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Uploaded Mar 23, 2023 It's game 2 of Jay and my return to Angelis and Gorkamorka and my Morkers find themselves defending their fort after capturing one of Da Duke's Boyz. After the catastrophic boarding action and near mutiny of the last game can Boss Borkmun hold the line against his terrifying rival? Let's find out! Watch the video and join the discussion with Guerrilla Miniature Games at the video's YouTube page.
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Uploaded Apr 6, 2023 It's game 3 and the Gorkers and Morkers are once more racing to find Scrap in the desert, now up armed and ready for battle! Things seem to finally be going Boss Borkmun's way as he confidently leads his Boyz back into the desert. Watch the video and join the discussion with Guerrilla Miniature Games at the video's YouTube page.
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Uploaded Apr 20, 2023 Boss Borkmun is feeling pretty good. He's recruited a new lad on a Bike and the Warband is growing. Heading back to Mektown from the fort he hears a rumble in the distance however, Da Dukez is comin'! Watch the video and join the discussion with Guerrilla Miniature Games at the video's YouTube page.
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Uploaded Sep 7, 2023 Welcome to Throwback Thursday, where I unearth games from the past and bring them to you with a modern glow-up! We're back with more Gorkamorka. Boss Borkman is down on his luck. No truck, his mob is getting restless and his fort is falling apart. Deez Eyez are cryin'. Watch the video and join the discussion with Guerrilla Miniature Games at the video's YouTube page.
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Uploaded Sep 28, 2023 Welcome to Throwback Thursday, where I unearth games from the past and bring them to you with a modern glow-up! Hanging on by a thread and with full rebellion from Da Ovadriva and Pickle, Boss Borkman has to gamble it all on one last scrap run into the desert. Watch the video and join the discussion with Guerrilla Miniature Games at the video's YouTube page.
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Uploaded May 1, 2024 The Escalation League for Legions Imperialis continues (just a couple months late). Rob is back with his Auxilia, newly reinforced with Leman Russ's and a Knight, as well as bringing back his Thunderbolts for that all important air-cover! At this tier we've both added 500pts of new units, taking us to a 1500pts game as the Sons of Horus take on the Auxilia and the Penitent Legion! Watch the video and join the discussion with Guerrilla Miniature Games at the video's YouTube page.
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Mission Onslaught, Dawn of War Deployment Forces Alpha legion Army List Emperor's Children - 3k points Maru Skara Praetor - paragon, volkite pistol* Legion Champion - paragon 5 tartaros - mixed loadout in Spartan* Contemptor Talon - 2x with autocannon and fist* 3x10 man tac squads 2x5 man scout squads with rifles 2x quad las preds Fire raptor Leviathan, storm cannon, grav bombard Mission Onslaught (5vp for holding the objective). Deployment was as below. My opponent won the roll for first turn and chose to deploy and go first. I counter deployed to get the gravs near those clumped up preds, my recons on the left flank where I thought my opponent would outflank, as he didn't deploy any units there, lascannons on the higher ground, seekers close to the tacticals with champion, dreads all in the middle to deal with any threats once I seen where the maru skara came on. Effrit are behind the ruin near my onslaught objective marker, out of sight and so 9" away from those sniper scouts. The fire raptor went in reserve and my opponent kept the spartan (praetor and terms inside) and the contemptor talon back for the Maru Skara outflank, and placed the outflank assault token on the back of my table edge - you can see a small token on my edge, just behind the plague furnace. I was caught off guard a bit as I thought it had to be a side edge of the table, however the outflanking assault (or maru skara) rule says any table edge including your opponent's DZ, so I was going to get it in the behind from a spartan. The upshot of this was that key damage dealing component's of my opponent's army were off table in T1, which totalled maybe 1500 of the 3000pts of the army, so turn 1 would essentially be a 3k vs 1.5k battle, which is what the Alpha legion prefer. I'm not a fan of starting off table generally due to having this point defecit - only if it's something you need to protect, so this was only benefitting me. Turn1: I fail to seize, so the EC's go first. To be honest, not much happened. Things moved towards objectives, The preds shot my lascannon dread and managed 1 wound from 8 lascannons - he might have moved 8" so he could only snapshot, the dread returned fire and damaged a pred. Leviathan shot my seekers, killing 2 after some heroic saves from the serge. Snipers went for my delegatus, but failed to do anything due to 2+ save, cover and shrouded from Leviathal. I'd have maybe went after the auguries to limit my interceptors. The lascannons react and kill 3/5 scouts. Their right hand tac marines moved up and bolt pistoled my headhunters, doing nothing. They then charged in. The HH's overwatch fire with 1 combi melta and the multi + bolters and killed two. The EC attack first causing 6 wounds, the 2+ saves needed which are rolled below. I attacked back with daggers but did nothing, but the vexilla means the tacs win by 1. I fail my Ld and they fail to sweep, I run 8 or 9" away. These armour save rolls on my headhunter sergeant were pretty emblematic of my rolling in this game, these AL dice are blessed. Due this this it was pretty one sided, but my opponent soldiered on. Headhunters get assaulted by the tactical squad, the combat is drawn with zero casualties, but the tacs win by 1 due to vexilla. My T1 begins and the Harrowing begins. Effrit pop out and annihilate the left hand scouts with shotguns. Grav cannons drop 3 pie plates onto the preds and finish off the damaged one, my multimelta strips another wound, but not kills the second. Leviathan and lascannon HSS target the leviathan and kill it. Fulmentarus shrapnel missiles, right tactical squad and jetbikes go into the right hand EC tacs and kill all but one who fails Ld and falls back. Seekers kill a tac marine and wound the champion. End of my T1 with those predators covered in grav pulse templates. EC- T2 The Maru Skara arrives behind my lines - 1100 pts or so of my opponent's army appeared behind me, but the grav rapiers intercepted with a reaction point dropping haywire and difficult terrain all over that, the lascannons HSS went into one of the dreads with the augury, and the fulmentarus went into one also using my second movement reaction from Moebius, I think reducing it to 1-2W. I wasn't worried about the spartan as it had to move full distance to get on the table so could only snap fire both ordnance weapons. Augury on seekers killed a termie, snipers couldnt see. No way could the tartaros fail the charge, moving to within 1" of the rapiers, even with the -4" from lies and obfuscation and terrain. The rapiers get wiped. The fire raptor arrives to blast my Lascannon HS squad in T2...which then Smoke and Mirrors's away to underneath the raptor and out of arc for the frontal guns, meaning it got to shoot one autocannon battery at them, and lost the rest of the shooting. The lascannons then killed it with a lucky snapshot in their next shooting phase. After wiping the rapiers, one of my dreads turns right back round and goes Praetor hunting.
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In the run up to WHFest I managed to get another game in, this time against Adeptus Custodes. They're a really tough fight in 40k, and I had no idea what they would be like in HH. War of Lies, triangles deployment pointing at one another. This game I ditched the preds, despite how much I love them, to run a Leviathan in a HH Leviathal. I also swapped the Deredeo and something else for a Delgatus with nemesis and 3 sky hunters with MM's and a fist. Custodian Army Custodian warden that can be taken at 3k 3x terminators 1x5 dudes with meridian blades 1x 5 dudes with spears 1x 5 dudes with shields 1x3 dudes with spears in reserve 3 with combi instant death things 2x3 bikes with bolt cannons 1x Galatus dead with fist and 12" lance thing. Custodes t2 movement. This time I got seized on! I swear 50% of my games someone seizes. The Custides leader with the 2 next to him advances down the flank to try and fight the Alphas in honourable combat. No chance. The bikes to the right of my Effrit charged in, losing 1 to overwatch (breaching 6+ shred) before killing 3 in combat. The Effrit run away, but managed to escape the bikes. The Leviathan and Galatus get into range and start pummelling one another, The Levi winning out despite the 4+ save due to armourbane and only S8 on the galatus. The final wounds are knocked off in melee, which was a dangerous prospect with the custodian dread being WS6. In future it might be better to let them shoot and charge me to get 2 rounds of shooting off. The Fulmentatus just massacred any unit they shot at, with AP2 Brutal. The Guided fire applies to the unit, not just models with launchers, I think, so my nemesis and telepathy shooting attack could fire through walls... The Shield unit chases down the headhunters after rolling a double 1 charge in turn 1 and massacre the spies. The boss custodian failed their T2 charge, but made it into the dread t3 after I retreated with my fulmentarus. He beat this dread after it killed his bodyguard, however the other dread then charged in and smushed him to paste. We played 3 turns overall and after that it was a pretty clear cut win for the Alphas, I'd barely suffered any casualties (5 recons, dread, 2 seekers, 5 headhunters) while my opponent had like 8 custodians left and I was on 4/5 objectives, then also had warlord and headhunter. This was a good learning game, custodes are a lot more balanced than in 40k, the 6++ isn't great, it could have maybe even been a 5++ (we see how fast tartaros dies), however they are monsters in combat - they'll butcher any army they contact, unless you pick and choose those. I wasted a lot of precision fire in trying to take out the leader with his 4++ (he saves >50% of the saves), while I could have been easily killing the other custodians he was with, so that's a lesson for the future - those like 6 passed 4++ saves would have been 2.5 dead custodians. The headhunters did little this game, other than be the distraction I planned them to be (melta is worse than plasma v T5 2W?) howver the bikes did ok, and the fulmentarus did amazing. I'm not 100% on the rapiers, but the templates did slow stuff down. That might be very useful with alphas.
