The other night myself and my friend Gary played a pre-9th edition game using the free download rules. My space marines vs his chaos daemons and instead of the basic Only War scenario that comes with that download we decided to tryout the Four Pillars scenario that appeared in one of the recent Warhammer Community pages. Without having access to the new points we stuck to the current 8th edition points and unit rules. We also don't have the new secondary objectives so we could only use the one from the mission itself.
At the end of that game I thought about the changes and here are a few of my initial thoughts. I'll do a part two once I get my hands on the actual rules and have played a couple more games fully under the new edition.
1. Table Size.
I prefer the idea of playing the traditional 6x4 foot table but for this game we played the reduce 44x60 and it shows during play. The reduced table width meant that we were fairly packed closer together during the game but it in a good way it also meant that my opponent's ability to deep strike was less likely to be dropped into my lines or behind them unless I moved forwards. It forced Gary to drop his bloodletters later in the game and on the edge of his own deployment zone. It doesn't seem like a huge difference but it could make a difference on the game play.
2. Command Points.
This was huge! Having a large pool of command points plus regenerating 1 a turn meant that we could both use stratagems that might never have seen the light of day under 8th edition. I could still use the re-roll, the regular stratagems but I was also able to drop an orbital bombardment and on two occasions the stratagem (I forget the name) that lets me rapid fire 2 the bolt rifles of my troops. This was a big improvement.
3. No Overwatch.
This was my only negative that came from the game and even then it didn't play a big part. Under 9th edition you can only fire one Overwatch (unless you play Tau of course). On a tactical level it means you have to choose where you want to use it, just like if you can deny a psychic power and you have to choose which power to risk the deny on. However, I think that against a aggressive hoard type army... daemons, tyranids and orks mainly, that only getting to overwatch once is not enough. If they really want to reduce overwatch then it should be a +1 cost to the stratagem for each time it has been previously used that round.
4. Actions.
Within the mission we only had the secondary that comes with the mission itself. To start with we got actions wrong. We had not properly read it and assumed that when using an action it meant that you couldn't do a psychic power, shoot or charge, and if you were charged then the action was wasted. If other secondary objectives are going to be like that, then I think they are going to be largely awkward to achieve once the game really gets underway. I can't say much more until we get our hands on the full rules and we can read them fully.
5. Morale.
The morale phase has changed and I don't understand why. The 8th edition way worked so much better and made more sense. Now, you roll as you did but if the morale test is failed one model dies or runs away. You then have to roll for each remaining model and on a 1 one more model dies or runs away. While it might reduce unit casualties from morale but it also adds a small amount of time to the game that really wants to be a bit more fast paced.
Otherwise the game played the same as 8th always has. These five points just stood out to me a lot more, both good and bad. Other than some initial kneejerk reactions, I think this will be a good edition. We just need to see how it actually plays out once we get the rules in our hands. Once I get mine next weekend I'll do a part 2.
Have you had an opportunity to try the new rules yet? What did you think?
A blog for the my love of Warhammer 40K. It's mainly battle reports written in a narrative format but will also cover a few other posts and musings. I hope you enjoy.
Showing posts with label 1500pts. Show all posts
Showing posts with label 1500pts. Show all posts
Saturday, 18 July 2020
Sunday, 21 June 2020
Battle Report - Salamanders vs Rift Wardens
Salamanders vs Rift Wardens.
1500 points.
Dawn of War.
The Scouring.
First 40K game post-lockdown and most likely my last 40K game of 8th edition. My friend Gary messaged me to ask if I fancied a social-distancing game in his purpose built gaming shed. Of course I was going to say yes! And so on a cold, windy and rainy evening in June, we convened to get our gaming fix sated. I still only have my fixed space marine list and Gary put together a collection of less played models from his collections to simulate a Salamanders army.
Gary has a nice selection of solid LOS blocking terrain and we set those up to provide both a nice table layout as well as some places to hide. Deployment and mission were then determined, with the six objectives being fairly evenly spaced out across the board. I ended up with both the superior and inferior objectives pretty much in my deployment zone or close to. I completed my deployment first and I decided that since it was an objective holding mission that it made more sense to go second, so that if needs be I could try and steal them away on a potential last turn of the game.
1500 points.
Dawn of War.
The Scouring.
