moves toward the center and prepares to charge Kamakura and his remaining entourage. His leftmost squad manages to completely wipe out squad Tiberius when I get supremely unlucky at save and IH FnP rolls. Only Shonar is left on my right flank (He was actually the only character with full wounds, including sergeants). https://www.flickr.com/photos/157803996@N07/shares/Ax5C2d In my turn, Kamakura wipes out 4 marines in 5 attacks with one swing of the Burning Blade, and the rest do laughably little in melee on either side. https://www.flickr.com/photos/157803996@N07/shares/wL958g In the end, it ended up being 4-2 in Jack’s favor; he had his objective and First Blood, and I had Slay the Warlord and Linebreaker. https://www.flickr.com/photos/157803996@N07/shares/5Mb1Az (I know this is doubled-this was the end-of-game match.) https://www.flickr.com/photos/157803996@N07/shares/382500 https://www.flickr.com/photos/157803996@N07/shares/u84393 =][= He and I both had fun, and I definitely think I have some things to learn. Now for the unit grading and review. A is exemplary, B is good, C is meh, D is bad, and F is would not play again unless I had to. Gravis Captain: B. Good anchor, but slow. CM with Jump pack+Burning Blade: A+. Excellent blender and when given Tenacious Survivor is a monster to shift in melee (ever, honestly) when backed up with an Iron Halo. Ended up having effective 9 wounds-+1 from Tenacious Survivor and 3 saved 6+’s. JP Lieutenants: D+, but that’s mostly how I played them. Dropping them individually with no screen got them killed (and probably cost me the game) before either they or I knew it. Overwatch ate them alive. Definitely running an Assault Squad or Inceptors to screen them. Intercessors with Stalkers: A-. Oh Throne YES! Amazing at killing MEQ’s, and at 2 ppm an ultimate steal. Shonar gets the same grade and reason. Regular Intercessors: B-. Decent enough but I made the mistake of removing the aux grenade launcher first. *headdesk* DI Primaris Lieutenants: B. Good anchors but lacking in survivability for their points (ie. no invuln, but that’s just me whining). Hellblasters with plasma incinerators: C-, maybe D. If you had a plan to utilize these guys with these weapons and remembered it (spoilers: I didn’t), then you were okay. Otherwise go with regular incinerators or the heavy plasma incinerators, or regular plasma devastators, who are cheaper and more reliable but not as powerful. Tactical Devastator Antreas: C. He’s a one-wound model worth 40 points and only cover for survivability; what should I have expected? Did his job well enough until he died; he’ll be joining his squad soon where he’ll be much more effective. Overall, I had fun and learned quite a bit about Primaris and my Shinsengumi. This list will probably be modded to include supporting elements and some heavy armor (read: a pair of Land Raiders and Dreads) to make it better. =][= Begin Post-battle Lore =][= “End of training exercise. All personnel please clear the area so cleanup may begin. Repeat. End of training exercise. All personnel please clear the area so cleanup may begin.” The voxcast droned on for a while before a Techmarine who got annoyed with it shut it off. As the marines began to clear the field, they began to chat amongst themselves, discussing the battle they had just been in and offering advice to each other. Kamakura observed this from overhead, hanging off the spar of a Land Speeder Storm that had recorded the battle in video. The Shinsengumi were being brutally teased and mocked for getting themselves-ALL of them-cut down by overwatch fire. Even the pair who had made it through had been either been cut down when his opponents had fallen back or been ‘pulverized’ after a few blows from a dreadnought (or rather, a combat servitor that had sophisticated electronic warfare machinery that allowed the two dreadnoughts to participate in the fight). Kujo grimaced. His Arrows would all need a stern talking to about getting overconfident and careless in the face of a milk run or training exercise. In the aftermath of the training exercise, there was much camaraderie and mutual respect to be had between the warriors of either chapter. Unsurprisingly, the green Primaris troops had made their mistakes, rookie mistakes, but that was what scout training was for, and the Primaris would, by consensus of all assembled personnel from all chapters involved, be forced to undergo the same exact training regimen that 13 year olds did; vat-sim time didn't equate to time under a drill sergeant with two centuries of battle and another century of training experience under his belt. What was also not entirely a surprise was that the Dawn Blades had superior blade skills. Kamakura had bested Captain Mulier of the Brothers Noctis in combat, and after the exercise was over the captain had approached the Shogun and congratulated