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Ok, finally closing out the Adepticon 2023 catch-up Game 1. Win v. Wolves I thought they had us in the early turns. It was clear they cross a lot of table quickly. Should we leave the sentinels forward and give the enemy the extra move, or just pull them out? I think it'd be helpful to pause on decisions and go through outcomes in practice games. here my thinking was that I wanted early pressure on the objectives. I also wanted to divert them to get some shooting in where possible before they reach me. I also set the bullgryns up to stall their advance, knowing they'd break through the sentinels quickly. The thunderwolves were very tough, but our shooting was able to overcome them. Maybe with a smaller squad size they'd have been able to hide better. We did effectively screen out their terminator reserves. They then held the back lines instead of causing more immediate problems in our lines. Once the thunderwolves were effectively nullified, we were able to shift our focus to launching out on to the midground objectives. Again terrain placement and type plays a crucial role. If we couldn't get 5+ tanks in LOS of thunderwolves, I don't know how we kill them. This could have been a big loss going the other way. There's an intellectual fog around where and when to deploy out of sight for me. I need to learn more here. This is one of those points of misunderstanding where I win a fair amount of games, but not reliably. Understanding line of sight, enemy movement speed, really knowing the terrain rules and reserve rules... it all comes together. Kasrkins also did outrageous damage. Yes, play the meta units... I've of mixed opinion on the rule change. On one hand it was a 'feel bad' or 'gotcha' type of unit. On the other hand, I'm not the receiving end of such units all the time. It's nice to have one of my own for once. Good game to start the day. Game 2 Win v. BA Tensions high in this one. It's important to remember it's just a game. So, the big question was who launches out to the midground first? I think our list was a bad match up for them. They didn't have a whole lot of long range firepower. Early charges failed creating some lopsided results. Even with a number of command rerolls they failed like 7 charges in the game. Being left in the open the results were as you might expect. Felt bad on this one. I don't know that they win outright if they make their charges, but it sure would have been a much different game. If they could have bounced from unit to unit in consolidation and pile-ins, it's really rough on guard. Anyway, we were able to move up and get some firing lines on them while they weren't really able to move out. Reserves coming in failed their charges too. Great team, great paint job. Winning two to start is unusual for us, we're in trouble now. Game 3 Loss v. Tau Completely annihilated. Not an ugly agonizing loss though. These guys were great fun to play. They won best tacticians overall (best battlescore). I like the magenta paint scheme too, really eye-catching. The player measuring in the photo below had just won singles the day before (I don't know how you play 7-8 games and then come to the team tourney... I'm getting old but my mind would be mush). The other player is a coach on vanguard tactics, and he's really great too. So, any lessons here? Hard to learn when outclassed to such a degree. Issue: In the back right top of the photo is a giant terrain piece. It's obscuring. His army can move shoot move. Effectively I have nothing that can shoot them. In their turn they jump up, shoot me, and jump back behind cover. We're dead in the water. I don't think a token manticore or field artillery does much. They might have helped some though. I might have reserved some tanks to come in from the sides. Adepticon team tourney does have some special rules so CP was very limited. A regiment trait or tank ace to get a trait might have helped the reserves issue too. Still, assuming I come in like it's T3 and get a good shooting angle - I get one round of shooting and I'm toast. Not necessarily a good trade. If used reserves in conjunction with indirect fire, perhaps I'd have been able to limit some critical mass of enemy shooting. Though as orders are in the command phase, I should think that my shooting from reserves would not have really been that effective anyway. I'm not killing a riptide with 1-2 lemans. Vanquishers would normally be a solution, but they have shield drones - all high impact shots would be wasted. I also could have went full steam across the table with mechanized orders - possibly taking cover at other terrain pieces. But, this highlights a multi-part failure. I needed to understand what terrain would do. I needed to understand what their army could do with terrain. I needed to plan my own terrain defensively, and offensively as to how I might get across the table. Perhaps with precise terrain placement and selecting small forward deploy units, I might have put some objective pressure on them. Army list construction - the banesword can't maneuver or get line of sight. maybe the answer would have been to just stay off the table till T3. They didn't move out anyway. Let them fill the board and just come on in to a shooting gallery. Again