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Found 3 results

  1. We agreed upon 1500 points and rolled for an Eternal War mission, ended up with "The Relic". For deployment we rolled "Hammer and Anvil". No "Night Fighting". My List: Shrike Tactical Squad - 5 additional SM, Melta Gun, Combi-melta, Rhino Tactical Squad - 5 additional SM, Plasma Gun, Combi-plasma, Rhino Scout Squad - 5x Camo Cloaks, 5x Sniper Rifles Vanguard Veteran Squad - 5 additional marines, 10x Jump Packs, 3x TH, 3 SS Assault Squad - 2x Flamer, Power Sword + Melta Bomb Assault Squad - 2x Flamer, Power Sword + Melta Bomb Devastator Squad - 4x Lascannons Devastator Squad - 4x Plasma Cannons Opponent's list Chaos Lord - fully-kitted out (Lightning Claw, Power Fist, 2+/3++) Chaos Sorcerer - forgot the powers Chaos Terminators - 5-man grouped up with the Chaos Lord Noise Marines - sonic blasters and blastmasters mixed in Havocs - 4x Auto-cannons Land Raider - carrying the Lord & Terminators Obliterators - a 1-man & 2-man squad, both DS I think that's all he had... The board is a mirror image on both sides so there was no advantage to which side I picked but I was the one going first at least. The relic was placed in the center of the map where there just happened to be a large ruin, 6x12 inches in size. Since I was able to use my scout move and go first I was on top the relic right away. I had my Plasma Cannons cover the left side of the board and the Lascannons covering the right, so once course his Land Raider came at me on my left side. Shrike's VV unit deployed directly behind the ruins in the center of the map, there wasn't too many good place to infiltrate closer to his back lines. The 2 Rhinos moved up the board and ended up behind his main force and the center ruin with the relic. Granted he glanced them both to death but the Tactical Squads were able to disembark into the ruins. The big mistake my opponent made was upload his Chaos Lord & Terminators right in the middle of my 2 destroyed Rhinos. Tons of bolter fire were able to soften them up until Shrike's VV squad came in with HoW blows and massive attacks. The Land Raider was still and annoyance as the one melta gun I had was unable to hit it's mark. The combi-melta I had blew it as well. Not to mention the one attempt I made with a melta bomb whiffed. The Plasma Cannons were able to take out most of one of the Noise Marine squads. The Lascannons were just picking off a unit here and there, nothing too great, a real waste of the high strength shots. The Sniper Scouts were a waste of point this game, since there were objectives to secure they didn't do all too much. A few kills but very much "meh". Once Shrike's VV squad was done with the Terminators they just swept across my opponent's backfield and was able to take out another 2 units before Shrike was killed and 2 VV units were left. The squad performed great, totally worth it. Once his Obliterators came in from reserve into my battlefield both of my Devastator Squads bit the dust. They were left unsupported so not a big surprise. By turn 5 it was just a game of keep away. It was truly and bloodbath on both side. I had a handful of Tactical Squad guys left and a few ASM but I had the Relic. He was left with an immobilzed Land Raider and just 2 Obliterators. So when the game went on to turn 6 I had ran away just enough to be out of sight/range of the Land Raider. I had the Relic, I had the win! (/end rambling)
  2. Battle Rep - RG vs Chaos 1850 pts ++ Space Marines: Raven Guard - Talon Strike Force (SM RG Talon Strike Force) ++ + Core + Battle Demi Company Assault Squad - 2x Flamer, Jump Packs, 4x Space Marines, Sgt w/Bolt Pistol & Chainsword Chaplain - Bolt Pistol, Crozius Arcanum, Raven's Fury Devastator Squad - 2x Lascannon, 2x Missile Launcher (Frag & Krak), 9x Space Marines, Sgt w/Bolt Pistol & Boltgun, Signum Dreadnought - Multi-melta, Power Fist w/Storm Bolter, Drop Pod Tactical Squad - Meltagun, 4x Space Marines, Sgt w/Bolt Pistol & Boltgun, Razorback w/TL Assault Cannon Tactical Squad - Meltagun, 4x Space Marines, Sgt w/Bolt Pistol & Boltgun, Razorback w/TL Assault Cannon Tactical Squad - Meltagun, 4x Space Marines, Sgt w/Bolt Pistol & Boltgun, Drop Pod + Auxiliary + Shadowstrike Kill Team Scout Squad - Camo Cloaks, 4x Scouts, 4x Sniper Rifle, Scout Sgt w/Sniper Rifle Scout Squad - Camo Cloaks, 4x Scouts, 4x Boltgun, Scout Sgt w/Boltgun Scout Squad - Camo Cloaks, 4x Scouts, 4x Boltgun, Scout Sgt w/Boltgun Vanguard Veteran Squad - Jumppacks, 3x LC/PF, LC/SS, Sgt TH/SS Vanguard Veteran Squad - Jumppacks, 3x LC/PF, LC/SS, Sgt TH/SS Vanguard Veteran Squad - Jumppacks, 3x LC/PF, LC/SS, Sgt TH/SS ++ Inquisition: Codex (2013) (Inq Inquisitorial Detachment) ++ + HQ + Ordo Hereticus Inquisitor - Carapace Armour, Bolt Pistol & Chainsword, 3x Servo Skulls 1849 pts ++ Chaos Space Marines: Codex (2012) (Combined Arms Detachment) ++ + HQ + Chaos Lord - Mark of Slaanesh, Power Armour, Frag Grenades & Krak Grenades + Elites + Emperors Children Sonic Dreadnought - Blastmaster, Chainfist w/Storm Bolter, Doom Siren, Searchlight, Smoke Launchers, Warp Amp + Troops + Noise Marines - 4x Noise Marines, 1x Blastmaster, Noise Champion, Chaos Rhino w/Combi-bolter, Havoc Launcher, Searchlight & Smoke launchers Noise Marines - 4x Noise Marines, 1x Blastmaster, Noise Champion, Chaos Rhino w/Combi-bolter, Havoc Launcher, Searchlight & Smoke launchers + Fast Attack + Chaos Bikers - Icon of Excess, Mark of Slaanesh, 7x Chaos Biker, Chaos Biker Champion, 2x Meltagun Heldrake - Hades Autocannon + Heavy Support + Chaos Relic Sicaran - Extra Armour, Heavy Bolter, Lascannons, Searchlight, Smoke Launcher, Twin-Linked Accelerator Autocannon Obliterators - 3x Obliterator, Mark of Nurgle, Veterans of the Long War + Lord of War + Chaos Knight Errant - Dirge Caster, Foe-reaper Chainsword, Heavy Stubber, Ion Shield, Slaanesh, Thermal Cannon 1850 pts Mission: Eternal War - The Scouring Deployment: Hammer & Anvil Night Fighting: Turn 1 Setup First: Chaos First Turn: Chaos Seize the Initiative: SUCCESSFUL for Raven Guard Now on the actual Battle Report! So as you may have guessed I’m aiming for a big Alpha Strike with this list. Taking the Talon Strike Force with the Command Benefit "Know When to Strike" paired with Shadowstrike Kill Team special rules "On Time..." & “On Target..” allows me to Deep Strike 3 VV squads near my Scouts Turn 1 AND Assault, oh boy oh boy! The Inquisitor and the Servo Skulls are a bit of a back up plan but with Hammer & Anvil (which I forced a re-roll for thanks to the TSF Command Benefit “Extensive Planning”) I had an ideal setup for what I wanted to do. Instead of doing the Battle Report turn by turn I like to give each unit or groups of units a grade so I’ll be breaking them down one at a time. Assault Squad - I started on the board but kept them out of sight of the enemy. I just wanted them on the board to avoid getting tabled turn 1. Normally I DS them onto a soft target and bathe them in flames but there was no soft targets on this Chaos list. They moved up the board turn by turn but did nearly nothing. I’m looking to replace them in this list as they don't seem to be worth the 95 pts. Grade - D-, would have been an F but they didn’t die so… Chaplain - I made the mistake of starting him solo but luckily he was able to move up the board quickly and join a VV squad after a couple turns. I was able to hide him each turn so he was able to survive but he added very little to this army. Because he can’t join any of the VV squads before they DS (they’d lose all their fun rules if he did) there isn’t much to do with him aside from sticking him with the ASM squad on having him join a VV squad later in the battle. Another unit I’m looking to make a change with. Grade - C, wasn’t a liability to my army, survived the battle but only helped out a very little to the overall battle. Devastator Squad - I combat squadded this unit, putting the Sgt/Signum with the Lascannons. I set them up in the backfield as always but with terrain and smart placement by my opponent I had limited options when it came to shooting each turn. As it always seems to be the Lascannons only hit/wound 50% of the time but that’s what the Dice Gods say so you have to roll with it….Both squads did their best, got in a few pot shots here and there. The ML squad went down to the Heldrake but the Lascannon squad survived thanks to being in ruins the whole time. Grade - C+, not their fault, the terrain, LOS, poor dice hurt them more that anything. They’ll be in the list in one form or another. Just not the battle for them I guess. Dreadnought - Dropped him down in the center on my opponent's deployment zone flanking the Chaos Knight Errant, he took a few HPs off him before he went down (more on that later). After that he when after one of the Noise Marines squad in a Rhino. Popped it open and with the help on a remaining VV or two wiped up that squad. Grade - B+, did what a DP Dreadnought w/MM should should do, pop