Jump to content

Going out with a bang - 3000 pt BatRep - BT vs Chaos


Brother Darklight

Recommended Posts

Greetings Brothers!

 

Saturday marked the final game with my local group before everyone heads back to their residences for school (or for some of us, will be taking night school courses as well as working 40 hours a week ;) )  

 

This part was pure coincidence, but basically the 3 major players of our group have done 2 v 1 games at 3000 points over the last few weekends.  The Grand Finale was:

 

Me:  Codex: Black Templars - 3000pt

 

vs

 

(player 'J') Codex: Chaos Space Marines - 1500pt

(player 'K') Codex: Chaos Space Marines - 1500pt

 

 

Here's what I ran:

 

HQ:  Marshal w/ Termie armour, Claw, SShield, AdmntMantle

HQ:  Master of Sanctity, w/ Termie armour, Hammer, SShield

HQ:  Emperor's Champion w/ AAC

 

Troops:  Knight Squad (14 man) w/ Meltagun, Powerfist.  4 Neos

Troops:  Archer Squad (5 man) w/ Lascannon, Meltagun

Troops:  Archer Squad (5 man) w/ Lascannon, Meltagun

Troops:  Archer Squad (5 man) w/ Lascannon, Meltagun

Troops:  Archer Squad (5 man) w/ Lascannon, Meltagun

 

Heavy:  Land Raider Crusader w/ Searchlights, Dozer blades

Heavy:  Land Raider Crusader w/ Searchlights, Dozer blades

Heavy:  Land Raider Crusader w/ Searchlights, Dozer blades

Heavy:  Predator Annhilator w/ LasCannon Sponsons

 

Elite:  Venerable Dreadnaught w/ TL LasCannon, Ven Upgrade, Tank Hunters

Elite:  Assault Sword Brethren Terminators w/ Claws, Furious Charge

Elite:  Assault Sword Brethren Terminators w/ Hammers, Tank Hunters

Elite:  Sword Brethren Terminators w/ 2x CML

 

Dedicated:  DropPod w/ Deathwind

 
 
I have a terrible memory about enemy armies, but the general idea was this:
 
Player 'J':
Arhiman
Chaos Lord
(10 man) Thousand Sons
(10 man) Thousand Sons
(10 man) Thousand Sons
(10 man) Thousand Sons
Forgefiend
 
Player 'K':
Slaanesh Sorcerer
(10 man) Noise Marines 
(30 man) Cultists
Havocs w/ Lascannons
Defiler
Maulerfiend
Rhino  <-  No one knows why he took this... no one rode in it and it basically gave me first blood. Lol
 
(I'm probably forgetting something)
 
 
Mission:  Big Guns Never Tire - 4 Objectives
Templars get first turn.
 
A lot happened this game. I mean a LOT.  So I'll simply run down the list of highlights in something akin to chronological order...
 
-Game starts.  Droppod assault! Ven Dread lands beside the Defiler.  That thing scared me, I had no idea what it could do, so I figured I'd try to kill it first.  I had to land beside it because it's back was literally inches from one of the corner, so I didn't risk scattering off.  The Dread punches a penetrating hit on the Defiler, but only manages to blow a claw off of it.  
 
-Predator nukes the Rhino. Whatever, it had no unit inside. It counted as a full unit destroyed. I'll take it. First Blood, Templars!
 
-The Maulerfiend was behind the rhino, so this was a hopeful attempt to clear Line of Sight for everyone else... Except they all end up missing. *facepalm*
 
-Only now, at the end, do I truly respect the glory that are CMLs... Kill 7 of one of the Thousand Sons teams with one salvo. Storm bolters manage to finish the rest off.
 
-Land Raiders with their individual payloads all barrel at cruising speed toward enemy emplacements.  Hammernators w/ MoS aim for the Defiler/Maulerfiend (they were in the same relative area).  EC and Knight squad's head for the central objective held by the Slaanesh Sorcerer and the Noise Marines.  Marshal w/ Clawnators  follow the MoS.  The Havocs were on another objective next to the Defiler, and initially these heretics were my Marshal's Target.
 
-2 Archers' LasCannons immobilize the Forgefiend, who I learned was packing a whole bunch of Plasma cannons... 
 
-Forgefiend shoots at my Terminators. And fluffs so hard that he glances himself!
 
-Havocs kill my Predator with their combined LasCannon fire. Ouch. :\
 
-Noise Marines all had sonic weapons and were hitting rear armour of my Venerable... so they glanced him to death.  Noooo!!!
 
-Marshal's Land Raider Crusader falls to the Maulerfiend's assault.  I lose a terminator from the explosion. (This happens to me a rough average of 100% of the time)
 
-Master Of Sanctity to the rescue!  The Hammernators obliterate the Maulerfiend. 
 
