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Uveron’s, Renegade and Heretics, Battle Reports


Warsmith Uveron

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Note: I played this game on the 8th, it’s been a few days since the game a very hectic weekend has meant that I was not writing this up until this evening. So a few details may be unclear as my memory is not as crisp.

Game Set-Up.

We Played Maelstrom of War ‘Deadlock’. We played on a 4’ by 4’ table. (Which is custom for our Gaming Group for games below 1000pts). The Table was set up with Ruins on each hill in the 4 corners of the table. In the center of the table was a large ruin with walls running down the center of the table.

My Opponents army list was the following.

  • Corsair Prince – Seeker of Forbidden Pleasures. On Jet Bike.
  • Corsair Cloud Dancer Band
  • Corsair Reaver Band in Venom
  • Corsair Reaver Band in Falcon.
  • Corsair Night Spinner.

For my force I rolled ‘Tactical Genius’ General trait, and my Mutants got ‘Unnatural Senses’. So they got Scout, Acute Senses but many forms of weapons would blind them.

The Game.

My Opponent, sets up with the Night Spinner behind the ruins, and the Venom and Falcon start on the edge of his deployment zone which he scouts forward into the center of the board. (Behind some large ruins). I deploy in a long line along the edge of the deployment zone. The Mutants Scout forward to act as a screen for the rest of the army.

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Turn 1.

I seized the Initiative, Both Medusa moved forward, the Mutants moved to secure an objective. The Platoon command squad on the left flank moved and ran up the table moving in on a objective on that flank. In the shooting phase I was able to immobilize the Night Spinner and caused a hull point of damage on the Falcon.

In his turn he moved forwards putting his Falcon on the right flank of my army, and the Venom in the shadow of the central main ruin. In the shooting phase he destroys one of the Medusa's, scores a hull point of damage on the command squads chimera. Overall I made a few more cover saves than I should have done on pure chance.

Turn 2.

The Mutants moved into the central Ruin to secure another objective. The Platoon command squad secure another on the left flank of the table. The 2 Chimera move in on the falcon and secure a 3rd objective. The Medusa holds a 4th, the command squads Chimera try’s to move forward and immobilizes itself. In the shooting phase I immobilize the Falcon, but was unable to cause any damage to the rest of the army.

In his turn he moved the Venom forwards to get closer to the mutants, the Corsairs exit from the Falcon towards one of the Chimera. In his shooting phase the web spinner kills the Demagogue in the platoon command squad and number of other guys from the squad. Because of the Chaos Icon they do not need to take a moral check. The venom shoots at the command squad chimera with no effect, Corsairs inside the venom shoot at the mutants and kill one of them. The Falcon was able to destroy the remaining medusa.

Turn 3.

The Platoon command squad pushes forward up the table, one of the Chimera Move closer to the Corsairs that are on foot. In the shooting phase Flamers from the Chimera wipe out the Corsairs that are on foot. The other Chimera manage to destroy the Falcon and the rest of the shots on the Venom do nothing. (The Plasma Gunner kills himself again).

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The Venom moves to the other side of the Ruins, the Jet Bikes arrive on my table side. In the shooting phase he is able to destroy the command Chimera, The webspinner shoots at the Platoon command Squad and kills all but 2 of the Renegades but they pass the moral check (Thanks to the banner of Hate).

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Turn 4.

The Command squad moves closer to the venom as do the mutants. In the shooting phase the autocannon from one of the Chimeras finally destroy the webspinner. All other shooting is focused on the venom but no damage is done. I assault the Venom with the Mutants and the Command Squad, The mutant’s assault to eat the Over-watch and to try and make sure that should the venom be wrecked then the guys inside cannot escape. Sadly I only do one damage to the venom. The jet bikes move forward slightly, the Corsairs in the Venom disembark, the Corsair Prince splits from the rest of the bikes. In the shooting phase the Jet Bikes Destroy the Chimera, the Venom shoots at the Renegades and kills all but 3 of them (Auto-Cannon and 2 Flamers). They fail there moral check and run back towards my table edge. In the Assault phase the Prince and the corsairs assault the Mutants and the Command Squad. The Prince issues a challenge and is accepted by the Mutant Champion who is promptly killed. The rest of the Mutants and the disciples kill the Corsairs. I still lose the combat by 2, but pass both moral checks.

Turn 5.

The Autocannon team flees of the table, the remaining Chimera hides behind the wreckage of the falcon. The remaining two renegades of the platoon command squad moved into the corsair’s deployment zone. In the shooting phase I shot at the jet bikes with no effect. In the Assault phase another challenge is issued. The prince fails to kill the Arch-demagogue, I fail to do any wounds the remaining member of the command squad destroys the venom. In this turn the Jet bikes move forward and shoot at the chimera and destroys it. In the assault phase the Arch-demagogue, takes two wounds but I am unable to wound the Prince.

Turn 6.

In the shooting phase I tried to shoot at the Jet Bikes but did no damage, in the assault phase the Arch-Demagogue finally falls, I fail the moral check and the rest of guys involved in the combat are ran-down. The Jet bikes move forward and are able to shoot at the remaining renegades from the platoon command squad and they both die…

Post-Game thoughts.

And that’s the end of the game. I forget exactly where victory points where scored but I scored 10 and the Corsairs got 11. It was a very close game but I was losing more troops than he was and another turn would likely have me tabled. But following this I had the following thoughts..

  • BS 2 Autocannons are just two unreliable, as soon as I can I need to put them in a heavy weapon team and get them BS training.
  • I need to come up with a good way to deal with Jet Bikes. Because in the last two games I have played them they show up after my army has been broken up I find it very difficult to focus fire on them.

On the whole I am very happy with the performance of the army, I lost by one point.. Something that I could have pushed to a draw with slightly better placement of my line breaker, and may be a slightly different card draw on the maelstrom objectives.

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This weekend I was able to play two games in the second Escalation League I was thinking about playing in. This league unlike the other league only normally plays one game per league round. In this round your opponent is randomly drawn, you also can play a second game for a bonus point if you play one of the other 30 players in the league who you have never played a game of 40k against before.

My random Draw was a player who was using Tau (Monk'ta) for his primary detachment. Based on the units I had available I put together the following list.

Hidden Content

+++ NW Escalation League +++
++ Renegades & Heretics: IA13 (2014) (Combined Arms Detachment) ++

+ HQ +

Renegade Command Squad (210pts) [Carapace Armour, Krak Grenades for Squad]
····Arch Demagogue [Carapace Armour, Frag Grenades, Lasgun, Covenant of Nurgle, Warlord]
····4 x Disciple [banner of Hate, Command Net Vox, Plasma Gun, Close Combat Weapon, Frag Grenades, Lasgun]
····Renegade Chimera [Autocannon, Camo Netting, Heavy Bolter, Militia Training]

Renegade Enforcers Cadre (40pts)
····Enforcer [Melta Bombs, Close Combat Weapon, Plasma Pistol]

+ Troops +

Plague Zombie Horde (51pts)
····17x Plague Zombie [ Close Combat Weapon]

Renegade Infantry Platoon (335pts)
····Platoon Command Squad [Krak Grenades for Squad]
········Demagogue [bolt Pistol, Carapace Armour, Close Combat Weapon, Frag Grenades, Shotgun]
········14x Renegades [Chaos Sigil, Flamer x2, Close Combat Weapon, Frag Grenades, Lasguns]

····Renegade Infantry Squad
········8 x Renegades [2x Flamer, Close Combat Weapon, Frag Grenades, Lasguns]
········Autocannon Team [Autocannon, Close Combat Weapon T, Frag Grenades T, Laspistol]
········Renegade Chimera [2x Heavy Bolter, Militia Training]

····Renegade Infantry Squad
········8 x Renegades [2x Flamer, Close Combat Weapon, Frag Grenades, Lasguns]
········Autocannon Team [Autocannon, Close Combat Weapon T, Frag Grenades T, Laspistol]
········Renegade Chimera [2x Heavy Bolter, Militia Training]