the CP limits might have caused this to not really work, but that might be the best option. Game 4, Loss to Custodes What I didn't want to happen was to have bikes inside a densely packed backfield. I figured they'd be there turn 2. They instead played very conservatively. I pushed out on the right flank to try and get less bunched up while not opening up too much to a counter charge. Also, they were going to be up on points. Terrain as always is a crucial part here. If we'd agreed that the first floor was line of sight blocking I don't think we kill a custodes. Instead, it was a fairly close game. Once they got some squads on to objectives, it was just nearly impossible to get them off. Late game we did break out and started doing real damage, but it was too little too late. It was a good one. We all talked through multiple ways it could have gone. We also talked for sometime about the state of the game. They'd been in 40k since 4-5th edition. They noted how hard it can be to have a good tight game. I might slaughter a new player. I then get slaughtered by somebody going to weekly tournaments. That player then gets butchered at the top tables. There's levels to players and often there's a complete mismatch. When people talk about balance, this is not discussed. The hyper competitive side of the game isn't necessarily good for the hobby overall, or keeping new players. It's a weirdly time and money intensive hobby that doesn't translate well to sports or other activities. Game 5 Win v. Thousand sons and Guard I wasn't real sure what to do with deployment. I knew they had a lot of reserves, so I didn't want them getting in behind us. Thankfully they didn't have a bunch of indirect fire to wipe out our infantry. First turn they didn't want to over-expose themselves. We were able to move out and cause some real damage. Also, perfectus orders to bullgryns pushed out reserves... a lot. So their terminators and magnus came in, but maybe not in the best position they'd hoped. The terminators have good shooting, but the tanks weren't the optimal target. Their psychic powers are very good. But, Magnus whiffed his rolls to do any real critical harm when he came down. And, he came down immediately in front of our whole army. BBQ time. The banesword fulfilled it's purpose this game. Summary So, with 4x player teams, I think the other half went 3-2 as well. Looking at the overall results then, we're down a bit to 91 teams this year. We came in at 256 battle points, or 16th place in gameplay alone. That's much higher than usual for us. Big win. Some years we're near the bottom. Some we are in the middle. In appearance we got 116/125 points. That puts us tied for 6th with three other teams. Get those decals on there! Work on those blends and glazing! On theme we 100/100. Tied with 4 others for first on that. I really enjoyed making the army list, operations order, krieg costume, and wax seals. Put in a lot of work there, and we got recognition on it. In display we got rank 5 in which points are awarded, and a team can be invited to the showcase. Tons of work here, and very happy we got the invite. In player theme we got 29/30. This is just other teams ranking us. In total hobby score we got 250 points, putting us at 3rd place in hobby alone. And, actually there was a tie for first place. I thought we were well out of our league, but the judges were really kind. For overall/combined scores then we got 5th place. Super excited for that. Last year we were wild that we got 29th place. Didn't come home with any awards this year, but we were super close to best display, best appearance, and best imperial. The appearance score of 116/125 made all the difference. I think we were lucky in gameplay - realistically getting to grips with what we know, what we don't know, and what we don't know we don't know... we'd need to do tournaments at least every month. I think we're very far away from reliably winning more games (not to say we shouldn't try). Epilogue Afterwards motivation has remained high so far. I haven't sworn off the game, as happens after some lopsided tournaments, or skewed edition rules requiring building a completely new army. For now I like the idea of continuing to work on the display board. I think it'll be fun to take out to other tournaments, though it might be a bit much to show up in costume with a zeppelin to a local tourney. I want to cut the board up a bit, and add some real changes to the layout - do what I my actual vision of the thing was before time ran out. Doing more tournaments might also help me get to know some of the local players. I'm not part of any groups and see familiar players once every 9-12 months. I've got a lot of ideas for the next board, but without seeing the tyranids yet... I'm just not sure what the story is going to be. Well, one teammate has 10,000pts of orks so we could just to orks. But, organizing the team is always difficult. Would hate to start in on building a 15sqft board if it turns out we don't have 4 players. When I was young I had time but no money. Now I have money but no time. In any case, I can probably start sketching out the board now. If it doesn't go, it doesn't go.
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Battle Report: Blood Angels vs Chaos Knights Round 2!