him on his amazing swordsmanship, to which Kamakura had replied that beating him had been no mean feat-and that was about the best praise the Shogun gave when it came to melee. What had amazed more than one person, though, was that one of the Primaris Lt.’s had almost beaten Captain Foxworthy in a duel-and the Lt. was still green. He would bear watching for any emergent skill, and training to become part of a training cadre for snakes. Foxworthy had already commended the Astartes for his skill, and was already being praised by some of the Techmarines who had experience with bladework. There was a second feast going on now, and the marines were intermingling. Kamakura lazily drifted down from the Land Speeder, gesturing for the pilot to follow, and landed next to Mulier. “It was a good fight, yah?” Mulier said, not looking at the Shogun. Kujo walked up next to him. “A damn good fight. You've got good men.” “Thank you. I'll…consider these Primaris. We’ll see about them.” Soon Captain Foxworthy came besides them. “Gentlemen.” “Foxworthy,” they replied. “I am afraid my forces must leave now; our Chapter Master has recalled us.” “Then give him my respects,” Kamakura said, and Mulier indicated the same. “I shall. Perhaps we shall fight side by side at some point.” “Indeed.” And with that, Foxworthy walked away, his forces falling in behind him. Soon Mulier left too, troops trailing like so many ducklings. And only the Dawn was left to leave, and when they did so came with them a brand new day. ==================================================================================================================== More photos may follow later in another topic, and I may correct the format later to make it look better-at this point it's just links to the photos unfortunately.
  11. Here’s the list I’m looking at right now. Army traits veteran geurrilas elite sharp shooters WLT grand strategist HQs castellan w/ plas pistol powersword command squad bolter, power sword, relic vox, plasma gun, GL, banner tank commander- demolisher PCs, lascannon troops CST x2 vox, plas, melta, autoguns IS x2 HB plasma vox. RL melta vox Elites kasrkin plasma, flamer, power sword FA scout sentinel multilasers x2 chainsaw, HK HS FOB malleus transports chimera heavy stubber, HB total 975 I told opponent to bring whatever they want, could be knights or deamons of tzeench if you have any suggestions other units I have available exterminator 2 battle tanks basilisk 3 HWS AC, mortars, lascannons taurox w/ ACs baneblade
  12. Hey everyone! We featured a great TSons list in this weeks battle report if you guys wish to check it out. Cheers https://youtu.be/Sl8XEXWJkuI
  13. Had my first game using my Baleful Hounds Renegade chapter (white scars sucessor) yesterday. Was 2000pts vs a Dark Angels player. The lists where: Baleful Hounds HQs -Gravis chaptermaster (Warlord) -Primaris chaplain on bike -Primaris Librarian Elites -2x 5man bladegaurd veterns -1 5man Relic terminatos -1 Chapter champion -1 Apothocary -1 Venerable Dreadnought Troops -3x 5man Assault intercessor squads -1 5man Heavy Intercessor squad Fast attack -1. 3man outrider squad Heavy -2x 3man Eradicator squad Dark Angels HQs -Terminator ChapterMaster (Warlord) -Sammeal Elites -1. 5man Inner Circle terminators -1. 10man Deathwing terminators -1 Redemptor Dreadnought Troops -1. 10man tactical squad -2x 5man tactical squads Fast Attack -1. 8man Ravenwing biker squad Heavy -Landraider Mission was [Eternal war- No mans Land] Secondarys Hounds: Slay the warlord Domination Mission secondary Dark Angels: Attrition Engade on all fronts Mission secondary Dark Angels won roll to chose sides and deployed first, Hounds won roll got to chose to go first. Deployment: I deployed my entire army as close to the line as posible, except for the heavy intercessors which sat atop my home objective and the terminators which where held in reserve. Chaplain on bike and out riders on left flank. He deployed fairly conservatively, bikers and land raider far in the back. Tac squads in ruins in his deployment zone. Chapter master and 10man terminator squad in reserve. Inner circle terminators in the landraider. Pre battle thoughts: Our lists where kind of similar with lots of 3 wound models. It was my first time playing the army and was a casual game so I decided to play pretty wrecklessly and just try to get stuck in. First turn: My chaplain successfully uses his extra charge range aura, and my entire army (besides heavy intercessors) moves and advances forward getting units on all 3 center objectives. I get some random shots off using assault weapons and killed a couple tactical marines. My eradicators miss all their shots on the redemptor dreadnought. I successfully make charges against a tactical squad on the left with my outriders killing half of them. The Dark Angels inner circle terminators disembark and