First 40K game post-lockdown and most likely my last 40K game of 8th edition. My friend Gary messaged me to ask if I fancied a social-distancing game in his purpose built gaming shed. Of course I was going to say yes! And so on a cold, windy and rainy evening in June, we convened to get our gaming fix sated. I still only have my fixed space marine list and Gary put together a collection of less played models from his collections to simulate a Salamanders army.
Gary has a nice selection of solid LOS blocking terrain and we set those up to provide both a nice table layout as well as some places to hide. Deployment and mission were then determined, with the six objectives being fairly evenly spaced out across the board. I ended up with both the superior and inferior objectives pretty much in my deployment zone or close to. I completed my deployment first and I decided that since it was an objective holding mission that it made more sense to go second, so that if needs be I could try and steal them away on a potential last turn of the game.
For a seemingly random collection of units, Gary's army started dealing a fair bit of damage straight away. He had two artillery pieces, Quad-launchers I think, that started killing my models in the first volley while his other units slowly moved up to grab some objectives. It meant that I was forced to play fairly static to start with, try to keep the objectives I had and get some massed firepower into his lines. His first casualties were his scouts who were proving annoying to me and to my poor aggressors. I had placed a dreadnought with lascannons and missile launcher on my right flank in hopes that I could remove those annoying quad-launchers and although it took me a couple turns, the dreadnought did his job.
With those artillery pieces gone I was not losing so many models and I was able to try and consolidate my positions a bit more. The ensuing fire fight was wearing us both down and when we were close enoughto assault one another things got interesting. My chapter master tore through his cataphractii terminators and a few marines before being brought down. He will be remembered with honour in the annals of the chapter. This is where the game started to go all too well in Gary's favour as my army isn't really built to handle too many assault right now. My central objective was fairly open and that is where the bulk of the fighting took place with us both sending fire and blade in to try and get that objective.
When Gary sent his bikes up I was forced to put a lot of firepower into them. I think my hellblasters did the most and left only a couple bikes. I brought my inceptors and had to ponder whether to finish a small group of scouts or the bikes. Gary offered his advice and I agreed. The scouts went down and he was left with a single bike. I assaulted the bike and failed to finish it. The bike pulled back and his marines gunned down my inceptors. If that had gone my way I think it might have turned the tables in my favour but with them gone, I was looking at a total loss here.
By turn 5 I had lost nearly my entire army and was holding just the superior objective as I recall. I conceded at this point. Victory for the Salamanders.
It was a good game after nearly three months of not playing. I didn't forget much but there were a few things I had to check the rules and codex for. Fun game with some nice cinematic moments and definitely worth the wait.
My chapter master leads his marines into battle at the start of the battle.
Vulkan, centurians and the quad launchers.
The battlefield at start of play.
My chapter master laying the smack down on those Salamander terminators.
Wednesday, 15 January 2020
Battle Report - Space Marines vs Necrons
Rift Wardens (Imperial Fists) vs Necrons (Sautekh).
Points: 1500-ish
Mission: Crusade.
Deployment: Hammer and Anvil.
First game of 2020 and I challenged Marko to a game against his Necrons. Wanting to try out the new Chapter Approved 2019 missions I picked Crusade as it was the first basic mission in the book. We rolled Hammer and Anvil deployment, and I rolled myself as the Attacker. Mark tried to seize the initiative and failed.
I started the game holding two objectives and should have been in advance range of two more. Unfortunately my dice were not great on this and neither of the advance units reached range to control the central objectives. I did walk my Redemptor dreadnought forward and for the first shooting phase of the game, it gunned down and entire unit of 15 necron warriors. Marko only had three warrior squads so this was a good round for me. I also attempted lascannon fire upon one of his annihilation barges but due to their infuriating shielding I failed to do anything to it.
His turn one and he started marching forward. He did kill a couple marines but this night his dice were quite bad. He could have done better had they rolled in his favour more through the night. I think Marko was a little concerned as I play more aggressive with my Rift Wardens than I have previous ones. He isn't used to me pushing forwards and wasn't sure quite what to do.
Turn two and I managed to reach the objectives in the centre. I was able to pour a lot of bolt and plasma fire into his units but didn't manage to bring down as many as I wanted. In return Marko managed to restore some slain warriors and in his shooting phase was able to give back as good as I had dealt him in my first turn. I lost quite a few inceptors during that shooting.
