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Some battle reports


BLACK BLŒ FLY

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I had the opportunity to play in a local RTT this past Saturday. Here is the list I ran:

 

HQ

> Commander Dante

> The Sanguinor

 

Elites

> Sanguinary Priest: jump pack, power sword (attached to Dante & Sanguinary Guard)

> Sanguinary Priest: jump pack, power sword & infernus pistol (attached to assault squad)

> Chaplain: jump pack & infernus pistol (attached to assault squad)

 

Troops

> Sanguinary Guard: 2x infernus pistol, power fist & Chapter Banner

> 10x assault Marine: flamer/meltagun; sergeant: thunderhammer & stormshield

> 10x assault Marine: flamer/meltagun; sergeant: thunderhammer & stormshield

 

Fast Attack

> 6x Vanguard veterans (jump packs): 2x (lightning claw & stormshield), pair of lightning claws, thunderhammer & stormshield, power sword & bolt pistol; sergeant: power fist & stormshield

 

1st Battle

The first mission was versus a semi mechanized eldar army. Here is the list to the best of my memory:

 

Avatar

Kadrandas

10x Striking Scorpions

10x Wraithguard & Spiritseer

6x Guardian jetbikes w. 2x Shuriken cannons

10x Storm Guardians - Wave Serpent

Wraithlord

Falcon

Falcon

 

The mission was as follows:

 

Deployment - Spearhead

Nightfight all game (w00t!!!)

Five objectives - one in the center of the table and one in the center of each table quarter; scatter each objective 2d6 after deployment; any unit within 6" of an objective could be automatically spotted.

 

I won the roll and opted to go second holding my entire army in reserve. ;) One assault squad succumbed to the Red Thirst and the other assault squad their sergeant received the Sanguinor's Blessing. I attached the second Priest and the Chaplain to the assault squad with the super sergeant. My opponent deployed his entire army except for the Phoenix Lord attached to the Scorpions who would outflank. Note that my opponent had not played for a long time and was having some difficulties confusing 4ed with 5ed. >.< He setup most of his army close to the middle of the table while deploying the two Falcons and Storm Guardians back along his table edge. His first two turns he moved the jet bikes, Wraithguard and Avatar towards my table edge. The Wraithlord he split off from the main group to support the two Falcons. The beginning of the second turn the Phoenix Lord and his Aspect Warriors came in on the far table edge (wrong side).

 

On the bottom of the second turn I rolled for reserves and in came Dante with a Priest and the Sanguinary Guard, the Sanguinor, Vanguard veterans and the assault squad with Red Thirst. Dante and his posse dropped behind a building along with the Sanguinor ready to pop out and assault the main force of the eldar. The Sanguinor chose the Avatar as his vengeful target. My Vanguard vets came in an drifted back 6" which just brought them outside of assault range so I ran them back hoping to keep them outside the range of those nasty Wraithcannons. I took a risk with the assault squad landing them behind the Wave Serpent carrying the Storm Guardians - I rolled a hit and they destroyed the serpent with a shot from the single meltagun into the rear end. The Guardians spilled out, took some wounds and failed their morale check. Definitely a good second turn. :D

 

Top of the third the jetbikes moved up to shoot Dante and his posse (heh). The Wraithguard moved up to target the VV. :( His other units were too far off to spot anything and the Avatar was well outside of assault range. The jetbikes fired and did enough wounds to just kill the Priest. :( The Vv's stormshields were able to absorb the shots from the Wraithguard. :) The Wraithguard then charged the VV and suffered several losses due to the power fist and thunderhammer.