+ Heavy Support +


Renegade Artillery Battery (105pts)
····Renegade Medusa [Heavy Flamer, Medusa Siege Cannon]

Renegade Artillery Battery (105pts)
····Renegade Medusa [Heavy Bolter, Medusa Siege Cannon]

Renegade Tank Squadron (140pts)
····Battle Tank [battle Cannon, Heavy Bolter]

++ Renegades & Heretics: IA13 (2014) (Combined Arms Detachment) ++

+ HQ +

Renegade Command Squad (70pts) [Flak Armour, Krak Grenades for Squad]
····Arch Demagogue [Covenant of Tzeentch, Flak Armour, Frag Grenades, Laspistol]
····4x Disciple w/ Lasgun [Melta Gun, Close Combat Weapon, Frag Grenades, Lasgun]

+ Troops +

Renegade Mutant Rabble (38pts)
····Mutant Champion [Close Combat Weapon, Frag Grenades, Laspistol]
····10x Mutant w/ Autopistol [Autopistol, Close Combat Weapon, Frag Grenades]

Renegade Mutant Rabble (30pts)
····10x Mutant w/ Lasgun [Close Combat Weapon, Frag Grenades, Lasgun]

+ Heavy Support (140pts) +

Renegade Heavy Ordnance Battery (55pts)
····Artillery Carriage [Earthshaker Cannon]
········4x Crew [4x Close Combat Weapon, 4x Frag Grenades, 4x Lasgun]

Renegade Support Squad (85pts) [Militia Training]
····4x Missile Launcher Team [Close Combat Weapon T, Frag Grenades T, Missile Launcher]

The list works on the principle of threat overload. I have also decided to approach this list like I would a WFB Skaven list. So I have units that have to work close to the warlord for moral reasons and a number of units that can work outside this box. I have basically maxed out big guns, as the Tau don’t have flyers I didn’t worry about much AA but I also knew that AV 14 has been an issue of some Tau lists I have played recently. They normally at this point level have a way to deal with it, but only one unit and its normaly shorter range so I hoped I could ‘tap’ them into getting to close to the rest of the army.

The second game I was able to get this weekend was a Flyrant Spam list.. Which was a lot more interesting! (as this was a build game and I used the above list)

I hope to have these written up before I go to bed tonight.

Awesome stuff, as usual. I'm super jealous of your Medusas. Can't find that version anywhere, and I hate all the others.

 

Thanks! 

 

Yes Forgeworld took the Vanahiem Pattern out of production a few weeks after i ordered my 3. Though on the table I think that may be the one which is not open topped will be slighty better at living a little longer. 

Add a lot of wyverns and thudd guns, see all your problems with jetbikes and 2+ save units magically go away.

 

The same can be said for any method of bringing weight of fire down on the unit. The issue is that they outflank, So I only get to hit them with whatever I can muster on turn 3. The Immobile Thudd Guns would be a prime target for the Elders Artillery, now saying that I am putting in some Wyverns into my 1500 point list... (Its not going to be able to get into the 1200pt list I think as well I don't even own them yet)..  

Enough thudd guns and you can easily kill whatever bikes outflank on the turn they come in. Extra crew eat the shots from the arriving outflankers. Jetbikes are great in their power for the points, but wyverns and thudd guns are even better. My 220 points of wyverns can easily kill 500-1000 points of the enemy army each game.

Enough thudd guns and you can easily kill whatever bikes outflank on the turn they come in. Extra crew eat the shots from the arriving outflankers. Jetbikes are great in their power for the points, but wyverns and thudd guns are even better. My 220 points of wyverns can easily kill 500-1000 points of the enemy army each game.

 

220 points of Wyverns is alot of points in a Sub-1500pt game. Anyway going to try the Wyverns soon and I will see if they are as good as the internet claims. My primary issue isn't that the jetbikes will kill the Thudd Guns, that will be done by the Eldars Barrage Weapons. Which they have to resist for 2 turns before they target the Jet-Bikes and at only S4/S5 they do not threaten the AV12 tanks that transport them so cannot be used in 'Counter Battery' fire. 

 

The Key issue is finding a way to keep my army from being fragmented so quickly. Part of it is my own doing as securing objectives is a way that I win most of my games. 

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Game Set-Up.

We Played the Maelstrom of War ‘Cleanse and Control’. The game was played on the standard 4’ by 6’ table. As it was the first weekend of the Winter Escalation League the store was full (A number of games were being played on the ‘Emergency Tables’. As such the table had a very AOS feel to it! The table had a number woods scattered over it, in one corner there was a large tower, next to a magical gateway, The other corner had a large Elfish tower and a line of ruins spread down the long edge.

My Opponents list was the following, not 100% sure on all the upgrades or weapons they had..

  • Battlesuit commander (Do not know his kit)
  • 2 squads of 5 Fire Warriors
  • 5 Crisis Suits with Burst Cannons and Missile pods
  • 3 Crisis Suits with fustion Blasters (I think?)
  • 3 Stealth Suits
  • 1 Riptide (Ion Accelerator)
  • 1 Ghostkeel with Stealth Drones
  • 2 Squads of Pathfinders with Marker Lights
  • 1 Piranha

For my force I rolled ‘Lead by Example’. The Mutants with the Champion rolled ‘Horrific Disfiguration’ and the other group rolled up ‘Unnatural Senses’.

The Game.

My Opponent won the roll off and chose the table side with the Elfish Tower. He rolled Master of Ambush as his Warlord Trait and as such he chose to infiltrate the Riptide, The squad of 5 Crisis Suits and a unit of Fire Warriors. He put the Commander and the 3 Suits in a squad and reserved them to deep strike. For the rest of his force he put a unit of Pathfiders in the Tower, another in some ruins halfway down the table and then a Fire Warrior team on an objective in a ruin next to the tower. And the Piranha is by the pathfinders in the center of his deployment zone.

I set up aggressively along the edge of my deployment zone, See Picture.

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Going down the line from left to right we have, The Zombies on the flank, placed to move after an objective on in that table corner. The in the woods (and on a objective) was the Missile Launcher Team. Then we had the Battle Tank, providing cover for the first Medusa. Behind that was my new Command Squad with Melta Gun, next in line was the Command squad in the chimera then we had the Platoon Command Squad. Holding the other flank we had both the Chimera mounted squads screened by a unit of Mutants. Behind the tower I placed the Earth shaker, finally behind the Chimeras on the right side we have the final medusa.

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In the infiltration round he places the Stealth Suits and Riptide behind a wood opposite the battle tank, the 5 Crisis suits and the Ghost Keel behind a wood opposite the Chimera squads. And the Fire Warrior team on the woods opposite the Zombies.

Turn 1.

In his opening move all the battle suits on the table move towards me. Once again I want to mention how surprised I am at how slow this advance is! When I picture the Tau I always think that the battle Suits will have a 12” move.. But anyway I digress. The Riptide and the Steath Suits moved to my side of the woods next to the battle tank. In the shooting phase I based myself for the pain. But my casualties were very limited. I lose a zombie to the fire warriors, one of the missile teams to the stealth suites, a hull point on the Medusa to the Riptide, and all but 3 of the mutants who were screening the Chimeras, they passed their moral check and that was that. He scored 2 victory points for holding objectives.

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In my Turn I moved the Platoon command squad forward trying to get close to the Ghost Keel. The 3 remaining mutants moved forward to grab an objective, the zombies started there shuffle towards the fire warriors in the woods. The rest of the army remained still. Opening shot of the game for me was to fire the Earthshaker at the Pathfinders in the Ruin at the in the center of his deployment zone. I landed a hit killing 3 of them, the last two failed there moral check and ran off the table! Next the Missile Team was able to destroy the Piranha. The command squad’s chimera and the squad inside shot at the Crisis suits that were closing on my left flank (towards the Chimeras) I was able to kill 2 of them, force a moral check and they also fled of the table. All other shooting focused on the Stealth suits and Riptide. I managed to score 1 wound to the Riptide, then in the assault phase the platoon command squad assaulted the Ghost Keel and with Krak grenades were able to land 2 wounds to it! I scored one victory point for holding an objective.