Over the next two turns the game turned in Marko's favour. While I was gunning down a few warriors at a time, and my interceptors did attempt to bring down his warlord, his shooting was more then adequate to reduce my numbers right down. When he brought in his Flayed Ones and Nightbringer in turn 3 that didn't help me either. He had enough of them that once they charged in, they took me out in a couple rounds of combat.
Turn 5 and I conceded the battle. I had a handful of helblasters and my chapter master left while Marko had twice my victory points. I was not in a position from turn 4 on wards to fight back. It was a good game although I was disappointed that I couldn't do better considering how the game started off. At some point in the future we'll have to have a rematch.
---
++ Brigade Detachment +12CP (Imperium - Space Marines) [81 PL, -4CP, 1,509pts] ++
**Chapter Selection**: Imperial Fists, Imperial Fists Successor, Inheritors of the Primarch
+ HQ [11 PL, -2CP, 206pts] +
Chapter Master in Gravis Armor [6 PL, -2CP, 108pts]: Boltstorm gauntlet [12pts], Iron Resolve, Master-crafted power sword [6pts], Stratagem: Chapter Master [-2CP], The Burning Blade, Warlord
Primaris Librarian [5 PL, 98pts]: 2) Might of Heroes, 3) Null Zone, Force sword [8pts]
+ Troops [25 PL, -2CP, 425pts] +
Intercessor Squad [10 PL, -2CP, 170pts]: Bolt rifle, Veteran Intercessors [-2CP]
9x Intercessor [153pts]
Intercessor Sergeant [17pts]
Intercessor Squad [10 PL, 170pts]: Bolt rifle
9x Intercessor [153pts]
Intercessor Sergeant [17pts]
Intercessor Squad [5 PL, 85pts]: Bolt rifle
4x Intercessor [68pts]
Intercessor Sergeant [17pts]
+ Elites [22 PL, 425pts] +
Aggressor Squad [10 PL, 148pts]: 3x Aggressor [63pts], Aggressor Sergeant [21pts]
Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher [64pts]
Dreadnought [5 PL, 120pts]: Missile launcher [20pts], Twin lascannon [40pts]
Redemptor Dreadnought [7 PL, 157pts]: 2x Fragstorm Grenade Launchers [8pts], Heavy flamer [14pts], Heavy Onslaught Gatling Cannon [30pts]
+ Fast Attack [7 PL, 123pts] +
Inceptor Squad [7 PL, 123pts]: Assault bolter x2 [48pts], 2x Inceptor [50pts], Inceptor Sergeant [25pts]
+ Heavy Support [16 PL, 330pts] +
Hellblaster Squad [16 PL, 330pts]: Plasma incinerator [150pts]
9x Hellblaster [162pts]
Hellblaster Sergeant [18pts]: Bolt pistol
Friday, 18 October 2019
Terror from the Rift
Rift Wardens (Imperial Fists) vs Daemons of Nurgle, Khorne and Tzeentch.
Points: 1500
Mission: Dominate and Destroy.
Deployment: Hammer and Anvil.
The first proper game for my new primaris space marine chapter, the Rift Wardens, pitted them against my friend Gary's chaos daemons army. He was playing a nice combination of Nurgle and Tzeentch.
After setting up the six objectives, they were quite heavily stacked to one end of the table. Thankfully we were playing Hammer and Anvil deployment and I got to choose which end I wanted. Naturally I picked the side with three easily accessible objectives. I set up as a traditional gunline so that the daemons had to come at me across the table.
I let my opponent have the first turn so that his forces had to run towards their doom and into my bolter fire. With no other choice, that is exactly what he did. Bloodletters and Flesh Hounds leading the charge while the Plaguebearers followed up slowly at the back. Gary had a couple Tzeentch chariots held back and his Horrors were still waiting in the Warp.
Over the first couple turns of the game, I was happily mowing down his Flesh Hounds and Bloodletters. Most lost enough casualties that in the morale phase the rest vanished back into the Warp. He passed one roll with a double one and managed to bring the unit back up again but they didn't last long. After the Flesh Hounds died, the right flank was in the hands of Karanak and once my Chapter Master and his Aggressor bodyguards got into combat, the mighty hound of Khorne was no more. This left Skulltaker, his warlord, as the remaining character.