 

Bottom of the third turn in came the assault squad with super sarge and friends. Dante and his posse moved up to assault the jetbikes while the Sanguinor moved up to assault the Avatar. The first assault squad moved into position to assault the Storm Guardians while the second assault squad dropped in behind a Falcon and blew it sky high with their meltas. Dante and his Sanguinary Guard shredded the jetbikes, the Sanguinor dropped two wounds on the Avatar while taking no wounds and the first assault squad shredded the Storm Guardians. The VV also dropped a few more Wraithguard and lost one vet. Definitely another very good turn for the Blood Saints again. :)

 

Over the course of the remaining game the Sanguinor dropped the Avatar, Dante and the Sanguinary Guard joined the fight with the VV versus the Wraithguard and the assault squad with super sarge and friends pulverized the Wraithlord. The Phoenix Lord and his Scorpions were the only eldar survivors coming in on the wrong side and too far away from the action. I ended the first round with a massacre.

 

Next up - Space Wolves...

 

G :fakenopic:

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My Vanguard vets came in an drifted back 6" which just brought them outside of assault range

:lol: how ? you put one guy 6" for scater then others are btb with him, a base is more then 0" long so there is no way being outside of charge range when you deep strike just 6" away from target. or was there cover and you rolled a 1-2 ?

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This tourney I was using a tune up for Genghis Con this weekend in Denver, Colorado. The very nice thing about my list is that it scales down to 1850 points just by dropping one Vanguard veteran and a couple stormshields. This was my first event I went without a Stormraven and I was happy how the army plays.

 

G :D

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The next round was versus Space Wolves. The TO made a couple bad calls which he reversed the next day so no bad feelings. Everyone makes mistakes.

 

Here is the SW list to the best of my memory:

 

tooled up Wolf Lord on Thunderwolf mount

Iron Priest on Thunderwolf mount w. Cyberwolves

 

tooled up Wolf Lord on Thunderwolf mount

Iron Priest on Thunderwolf mount w. Cyberwolves

 

Rune Priest on bike w. Tempest Wrath & JAWS

Swift Claw biker squad w. MM attack bike

WGL on bike w. power fist

 

Rune Priest w. Murderous Hurricane & LL

 

5x Grey Hunter w. power fist & meltagun - rhino (foot slogging RP attached to this unit)

10x Grey Hunter w. power fist & meltagun - rhino

10x Grey Hunter w. power fist & meltagun - rhino

 

Mission was killpoints with Pitched Battle for deployment plus the old Heavy Gravity effect:

 

Roll 1d6 for your army each turn:

-> 1 = heavy gravity, each unit can moves 1d6" less during movement phase

-> 2-5 = no effect

-> 6 = light gravity, each unit can move up to an extra 1d6" during movement phase

 

The Vanguard veteran sergeant received the Angel's blessing, none of units succumbed to the Red Thirst. The Chaplain and second Sanguinary Priest joined one of the assault squads.

 

My opponent won the roll and opted to go second. I held everything in reserve. My opponent deployed in a castle over in one corner of his DZ. There was a huge piece of multi leveled terrain in the center of the table. I could have landed all my units on the higher levels and then charged the SW army on the fifth turn but I decided to go ahead and play it out as normal to get the practice... It's not like a piece of terrain like that is always going to be there.

 

Bottom of the first turn my opponent shifted his army around a bit moving across his DZ and spread out a bit. He also cast Tempest Wrath.

 

The top of the second turn in came the Sanguinor and the VV. I landed the Sanguinor on top of the multi leveled building so the following turn he could assault the Rune Priest on the bike attached to the Swift Claw bikers - I wanted to shutdown Tempest Wrath ASAP. The VV landed beside the Swift Claw bikers and mishapped into the bikes - they luckily went back into reserve. The Sanguinor also lost a wound due to dangerous terrain from Tempest Wrath. <_<

 

The bottom of the second turn the SW army moved up a bit more - Rune Priest on the bike was still sticking out there like a sore thumb, he also successfully cast Tempest Wrath again. The Sanguinor then lost his second wound to LL from the RP in the rhino. :D

 

The top of the third turn in came the rest of my army. Dante and his posse landed on the second level of the central building towards the rear side away from the SW army, VV landed okay but again drifted 6" away from the bikers would not be able to assault. I dropped one assault squad on the second level of the central building and the sergeant was lost due to failing his DT followed by his 3++ save. :lol: At this point I was a bit concerned about the rash of bad luck then shrugged it off. The other assault squad with the Chaplain and second Priest I positioned behind the VV so they could counter charge the next turn. The Sanguinor flew down and assaulted the Rune Priest on the bike, killing the psyker then went down to the Swift Claw attacks. Oh well, no more Tempest Wrath and we were even on killpoints.

