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The Deliverance Crusade


Slipp01

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Just updated the picks as all models are now based… except I forgot to take a picture of the jump marines. Oh well I'm expanding their ranks for a near future project anyway so I will have cause to come back. As always thanks for you criticisms and your feedback!

 

With out further adieu I present the Deliverance Crusade.

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The LR

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Terminator Bretheren

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The Troops

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Fast Attack

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The Jump Troops

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The Venerable Ones

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Just a few random close ups

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The Archer Brethren:

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The Honoured Ones:

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The Imperial Knight!

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The Witches (I know I know, but they are pretty cool)

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As I finish more stuff i will continue to post. Thanks for peeking guys and advanced thanks for any comments you may have.

 

 

 

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Hard not to like your crusade so far. I especially like that your squads are led by cranky old guys <looks over at Firepower :P >

 

I think you're doing a good job of muting the contrasts, which I like to see.

 

So what do you have coming up? Also, if you weren't aware of it, there will be an inter-forum painting competition in the next 30-45 days, yer basic Templars vs. the world kind of thing. So if you don't have any commitments to deliver painted guys in that time frame, you might consider building a few things in your inventory so that when the challenge takes place, you can hit the ground running.

 

Cheers,

It's funny you say blood covered :)

 

They are fighting in a tyranid infested jungle. I want to put Templar fighting nids on the larger bases (flyers, imperial knight) to create a more cinematic effect for my army.

 

The idea is after the tyranid invasion they death toll was so great it stained the sand with blood.

Added mid construction posed pics of the imperial knight!

 

Also as seen on greggles post; here are some of the exploits of my crusade (filthy vapires!... blood angels)

 

mmmmmGETEM BOYS'

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Peek a boo... ill be takeing this objective thank you!

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Devastating victory; whilst the angels fought hard, they were simply overwhelmed by the black tide. Drop pod after drop pod crushing down between ranks of missile fire brought the enemy to their knees. Giving up all victory points (warlord, line breaker, first blood, and both objectives), then accepting a turn 4 concede, which would have been a "tabled" result. Chalk one up for the "Boys in Black!".

Hard not to like your crusade so far. I especially like that your squads are led by cranky old guys <looks over at Firepower tongue.png >

I think you're doing a good job of muting the contrasts, which I like to see.

So what do you have coming up? Also, if you weren't aware of it, there will be an inter-forum painting competition in the next 30-45 days, yer basic Templars vs. the world kind of thing. So if you don't have any commitments to deliver painted guys in that time frame, you might consider building a few things in your inventory so that when the challenge takes place, you can hit the ground running.

Cheers,

actually Honda I have an objective marker that I have been procrastinating (shot down, damaged up veteran templar, dual wielding plasma pistols whilst defending a cpu console). The idea is kinda like the movie black hawk down with the pilots trying to survive after being shot down.

Nice job beating the red'uns. Then again, it isn't too hard to hit your targets when they insist on sparkling all the time. Pleased to see the drop-pod assault working too, gives me hope! I haven't quite nailed the tactics yet, although I've been learning from my mistakes ;)

Looking great.  Might I suggest putting the night on a lighter background when taking photos?  We are losing a lot of detail in the darkness.  (I used to cheat and use a paper towel/paper on a spotlight to diffuse it to add some brightness to the dark photos).

 

The detail looks great, just hard to see, and I know it's got a lot of work into it!

  • 2 weeks later...

Ok so had another bout with the dirty tau, and this time they brought some traitorous white scars allies! Thanks a lot for all the tactical advice this week gents, it was able to make me more competitive against these worthy adversaries! This list was particularly cheesy (some kind of apocalypse formation) but that didn't stop me! Wound up pulling a very tight tie. So here is the bat rep!

Deployment:

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Please note that the oddly placed razorback is standing in for my on order whirl wind. After deployment i was feeling a little out played. I had second turn, and still felt like he had better positioning. Plus it was a kill points game, which i was not happy about as tau are very kill points efficient.

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So turn one was a pretty brutal slug fest, while the opponent wasn't able to secure a kill point, he did some serious damage (including decimating the closest crusader squad with kroot snipers). You can barely see him but the sword brother scooted up to the rock in the middle, biding his time for epic combo plasmaing (such a tale was never told). The Knight took a orbital barrage to the face and suffered 4 hull points, whilst putting the ion shield to good use to fend off further glances from the broadsides. Retaliating the knight attempted to nuke the bikers (after the captain used his auspex on them)… alas the chapter master tanked all wounds, taking two hit points off him. In other areas the ironclad ate a pathfinder squad for first blood, and the whirlwind forced the other pathfinders to run away. while the kroot ate frag missiles devastating their ranks. Also at some point the devastors ran away after being nuked by the riptide.