tanks and PF squish infantry. Has been a stable unit battle to battle no reason to change anything here. Tactical Squads - Now we’re starting to get into the units that did some work. The DP Tactical squad landed in front on the Chaos Knight Errant because of a so-so scatter. The meltagun was able to hit but not able to get through the Chaos Knight Errant defenses. It held it’s own until the Heldrake finally swooped in a flamed then down. Both Razorback Tactical squads moved up the board fast and started picking off the Chaos Bikers until the fell then one moved onto the Noise Marines squad in a Rhino and the other moved onto the Emperors Children Sonic Dreadnought. The TL Assault Cannon is a really nice weapon, the re-roll, volume of shots and rending really let it do work on multiple threats. The Tactical squads stayed in the Razorbacks for most of the battle and only 1 squad got out when they needed to to take on the Emperors Children Sonic Dreadnought. Grade - B+, were able to get up the board without being popped open (smart use of cover and distance), took on multiple units and performed well. The TL Assault Cannon will be in my army for the foreseeable future. Really liking the Razorbacks over the cheaper Tactical squad w/Rhino options. Scout Squads - Now they really did the job of Raven Guard Scouts to a T. Because we deployed using Hammer & Anvil I was able to put all 3 units just outside my opponent's deployment zone. The Sniper Scouts were able to setup in ruins on one side of the board. In one turn they took at 3 Chaos Bikers which really thinned that unit out. Maybe got a few other shots in but nothing to major. With the other 2 Scouts squads the deployed in a straight line across the board with the Sniper Scouts. They were able to just tuck in and hide behind terrain to avoid being wiped out turn 1. They did next to nothing offensively but were the PERFECT Shadowstrike Kill Team scouts, glorified DS beacons for the VV squads. That’s up next. Grade - A, did EXACTLY what they were supposed to do. Infiltrate, Scout, hunker down and wait for the VV squads to arrive. Then Sniper Scouts were the only ones that did much work after turn 1 but if need the other 2 squads would have move/ran to any objective that was close to them. Vanguard Veteran Squads - Well well well, the MVPs right here! All 3 squads were able to DS and not scatter thanks to the Scouts. 2 were aimed directly at the Chaos Knight Errant and the remaining was aimed at the Chaos Bikers. The VV squads that went for the Chaos Knight Errant were able to get it down to 1 HP on turn 1, could have easily killed it if the dice were more in my favor. It went down turn 2 and after all the D weapons, Stomps, and Apoc Explosion there were still VV left standing. Next they moved to the Chaos Relic Sicaran and with the help on the Chaplain made short work of it. After all the work those 2 VV squads did 1 Space Marine was left standing to tell the story of the glorious battle that he had witnessed. The sole VV squad that went after the Chaos Bikers had trouble making charges, failed twice but still was able to put a hurting of them thanks to the LC/PF wargear they had. I can not state enough how great an option that is, the LC/PF combo is king! Grade - A++, they came in on time and on target and went to work. Granted they lost marines along the way but a Chaos Knight Errant, Chaos Relic Sicaran and Chaos Bikers felt their wrath. When the whole army is setup to make these guys shine and the do, damn is that a great feeling. Ordo Hereticus Inquisitor - Sat in the back, did nothing on note. His servo skulls did nothing as well. 34 wasted points. Maybe in another game against a different army he’ll be useful but not today. Grade - N/A, nothing to grade on. Will have to play more games with him to see if his points are worth what he brings to the battle. Did you really read all of that? WOW! Thanks. I really love writing these up as I love reading others as well. Maybe this was just an entertaining read to some or maybe helped other RG brothers out, either way chime in with your comments as I’d love to hear them. …….. Oh I completely forgot how to tell you the battle ended! We called it turn 3 as all that my opponent had left were a few Noise Marines, the Heldrake and the Obliterators which were still in reserve. We decided I would more than likely to claim more objectives and score more points at the very end because I had more on the table. Great game against a great player.