 

Bottom of the third turn one squad of full Grey Hunters disembarked to charge the VV while the other full squad disembarked to rapid fire the VV. The biker squad moved up and were just inside their charge arc to the assault squad backing up my VV. The VV and assault squad took no wounds in the shooting phase. The VV then beat down most of the Grey Hunters that charged them - Grey Hunters passed their morale check though. The assault squad killed three of the bikes and lost three assault Marines, so drawn combat.

 

1 KP BA (Rune Priest on bike) - 1 KP SW (The Sanguinor)

 

Top of the fourth turn Dante and his posse flew out of the building to assault the Grey Hunters locked in combat with my VV. My assault squad in the building stood their ground. Dante and his posse vaporized the Grey Hunters on the charge while my assault squad with the Chaplain and Priest killed two more Swift Claws and only lost one assault Marine in return... Swift Claws again passed their morale check. Both of my unengaged units dropped back a bit during their consolidation moves but would it looked like they would both be in the charge arc of the Wolf Lords attached to the Iron Priest units (Wolfstars).

 

Bottom of the fourth turn both Wolfstars moved into position to charge Dante's unit and the VV. The squad of five Grey Hunters dismounted to rapid fire Dante's unit. No wounds taken during the shooting phase. Dante's unit was positioned to block an assault on the VV and had to take the full charge from one of the Wolfstar units. :) The other Wolfstar was unable to launch an assault (heh). Sanguinary Guard and the first Priest both were destroyed while Dante killed some of the cyberwolves, passed his morale check then used Hit & Run to break off. The assault squad fighting the Swift Claws destroyed the remainder of that unit and consolidated towards one of the Wolfstars.

 

3 KP BA (Rune Priest on bike, Grey Hunters, Swift Claws) - 3 KP SW (The Sanguinor, Sanguinary Priest, Sanguinary Guard)

 

Fifth and final round - Top of the fifth turn Dante joined the remainder of the VV in the movement phase and they moved into position to assault the squad of Grey Hunters. The assault squad with the Chaplain and second Priest moved into position to charge the remaining full unit of Grey Hunters. Dante and VV charge the five man Grey Hunter unit, by some miracle of Russ one Grey Hunter survived and legged it away but no far enough to be able to regroup on the bottom of the turn. The assault squad then charged the full squad of Grey Hunters and destroyed them all before they could swing back. Dante and VV position during consolidation to shield the assault squad.

 

Bottom of the fifth turn both Wolfstars move up to assault Dante, VV and the assault squad with the Chaplain and second Priest. VV are butchered along with the second Priest, neither of my units break and Dante holds.

 

Game over!

 

5 KP BA (Rune Priest on bike, Swift Claw bikers, 3x GH) - 5 KP SW (The Sanguinor, 2x Sanguinary Priest, Sanguinary Guard, VV)

 

Here is where the bad calls came at the end - the TO ruled the lone broken Grey Hunter did not count as a killpoint so I lost the match by one killpoint when it should have been a draw. I couldn't remember exactly where it's stated in the rulebook until the next day (p90) so I slipped out of contention for best overall/best general.

 

Final match next - mech IG !!

 

G ^_^

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Some nice games, even though your luck has been appalling with those Vanguard!

 

Checked up the unit too, its nearly 400 points for those 6 guys! Thats crazy to me, but are they really worth it? And how much so that theyre worth including in some 2k lists with Ravens?

 

Good luck with the next game! (Though it wont be hard to have better luck =P)

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Some nice games, even though your luck has been appalling with those Vanguard!