move tward my outriders, the bikers move around to the left of his deployment zone and the dreadnought moves forward. He kills a few assault intercessors with an anemic shooting phase. He then charges the outriders with his Inner Circle Terminators, and charges the Eradicators with the Redemptor. Whipeing both squads out in the process. (Assault phase in Darkangles turn one. just finished building army so sorry for unpaintedness) Second turn: Hounds *19 Victory points Chaplain fails to Inspire. I move my entire army forward again (besides heavy intercessors, Exterminators, and squad of 4 intercessors holding objectives) chaplain cuts tward the center of the board. Librarian fails his power and I kill a few more tactical marines in shooting phase. Librarian, 1 squad of blade guard and 1 squad of assault intercessors charge the Inner circle terminators. Venerable dread charges Redemptor. Everything else fails their charges. Was pretty crazy. Librarian kills a InnerCircle Termi and they Interupt and slay all 5 bladegaurd. (Those things are scarry) assault intercessors fight twice and kill the rest of the Termis. Venerable dread brings Redemptor down to 4 wounds but dies in the counter attack. Dark Angels *14 victory points Ravenwing rushes forward, deathwing drop down in the right centerish with chaptermaster. After a ton of short range rapid fire shooting he was able to kill 2 bladegaurd, 1 assault intercessor, and 2 Eradicators. My chapter master tanked all the Redemptors shots, and the heavy intercessors tanked all the deathwing shots. He charges my chaptermaster with the redemptor. (kinda left him exposed since I never expected my eradicators to keep missing The dread) He also charges the assault intercessors with the Ravenwing. Chapter champion heroically intervenes into the Ravenwing. Redemptor almost kills my chaptermaster but dies to him as a result of his failures. I Interupt with my champion and slay 3 bikers. They strike back and kill ome intercessor then lose another biker. Third turn: Hounds *39 Victory Points Move to assault doctorin Chaplain successfully casts litany of hate. Move left flank assault intercessors forward, move center assault intercessors and bladegaurd forward. Drop terminator near enemy terminators and cast Ride the Winds in them. Shoot at deathwing terminators kill 1. Charge Ravenwing with chaptermaster and apothocary and librarian. Charge 1 tac squad with assault intercessors, another tac squad with assault intercessors, and another tac squad with blade gaurd. Charge 9 deathwing with my 5 Relic terminators. With the extra 1 damage from White Scars super Doc I mulch everything. Leaving 4 deathwing, Sammeal, Chaptermaster, and land Raider lest at the end of my turn. Dark angels player waves the white flag and succeeds the game due to having almost nothing else to work with, and no way to stop my points lead from holding so many objectives. After thoughts: I played bad my first turn due to my eagerness to rush into CQC but my opponent pulled back from this and let me control 70% of the board and could not get it back. My failed charges turn two hurt me bad. But his terrible shooting and assaults on his turn two hurt him far more.
  14. My first game in 10 years. Could have been messier but not by much. Anything I did right was thanks to everyone here. Taught me I have much to l learn still and only way to do that is on the table. I hope to do one of these at least once a month. I thought I'd start a thread to share and invite anyone else to use this thread to do the same. On to the chaos . . .
  15. I've recently picked up Necrons, and I'm planning on taking them through the Escalation League I'm running from February through to June. In that time I'm going to the Throne of Skulls Maelstrom in Feb, the 40k Team Championship in April and Brotherhood of Hellstorm in May. I'll try to find something in March to bridge the gap if possible too. I'm going with the Midwinter Mini's Sandstone scheme, and I've done things a little backwards from my usual approach - I haven't done any test models to completion but I have built/textured/primed about 1500 points, and built another 500ish. I have a 4 day holiday coming up week after next, so I'm hoping to get my new airbrush spun up then and get a good chunk of models ready to go. Couple of quick shots just to document current progress, nothing majorly interesting to look at. The second picture in there is my 1750 list I tried today, bases with blue on them were run as Sautekh and the rest were run as Nihilakh. Trying to settle on how I want to run my list for Februaury before I finish painting, my plan is to use different colour glows to seperate different Dynastys. I'll also be trying out putting some batreps in this thread, there's a real lack of Necron content floating around and I'm a firm believer in being the change you want to see!