Gary then found a spot in my back lines to deploy his horrors and they popped into existence, and starting pouring eldritch flame into my lines. Thankfully they didn't do well and I didn't lose many but it did mean that I had to turn one Intersessor unit to focus fire on them. In return I dropped my three man Inceptor squad into his deployment zone, where they gunned down the unit holding the objective there. They didn't last long themselves as Gary turned a Chariot around and over two rounds cut them down.
By turn 4 though the Bloodletters had been decimated, one chariot was in ruins and all Gary had coming at me was a handful of Plaguebearers and Skulltaker. The Plaguebearers died a death at the cannon and fist of my Redemptor Dreadnought and in an amazing roll of the dice, my Librarian charged into Skulltaker and took his head before he could fight back.
Turn 5 and the game ended with me in a clear victory.... 20 points to Gary's 11. Probably the best outcome that I have ever had in a game of 40K. A very good game and one where I was pleased that a reasonably static gunline was still viable for marines. I definitely prefer playing Primaris over regular marines.
In the past I would have had serious difficulty with Daemons but it shows how in the right mission with the right deployment, even someone as casual as I can do well. I look forward to the rematch.
---
At the moment I only have a single static list until I get my army painted and then new options added. Here is what I presently have fielded:
++ Battalion Detachment +5CP (Imperium - Space Marines) [76 PL, -4CP, 1,483pts] ++
+ No Force Org Slot +
**Chapter Selection**: Imperial Fists, Imperial Fists Successor, Inheritors of the Primarch
+ HQ [11 PL, -2CP, 206pts] +
Chapter Master in Gravis Armor [6 PL, -2CP, 108pts]: Boltstorm gauntlet [12pts], Iron Resolve, Master-crafted power sword [6pts], Stratagem: Chapter Master [-2CP], The Burning Blade, Warlord
Primaris Librarian [5 PL, 98pts]: 2) Might of Heroes, 3) Null Zone, Force sword [8pts]
+ Troops [25 PL, -2CP, 425pts] +
Intercessor Squad [5 PL, 85pts]: Bolt rifle
4x Intercessor [68pts]
Intercessor Sergeant [17pts]
Intercessor Squad [10 PL, 170pts]: Bolt rifle
9x Intercessor [153pts]
Intercessor Sergeant [17pts]
Intercessor Squad [10 PL, -2CP, 170pts]: Bolt rifle, Veteran Intercessors [-2CP]
9x Intercessor [153pts]
Intercessor Sergeant [17pts]
+ Elites [17 PL, 394pts] +
Aggressor Squad [5 PL, 111pts]: 2x Aggressor [42pts], Aggressor Sergeant [21pts]
Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher [48pts]
Dreadnought [5 PL, 120pts]: Missile launcher [20pts], Twin lascannon [40pts]
Redemptor Dreadnought [7 PL, 163pts]: 2x Fragstorm Grenade Launchers [8pts], Heavy flamer [14pts], Heavy Onslaught Gatling Cannon [30pts], Icarus Rocket Pod [6pts]
+ Fast Attack [7 PL, 123pts] +
Inceptor Squad [7 PL, 123pts]: Assault bolter x2 [48pts], 2x Inceptor [50pts], Inceptor Sergeant [25pts]
+ Heavy Support [16 PL, 335pts] +
Hellblaster Squad [16 PL, 335pts]: Plasma incinerator [150pts]
9x Hellblaster [162pts]
Hellblaster Sergeant [23pts]: Plasma pistol [5pts]
Saturday, 3 August 2019
Luna Assault - Thule Ultima narrative battle 1
Points: 1500.
Mission: Only War.
Deployment: Dawn of War.
Thule Ultima is a shield world protecting the approach to Holy Terra from the horrors of the Warp that spill forth from the ruins of Cadia. Garrisoned by over a dozen full regiments of the Astra Militarum. Thule Ultima stands as the greatest bulwark against the advance of Abaddon and his legions of chaos space marines.
Recently agents of the Ordos Xenos seized control of a rogue trader vessel suspected of engaging in illegal activities with alien species. On board they found a nest of genestealers and cultists. Records indicated that the ship had come from Thule Ultima, and psychic interrogation of the ship's crew revealed that the shield world had fallen to a genestealer cult calling itself The Cult of the Faithful.