 

Checked up the unit too, its nearly 400 points for those 6 guys! Thats crazy to me, but are they really worth it? And how much so that theyre worth including in some 2k lists with Ravens?

 

Good luck with the next game! (Though it wont be hard to have better luck =P)

 

 

I love this particular build for the VV. It's not a problem in my mind to play an expensive unit if it can absorb the damage and dish out the pain. I understand though that most players don't want to spend that many points on one unit. Are they worth? For me the answer is yes as this is my style. The first game and second game I had bad luck with them coming in from reserve and that is going to happen from time to time. I play Daemons so I have experience to deal with poor reserve rolls. The first game they took ten Wraithcannon shots and lived to tell the tale - that's fairly epic in my mind. The second game they got charged and still managed to take out a large portion of the Space Wolf army. You can look at is this way - I don't think anyone would expect Vanguard to be unable to charge on the drop two games in a row but they still did very well. Just imagine if they had got the charge off versus the Space Wolves... I think I would have won that game hands down if they had. You can see for yourself how they did in the round versus IG when I post my last batrep.

 

The main thing for me is that this 2k list scales down nicely to 1850 which is what I'll be playing this weekend at Genghis Con and later this April at Adepticon. This tourney the past weekend was great experience for me and the VV unit will be more like what you're used to seeing. I could have brought my standard 2k list with a Stormraven and a dreadnaught but I wanted some play time in a competitive environment to kick the proverbial tires. One thing I did learn this past weekend is that you want two power fists/thunderhammers in the unit to boost their killiness versus tanks plus they can take out units like Grey Hunters a lot faster. I would rather destroy an enemy unit ASAP rather than try to play the odds and hope you kill an enemy unit you charged the second round of close combat - that's very situational at best and versus armies like Space Wolves it doesn't really matter - you are going to be surrounded by plenty of enemy units ready to charge in and whack you.

 

I hope that makes some sense. :D

 

G :)

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I won the roll and opted to go second holding my entire army in reserve. :) One assault squad succumbed to the Red Thirst and the other assault squad their sergeant received the Sanguinor's Blessing.

 

 

Just a note, and forgive me if I got this wrong because I don't have the book with me, but I thought I read last night that in order to get/grant the blessing, both models actually have to be on the table. Maybe someone else could clarify if they have their book.

 

Otherwise, great reports. I enjoy reading them.

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I'm not sure about that and unfortunately I don't have my codex with me. Doesn't make sense that it wouldn't seeing the codex was designed for DoA style armies - typically none of my army ever starts on the table so if I did it wrong I've been doing it that way for quite some time... Basically since I started playing the new codex. I'm sure someone here can clarify that though.

 

G :)

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I found a codex - The rule for the Sanguinor's Blessing simply states you randomly select a sergeant when the army is deployed. Simple enough, right? An entire army that is deployed via deepstrike comes in on various turns... That doesn't mean you cant select a sergeant randomly to receive the blessing. I would appreciate if this starts to snowball please start a separate thread to discuss the specific rule. :o

 

G :)

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I found a codex - The rule for the Sanguinor's Blessing simply states you randomly select a sergeant when the army is deployed. Simple enough, right? An entire army that is deployed via deepstrike comes in on various turns... That doesn't mean you cant select a sergeant randomly to receive the blessing. I would appreciate if this starts to snowball please start a separate thread to discuss the specific rule. :o

 

G :)

 

Good to know and I certainly don't want to derail the thread. Not sure why I remembered it the other way unless I was mixing it up with another character (I did read up on several special characters at the same time (in multiple books) so maybe I mixed them up in my head.) EDIT: Was getting it mixed up with his other ability. Back to regularly scheduled programming.

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Here is the third and final batrep. The game was versus mech IG. Please forgive me for not remembering every detail about the IG army - I'll try to be as concise as possible...