  3. Eternal war Crusade Hammer & Anvil 1500v1500 Raven Guard & Astra Militarum vs Chaos SM Warband So I wanted to use the following list Captain with Swiftstrike & Murder, and Raven's Fury 5 Sternguard, 5 VV, Sgt with TH/SS, 4 with DLC 1 Land Speeder, With a 10th Co, 5 Sniper scouts, with camo, 10 CCW scouts, split into 2 groups of 5, with their own multimelta LSS However, in my haste to get to my local store, I forgot two speeders at home, so I had to work around and edit the list, so I ended up adding a melta to the Sternguard, adding camo cloaks to the other 10 scouts as well as having 5 more sniper scouts and a heavy Bolter in the main sniper unit, as the Chaos OpFor was cultist heavy. I had a cap of 750, so I also added a vet sgt with nihulis to use up some points and ended up giving the rest of the points to my AM comrade, because I was mostly at a loss with any other things I could tinker with. So we went first and immediately went to work, seizing objectives, and taking shots at the chaos sorcerers that were embedded in cultist meat-shields. Making a long story short, the scouts were incredibly effective infiltrated into terrain, I will see if I am able to upload some photos of the board. The story of the game however, was my AM friend's manticore and Pask making short work of, well, everything chaos had to field. I made several precision shots on his Sorcerers, as well as my captain finishing off his Hellbrute (which enraged and charged me due to my Vet Sgt glancing him twice) and threatening to contest an objective at the bottom of the screen. Man, that Captain was about to go to work on those squishy cultists! I never got to see my main hammer unit, the VV, in action. I was intent on bringing them in, then failed the reserve roll, then the Chaos player graciously conceded at the top of turn 3. The picture is from that moment, after he had lost his psykers and daemon prince, and several dozen cultists and a dozen or so marines I didn't utilize the sternguard as well as I had hoped. The Prince was threatening to swoop right over to them and contest that objective until Pask said hello with 15 wounds, so I was keeping the Sternies back on the Obj. The scouts performed admirably, exactly what I had wanted, especially from the Vet Sgt. I think I might have to make that little combo almost mandatory against light/medium armor armies The captain didn't have much to show for my plan for him, but he did soak up a TON of enemy fire from cultists and marines during turn 1, when he was hidden partially behind some terrain and was sitting pretty with a beautiful cover save. Moving onto the second game we played 1000/1000 RG/AM v CSM Capt 140 SSM RV Libby 65 2. 25 Ex Tenebris 10 100 Scouts Camo Snipers x2 140 Vet Sgt, 10 Nihilis 15 25 305 VV basic 95 500 Game ended 12-9 VP in our favor due to LR forcing cultists off objective So, I never have much dabbled with Psykers, and my opponent was bringing two, so I wanted to try the Libby out with divination, and I added the relic storm Bolter because I was digging the stat line on it. OpFor brought a ton of chaos spawn this time around which ended up being really effective as he stole the initiative and ended up slicing through one unit of snipers during turn 1, although I did manage to land a few wounds with overwatch. I moved my captain down the flank to engage his terminator armored sorc, which, after two turns of combat, ended with the sorc hacking him down, without taking a single wound himself. Poor rolling by me, and great rolling by Lou, the chaos player, led to that. I can chalk that one up to just poor target choice and poor luck. The captain usually performs very well for me The librarian casted some nice beneficial powers for me, until my opponent couldn't see any of the AM tanks and dedicated 6 Lascannon shots to kill my Librarian, which he did in turn 2. So, that was a bummer as I wasn't able to really use the librarian much at all..:/ First unit of scouts were sliced and diced immediately due to a nice charge roll by some chaos spawn, I was over eager and infiltrated them a bit far ahead Second unit of scouts did well, added some wounds on some spawn and eventually his warlord, and ended up holding a critical objective in our backfield after AM had moved up and erred by leaving it behind. The basic VV squad came in turn 3 and surprise took an objective from the enemy (I was hoping for a turn 4 end, which wasn't the case) but were promptly shelled by two chaos predators and hellbrute, and then Lou brought his Terminator Librarian over to slice them into nothing. All in all, it was a close game, I was carried by the AM player through the last turn and a half, and the game ended in 12-9 VP in the Good Guy's favor, due to Pask shooting a cultist unit just off an objective on the bottom of the last turn. Measured, the cultists were just about 1/8" away from controlling the objective, which, needless to say, Lou was simply catatonic about. It was a fun game to (mostly) watch, as bad luck and bad deployments (as well as the expensive librarian experiment) really did me in. Would love to hear some feedback, perhaps a list tweak or advice about the original 750 and the rough draft 750 I had to sling together, and any criticism about the 500 is also welcomed as long as it is constructive! Thanks guys, look forward to hearing back from some of you!
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