  16. Hey everyone. As a late follow-up to the game I played quite a while back against the Praetorian Guard, here is another game against the same army, with my Sisters of Battle having to fend off an armoured assault spearheaded by a super-heavy tank. Link As always, criticisms, comments, and feedback are more than welcome!
  17. This is again from a while back, but my local club had an apoc game in May bank holiday which was great fun. This was a custom mission designed by myself to try and force a narrow frontage with waves of models coming at one another, but ended up a bit one sided. We went for a long, narrow table with a depth of deployment, to give long raged guns some chance to shine also (how often do fellblades get to use their 120"range?). Two players wanted to get away quickly, but hoped to have a smaller gmae that would still impact the larger game, so I came up with a custom mission: Explosive Payload. This was fought between Death Guard (traitor) and Dark Angels (loyal) and resulted in a DA win and several missiles fired at the main table. They were a bit weak though, so I might give them a boost if we every play it again. This was my first outing using Alpharius, and I took him with 10 firedrakes in a spartan, with primus medicae. Gigaros, the Spear of Hades - my Cerberus. Traitor Deployment featuring Dark Angels and My Alpha Legion. Much armour as you can see. After Alpharius sneakily infiltrated himself, the Primus Medicae, the Firedrakes (and spartan) and the Leviathan. The BA Fellblade takes potshots from the reat, but struggles for line of sight, or to hit anything as the sponsons are out of range. The triad of predators rumble fowards to unleash their heat weaponry. You can see how far back the Blood Angels deployed - thir fear of deep strikes really prevented them from getting into the game at all. That spartan started something like 36" away from any enemy units. The BA player loves conversion beamers and tries to keep everything as far away as possible... MISSILE LAUNCH! The Death Guard gain control of the launch controls and fire an ICBM into Valdor. Alpharius gets out of the spartan to hunt valdor, who runs away. I fail the charge, and next turn the cheeky vindicare tried to kill my Primus medicae, however failed to wound. Phew. With his ride near wrecked, Alpharius hops out to get his old nemesis Valdor. The Dread Drop Pod arrives filled with Leviathan, which proceeds to chop up the fellblade. Traitor vehicle pool T3. Big old messy combat. Alpharius and Valdor fought one another to a standstill, Alphy really is one of the weker primarchs, however my many thunderhammers reduced his custodian bodyguard to paste, then finished valdor off before the custodian lord could kill alpharius. Overall this was a traitor victory - the loyalists couldn't get any distance up the table and were thwarted by the wall of steel and infiltrating leviathan - this was largely their own fault as if you cannot kill a spartan and leviathan in one round with 8k points of models, then you only have yourself to blame - in this case, poor deployment meaning their stuff was mostly out of the fight.
  18. Mission Dominion, Diagonal Deployment Forces Alpha legion Army List Custodes Valdor Blade Champion 3x terminators 4x 5 man custodian squads Achillus Dread - Spear 3x Caladius - 2x anti infantry, 1x anti tank 5 objectives were put in no mans land, and we hadprogressive scoring so 1VP at the start of your turn per objective, giving me the immediate advantage with my infiltrators. I lost the roll off for deployment so deployed first, moving my stuff as close to the objectives as possible, bit dangerous wit the custodes. The lascannons deployed on a ruin at the back, the grav behind a building closer in, the fulmentarus under the lascannons and out of sight to act as counterpunch, and my short ranged dreads in the middle to get stuck in asap. Recons went on a far left back corner objective to hold that for me. My opponent was afraid of the lascannons and castled everything in the ruins to the back, putting everything out of LOS of the lascannons, bunching together. 2x guard squads, the terminators and valdor went into reserve, again like 1k points that would be off the table. I think if my opponent had deployed everything on the table, and agressively, he might have won due to my aggressive deployment, but this wasn't to be. Deployment - distraction headhunters are between the ruins in the top left to go caladius hunting, as their meltas are useless v custodian guard. Photo is after scout moves. ALT1 Recons score me 1VP. Movement - the effrit get within 12" of the custodes, the headhunters advanceon the left hand caladius, however he had boxed himself in so couldn't fall back, and just rotated it to face my front armour, incidentally getting closer to my melta guns, which fired into it, wrecking it. The fear of the lascannons was their undoing, as the grav rapiers rounded the corner, to my opponent's surprise (he thought they couldn't move and fire, not something I thought I'd have to go over), and they dropped 3 pie plates onto the clustered 2 caladius and dread, doing 3 hp to one caladius, 2 to the other, and 3hp to the dread, as well as putting them all in dangerous terrain. The Effrit killed one or 2 custodes, the seekers took down another probably, and the leviathan shot into the achillus, doing some damage. 