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Turn 2.

His reserves did not show up, the Riptide moved closer to my lines, and fired up the Nova Charge on the Ion Gun. As did the stealth teams. In the shooting phase the Iron Cannon fired at the Lemon Russ and did a hull point in damage, it also killed another Missile launcher team. The Stealth Team then finished them off. The fire warriors only killed 2 more zombies (4+ FNP is Fantastic). Then in the assault phase the Ghost Keel is finally killed off by the Renegade command squad. The Tau scored another victory point (I think for killing my missile team).

In my Turn both Chimeras moved forward one moved a full 12” to get around the woods the other moved forward 6, both medusas also moved forward as well. My outflanking Mutants showed up next to the Fire Warriors in the woods. The zombies close to them moved slowly towards them forming a slight line to keep the back zombie within 3” of an objective I needed. The 3 remaining Mutants by the Chimeras moved to secure a 2nd objective. The Platoon command squad moved towards the Stealth Team. In the shooting phase the earth shaker tried to shoot at the fire warriors in the ruins and killed one of them. The Mutants that outflanked shot at the fire warriors in the woods and killed one of them. The flamers from the platoon command squad killed 2 of the Stealth Team, the las pistols from the squad finished the last of them off. All other shooting focused on the riptide and the fire warrior squad in the ruins with no effect. I scored 2 victory points for holding objectives.

Turn 3.

Still no sign of his reserves, his Riptide fired the nova Reactor and took a wound. It moved toward the Leman Russ. In the shooting phase the fire warriors killed another zombie and all but 2 of the mutants who promptly started to run away. The ripride charges the Leman Russ and stuns it. He scored a victory point for having me fail a moral check.

In my turn, the fleeing mutants Rallied. The Chimera with the command squad moved to secure an objective, the medusas and the Chimera based squads turned to start a long flank march up the table The Mutant Champion and his 2 remaining squad mates moved towards the table edge. In the shooting phase the earth shaker fires at the remaining pathfinders in the tower, it misses and hits the Fire warriors in the woods killing two of them. Heavy bolters and autocannons focus on the Riptide for no effect the Medusas shoot at the Fire warriors in the ruins killing another one. In the assault phase the ‘other’ Command squad charge the Riptide and attempt to kill it with Krak Grenades with no effect. The zombies finaly assault the Fire warriors in the Woods and wipe them out. I score 4 victory points for securing the objective with the Warlord (Same objective twice). And also score another 3 for having 3 units within 12” of his deployment zone.

Turn 4.

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The Crisis suits arrive, they deep strike behind the Medusas. The pathfinders and remaining fire warriors shoot at the zombies killing another one. In the assault phase the riptide kills all but 2 of the command squad, they fail to score the last wound on the riptide. The Suits shoot at a Medusa and destroys it. He scores one victory point for this.

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In my turn the army turns to face the Crisis suits. The Earth Shaker who cannot shoot at the Crises suits as they are to close (and out of LOS for direct shot). So it shoots at fire warriors in the ruins lands a hit and kills them... And that’s it, at this point my opponent noted that I was going to score another 4+ victory points he decided that the game was done and congratulated me on my victory.

Post Game thoughts.

Wow, where to begin. This game the list just worked; I was lucky and my opponent had some very poor draws. But every unit did what it needed to do very happy with the Earthshakers performance and that of the zombies.

Anyway.. shortly after this game I found a new opponent for my Bonus game, which the report of which will follow as soon as I finish writing it!

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Each round of the Escalation League has an “Interesting Twist” this rounds one is called "make a new friend...and then destroy them!"… Which allows for an additional bonus game which can be played against someone who you never have played a game of 40K against before. After finishing up my game against the Tau I was asked if I wanted to play a game against a Tyranid player..

Note: Like the last few games this was played on the 9th so memories of the events are not quite clear as they should be.

Game Set-Up.

I played on the same Table as before, though the magical Gatway and Tower were replaced by some more 40K style buildings set up to be the edge of some settlement. We Played the Maelstrom of War ‘The Spoils of War’. My Opponents list was the following, not 100% sure on all the upgrades or weapons or powers they had..

  • Winged Hive Tyrant x5 – each with Twin Linked Devourers.
  • Mucolid Spore x 5
  • And that’s it…

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For my force I rolled ‘Well Prepared’. Both groups of Mutants rolled the with the ‘Unnatural Senses’ ability.

The Game.

My Opponent once again won the roll off and chose the table side with the Elfish Tower. He set the Spores up one in each ruin along his deployment zone. He then placed all 5 Hive Tyrants in hover mode on the right flank.

I placed opposite the Hive Tyrant, both medusas and the battle tank. And Screened them with the mutants and the Platoon Command squad. The two chimeria squads were placed on the left side ready to run up the table and secure objectives. I placed the earth shaker on the left side of the table hiding it behind ruins. The Missile teams were placed in some woods behind my battle line on the right hand side and was joined by the Arch-Demi with the Convent of Tzeentch for some ‘Getto Sky fire’. The Zombies were placed in the center of the deployment zone ready to advance up the table. I scouted the Mutants forward to try and close on an objective.

Turn 1.

In a surprise I was able to seize the initiative. I advanced all the tanks and infantry units up the table. Both Chimeria squads moved flat out, one of the Chimeras was able to secure a Sky fire Nexus. Then in the shooting phase I started dropping templates on Hive Tyants. I forget exactly what did what damage but by the end of the shooting phase I had killed one of the Hive Tyants (the Warlord), and only one had escaped without damage. I was able to score 2 victory points from objectives.

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In his turn he flew the hive tyrants forward in the shooting phase he was able to score a hull point of damage on the Leman Russ and he also kills 7 of the platoon command squad including the Icon bearer, they pass their moral checks.

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Turn 2.

I pushed forward once again. The Command Chimera immobilizes itself in the woods but within securing range of the Sky-Fire Nexus. In the shooting phase I was able to deal some wounds to the Mucolid Spores, and land two wounds on another Hive tyrant forcing a grounding check which it failed, and took another wound as it crashed to the ground. The Zombies then assaulted it locking it in combat. I scored 4 points (2 of my objectives, and 2 from the Tyranids deck).

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In the Tyranids turn the Hive tyrants moved further across the board the flying Tyrants split up and head of in 3 directions. In the Psychic phase he is able to pin the platoon command squad. One Tyrant attacks a mutant squad and kills all but 2 of them but they pass the moral check. The Missile teams were wiped out by a second, and the third destroyed the command chimera, the command squad inside pass all moral checks. A Mucolid Spore try’s to assault one of the chimera, but the two flamers from the squad kill it in over watch. He is able to secure 4 points, 1 for having me failed a moral check, and the other 3 for harnessing the warp.

Turn 3.

The Chimera in the Tyranids deployment zone moves to secure another objective, another mutant squad moves to secure another objective. In the shooting phase the Chimera and flamers kill another Spore, and another is killed to artillery fire. Other than that the shooting is ineffective this turn. The hive tyrant on the ground stays locked in combat with the spawn. I Score 3 more objectives for securing objectives.

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The Tyranids fly once again, each of the 3 reaming hive tyrants focus on a different target. One targets and destroys one of the medusa, another wrecks the Leman Russ. The 3rd tries to take out the warlords command squad but only 2 of the squad dies. The last remaining Spore a mutant squad and kills all but 1 of them. He doesn’t score any victory points.

Turn 4.