-Emperor's Champion leads his Knights into assault with the noise marines.  EC challenges, Sorceror Accepts.  Knights kill a few Noise marines, Neos die.  No wounds in the Challenge.  Locked in combat. (more importantly, objective contested!)
 
-Arhiman and 2 Thousand Sons squads were outflanking (due to Warlord trait).  One unit comes in on the side farthest from anything interesting.  Arhiman and the other unit are still in reserves.
 
-Enemy Havocs fire at one of the remaining 2 Land Raiders.  A glance or two at best. Ha!
 
-Forgefiend Plasma fires at terminators again.  Scores about 6 hits, kills 1.
 
-Thousand Sons that were already on the table fire at one of my Archer teams on an objective.  Kills 3
 
-Defiler's Battle Cannon hits 2 Archer squads.  Kills about 5 combined.  Thank the emperor for cover saves...
 
-Thousand Sons who walked on get some of the luckiest rolls ever and kill all but 1 Clawnator and leaves the Marshal unharmed.
 
-Sorcerer debuffs EC and Knights who now sit at -1 BS and WS for the next round of combat.  EC misses, Sorceror misses, Noise marines miss, Knights kill a few more Noise marines.
 
-LRC that brought the Knights turns to fire at the Forgefiend.  Melta failed to connect, but the Assault Cannon rends 3/4 shots.  It's dead.  
 
-Sort of unintentionally cheated by putting The MoS and his Hammers back in the LRC and had the Marshal and the last clawnator jump in the same LRC.  (However, this ultimately didn't change the outcome, because had I known that the Clawnator wasn't allowed in that transport I still would have embarked the Marshal and the rest of the game would have played out exactly as is. This will make more sense later.)
 
-EC fluffs.  Sorceror Fluffs.  Noise marines fluff. Knights kill a few more.
 
-It's somehow Turn 4.  Arhiman has JUST entered battle.  He comes in next to my Archers in one of the corners who hold an objective.  Uh oh...
 
-Defiler decides it's a good time to go help the, apparent, failure of a sorcerer and his (very) few remaining noise marines. He starts... crawling(?)  over to help.
 
-Master of Sanctity does not find this amusing.  He and his hammernators hop back out and charge the monstrosity.  Needless to say, it's dead. 
 
-Marshal and the illegal Clawnator hop out and go the other way.  They move into range to contest the other objective.  To which the marshal could do just fine on his own, hence why this didn't make much difference.
 
-All game my deathwind was picking on those havocs and by now there was 1 left.  He ran back to avoid conflict with my Marshal.
 
-Turn 6 hits.  Lost in the confusion:  Terminators kill a bunch of cultists, but ultimately succumb to the sheer amount of ammo hitting them in the face. 3 of my 4 Archer teams live, but with 1-2 models per team at best. Arhiman and his cohort of slow-but-purposeless... I mean purposeful marines take my corner objective.
 
-Oh, that assault that with the EC? Yeah that's still a thing.  EC finally lands 3 wounds on the Sorcerer using the rerolls from the full 10 Knights that stand triumphant to cheer him on.  The Sorcerer dies! The champion stands victorious! No Pity! No Remorse! No Fear!
 
-Turn 6 Chaos shooting phase is literally dedicated to removing all of my Knights from that objective... and they succeed.  All of those glorious warriors fall from the guns pelting them from all sides (and from me rolling more 1s than I ever have in my career...).  All is not lost, however.  The Emperor's Champion still stands, and the Master of Sanctity and co. stand along side him to keep that objective contested in the event of Turn 7. 
 
Turn 7 never comes. 
 
Black Templars hold 1 objective.  First Blood.  Line Breaker.
Chaos players hold 1 objective.  Line Breaker.
 
 
Victory:  Black Templars
 
That was probably they most fun game of 40k we'd ever played.  So much happened. So many shenanigans.  
 
Footnote: I hope you've all enjoyed this book as much as I have.  By now, I've accepted our fate and welcome it with open arms.  Games like this helped me see what it was we would need to be more competitive, but still showed me what we had going for us. A fun way to wrap up both the 4th Edition Codex and the summer.  
 
No Pity! No Remorse! No Fear!

Thanks brothers. 

 

I rarely use the 5 man teams but since I was grouping them together it was giving me an idea of what to expect from Devastators in the new book, which isn't entirely fluffy, but is a solid option for heavy weapons nontheless.

I can't wait to field some Devastators. I desperately need some anti-MC weaponry, and those guys will provide.

 

Anyway, great report, great battle, great victory and a decent goodbye to Ol' Faithful.

 

RIP 4th ed. Codex: Black Templars.

The King is dead, long live the King?

Ironic that you seem to have played your last game with proper men in black against the Men in Black.

 

To one-up that, there was a period of time where player 'K' was paged on the PA at work as 'Agent K'.  

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.