 

Command squad: astropath, 3x plasma - Chimera: multi laser & heavy flamer

Command squad: 3x plasma - Chimera: multi laser & heavy flamer

 

Manticore

Manticore

 

Leman Russ Demolisher x2 (squadron)

 

PSB - Chimera: multi laser & heavy flamer

PSB - Chimera: multi laser & heavy flamer

 

Veteran squad: 3x meltagun - Chimera: multi laser & heavy flamer

Veteran squad: 3x meltagun - Chimera: multi laser & heavy flamer

Veteran squad: 2x flamer - Chimera: multi laser & heavy flamer

Veteran squad: 2x flamer - Chimera: multi laser & heavy flamer

Platoon: HWS, Commissar/power sword

 

The mission was objectives with a total of six (each numbered 1 through 6); on the start of the third turn you rolled 1d6 - then remove the objective with that number. The objectives were placed all equidistance from each other, both in a line about 12" apart on each side. I won the roll and opted to go second. Deployment was Pitched Battle again and I held my entire army in reserve. One of the assault squad sergeants received the Blessing. The Chaplain and second Priest joined that unit (here after referred to as the super squad).

 

My opponent had an excellent deployment:

 

1) One squad with plasma and one squad with flamers on each end of his long castle,

2) Manticores on either side,

3) Leman Russes in the middle,

4) PSB behind the Leman Russes,

5) Vet squads interspersed amongst his castle,

6) Platoon stretched out to bubble wrap his armor.

 

Not much terrain on the table to block LOS, pretty much a wet dream for any IG player.

 

My strategy was simple but would be a challenge to pull off:

 

1) Kill the Manticores and Leman Russes first since they negate FNP,

2) Next focus on killing his troops,

3) Use one assault squad to sit back and hold an objective while the rest of my army engaged him.

 

The IG player is very good so I knew I'd have to bring my A game. He was a lot of fun to play, not one problem with the rules so a big kudos to him ! :)

 

Top of the first turn and top of the second turn the IG player pretty much sat still waiting for the inevitable sky of blood. It's always fun to play against IG because your Marines just seem so darn bad arsed. :jaw: Oh and by the way unfortunately none of my units succumbed to the Red Thirst. :cuss

 

Bottom of the second turn my only unit to arrive was the VV. To me that was the best possible outcome:

 

VV charge the platoon on one end of his line pulling the bubble wrap off to the side so the following turn the rest of my army could shoot his armor. I placed the VV on the end of the table so that they would have the opportunity to multi charge the platoon and one of the two Manticores. I rolled a HIT on the scatter dice and they charged right, destroying the Manticore and killing a good number of guardsmen. They passed their morale check (Stubborn) and started the long slog to the left to pile in.

 

Top of the third turn the parking lot shifted a bit but not much else; VV chomp on some more guardsmen. Also we rolled to see which objective disappeared and it was his middle objective. So far a great start up to this point for the Blood Saints.

 

Bottom of the third turn in came the rest of my army. I decided to use the super squad as a shock troop - plenty of meltas and bodies to absorb some IG shooting... I was counting on them to wreck/destroy one tank and then if the Chaplain, second Priest and the super sarge could survive the next round of heavy shooting I figured they could do some real damage to the rest of the huge parking lot. There was a small piece of terrain blocking LOS in the middle of the table so I placed the Sanguinor there since I knew he would be safe for a turn. Dante and his posse landed behind the other piece of terrain blocking LOS over on the left and in the middle - they would also be safe for a turn since I planned to use the super squad to wax the other Manticore. Note that there was an objective there as well. The second assault squad landed behind a clump of trees beside an objective in my DZ. The super squad then blasted the second Manticore a mile high and to wrap up the turn my VV chomped on some more guardsmen. So far everything was going according to the plan. :)

 

Top of the fourth turn we rolled to see which objective would next disappear and unfortunately it was the one beside Dante and his posse - I was planning to charge them into the platoon to weaken them then use Hit and Run to break away dropping back to hold that objective. The entire IG army that could draw a bead on my super squad focused fire and when all the smoke cleared all that was left was the Chaplain, the second Priest and super sarge. Then again the VV chomped on some more guardsmen - note that I had lost two the vets in the process up to this point... Never underestimate the danger of a pointy stick poked in your eye. :P