Going in to turn 4 I have 11 points to the Tyranids 4. I then draw ‘Supremacy, Domination and King Slayer’. The Renegade squad exits the chimera in the Tyranids deployment zone the chimera then moves so I control every objective on the table. In the shooting phase I am able to inflict 2 wounds on a hive Tyrant killing it. Then in the assault phase the Plattoon command squad charges the Tyrant that has been tarpited by the zombies, and the enforcer is able to land a melta bomb against it and takes out the final wound. I then score 10 Victory points from the cards and my opponent congratulates me on my win, reasoning that the remaining 2 Hive Tyants will not be able to table be before the end of turn 7 and he cannot win on maelstrom points.

Post Game Thoughts.

When I first saw my opponents list I thought I was going to lose, the lack of sky fire was going to be my downfall. But again the luck was with me. I cannot even claim that I had some supper fantastic plan, I had a basic game plan, win via securing objectives. But the first turn surprise round of shooting, I cannot lie it changed the game.

Tomorrow I will write up a short review on how I think some units are preforming and what my plans for the next rounds of the league will be. But right about now I just want to get this posted up and get off to bed!

Oh my gods that was so satisfying...

 

"I know, I'll take FIVE flying hive tyrants. There's no way I can lose!"

 

Sweet, sweet seize the initiative.

 

Absolutely, Although even without that I was still causing wounds to the Hive Tyrants to kill another 2 of them. And Secure Lots of Victory Points.. It would have been closer sure but even if I only scored 1/2 of my points I would have still got 12 points to his 4.   

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For the first Escalation league I was involved with, we are about to reach the 1200pt level, I think the plan is to use something very close to the 1250point list I have been using in the Winter League. Not 100% sure what I will cut to save the 50 points, probably the enforcer and an upgrade somewhere.

But a more imitated ‘problem’ is the 1500 point list I will need in just over 2 weeks for the next round of the Winter League. I had planned on adding another Earth Shaker and 2 Wyvern’s to the List, I ordered these models but it’s going to be a week or so before they arrive. So probably (a I am working nights for the next 14 days) not have them ready to go for my next game.

As such I am debating my next set of additions to the lists.

One thought is fortifications, I have a Bastion and some defense line ready and painted. I have quite the static core to my list as it is and adding in a strong point to protect the Earthshakers and the missle Team.

I think the next step is to bulk out some of the renegade squads. Having 20 zombies is something I can do soon if I finish converting my old vampire counts Ghouls over (Mostly Rebasing). I also want to move the autocannons from the Infantry Squads to the Heavy Weapons team, saves points on militia training. Other units available with a bit of work is a 3rd Medusa, 3 more battle tanks, and some Veteran Squads.

The battle tanks will take the most work as they are still in my vat of paint stripper, so will need cleaning before assembly. But it is something that I will be doing anyway in the next few weeks as I want to get as much of my un-painted models ready for painting..

Now as I promised a quick review on the units I have been using:

Renegade Command Squad.

I have ran both as a 200pt unit will all the extras, and a 70pt unit to bring a Covenant and BS 4 Melta Gun to the list. As they are mandatory for each detachment I am glad there are a number of builds for them, both versions have worked well and the Disciplines do work almost like the fluff states they do add some much needed Elite force to the masses of infantry.

Enforcers.

Only ran one of them twice, but my susspison does appear correct. They are a great way to get AP 2 into the list. The Plasma Pistol is at a discount when compared to the Space Marine version. The Enforces has 2 wounds so a Gets hot isn’t as bad, and with a BS of 4 it hits a lot. Same goes for the use of the Melta-Bombs. With the higher WS its good at landing the hit on Monsters. As for their effect on moral.. Its good, but the banner of Hate and Fanatic are better upgrades.. But what should not be overlooked is the extra Elite Champion that it puts on the table.

Infantry Platoon.

After some expimentation I think there are two good ways to run these squads. (As other units do other builds better)

  1. 10 men in a Chimera with 2 flamers. (The Chimera has Militila Training). This builds small fortresses that can repel assault’s secure objectives all for just over 100pts, it’s a steal.
  2. 15-20 man mob, with a Chaos Sigil, Flamers and Krak Grenades. Run them up the table and be a threat to anything, with Krak Grenades you have a tar-pit unit that can kill MC’s, the 40 lasgun shots can threaten even units with 2+ saves, and the 2 to 3 flamers scare most assault units from even trying to engage.. it runs at the same price point as the other style of unit which is nice for army building!

Zombie Hordes.

Ran these in two games, been very impressed with them on the whole. They are slow but very durable and with being fearless they can operate with no thought to the rest of my army’s relative positioning. BUT, They do create a ‘Fire Shadow’. As they do not have any shooting which is noticed. I think I need more, given my experiences with Cultists I think 50 is going to be too many for a single block. I expect about 30 will work best (I am given to want 35 of them so they are the same price as my preferred set up of Infantry Platoon, but anyway).

Mutant Rabble.

Again after expimentation, I believe this unit works best in small blocks. Although the temptation is to take huge blocks, Zombies do the Horde thing much better. But these guys still have won me games 10 of them is not much of a threat but they will camp on objectives. They can screen more valuable units, I have been thinking of them like skirmishers recently and my view of their performance has gone up greatly.

The Medusa.

Having a second one has proven its place in my list for now. They are not the most reliable of units, and even on a direct hit the lack of Barrage means that cover saves are not your friend. But they are scary as all hell, and will make your opponent ignore the small units to try and take them out, use them conservatly and keep in cover and it will let other units put work in. And if your luckly then a shot may take out a unit. Not sold on the breacher rounds, have not taken them in the last two lists and found myself missing them at times.

Leman Russ Battle Tank.

The ever reliable Av14 wall. It’s not that impressive, but is a much more durable unit than the rest of my amour. Having a few of them around I think will be good practice. But it’s a no game winner..

The Heavy Ordnance Battery- Earthshaker.

It’s the Budget Basilisk, stays in one spot and will occasionally hit its target and cause huge amounts of damage. For its points it’s a steal!

In another month or two I will do another round of reviews, and eventually maybe roll it out to another article.

  • 3 weeks later...

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Sorry it’s been a few weeks since the last update, work has been a bit of a pain (Threat of Redundancy Looms over my life at the moment). It looks like the Initial League has lost steam a bit, which is a shame but the new League is working out quite well as a replacement.

Once this league is over, I shall be looking to start to shape up my list for some ITC events I plan on attending this year (Near the End of it),

Anyway…

Game Set-Up.
We Played the Maelstrom of War ‘The Spoils of War’. The Game was played on the Standard 4’ by 6’ Table. Along the long edges of the table a number of large ruins were placed, (See photos). My Opponents list was the following, not 100% sure on all the upgrades or weapons or powers they had..

  • One Solitaire
  • 3 Shadow Seers
  • 3 Death Jesters
  • 2 units of 2 Skyweaver Jetbikes
  • 1 Void Weaver.
  • 3 Harlequin Troupes with Starweaver Dedicated Transports.

He was running the Cegorach's Revenge.. (If not clear from the units he took)

My list was the following.