1-0 to the Alphas. After AL movement Custodes T1 After taking a severe mauling, the anti tank caladius went to the left, and the anti infantry one on 1HP skimmed forwards to land on the central objective. the achillus moved forwards to content the central objective. I don't react to get 2x shooting reactions. The left hand custodians went after, charged and killed the heahunters (but theyd done their job, twice by killing a tank then distracting a unit). Not much happens in the shooting phase, maybe some wounds off the MM dread. The achillus charges the mm dread, now next to the 1hp caladius. I overwatch with melta and grav, and knock it down to 1W, and put it in terrain. It still makes the charge, and handily splatters my contemptor...which then explodes for a 1" blast....it wounds the achillus....and my opponent fails the save, killing it! The Achillus explodes 3" catching the caladius in the side...I roll a 4 and it's glanced, stripping the last HP killing it also! Almost on Titanicus levels of destruction. ALT2 That was insane. I now have 3 units on objectives for 3VP. My dreads, seekers and everything movel up and wipe out the rest of his custodes and the last caladius, now in lascannon LOS. 4-0 to the Alphas. After ALT2 movement Custodes T2 Valdor and co finally arrive. They land just behind the central building out of LOS of most of my lascannons and contemptor, and next to my rapiers. With my 2 movement reactions from my WLT, I intercept with the rapiers to put the terminators and custodians into dangerous terrain X3, not killing anything. The lascannons augury the terminator that 5 of them can see and they kill one. The reaction point is used on the fulmentarus who punk some custodians. The seekers react and kill one, and the recons do stuff from across the board. The terminators and valdor fail their charge, the custodians make it into the rapiers on like a 10, and wipe them. The rapiers probably overwatched again to have 6 dangerous templates down, which I think killed another custodian on the way in. Start of CGT2 Assault ALT3 After that is was pretty much clean up. Between the effrit, fulmetarus, lascannons and 2 dreads, I killed off everything, the leviathan and contemtor then double teamed Valdor to finish him off in combat Playing out the rest of the game, my opponent scored 0 VP while I had 1 objective in T1, and 3 objectives from turns 2-6, for 16pts, then 1 for slay the warlord, 2 from leviathal, then 2 for attrition for 21VP total. A fair drubbing to the custodes, 21-0.
  19. I managed to get my first game of 10th Edition in on Weds night and thought I'd report back - there was a lot of on the fly learning going on, so I forgot to take photos from the start, and only remembered to get them well into the game. This was a 1500pt battle missions/temptest of war style game, we both picked random objectives. Mission - Supply drop - 3 objectives in no mans land, one dissappears in t4, the other in t5. Diagonal deployment. I don't remember the exact secondary objectives, so wont list them. Tyranids Hive Tyrant, lash whip+bs, venom cannon Parasite 20x termagants - fleshborers 20x termagants - devourers 10x horms 10x horms 5x barbgaunts 3x VRL's 3x venomthropes 3x zoanthropes 3x zoanthropes 3x raveners with thoracic weapons Screamer Killer Exocrine 160w Dark Angels Belial (w/knights) Vindicare assassin Judiciar - heavenfall blade (w/bladeguard) 10x hellblasters 6x aggressors with flamers 6x bladeguard 5x deathwing knights, master with flail 1x landspeeder hailstrike 3x eradicators 113w DA won the roll off for T1 and went first. DA T1 Remarkably little died, maybe 10-12 gants, a few gaunts. They played devastator doctrine for advance and shoot, so the aggressors sprinted 10" towards the objective on the top right, one stepping onto it, and then flamed one unit of gaunts T1, killing 9/10. Hailstrike fired the grenades into the gaunts and the rest into the screamer, doing a couple of wounds to the screamer and thankfully rolling low on the shots to the gants, despite getting +8 shots for the 20 of them - maybe 8 died. The venomthropes had a lot to do with this, giving the gaunts stealth and cover for a 4+ save at -1 to hit. Las-fusils shot the screamer, doing loads of damage, they're somehow D6 damage this time instead of the 3 they were before! Screamer is on 6w. DA achieve both secondaries, one of which was hold most of the no mans land objectives, and hold the one nominated