Xenith posted a blog entry in Xenith's Hobby Hangout
After the absolute kicking I received from Ted's Chaos Knights, I was eager to temper myself against them once more and see if I can beat them - he's the only person in my club to beat my Blood Angels so far, and they won't stand for it! The last game was an absolute whitewash, something like 40 - 95, and so I wanted to approach this one a little better, and using basically the same army I used before. We tried to set up the terrain more like GW's tourney maps, with the 4 large obscuring pieces in the centre and then the smaller pieces round the edges. BA List 2000 Blood Angels Arks of Omen (Elites): Captain on Bike - Warlord (gift of foresight), relic (Indomitus), angel exemplar (artificer - mantle), thunder hammer, storm shield (-3cp) Sanguinary Priest - pack, selfless healer 5 infiltrators - medic 5 infiltrators - medic 5 sanguinary guard - 2 fists, 3 swords, 5 inferno 5 sanguinary guard - 2 fist, 3 swords, 5 inferno sanguinary ancient - fist, inferno, wrath of baal (-1cp) Death co - 5 inferno, 2 fists, 3 swords Death co - 5 inferno, 5 swords 10 Vanguard Veterans - 10 storm shields, 1 thunder hammer, 3 fists, 3 swords, 3 claws 3x MM Attack bikes. 5 Assault marines, 2x melta, eviscerator, serge with inferno, thunder hammer. 5 Assault marines, 2x melta, eviscerator, serge with inferno, thunder hammer. Whirlwind 3 eradicators, heavy, MMelta. Chaos Knights - iconoclast (+1A and AP in 1st round of combat) Knight Abominant - volkte thing, gift of the dark master, 6++ relic, winds of chaos Knight Desecrator relic laser gun, 5++ feel no pain when awakened trait 7x Wardog from left to right in below pic: Undivided melta gatling nurgle melta gatling undivided wardog claw+sword Slaanesh beguiling wardong claw and sword undivided claw and sword Tzeentch with dual autocannons Deepstrike one with gatling and sword in reserve. Mission Scouring (3vp for perfoming an action on an objective) Secondaries: BA: Behind enemy lines; bring it down; banners Knights Ruthless Tyranny; Storm of Darkness; Grind them down I started out by hiding everything in the large obscuring ruin, with one unit of infiltrators guarding my left flank, and the whirly on the right, eradicators and assault marines started in reserve. The knights won the roll off, I chose to forlorn a DC unit out front to try and bait him to charge them and move closer to me, maybe this was a mistake, but it was a 115pt lure. Tower defence CK Turn 1 movement. CKT1: The knights all moved forwards, very little could see, some stubbers shot at the DC, causing 4 wounds, all failed saves, then they were charged by a wardog and wiped. One starts the warpstorm, one starts the mission primary and they're all in dread range for 8. 8-0 to knights. BAT1: Death co go into assault doctrine. The attack bikes drove out to target the autocannon armiger, 4 hits, 4 wounds, dead armiger, great shot! The second unit of DC popped out to try and charge the slaanesh dog on the objective, but inferno pistolling the one that killed the other DC - the inferno pistols did about 4 damage, and the DC had to charge that one threatening my lines instead, killing it. In retrospect, I could have gotten a SG unit out to target this one also, and send the DC into the slaandog to try and net 2 melee kills from the start. One unit of SG jumped left to that objective and raised a banner, the infiltrators raised the banner on my home objective and a SG started the mission secondary on it. 4 for bring it down, 3 for the mission. 8-7 to the knights. CKT2 On 3 objectives for 12, big knights move forwards and everything shoots and wipes the attack bikes. Bikes are within banner range, so 1 manages to fire the MM into the central wardog, bracketing it. central bracketed wardog charges the DC who manage to only lose 3 models and punch it hard back. Deepstrike knight comes in near the SG on the left objective and peppers them killing 2, fails charge. Abominant stands on central objective and gets off the fnp. then starts to curse it. Storm completes (4) and They start the storm again and do another mission objective (3) and have the guaranteed 5 for 24pts total. 