Hidden Content

+++ NW Escalation League +++
++ Renegades & Heretics: IA13 (2014) (Combined Arms Detachment) ++
+ HQ +
Renegade Command Squad [Carapace Armour, Krak Grenades for Squad]
····Arch Demagogue [Carapace Armour, Frag Grenades, Lasgun, Covenant of Nurgle, Warlord]
····4 x Disciple [banner of Hate, Command Net Vox, Plasma Gun, Close Combat Weapon, Frag Grenades, Lasgun]
····Renegade Chimera [Autocannon, Camo Netting, Heavy Bolter, Militia Training]

Renegade Enforcers Cadre
····Enforcer [Carapace Amour, Power Maul]

+ Troops +

Plague Zombie Horde
····15x Plague Zombie [Close Combat Weapon]

Renegade Infantry Platoon
····Platoon Command Squad
········Demagogue [Close Combat Weapon, Frag Grenades, Shotgun]
········14x Renegades [Flamer x2, Close Combat Weapon, Frag Grenades, Lasguns]
····Renegade Infantry Squad
········8 x Renegades [2x Flamer, Close Combat Weapon, Frag Grenades, Lasguns]
········Autocannon Team [Autocannon, Close Combat Weapon T, Frag Grenades T, Laspistol]
········Renegade Chimera [2x Heavy Bolter, Militia Training]
····Renegade Infantry Squad
········8 x Renegades [2x Flamer, Close Combat Weapon, Frag Grenades, Lasguns]
········Autocannon Team [Autocannon, Close Combat Weapon T, Frag Grenades T, Laspistol]
········Renegade Chimera [2x Heavy Bolter, Militia Training]

+ Heavy Support +

Renegade Artillery Battery
···· 2 Renegade Medusa [Heavy Flamer, Medusa Siege Cannon]

Renegade Artillery Battery
····Renegade Medusa [Heavy Flamer, Medusa Siege Cannon]

Renegade Tank Squadron
····Battle Tank [battle Cannon, Heavy Bolter]

++ Renegades & Heretics: IA13 (2014) (Combined Arms Detachment) ++

+ HQ +

Renegade Command Squad [Flak Armour]
····Arch Demagogue [Covenant of Tzeentch, Flak Armour, Frag Grenades, Laspistol]
····4x Disciple w/ Lasgun [Melta Gun, Close Combat Weapon, Frag Grenades, Lasgun]

+ Troops +

Renegade Mutant Rabble
····10x Mutant w/ Autopistol [Autopistol, Close Combat Weapon, Frag Grenades]

Renegade Mutant Rabble
····10x Mutant w/ Lasgun [Close Combat Weapon, Frag Grenades, Lasgun]

+ Heavy Support +

Renegade Heavy Ordnance Battery
····Artillery Carriage [Earthshaker Cannon]
········4x Crew [4x Close Combat Weapon, 4x Frag Grenades, 4x Lasgun]

Renegade Support Squad
····4x Missile Launcher Team [Close Combat Weapon T, Frag Grenades T, Missile Launcher]
Renegade Strike Battery
···· 2x Renegade Wyvern [Heavy Flamers, 2x Twin-linker Stormshard Mortar]

++ Fortifications++

+ Fortification +

Bastion [barricades, Gun Emplacement with Quad-gun, Void Shield]

For my force I rolled ‘Well Prepared’. Both groups of Mutants rolled the with the ‘Unnatural Senses’ ability.

For my General Trait I rolled ‘Well Prepared, One Group of Mutants rolled ‘Unnatural Senses, and the other group rolled ‘Horrific Disfiguration’.

The Game.

My Opponent once again won the roll off and chose the table side with the biggest Ruins, he set up one set of Jet Bikes on the left Flank, and other in the Center. The 3 Starweavers we placed one on the left, one in the center and one on the right, The Void Weaver was placed on his left between the two blocks. His Death Jesters and Solitare was place in some Ruins

I set up with the Bastion on the Left Flank, behind which I placed the Wyvens and the Earthshaker. I Placed the Battle Tank and the Missile Team out on that flank. In the Bastion I placed the Platoon Command Squad, The Enforcer and the Arch-Demi with the Convent of Tzeentch. Next to this was placed the Command Squad in the Command Chimera. Then I had a squad of mutants. Behind which I sat a Chimera with a Squad inside. On the other side of the Church sat the next Chimera. Behind these Chimera Sat the squadron of Medusas. The on my right Flank I placed the final Medusa and the Squad of Zombies.

Turn 1.

The Harlequins moved up the table. In the Psychic phase we encounter an unusual issue, what happens when Psychic Scream is targeted on a unit without a LD? Namely the Zombies, Best as I can tell it treats them having a LD of 0... So 5 zombies died (Though if anyone has any good ideas how this rules interaction works, please comment). A few Mutants died from shots from the Death Jesters as did two of the missile teams, and the Leaman Russ took two hull points of damage and was shaken. Not 100% sure on what victory points he scored.

gallery_63905_11231_332000.jpg

Then my Turn, I drew my 3 tactical objectives plus my bonus, Secure Objectives 3, 5. Kingslayer and Supremacy. All the Medusas and Chimeras move forward. In the Shooting phase I have one clear objective destroy the Starweaver and the unit inside (which has the Warlord). The Combied fire of the medusa Squadron, the Command Chimeras Auto-Cannon and Heavy Bolter, and the Heavy Bolters from one of the troop Chimeras destroyed the Starweaver and then the Wyvens managed to kill all but the warlord in the squad (and inflict a single wound to the Jet-Bikes). The Command Squad on foot was able land the finishing blow with the melta-gun. The Bastion fired on the Void Weaver and does a hull point of damage. Then on the left of the table the Medusa and the Chimera flame the starweaver, the flames manage to kill all but the Shadow Seer. And do one hull point to the craft. I was able to secure Objective 3, and Gained 3 points for Supremacy, 2 points for Kingslayer (and Slay the Warlord and First Blood) giving me a very nice 8 victory points at the end of the first turn.

gallery_63905_11231_842077.jpg

gallery_63905_11231_502171.jpg

gallery_63905_11231_612594.jpg

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Turn 2.

The Harlequins move forward again, The Starweaver on the bastion side drops of its Troup, The Jet Bikes moved in to close with the Leamon Russ. In the shooting phase, the Jet Bikes in the center of the table destroy the Chimera. The Star Weaver that had just dropped of troops shot at the wyvens immobilizing one of them. The Other Starweaver that had the Troup inside cooked drove behind the medusa shot it and destroyed it but in the explosion it took out the Star Weaver. Finally the other Star Weavers took out the Battle Tank. The Death Jesters shoot at the Mutants in the center of the table. In the Assault Phase the Troup on the bastion side launched an assault on the Earthshaker battery, the Shadow Seer that escaped the earlier BBQ assaults the Zombies. The Starweaver launched an assault on the renegade’s that had just gotten out of the wrecked Chimera. In over watch one of the bikes met there end. Other than that all the Earthshaker crew died, as did the Renegades. The Solitaire Assaulted the command squad, they were able to score a wound to him in Overwatch. But it then destroyed the rest of the squad.

In my turn I drew Secure Objective 2 and Big Game Hunter. In my movement phase the Chimera moved closer to the Solitaire as did one of the remaining medusas, the other turned. (The Mutants ran to secure Objective 5) The other turned and shot at the Skyweaver that had killed the renegades. It hit and killed it. The Plasma gun from the command squad shot at the Void Weaver and destroyed it. The Remaining Troop Chimera shot at the Death Jester that was in the middle of the table and killed it. The wyvens shelled the other unit of Skyweavers and wiped them out. Everything else’s shot at the Solitaire in the Ruins and managed to score a wound to it. In the close combat phase the Shadow Seer who was still tied up with the Zombies used hit and run to exit the combat. I was able to score 3 victory points (Big Game Hunter, Secure Objective 5, Secure Objective 2) bringing me to 11 victory points.

gallery_63905_11231_528092.jpg

Turn 3.

The Lone Troup squad moved up on the bastion, one death jester moved down to close with the remaining mutants. The Shadow Seer with the Lone Troup kills himself with a perils of the warp effect. In the shooting phase first one of the Deathjester takes down the void shield on the bastion, followed by a barrage of shots from the Lone Troup squad takes out the Bastion. The remaining Star Weaver takes out the immobilized hydra. The forward Deathjester destroys the remaining mutants. In the assault phase the Troups charge the regidages that were in the Bastion, over watch kills 2 of them (Thank you Covenant of Tzeentch), in the actual fight-sub phase the haliquins kill all but the Enforcer and the Arch-Demagogue, they in return kill some more Clowns. Leaving 3 left, they roll snake eyes for moral check and keep in the fight. The Shadow seer still doesn’t kill all the zombies.