by me. Nid T1 In my command phase I endless swarm the mauled hormagaunt unit bringing 6 back to life, then use it a second time with my tyrant on the termagant units , restoring 4 to one and 5 to another. As units were above half strength, no battleshock tests. Screamer moved forwards towards the aggressors, who overwatch it, lots of hits, 3/4 wounds with twin linked, no damage. Screamer shoots them and kills one, then charges in and bounces off with shocking rolling, killing one, before getting punched for 4W in return - I'm crucially holding the objective though vs the one aggressor on it. Exocrine shoots the eradicators and rolls a one, killing one. devilgants shoot them putting a wound through. I give up and charge them with the horms who do some damage and drag one down, however a couple get punched to death in return. I still hold that objective. Zoans shoot the bladeguard, killing maybe 1. VRL's get onto the middle objective, taking it, but dont charge due to the players whose turn it isnt having the advantage on the charge. I get the secondary for taking an objective from the opponent and one other. DAT2 Belial appears behind my exocrine, who overwatches and doesnt do anything. Belial fails the charge into the exocrine, needing a 10 for terrain. Eradicator falls back and the hellblasters shoot the horms, wiping them. Bladeguard charge the VRL's, who strike first and do nothing, getting killed in return.Aggressors punch the screamer to death (twin linked). Speeder moves onto central objective and shoots the tyrant and gaunts. NidT2 I drew defend stronghold and somthing else, so had to hold my home objective v belial. I used shadown in the warp to force break tests, and absolutely everything passed with marines Ld6+. pointless exercise. Heal the terms back to full with endless horde strat and moved the borergaunts onto my home objective to tie up belial, hopefully for the game. Zoans move forwards and opponent uses overwatch to put the lasfusils into them,killing one. This allows me to move my horms onto the objective held by the aggressors, denying it to them. zoans and gaunts put shots into bladeguard reducing them to one guy + judicar. Tyrant multicharges bladeguard and speeder, murdering both bladeguard and judiciar, despite them striking first (T10, 2+, 4++, 4+++). Exocrine kills the last eradicator. DAT3 Belial move toward the exocrine, ignoring the gaunts, who scuttle towards him to try and block the charge, but also getting most on the objective, staying within 6" of zoans and venoms for the boosts. Belial gets the charge and poor rolling sees only 4 wounds knocked off the exo. Aggressors flame then punch the horms, taking back the top left marker. hellblasters pop the right hand zoans. no primaries for DA. Nid T3 Exo falls back to thwart belial. Gants shuffle more onto objective to stop them from toeing onto it and shoot belial, doing nothing. barbs shoot belial, doing nothing. devilgants shoot hellblasters, amazingly killing 4. With all my bad luck with zoan shooting, I forget about the blast warp blast and go straight for lance, with CP rerolls to protect me. Left hand zoans lance the aggressors, hitting, wounding, killing. The D3 shot blast is a trap, as you might just roll a 1 anyway, so 1/3 time you're better off with the better shot, even moreso against 3+ wound targets. Reveners pop up on the bottom right objective to hold it, out of LOS of the hellblasters. Start of DA T4 - the alpha objective in the top left has been removed from no mans land. After this photo, Belial moved towards the exocrine who opten to overwatch. To counter all my bad luck in this game so far, I rolled a 6 on the attacks, for 9 shots, then amazingly this: From 9 shots, I rolled 5 6's, garnering an additional 5 hits. So 10 exocrine hits on belials knight unit, which was enough to wipe the remaining 2 and the grandmaster. That was pretty much game over right there. My opponent didnt have that much to threaten me, and no objective positioning, while I was all over the board. Mop up time. Evrything shoots the hellblasters and the raveners charge in finishing them off. Overall this was a fun game, with a lot of swings, however we spent a lot of time checking and double checking rules. This will get better hopefully as we get more used to the game. I'm not 100% sure it's less complex than 9th - each unit now has a bespoke rule that triggers all the time, as opposed to a set of universal special rules that are easy to remember. Some of the time consuming decision making still exists, like bladeguard having to choose whether to attack or defend, and then additional reactions like overwatch, while cool, slow the game down when you have to measure who is in range of what etc. It works in heresy as heresy is a faster system with pass/fail for saves, and no modifiers. In terms of unit performance, this is what I think: Hive Tyrant, lash whip+bs, venom cannon - B+ - Venom cannon is pointless in this edition, ill go full melee next time. The free strat per turn is amazing. Parasite - D too weak, too slow, cant join gargoyles, sub par melee. Should be 50pts or so. 20x termagants - fleshborers - B- Solid unit, output ws poor, but kept in the game with strats and held them objectives 20x termagants - devourers - B+ decent output, did some good damage, took up a lot of space. Better with a tervigon to proc lethal hits. 10x horms - A - cheap, cheerful, fast, did the job of dropping OC20 onto objectives, surprisingly good in melee with 30 attacks per 10. 