Aware that the Dark Angel battle barge - the Spear of Truth - was returning from a conflict in the Hera system, the Ordos Xenos asked them to investigate. The space marines translated in system and made for Solaris, the moon of Thule Ultima. A small strike force was deployed to catch the cult unaware and prevent them raising the alarm.
---
This game started off simply as a means of crossing the Dark Angels off my list of armies I wanted to play against. I only know of two people who play Dark Angels, my nephew and my friend Joel. Joel hasn't played a game of 8th edition to my knowledge so it seemed like a good way to bring back into the hobby.
After our match I had the idea of getting some more games in with him and his Dark Angels, and the idea of a narrative campaign separate the club's Vigilus games seemed like a fun way to do it. Hopefully it will make for some interesting battle reports.
---
The introductory mission seemed like a good way to get Joel back into the game easily and I quite enjoy the simplicity of it. We set up the four objectives up in a roughly T shape centrally, and then Joel decided on the classic Dawn of War deployment. Joel set most of his army up on the right flank of the table with some deathwing terminators and a terminator librarian in deep strike aboard his battle barge. What worried me most though was his flyer, which I had no real defence against. Most of my army was deployed as blips which was unexpected by my opponent. My patriarch, primus, hybrids and genestealers waited in reserve, deep in the tunnels beneath the lunar surface.
We then rolled for the actual mission and it was the Relic special. The objective on my left flank turned out to be the one we needed - presumably the communications console to warn the surface. Joel had nothing deployed near it and I was going to have to use some stratagems if I wanted to ensure it remained safely in cult hands. Joel then infiltrated some scouts into a ruin across from the objective. All very sneaky.
I had the first turn. On my left flank I moved my rockgrinder forward towards his scouts. Next turn I wanted to burn them down with my clearance incinerator. One unit of brood brothers advanced behind it. The idea being to get them onto the objective as quickly as possible. My magus moved that way as well but only because I didn't really have a plan for what to do with him. Nothing else moved and I kept focused on the approaching ravenwing bikers.
First shot of the game and my second brood brother squad managed to take some wounds off of Joel's Nephilim jetfigher with their lascannon, although I used the free re-roll the mission gave me to increase the damage from 2 to 3. A good shot but I would have liked more. The cult leman russ tank got a good number of battle cannon shots into one biker squad dealing a good amount of damage and turning my opponent's ire upon it. My Astra Militarum leman russ executioner however did the opposite and I'm not even sure now that it inflicted any wounds.
On Joel's first turn he zoomed the two bike squads forwards, and even restored one to the living with his apothecary. He brought the nephilim swooping forward so that it was the facing the brood brother squad I had advanced towards the objective. His shooting decimated that squad, killing them to a man. The bike squads opened fire with their plasma weapons into my cult leman russ and although the recently restored battle brother blew himself up, they destroyed my tank with ease.
Turn two and my neophyte hybrids used a stratagem to vanish back into the tunnels. I decided to keep everything else on my right flank to occupy the Ravenwing bikers and the predator tank that Joel had hidden up on his corner of the table. I also used a statagem to have my acolyte hybrids pop up right next to Joel's scouts and burn most of them down with hand flamers. I managed to drop a couple more bikers and knock some wounds off of the nephilim as well, but I was having a hard time hitting that as it flew past.
Joel's turn two was fairly simple too. The Ravenwing bikers sped forward spitting fire into my troops and the executioner. A well placed high damage shot from his predator destroyed my executioner, which was disappointing as I had hopes for that taking out the rest of his Ravenwing.
Joel's turn 3 and down came his reinforcements - a 5 man deathwing terminator squad and a teminator librarian. Both came down on my left flank just able to deploy beyond the objective and my primus. He attempted to smite my primus but inflicted only a single wound. Unfortunately due to deathwing assault and an excellent shooting phase, the terminators decimated both my primus and the neophytes but it meant that no one held the objective.
And there we had to end the match as the venue was closing at the end of the evening. Although had the game continued Joel would have won because of his terminators, as they would have walked forward and pressed the off button. We both agreed however, that calling his first 8th edition game a draw was a fair and reasonable outcome given that neither of us held the objective at the end. We both had fun and I think joel learned a lot about the new edition.