Bottom of turn 3 it’s looking quite grim. I draw Secure objective 5, 1 and 3 out for my objectives. I move my last chimera forward to secure objective 5. The remaining medusa poised itself to attack the Solitaire. In the shooting phase the hydra and medusa shoot at the Solitaire with no effect. The chimera shot at one of the remaining death jesters and killed it. The Flamers from the top hatch scored a wound on who killed the mutants the turn before. The shadow Seer finally killed the last zombie. I scored another victory point bringing me to 12.

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gallery_63905_11231_1133432.jpggallery_63905_11231_1007732.jpg

Turn 4.

The 3 Harlequins left in the Troup move up to the command chimera. The Solitaire closed in on the Command Chimera, and the Shadow Seer started a long run to get to the remaining medusa. In the shooting phase the destroyed the Command Chimera. In the Assault phase the Solitaire and the troupe assaults the command platoon and kill the whole squad. The Shadow Seer assaults the last medusa and destroys it. The Last Deathjester tries to assault the last chimera but is killed in overwatch. (Flamers kick ass)

In my turn it’s looking quite grim I have the lead on Victory Points, but that’s about it. Very close to being tabled. I pull another secure objective 5. I decided to hold at objective 5 with the remaining chimera. The Wyven fires at the troupe squad and wipes them out. The Chimeria shoots at the Solitaire but does nothing. I score 1 point for holding objective 5.

Turn 5.

The Shadow Seer moves to secure an objective, The Solitaire closes and then destroys the last Wyven. In my turn I draw Secure Objective 4 again. With a full 12” move in move the Chimera away from the Solitaire and into the Harlequins deployment zone. I cannot see the Solitaire to shoot, so it activates its Smoke Launchers. I secure another objective bringing me to 14 victory points.

Turn 6.

In the Harlequins turn, the Solitaire moves to secure an objective. In my turn I draw Hold Objective 1 once again, I shoot at the Solitaire doing a wound (I now has just one remaining). I score Objective 1 again.

Turn 7.

The Solitaire closes with the Chimeria and destroys it in assault. 5 guys die in the explosion, they pass moral check for casualties, but fail pinning check. They try and snap shoot at the Soliaire to no effect and then the game ends!

I won (11 to 15 I believe)

gallery_63905_11231_51.jpg

Post Game Thoughts..

Epic, Game. Very close. I made a few mistakes, back in Deployment I relied on the Battle tank to hold my left flank and it just didn’t work. I should have put the bastion near the center of the table and made given him less place to hide the troupes on my flanks. I also forgot about the out flanking mutants. Not that they would have done much, but they could have secured some of the objectives that I couldn’t get to. It was a very interesting game would love to hear some thoughts.

Oh and also Wyvens are Ace

Next up in the League is a game against Necrons!

Wait there is more.

 

Each round of the Escalation League has a “Twist” Last month it was the Bonus game against another player in the league. This month is was

 

Hidden Content

 


"Who Can Build a Better Death Star." In addition to playing your scheduled match you and your opponents will face off your best close combat units against each other. Here is how it will work.

 

Players have a max of 500 points to spend.

 

Players must field one Infantry class unit. Players can add on as many Infantry class characters/independent characters as can legally join the unit. You cannot

give your Death Star a Dedicated Transport.

 

All shooting, including Psychic shooting, must be snap shots.

 

All models must come from your primary detachment codex. Knight players will have to bring models from a different codex but they must inform their opponent in

advance what that codex will be.

 

The restrictions on LOW models are STILL in place (no Thraka or Chapter Masters).

 

Play your "Thunder Dome" matches on a 2 by 2 surface with NO terrain whatsoever. Players models must begin the match with all models within 6" of their table edge.

 

Play the game as a standard game with these exceptions:

 

no objectives or tactical objective cards need be used

 

no night fighting

 

The objective is simply to wipe out your opponents Death Star or force them to retreat off the table.

 

The winner gets 2 League points, the loser 1.

 

 

I decided to use a standard 20 man Renegade squad (Command Plattoon). This was joined by an Arch- Demagogue and an Enforcer.   The Squad was Given 2 Heavy Bolters, and 4 flamers. The Arch- Demagogue was given the Covenant of Tzeentch, and the Primaris-Rogue Witch Devotion (Lvl 2). This was for the 5+ snap shots, Fearless and some Psyker Defense. The squads Demagouge was give Covenat of Khorne. Then all the Characters were given Carpace Armour,

Power-Mauls and the enforcer was given combat drugs.

 

I faced a Troup with a shadow seer.

 

I had one round of shooting that the Troup master tanked with a 2+ re-roll able save (Not sure what kit gave that). But he died to the overwatch fire as did a number of the haliquins, they were able to kill over half the squad on the first round of attacks, but the Covenant of Khorne and power mauls ate the rest of the squad.

 

Which was a nice surprise extra victory. 

  • 2 weeks later...

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This report has taken me a long time to write. To be honest I haven’t even visited the B&C much in the last week, life’s been a bit crazy. But going to try and get back on top of it all…

Last Wednesday Night I played a Game against a Necron list in the ‘Winter Escalation League’. As per normal each round of the league has an ‘Intresting Twist’. The special twist for Round #3 is entitled "dude, how big of a jerk are you?" Players had the option of playing their match for time and a half points (2 points for the loss, 5 points for the win) however they have to give their opponent the opportunity to be a jerk to them. Said jerk gets to pick one 'jerk move' from the following list to inflict on the team taking the point’s bonus.

Hidden Content

1. Player cannot take any (choose one) Elites, Fast Attack or Heavy Support in their armies.
2. Player cannot take any Allies.
3. The total number of power dice the player generates during the psyker phase is cut in half rounded down. This happens whether said player is the active player or not.
4. Player cannot take ANY Warlord traits. Note: the player must STILL select a Warlord for the bonus Maelstrom mission point.
5. Player cannot take ANY Formations.
6. Player cannot take ANY named characters.
Now if you think the price of letting your opponent be jerk is too high a risk to your army then just DO NOT give him the opportunity to be a jerk. If you want the bonus points however you gotta take your chances.


I decided that the risk was too high and didn’t give my opponent the opportunity to be a jerk, on the other hand he wanted the handicap, so I told him that he couldn’t use Fast Attack options.

Game Set-Up.

We Played the Maelstrom of War ‘Cleanse and Control. The Game was played on the Standard 4’ by 6’ Table. The table had a Ruin in each corner and one in the center. With a Hill in the mid-point on each table side. The Left side also had a river running through it (See photos later)

My Opponents list was the following, not 100% sure on all the upgrades or weapons or powers they had..

1 Catacomb Command Barge
1 Unit of Necron Warriors in a Ghost Arc
1 Unit of Immortals on foot
1 Unit of Immortals in a Night Scythe
1 Unit of Triarch Preatorians
1 Triarch Stalker
1 Transcendent C’Tan
1 Monolith.

My list was the following.