10x horms - as above 5x barbgaunts - C - poor positioning from me meant they couldn't hit the opposing moving units. Considering the points they cost, I'll give them a C for performance, but a B+ for being 5pts per wound, and 10W and putting out average 18 shots. 3x VRL's - C - in this matchup. Good for a speedbump but not much else, they can't break through power armour. 3x venomthropes B - flat -1 to hit on everything is great, however they have zero damage output of their own. 70pts is a tricky investment. definitely if you're running more monsters, as the -1 will hurt lot shot stronger weapons more, also a good pick for infantry for the +1 save. 3x zoanthropes -C+ Undecided. The blast version was underhwhelming, the lance was ok, but on BS3+. The battleshock thing never came up nd is too close range to ever have an impact on zoans, who want to be at 24" range. 3x zoanthropes 3x raveners with thoracic weapons - A- great unit for the points - same cost and identical statline to VRL's however with deepstrike and twin linked instead of stealth and infiltrate. Deepstrike allows stealing of late game objectives, and twin linked is worth it's weight in gold with the increased T across the board. Screamer Killer - D+ - T10 and 3D is about the only great thing about this. It seems overshadowed by carnifexes, who despite having 2D are...1/3 cheaper at 120pts. I think 3 carnis are better than 2 screamers, and they get the blistering assault rule, and you can add OOE. Exocrine B+ - Blast means it cant shoot in combat, gun is still swingy from 4 - 9 shots (100% variation) At 135pts though, this is a good option, and T10 to boot, so overall a solid pick. Tyranids overall Adapations: The 3 'options' to privide to nids at the start (sustained, lethal on vehicles or precision hits) is silly, and only sustained hits to me is a good choice, outside of playing knights, which is never fun anyway. Precision is dumb as you'll put the odd single shot into a character, that likely wont kill them. Maaaaybe it'll have some use against stuff with really weak characters in...tough units? I haven't read all the indexes yet, but I don't see any characters so far that buff their units to such an extent that you need to kill them asap - in this game, perhaps the judicar, which would have stripped FF from the bladeguard? In my opinion, 90% of the time you'll be taking sustained, it's just so good, as exemplified by the exocrine above. Shadow in the warp was poor, which you can realise just by reading the rule and looking at Ld stats in the game. My opponent did, however only just pass many of the rolls, so I think you'll need to bake a neurotyrant into every list if you want to have a hope of this having an effect - even then it just takes marines from a significantly above average chance to pass (Ld6), to a very above average (Ld7) chance to pass. I wouldn't even think about this, never mind building around it. A flat -Ld when within 12" would have been nice, thematic and useful.
  20. It's Blog and Beginnings. Get it? ----- To avoid burying the lede, this blog will act as both a replacement for my two discussion threads (Order of the Penitent Saint: A Project Thread and toaae presents: WAAAAGH! Tortoof), as well as a general blog for my hobby thoughts. I was a big fan and user of the B&C's blogs the last time they were around, and with my hobby mojo reinvigorated by a new edition, it felt like the right time to get this rolling. But I had to have something to actually put some thought out for. And other than gross sentences like that (I very much blog in a "stream of consciousness" method), I didn't have anything that I thought was worth blogging about. Until now. bum-dum-DUM Nah, I'm just playin'. I played my first game of 10th this past weekend (a Fathers' Day miracle), and remembered to take some pictures! So, BOOM, we've got content. This game was at the excellent Gamers Guild in Tempe, Arizona. If you're ever in the Sonoran Desert, try to swing by and check out this excellent store. I have no stake, I just love the place and the people. Anyways, I arranged a game via the store discord, and got to play against World Eaters and Angron for the first time since the angry primarch stomped out of the Cicatrix Maledictum. 