32-7 to knights. BAT2 On 2 objectives for 8, 2 for banners. I think this is the turn I have to do something or lose the game, so I go all out I also learned that the 4+ max to hit thing on the knight is only after it's activated, which it isn't yet, so I need to do some serious damage before it kills 5 models. Vanvets into assault doctrine and jump out to the aboninant, along with the captain and ancient. Priest jumps to the left hand SG unit and brings one back, they have strung out to be in melta range of the deepstrike dog and be revived by the priest. SG2 jump out to charge the melta/gatling wardog and kill it. I forget the mission action. Left hand infiltrators guerilla warfare out of there. Death co melta the dog they're in comat with and kill it, eradicators some onto the right flank and shoot the slaandog who pops the 4+ invuln and they do maybe 4 damage. Assault marines drop in behind cover in their dz and ASM2 drop in 92 from the slaandog, and their meltas don't do anything. Left SG1 charge the deepstrike dog and knock it down to 2w after it popped the -1D strat - acceptable as long as the -1d doesnt go on the abominant. Vanvets, captain and banner charge into the abominant, the hammer doesn't do great as my rerolls are useless, but between them they do 13 damage, almost bracketing it. Abominant attacks back splitting between captain and ancient. I get lucky and it does 3W to the ancient and 4w to the captain after the mantle. I stupidly used my CP earlier for a reroll, and should have kept it for Angels Sacrifice here. I get 4 for bring it down, 2 for grind, 4 for behind enemy lines for 18. 32-27 to knights. CKT3 2 Objectives. Now he's down to 3 wardogs and losing board control. desectrator moves to bail out deepstrike knight from the SG, kills one eradicator then charges and wipes the SG, consolidating onto my left objective and starting storm (so he can't move next turn). Slaandog goes after the assault marines within 12, charges, and kills 4, wounding the serge. Serge hammers back for 3D. Nurgle gun knight shoots the eradicator and fails, then charges the SG2. It's bracketed, but uses a dirty strat to turn each hit into 2(!)mw, wiping the SG. Abominant cannot cast the 5++ as it's warp storming, which then completes for 4. I then attack with the ancient doing 2 damage, the abominant attacks and I spring angels sacrifice, and make him put everything into the 1W ancient who unsprprisingly dies to save everyone else. The captain smacks a flat 9 wounds through then the VV's finish off the abominant...which then explodes, doing 3 MW to the captain, killing him, and 5 to the VV's killing 2.5. 4 for storm, 3 for tyranny. 3 for grind. I get 4 for bring it, 50-31 to knights. BAT3 1 Objective as the obsec nurgle dog consolidates onto the centre one, 1 banner as the desecrator knocked mine off. ASM1 serge falls back behind LOS blocking ruins, ASM2 jump onto the opponent's right objective near the slandog and mission primary for 3, the eradicators move towards it as it's already -1 to hit anyway, and melta. Infiltrators appear back on in opposing DZ guaranteeing BEL. Priest jumps over, heals and revives a vanvet, who then charge the nurgle dog. which survives on a few W. Infiltrators 2 advance towards slandog objective. Erads wipe the slandog. 2 for bring it, 4 for BEL. 50-44 knights CK T4 2 objectives, no mission secondary. Warp storm completes, deep strike dog pops into the sky again. Big knight can't do anything. vanvets finish the nurgle dog. 4 for storm, 0 for the tyranny. I max bring it for 1. 57-45 BAT4 3 Objectives for 12 and 1 banner. ASM2 jump towards opponent's right objective to take it t5. erads move onto opposing left objective and banners. Priest heals and restores a vanvet, then does mission primary. whirly moves out as a distraction and to block the deepdog from getting near my duds in the middle. infiltrators 2 advance onto central objective. Infils 1 move around and shield the asm1 serge from a potential deepstrike from the deepdog. 15 primary, 1 banner, 4 for BEL makes it 54-67 and I take the lead. CKT5 Deepknight cant land anywhere useful due to infiltrators, so settles for the whirlwind, but being majorly bracketed he does nothing, big knight fails to do anything, and stays on the objective so I can't banners it. 0 for tyranny. 54-67 to BA. BAT5 No point going for kills as I've maxed BID. 12 for primary, 2 banner. vanvets jump onto opposing right objective and banners it. ASM2 jump onto it and perform the mission primary, erads put up a banner on opposing right objective. ilfils banner the central objective. 3 for mission primary, 4 for BEL. put the score on 54-86, going to 64-96 to the BA. We'd actually recorded the score as soemthing like 78-91, so I've messed up somewhere in the retelling and it was a bit closer, but the BA still won through in the end! Knights t3 assault phase, after killing the ancient, but before the abominant exploded. End of my T3 End of the game-
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battle report Battle Report: Craftworlds vs Alpha Legion
Xenith posted a blog entry in Xenith's Hobby Hangout