Hidden Content

+++ NW Escalation League +++
++ Renegades & Heretics: IA13 (2014) (Combined Arms Detachment) ++
+ HQ +
Renegade Command Squad [Flak Armour, Krak Grenades for the Squad]]
····Arch Demagogue [Covenant of Tzeentch, Flak Armour, Frag Grenades, Laspistol]
····4x Disciple w/ Lasgun [Melta Gun, Close Combat Weapon, Frag Grenades, Lasgun]

Renegade Enforcers Cadre
····Enforcer [Carapace Amour, Plasma Pistol]

+ Troops +

Renegade Infantry Platoon
····Platoon Command Squad [Krak Grenades for the Squad]
········Demagogue [Close Combat Weapon, Frag Grenades, Shotgun]
········14x Renegades [Flamer x2, Chaos Icon, Close Combat Weapon, Frag Grenades, Lasguns]
····Renegade Infantry Squad
········10 x Renegades [2x Flamer, Close Combat Weapon, Frag Grenades, Laspistols]
········Renegade Chimera [2x Heavy Bolter, Militia Training]
····Renegade Infantry Squad
········10 x Renegades [2x Flamer, Close Combat Weapon, Frag Grenades, Laspistols]
········Renegade Chimera [2x Heavy Bolter, Militia Training]

+ Heavy Support +

Renegade Artillery Battery
···· 2 Renegade Medusa [Heavy Flamer, Medusa Siege Cannon]

Renegade Artillery Battery
····Renegade Medusa [Heavy Flamer, Medusa Siege Cannon]

Renegade Tank Squadron
····Battle Tank [battle Cannon, Heavy Bolter]

++ Renegades & Heretics: IA13 (2014) (The Purge) ++

+ HQ +

Renegade Command Squad [Carapace Armour, Krak Grenades for Squad]
····Arch Demagogue [Carapace Armour, Frag Grenades, Lasgun, Warlord]
····4 x Disciple [banner of Hate, Command Net Vox, Plasma Gun, Close Combat Weapon, Frag Grenades, Lasgun]
····Renegade Chimera [Autocannon, Camo Netting, Heavy Bolter, Militia Training]

+ Elites +

Renegade Disciple Squad
···· 4 x Disciples w/ Lasguns [1 Autocannon Team, Close Combat Weapon, Frag Grenades]
Renegade Disciple Squad
···· 4 x Disciples w/ Lasguns [1 Autocannon Team, Close Combat Weapon, Frag Grenades]

+ Heavy Support +

Renegade Heavy Ordnance Battery
····Artillery Carriage [Earthshaker Cannon]
········4x Crew [4x Close Combat Weapon, 4x Frag Grenades, 4x Lasgun]

Renegade Support Squad
····4x Missile Launcher Team [Close Combat Weapon T, Frag Grenades T, Missile Launcher]

Renegade Strike Battery
···· 1x Renegade Wyvern [Heavy Flamers, 2x Twin-linker Stormshard Mortar]

Renegade Strike Battery
···· 1x Renegade Wyvern [Heavy Flamers, 2x Twin-linker Stormshard Mortar]

++ Fortifications++
+ Fortification +
Aegis Defense Line + Quad-gun



For my force I rolled ‘Well Prepared’. And the Mutants rolled the with the ‘Unnatural Senses’ ability.
Bastion
The Game.

I won the roll off and chose the deployment zone with the river in it. I set the Artillery in the ruins with one of the Autocannon Squads. Then I assembled a battle line. On the far left I placed the mutants, then the Battle Tank, then on the hill I placed the second Autocannon Squad, Then I placed the aegis down and put the Support Squad with the Arch Demagogue with the Covenant of Tzeentch with the squad (and the Quad Gun). Next I put the solo Medusa, and then the command Chimera. Then (outside of the Aegis line) I put the other two Medusas. Next I put the two Chimeras one in the river and another next to it. Finally I put the rest of the command platoon with the melta gun.
My Opponent set up his Monolith in the center of his line. With the Transcendent C’Tan behind him. Next to that was the Triarch Stalker and the Immortals on foot. The Ghost Arc set up on the other side of the Monolith, with the Catacomb Command Barge close to my chimeras, And then finally the Triarch Preatorians were on the other flank.

gallery_63905_11231_307782.jpg

My Mutants scouted towards an objective on the left of my table edge. And we began the game.


Turn 1.

Then my Turn, I drew my 3 tactical objectives plus my bonus, I drew Hold the Line, No Prisoners, Overwhelming Firepower and Recon. I moved the mutants closer to another objective, the Chimeras moved across the river! (I was just happy to get to use the amphibious special rule!). The shooting phase, the Medusas shot at the Monolith placing the template such to hit both it and the Ghost Arc. As the Furthest battery had to target the Ghost Arc to be in range it got to jink. Following this the Battle Cannon from the Battle Tank, the Wyvens and the Earthshaker targeted the Immortals on Foot. At the end of this barrage only 3 remained, the Triarch Stalker took 2 hull points as did the Monolith. The rest of the shooting focused on the Ghost Arc with no effect. At the end of the shooting phase the Immortals on foot fell back. I scored Hold the Line.

In the Necrons turn, his whole army pushed forward. In the shooting phase the Monolith took out 4 of the Disciples (leaving the Auto-Cannon alone). The Necron warriors shot up the renegades and killed 4 of them. The Triarch Stalker shot at the mutants and killed 4 of them, they then fell back and ran off the table. In the assault phase the Catacomb Command Barge charged one of the chimeras, it wrecked it with hammer of wrath hits. He scored a victory point for first blood.

gallery_63905_11231_502007.jpg

Turn 2.

I did not get to draw another tactical objective, so I concentrated on wiping out some units in shooting. The Metagun Disciple squad moved close to the Command Barge as did the renegades who got out of the wrecked Chimera. In the shooting phase the medusas shot at the Monolith and was able to wreck it. The Artillery fired at the Triarch Praetorians, and killed two of them..

gallery_63905_11231_253363.jpg

All other weapons fired at the ghost arc and I was able to score one hull point of damage, and using flamers kill two necron warriors inside the transport. In the Assault phase the Command Platoon assaulted the Ghost Arc, the Disciples with the melta gun, and the Renegades on foot assaulted the Command Barge, with the help of the higher Initaive and buckets of dice both the Ghost Arc and the Command Barge were destroyed. At the end of the turn I was able to score, 3 points for destroying 3 units (No Prisoners), another point for destroying the Monolith in the shooting phase (Overwhelming Firepower), and one point for Recon. Along with Slay the warlord I secured 6 victory points this turn.

gallery_63905_11231_146823.jpg

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In the Necrons Turn, the Triarch Praetorians moved closer to the battle tank. The warriors moved to hide behind the wreck of the Ghost Arc. The Tirarch Stalker moved to hide behind the wreck of the monolith, the Immortals on foot rallied, the C’tan moved to secure the central objective. In the shooting phase the C’tan shot at the Command Platoon and it was able to kill 2 renegades. The Necron warriors shot at the Chimeria in the river, but did no damage. In the assault phase the Triarch Praetorians assaulted the battle tank, and wrecked it. He secured a single victory point for holding the central objective with the C’tan.

gallery_63905_11231_323563.jpg

Turn 3.

Top of turn 3 I draw, 3 tactical objectives, Secure 2 objectives and Ascendency. The two objectives I need to secure are along the banks of the river. In the shooting phase I move units to secure both objectives. Then we turn to the shooting phase, The Earthshaker fires as the immortals on foot who are holding a objective at the deep in the necron deployment zone. It hits and kills them all. The Medusas fire on the C’Tan and take of 2 wounds. Autocannon fire then puts another wound on it. Heavy bottlers’ flamers and lasguns kill all but 3 of the necron warriors. And finally the wyvern’s fire at the praetorians but it fails to kill any of them. I score all the objectives netting me another 3 victory points.

In the Necron turn the Night Scythe fly’s on, dropping off some more immortals. The Quadgun fires interceptor and causes two hull points of damage. In the shooting phase the necrons and the C’Tan shoots at the Command Platoon killing another 3 renegades. The Praetorians shoot at the lone auto-cannon team and wipes out the rest of that squad. The Newly arrived Immortals and the Night Scythe shoot at the squadron of medusas and wipe it out. He did score a 3rd victory point for holding an objective.

gallery_63905_11231_1186264.jpg

Turn 4.

I Drew three more objectives, securing the objective under the bridge (twice), and secure the objective in the ruins next to my artillery. The Renegades who were on foot closed with the Immortals, the chimera in the river revised to close in to the immortals. In the shooting phase the lone medusa shot at the C’Tan and killed it. The Missile launchers fire on the Night Scythe (BS2 snap shots) and destroy it! The wyvens shoot at the Praetorians and kill all but one. The Command Platoon shot at the last 3 necron warriors and killed them. The rest of the shooting focused on the newly arrived Immortals and all but 3 of them were killed. I scored another 3 victory points.