2,000 points, the Only War mission from the core rules. My list was: Ghazghkull Thraka (warlord) Warboss (power klaw, attack squig, ENHANCEMENT: Head Woppa's Killchoppa) Warboss (power klaw, ENHANCEMENT: Follow Me Ladz) Weirdboy Nob with WAAAGH! Banner Big Mek with Shokk Attack Gun Mozrog Skragbad Deffkilla Wartrike (ENHANCEMENT: Supa-Cybork Body) Boyz (20 models, Power Klaw, 2x Big Shootas, 9x Slugga/Choppa, 8x Shoota) Boyz (20 models, Power Klaw, 2x Big Shootas, 9x Slugga/Choppa, 8x Shoota) Gretchin (11 models) Gretchin (11 models) Meganobz (6 models, 6x Kombi-weapon/Power Klaw) Killa Kans (3 models, 3x Skorcha) Megatrakk Scrapjet Mek Gunz (3 models, 3x Bubblechukka) Warbikers (3 models, Power Klaw, 2x Choppa) This list was basically "what stuff did I want to try?", 2k points. I wasn't trying to make a good list, per se, but just stick the units that most excited me from the index into a game. I know some people don't like that Ghazghkull is now an INFANTRY model, with only T6; in contrast, I'm so excited he's now able to join a unit. I've always been a big fan of Warbikers, and I really like my Deffkilla Wartrike, so I had to slam them in. I hope the SAG can have a solid role in fire-support, and I had to give the new Bubblechukka a swing. And on and on, with every unit I selected. Really, the only thing I didn't really want to include was the Gretchin, but I wanted more Command Points, and I get ansy whenever my Ork lists have less than 100 models (only got to 87, even with the grots). My opponents list was constructed much the same way, I think: Angron Lord Invocatus 2x6 Exalted Eightbound 10 Bloodletters some character (lord of executions?) Lord of Skulls Now I didn't take enough pictures to post a full battle-report, but here's what I did manage to collect. My deployment: My opponent's deployment: My opponent got the first turn, and between his World Eater rolls and scout moves, he was immediately into my lines: (a note, we realized the rules for FLY are different in this edition, and Angron was moved back) The Killa Kans were murdered, though they lasted longer than they probably should have in no small part to this roll: But otherwise, with the Lord of Skulls off-table and Angry Ron unable to make a charge, my boys were able to absorb some casualties before hitting back. In my turn, Ghaz stomped up to Angron and punched the Red Angel to death. The Prophet might be less tough, but he still punches like a true monster. In all, I got to kill Angron three times, with Ghaz personally taking his head twice. The daemon-primarch got him in the end, though Makari saved ol' Ghazghkull's life after Angron massacred all six meganobz in one round. Mozrog got the final kill. The Lord of Skulls was ineffective, though I did let it kill my Deffkilla, just cause I wanted to see how well that thing punched: In the end, it was a complete tabling, but who cares? Winning wasn't really the goal for either player. The things I took away were: Ghaz is still a heavy hitter, and the 435 points for the full Meganobz support may not be as high as I thought; giving the Prophet 18 ablative wounds seems worthwhile, without even talking about what they get from him (+1 to-hit and to-wound). Mozrog may be a solid staple in my lists, and there may also be space for the Beastboss on Squigosaur. Mozrog eats vehicles, is incredibly tanky, and despite not having Lone Operative, being a single model means he can hide fairly easily, but still has the movement speed to get out and pounce on the enemy. The Beastboss is less of a monster, but I don't hate his profile, cost, or abilities. I've long sat on a second box; I may have to get that guy up soon. I think the Big Mek and Mek Gunz may be something. Not necessarily the Bubblechukka, but also not-not the Bubblechukka. The random profile is hard to plan around, sure, but the fact that you get to determine the profile before selecting targets is a big boon. Warbosses are good, I think. At least satisfying. Next up, I plan to try my Gorkanaut and Morkanaut, meganobz with a big mek, and units in trukks. ----- "So you're excited about 10th?" I'm excited about a new edition. I'm super bummed by the switch to Power Level, which is what this is in all but name. They've changed the granularity of Power Level, but it's otherwise the same. This deserves its own post, but suffice to say, the rules themselves interest me less than the fact that a new edition is always a great start. I played a ton of 8th edition, and I miss those days of attending monthly tournaments, organizing narrative games, and just meeting tons of new people. 9th's launch during the pandemic, me moving back to Arizona (but a part I didn't know any of the stores in) and my complete dislike of the Ork codex meant I didn't play a fraction as much. I'm really hoping that despite my misgivings with 10th's ruleset so far, I'll be able to roll a bunch of dice and have a good time.
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