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Turn two started looking a little concerning, while the knight miraculously made epic back to back invulns (5 in a row) sealing his attempt to assault the bikers, he inevitably flubbed his rolls killing one bike. The chapter master then destroyed the remaining hull points off the knight, and some how made him fallback 12" away from doing any harm with the explosion. The kroot made a desperate attempt to attack the captains squad yielding their own demise, while the chapter masters had failed his assault attempt on my captains squad. In other areas the fire warriors exploded the dreadnaught, causing wounds on the crisis suits and one of the centurions (even in death the zeal of a crusader lives on). The devastators re-grouped for better firing position. Also the storm talon made it on the board, due to the quad gun i brought him in hover mode behind line of site blocking until he was needed.

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Turn three was a great turn! the chapter master made it through the front lines and assaulted the far crusader squad. The sword brother of said squad sacrificed himself to ensure the survival of the rest of his squad. Maintaing combat, and realizing i was ahead on kill points i began falling back to re-consolidate, and wait for reinforcements. The captain and his remaining neophyte attacked the bikes, and the lonely sword brother joined in also (Waiting for his turn to be epic, he challenged and killed the chapter master with rending). The weight of combat grew to much for the bikes and they dwindled under the extreme pressure. The consolidation made it possible for the captain, and the squads to reach the safety of cover to weather another turn of tau shooting. In other areas the final crusader squad misshaped their drop pod entry (being delayed).

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Turn four was rather uneventful for both sides, but allowed some repositioning. Swelling with reinforcements the Templars pressed the counter attack (scouts and final drop pod came in). The scouts strategically deployed on the hill dropping their transport before the quad gun shattered it. Taking to the hills to set up fire positions on the broadsides. At this point i was hoping for some lucky rolling… no dice smile.png. The crusader squad flubbed their rolls failing to cause any wounds on the two (wounded) crisis suits, while the talon and scouts forced a strategical fall back from the broadsides. Captain and the neophyte raced for safety at the giant rock. While the speeders and whirl wind continued to try to put a wound on the two closer broadsides (not so much). It was begging to look dim for the templars.

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Turn 5 began with the tau capitalizing on my failed hail marry attempts, the finally won the fire fight brining down one of the speeders, and the talon and taking a lead in kill points. The riptide rounded the bend, and blasted the captain who pinged it with his shield (not wanting to sacrifice his last neophyte). The scouts weathered some fire, but went to ground for their 3 plus cover and lost only a single model. The Fire warriors were forced to fall back from whirlwind shooting. No other useful shooting happened. The rip tide having over committed got charged by captain (leaving his young neophyte to watch and learn), and the crusader squad (behind the pod). The righteous Zeal of the captain and friends was far to great for the riptide to withstand… they brought it down in a single round of combat, suffering zero casualties, then falling back for the safety of cover. Leaving the unfortunate captain wide open to enemy attack. However just in time the thunder hawks stormed in and perform a flawless hot extraction (game ended). The result was a 9 vp tie… very tight, very bloody game, but those dirty tau will think twice before taking the field against the templar again!

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This is just an extra shot at the end of the game, show casing scouts doing their job! stuck in like a tick, and holding line breaker!!

t, and some how made him fallback 12" away from doing any harm with the explosion.

Shenanigans. But good on you for just continuing to play. You can't hit and run unless you are locked in combat. Blowing up the walker removes you from combat, so you only get the D6 consolidation AFTER the explosion. (It's why CC vs the knight is so deadly). By pulling the shenanigans, he basically wiped out one of the main strengths of the knight...killing it hurts your opponent as much as letting it live.

 

Also for future reference...the knights stomp attack is init 1. Same time as thunderhammers.

Sorry I was trying to create flavour, but apparently the wordage is mis-leading. The knights explosion scattered full dice away from the combat, leaving all members unscathed. Also the knight flubbed his stomp roll... Basically he tripped over the biker that he killed and chapter master golf smashed the cock pit, sending a cascadeing explosion in the opposite direction :)... If I'm gonna lose my most powerful cool model, I want it to have a good narrative.
Can the explosion scatter away? I would have thought it was simply like other detonations and you roll to see what the radius of the blast is, centred of course on the model which has actually detonated...

Hail brother!  Glad to see the whirlwind and the speeders did some work for you this game.  Awesome moments with that sword brother stomping the chapter master and your captain running around being awesome.  Really impressed with that cover neophyte squad hanging out in the backfield, I thought they were going to get pasted for sure.  Good work going for those risky moves at the end there, they didn't pay off this time but moves like that could definitely win you some battles in the future.

 

How do you feel the Knight is doing overall?  Do you think it is absorbing enough punishment and dishing out enough damage to be worth the points?

 

Press on for the chapter and lord Sigismund brother, you bloodied a mighty enemy in this battle.

 

Edit: grammar

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