I had a trip to WHW with a few other B&C folk a couple of weeks ago and managed to get some games in, mostly with @Excessus, either playing with or against him! It's been a while since he'd played, so we just did primaries on a random mission, which turned out to have 5 objectives, we did 5pts per command phase for each objective held, and used nachmund rules. My list 1250pts Craftworlds Patrol - Swift strikes and mobile fighters Autarch, Warlord, 2+" move, falchou's wing, fusion gun 5 rangers, wireweave 10 avengers, dual cats 10 banshees, piercing strikes, mirrorswords 6 spiders 3 spears, hearstrike, paragon sabre Prism Serpent - lances Serpent - scatters Alpha Legion Chaos lord in TDS - Black mace master of possession - fleshy thing and 4+ invuln 10 renegade guard - plasma, grenade 10 renegade guard - plasma, grenade 2x 5 marines, plasma 5 terminators hellbrute - tllas, MoT hellbrute - bolters, MoT grav rapier venomcrawler venomcrawler Deployment - I won the roll off and Excessus had to deploy first and stuck everything pretty much as far forward as possible, the lord and terms started in DS Reserve. The 5 man csm unit forward operaratived onto the east objective. CWT1 I won the roll off to go first, and generally shuffled around and the prism advanced 21" onto the north objective. Nothing got out yet. The prism shot the lascannon hellbrute, but the MoT deflected one of the wounds, however I rolled well on the second and knocked it down to 1 wound, the rangers then managed a lucky mortal on it to kill it. The lance serpent then killed the grav rapier before I could find out what it does. Spears shuffled back. ALT1 Everything moved forwards, venomcrawlers shoot and kill the spears (!), a crawler and the other CSM make it onto the central objective, so it's currently 3-2 to the alphas. Other random shooting knocks 6W off the prism. CWT2 10 vp for primaries. The other dread has to die, so I maneuvered stuff around. This was a generally unsuccessful turn, I got 10 VP for 2 objectives, but it took basically all my shooting to kill that second dread and knock some wounds off a crawler. The avengers got out to shoot something also (mistake) ALT2 15vp. The terms came in 9" from my front line, blocking access to the central objective. Avengers got shot up with 5 dead, one crawler managed a charge on a serpent, but fluff the attacks, the terminators fail the charge. Score is 10-15 to the AL. The CSM approach... End of my T2 The Terminators arrive CWT3 10vp for primaries. The banshees hopped out to counter the terminators, they basically go where they want with a 6" advance, 8" move then 3" deploy, but the chaos lord was tucked away limiting access. I fall back with the serpent being attacked by the crawler and fire and fade to let it shoot. The spiders then hop onto the objective to either shoot the crawler or something else. Everything shoots the venomcrawler, it dies and explodes, kiling 3 banshees (!), wounding my autarch twice, and killing a spider. Scatters start thinning cultists on their home objectve. The exarch goes into the lord with 3 other banshees, the remainder, minus the dead 3, go into the terms. I forgot to battle focus the autarch, so he goes in as well. The exarch and 3 banshees knock the lord down to 3w (very good rolling on saves) while the rest of the banshees kill 3/5 of the terminators (less good rolling). The lord then swings back with the black mace wound spillover and wipes the banshees alone. ALT3 Terms go after the rangers on my home objective, the MoP heals the lord for 3W. the east CSM move to the centre with the MoP, the central CSM move toward the western objective. Bit of scattered shooting kills some spiders lord charges my autarch and kills him. 20-30 to the AL. CWT4 10 vp. all my tanks cycle clockwise to get onto the SE objective, scatters wipe their guard off the home objective, prism shoots the other cultists, but CP spent to auto pass morale. random shooting kills a term. ALT4 10VP. Terms move towards the rangers, the get fleshed to recover the flamer which kills the rangers. lord tries to chase a serpent. CSM moves to the serpent on the NW objective in the photo below and manages a long charge into it to ObSec me off it. 30-40 to the AL What was left at the end of T4. My tanks had managed to get into the AL DZ, however hadn't inflicted enough damage to knock them off objectives. The terms at the bottom fleshy cursed the flamer back to life and flamed the rangers, a lone csm marine managed a long charge onto my lance serpent to the left there, which denied me that objective sealing the win for the Alphas - I should have kept a CP for a to hit roll. CWT5 5 vp. I just shuffle, prism and scatters try to kill the last guard, but they survive to deny me the east objective. bracketed serpent fails to kill the csm in contact with it. ALT5 terms move onto my home objective. Nothing else of note. 15VP at the end, for a final score or 35-55 to the despicable Alpha legion! -