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In the Necron turn the Staker moved closer to my Army and shot at the renegades and killed 3 more. The Immortals shot at a wyvern but missed. The Praetorian charged the Missile launcher team but was killed in close combat by the Arch-Demagogue in the squad.

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Turn 5.
My final objectives were, Kingslayer, and secure the objective in my deployment zone, and the one on the bank of the river. The medusa shot and destroyed the Triarch Stalker, the rest of the army then unloaded everything in to the last 3 Imortals, it took a lot of shooting and was down to the Heavy Bolters and Autocannons to kill the last one, but he died.. leaving 0 Necrons on the table.
I scored 6 more victory points + Line Breaker giving me a 16 victory points to the Necrons 3.

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Game Overview.
Wow, some games it just goes right. My Medusas did work, but everything did exactly what I needed it too. Thought I think a lot of this was that I had the better list, because of the lack of Fast attacks I was very fortunate.
But still the firepower of this list is scary!

Anyway, next round I play two games... The first is against a Daemon Player who is also unbeaten in the league, and the second game is the bonus for the month where the players at the bottom of the league get to pick at opponent from the top half, and I have been challenged by an Imperial Guard player, which will be a quite the Tank Battle I think.

Till next time.

  • 2 weeks later...

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So just wanted to update everyone, I have played both the Round 4 games in the Winter Escalation League over the last week… But I will not be writing a detailed report, for the pair of games I played this round. Sadly last Thursday I lost my job, kind of been in a bit of a slump since then and had to dedicate a lot of time getting ready for the hunt for a new job.

Anyway, some point next week I will get a summary report written up for my last two games.

Until then I will leave you with a photo of my 1750pt army ready to fight the 2nd game of this round

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  • 2 weeks later...

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As I mentioned in my last update, Things have been a bit crazy, and I am now trying to get back on track. Part of this is writing up battle reports for the games I have been playing recently. This was an important month in the construction and development of this army. As it’s been a few weeks since I played the game I am not going to have a turn by turn account a summary of the games.

I will start with the list I was using.

Hidden Content

++ Renegades & Heretics: IA13 (2014) (Combined Arms Detachment) ++

+ HQ +
Renegade Command Squad [Flak Armour, Krak Grenades for the Squad]]
····Arch Demagogue [Covenant of Tzeentch, Flak Armour, Frag Grenades, Laspistol]
····4x Disciple w/ Lasgun [Melta Gun, Close Combat Weapon, Frag Grenades, Lasgun]

Renegade Enforcers Cadre
····Enforcer [Carapace Amour, Plasma Pistol]

+ Troops +

Renegade Infantry Platoon
····Platoon Command Squad [Krak Grenades for the Squad]
········Demagogue [Close Combat Weapon, Frag Grenades, Shotgun]
········14x Renegades [Flamer x2, Chaos Icon, Close Combat Weapon, Frag Grenades, Lasguns]

····Renegade Infantry Squad
········10 x Renegades [2x Flamer, Close Combat Weapon, Frag Grenades, Laspistols]
········Renegade Chimera [2x Heavy Bolter, Militia Training]

····Renegade Infantry Squad
········10 x Renegades [2x Flamer, Close Combat Weapon, Frag Grenades, Laspistols]
········Renegade Chimera [2x Heavy Bolter, Militia Training]

Plague Zombie Horde
····16x Plague Zombie

Renegade Mutant Rabble
····10x Mutant w/ Lasgun [ Close Combat Weapon, Frag Grenades, Laspistols]

+ Heavy Support +

Renegade Artillery Battery
···· 2 Renegade Medusa [Heavy Flamer, Medusa Siege Cannon]

Renegade Artillery Battery
····Renegade Medusa [Heavy Flamer, Medusa Siege Cannon]

Renegade Tank Squadron
····Battle Tank [battle Cannon, Heavy Bolter]

++ Renegades & Heretics: IA13 (2014) (The Purge) ++

+ HQ +

Renegade Command Squad [Carapace Armour, Krak Grenades for Squad]
····Arch Demagogue [Carapace Armour, Frag Grenades, Lasgun, Covernat of Nurgel, Warlord]
····4 x Disciple [banner of Hate, Command Net Vox, Plasma Gun, Close Combat Weapon, Frag Grenades, Lasgun]
····Renegade Chimera [Autocannon, Camo Netting, Heavy Bolter, Militia Training]

+ Elites +

Renegade Disciple Squad
···· 4 x Disciples w/ Lasguns [1 Autocannon Team, Close Combat Weapon, Frag Grenades]
Renegade Disciple Squad
···· 4 x Disciples w/ Lasguns [1 Autocannon Team, Close Combat Weapon, Frag Grenades]

+ Heavy Support +

Renegade Heavy Ordnance Battery
···· 2x Artillery Carriage [Earthshaker Cannon]
········8x Crew [8x Close Combat Weapon, 8x Frag Grenades, 8x Lasgun]

Renegade Support Squad
····4x Missile Launcher Team [Close Combat Weapon T, Frag Grenades T, Missile Launcher]

Renegade Strike Battery
···· 2x Renegade Wyvern [Heavy Flamers, 2x Twin-linker Stormshard Mortar]

Renegade Tank Squadron
····Exterminator [2x Heavy Bolter, Exterminator Autocannon, Heavy Bolter, Militia Training, Searchlight, Smoke Launchers]

+ Fortification +
Aegis Defense Line + Quad-gun




The list was an expansion on last month’s list. I felt that the exterminator would add some needed firepower to clear the Daemon’s MSU, as would the second Earth shaker...

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So this game was horrendous, I was playing 3 days after my reduency notice so was playing with a minor hangover.

My opponent was using a Warpflame Host composing of 6 units of horrors 3 units of Flamers. He had one unit of Furies, Fate Weaver, and A Herald with the Grimia. And a KDK Gore Pack, with 2 squads of 3 bikes and Block of 20 Flesh Hounds.

I got the first turn, managed to take out both bike squads but not hurt any other unit. And then the Tidal wave hit… The Psychic phase I was bombarded with S6 Warpflame hits and my Armour just started to melt. The Flesh Hounds gained a 2++ save, and more Horrors started to appear. In my second turn I did some damage but by his second turn the Flesh Hounds, and all his Flamers were in my lines and my army melted. The Earth shakers were the only unit left in my 3rd turn, and they were taken out by the dogs that round.

Wow, it was brutal. The game took AGES with both of us running that many units, but I just had no response for the Psychic Phase. I still don’t know… It was BAD!!!

Here are some photos of the Mess…

Hidden Content


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The ‘Twist’ for this rounds league game was that a player who was in the lower half of the league could challenge someone from the upper part for a game where they won extra points if they managed to get a victory. A Old Friend of mine picked me as an opponent and the battle lines were drawn for quite the battle.

My opponent took 1 infantry platoon, a few vet squads in Chimeras. A Battle Tank Basilisk, Manticor and then Vets in Valkyries and Vendettas. His Plan was simple Rush me and take out my artillery.

He got the first turn and managed to do some damage took out one of my Disciple teams, other than a few hull points nothing was critical. I hit back hard taking out 2 of the Chimera and one of the Infantry squads. This back and forth continued with me losing the pair Medusas in turn 2, but I was able to down the flyers as they entered (Or at least made the jink) and I slowly picked apart his battle lines, finally near the end of the game my mutants showed up and were able to threaten his armillary and I was able to scrape a win

Here are some photos of this game… not a huge amount as well the game ran long and I was hanging out to much.


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Nice battle reports, reading about how your R&H do is always good. One thing though can you actually take plague zombies as troops though? I thought you had to have your warlord with covenant of Nurgle to unlock them as troops

Nice battle reports, reading about how your R&H do is always good. One thing though can you actually take plague zombies as troops though? I thought you had to have your warlord with covenant of Nurgle to unlock them as troops

 

Yes that was a copy paste mistake, the warlord had Covenant of Nurgle.

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