 

Bottom of the fourth turn it's time to turn on the heat DoA style! Losing the objective beside Dante I decided to go balls to the wall and wreck as many tanks as possible while throwing a few more Marines into the mix with the platoon to finish them off. The Chaplain split off to attack one of the PSB chimeras and wrecked it with his melter pistol - the puny psykers spilled out aflame waiting for the charge. Super sarge and the second Priest remained attached shooting a vet squad's Chimera and stunned it. Dante and his posse flew in to assault two more of the vets' chimeras. The Sanguinor made a pop out attack charging the pair of Leman Russes - here I made a mistake rules wise which I'll explain - the Sanguinor charged the tanks destroying one and immobilizing another - I forgot that since it was a squadron the immobilized tank should have counted as destroyed - oh well that would come back to haunt me a bit. I finished off the last of the platoon in assault, the Chaplain charged the PSB destroying them and consolidated behind their wrecked Chimera... That Chaplain is one mean old cuss if ever there was one! :devil: Dante and his posse destroyed one Chimera and stunned the other. Not a bad turn but still lots of guardsmen left with their flashlights and other assortment of toys (i.e., flamers, plasma and meltas). I consolidated all my Marines into cover to help ward off the next round of IG shooting.

 

Top of the fifth turn again we roll to see which objective would disappear - it just happened to be the one beside my intact assault squad - I wasn't planning on that and it caught me a bit flat footed - oh well, what can ya do? :( The IG commenced back to what they do best, shooting up all my Marines caught out amongst their parking lot. The last ofvthe VV went down as well as most of my Sanguinary Guard. Dante took a wound as well as that son of a gun the Chaplain from multi lasers. Super sarge also took a wound as well... wadda ya gonna do when all those guns are pointed your way?? The Sanguinor died to a heavy blaze of IG shooting from inside their Chimeras... Not good at all. It was a painful round but I felt I still had enough left to manage a victory or pull a draw.

 

Bottom of the fifth turn Dante and his surviving crew, the old Chaplain and super sarge really have their work cut out for them. I need to pop some more Chimeras in the shooting phase then assault more of the guardsmen as they continue to spill out. My dice went a little cold - I was able to stun some of the Chimeras and that old cuss the Chaplain took out the remaining Leman Russ with melter pistol. IG are holding one objective with vets in a Chimera and my intact assault squad is racing to hold another flying out from behind the woods.

 

We roll for the sixth turn - it's on like Donkey Kong and yet the one objective beside my remaining assault squad also disappears. Oh well, take that Lady Luck. The remainder of the IG army focus fire on Dante, his remaining Sanguinary Guard, the Chaplain and super sarge - they all die to one wound each - that was pretty bad news for the Blood Saints.

 

Bottom of the sixth turn all I have left is the assault squad - it's going to be a push to grab the closest objective for a draw and they just fall short an inch or so on their run move to snatch a draw. It was really just that close, these types of things can happen unfortunately so I ended up my third game with a loss.

 

It was a great game and this was the type of match I needed to prepare well for Ghengis Con and Adepticon. The dice were kind of funky throughout all three games so hopefully my luck will peak a bit this weekend.

 

Blut und Ehre!

 

G :HQ:

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The Chaplain split off to attack one of the PSB chimeras and wrecked it with his melter pistol - the puny psykers spilled out aflame waiting for the charge. ..................................................... I finished off the last of the platoon in assault, the Chaplain charged the PSB destroying them and consolidated behind their wrecked Chimera... That Chaplain is one mean old cuss if ever there was one!

 

I didn't think this could be done.

 

For some reason I was thinking that if you shot and destroyed a transport then you couldn't charge the squad that came out b/c they are separate things. (The Chimera is a "thing" and the squad is separate "thing"

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