22 July, 2022 While hunting for new prey, the Cruentes discovered a cache of useful technology they could secure for bartering with the Dark Mechanicum. As they were securing the site, a Necron force led by Illuminor Szeras attacked their position. Bardûl personally led this force, and was once more accompanied by Dreior and Gorm's two small Berzerker squads, as well as Xarian the Helbrute. The mission forced me to split my army in two parts, and forced me to deploy my whole army first, but gave me two objectives to defend. For my Agenda, I took the one that would give me Warfleet Glory, which gave me three extra objectives to grab and bring back to my deployment zone. On my left, Xarian achieved nothing: he downed three Warriors, one of which promptly stood up, and the other two got back up over the game. In return, Xarian was one-shotted by a lucky blast from Szeras: Bardûl and a squad of Berzerkers, meanwhile, made short work of a unit of Praetorians on my right: However, this left the Berzerkers in my centre open to attack from Skorpekh Destroyers...who, in turn, were counterattacked by the Berzerkers on my right: These Berzerkers then proceeded to claim one of my Agenda objectives and return it to my deployment zone. While this was happening, Bardûl started his action on one of my Agenda objectives, but was rudely interrupted by Szeras. Szeras bounded around the outside of this storage tank, catching the veteran warrior by surprise and carving deep into his armour. In return, Bardûl severed a leg of his opponent before gripping Szeras's mechanical neck with his chainfist. Szeras fought back, once more puncturing Bardûl's plate but not quite laying him low. Refusing to release his grip, Bardûl ripped his enemy's head clean from its shoulders. Armour broken and bleeding from several wounds, Bardûl faced down the Necron Warriors, who could not seem to hit his flesh with their Gauss rifles. In desperation, they charged the Chaos Lord, but just could not penetrate his defences. In return, Bardûl slew a total of five Warriors before the rest fell back. Result: 55-5 victory for Khorne! With the Necrons retreating, the Cruentes discovered what the xenos were after: under the battlefield was a vault of abhuman genetic experiments, which must've been of interest to the inquisitive Szeras. While the genetic material itself was useless to the World Eaters, the equipment within the vault was invaluable, and Bardûl dispatched it to the Eternal Warrior. Bardûl's Personal Glory: 4 -> 3 Khorne's Dark God Glory: 5 -> 4 Cruentes' Warfleet Glory: 4 -> 8 But now comes the real fun part. After this battle, Bardûl levelled up; in addition, the mission Victor Bonus allowed me to grant one unit a Battle Honour. Did I decide to throw in my lot with the Chaos Gods and make a grab for immortality with two Chaos Boons? You bet your heretical rear I did! It went a little like this: The first roll was a 12 for +1 Wound, which was very suitable given that he refused to die in both of the games so far. Perfect! Then the second roll...also a 12. Bardûl, in his arrogance, believed he was entitled to a greater reward than what was given to him and drank too greedily from the cup of immortality. Time for me to start making a new Chaos Lord...
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15 July, 2022 The first battle the Cruentes took part in for this Crusade was 25PL against a mate's Death Guard. This was his first 40k game, so we kept the mission to a simple one from Beyond the Veil. I chose the Agenda that would get me Dark God Glory points for performing an action at the centre of the board. The story behind this mission is that our forces are jointly invading an Imperial world that has until recently been isolated by Warp storms. As Imperial reinforcements arrive in-system, the World Eaters give in to their bloodlust and start hunting their allies in the heart of an occupied Hive city. Bardûl led this battle, accompanied by the two small squads of Berzerkers, led by Dreior and Gorm, and Xarian the Helbrute. Opposing them was a Daemon Prince, two small squads of Plague Marines, and a small blob of Poxwalkers. Being an introductory game, I didn't take any photos and tried to let my opponent have a few hero moments to keep it fun. In the end, I accidentally wiped him anyway, however he won the game on points. Bardûl and Xarian the Helbrute were the only models left on the table; Bardûl had killed the Daemon Prince and several Poxwalkers, while Xarian demolished everything else in melee. Despite losing the battle, I still gained 3 Chaos Points to put towards my various trackers, plus one Dark God Glory point for achieving the Agenda once. Both Bardûl and Xarian gained 5XP, so were close to levelling up already. Bardûl's Personal Glory: 4 -> 4 Khorne's Dark God Glory: 4 -> 5 Cruentes' Warfleet Glory: 4 -> 4
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From the album: Tyranids
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From the album: Tyranids
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From the album: Tyranids
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From the album: Tyranids
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From the album: Heresy Alpha Legion
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