After a long and hard fought battle, the Dark Angels had lost the element of surprise and the alarm had been sent to Thule Ultima. The Cult of the Faithful began to arm itself and prepare to the face the wrath of the space marines!
Dark Angels: 0.
Genestealer Cult 0.
Monday, 15 April 2019
The Drona Steppes - Vigilus
The battle of the Drona Steppes followed the Imperial attack on Mount Drona. The Black Templars, led by High Marshal Helbrecht and Grimaldus, a counter attack against the cultists pouring from the tunnels beneath the local industrial buildings. Although outnumbered, the space marines fought through to the heart of the Cult in the region.
1500 points.
Genestealer Cult (Twisted Helix) vs Space Marines (Black Templars).
Mission: Strategic Gambit.
Deployment: Search and Destroy.
Battle Zone: None.
A couple of weeks ago my friend Jamie challenged me to a game and brought along his Black Templars space marines. I was really pleased by this as I didn't think we had anyone at the club who played this specific chapter. To make things even better for me, Jamie included both Helbrecht and Grimaldus in his list.
At this time I had not had an opportunity to play any of the missions from Chapter Approved 2018 so Jamie picked one that he thought sounded good. We rolled Search and Destroy as our deployment which I thought considering the amount of LOS blocking terrain would actually do me good. Unfortunately the Space Marines got the first turn and I was extremely surprised at how quickly they got around the cover to be able to get some shots off at me. Once again I really found myself locked into my own deployment zone. Unless the dice gods were with me I would fighting to just hold my position.
As the first few turns progressed, the Templars charged down my right flank and assaulted the rockgrinder trundling towards them. They did some damage but the sturdy construction managed to absorb more wounds than the odds would have allowed. It didn't stop them bringing it down soon after though and although I used a stratagem to detonate the bombs on board it only succeeded in killing one marine.
On my left flank the main body of the space marine force was advancing forwards under cover of fire from a land raider crusader. That beast of a tank was decimating my brood brothers like they were nothing. Where the Templars charged my poor forces were cut down with ease.
Once I had the opportunity to bring in some reinforcements I figured I could at least do some damage even if the game was in the hands of a superior opponent. The genestealers, patriarch and primus clawed their way out of the sands behind his marines on the left flank although in an awkward position, and using a stratagem I popped up my hybrids 4 inches behind Helbrect, with their hand flamers pointed directly at him.
Molten premotheium poured from the hand flamers at the leader of the Black Templars. I rolled 21 wounds and even though Helbrecht has a 2+ armour save I expected to do something. Instead he passed every single one. In retaliation the mighty space marine commander sliced them down in assault. The genestealers did not fair much better. I charged but I could not make much in the way of saves and a handful fell on the way in. I did well in cut down a few marines but their attacks back decimated the genestealers and then the space marines turned all their firepower onto the remaining primus and patriarch.
Victory to the Black Templars.
---
It was a good game but I don't think I really got to explore the mission as I was too busy fending off brutal assaults. This was another game where my dice let me down so many times while my opponent's dice were working entirely in their favour. It's hard to do anything when the game is against you like that. Even so, it was really good to play against Black Templars again - the last time was under 4th edition!
1500 points.
Genestealer Cult (Twisted Helix) vs Space Marines (Black Templars).
Mission: Strategic Gambit.
Deployment: Search and Destroy.
Battle Zone: None.
A couple of weeks ago my friend Jamie challenged me to a game and brought along his Black Templars space marines. I was really pleased by this as I didn't think we had anyone at the club who played this specific chapter. To make things even better for me, Jamie included both Helbrecht and Grimaldus in his list.
At this time I had not had an opportunity to play any of the missions from Chapter Approved 2018 so Jamie picked one that he thought sounded good. We rolled Search and Destroy as our deployment which I thought considering the amount of LOS blocking terrain would actually do me good. Unfortunately the Space Marines got the first turn and I was extremely surprised at how quickly they got around the cover to be able to get some shots off at me. Once again I really found myself locked into my own deployment zone. Unless the dice gods were with me I would fighting to just hold my position.
As the first few turns progressed, the Templars charged down my right flank and assaulted the rockgrinder trundling towards them. They did some damage but the sturdy construction managed to absorb more wounds than the odds would have allowed. It didn't stop them bringing it down soon after though and although I used a stratagem to detonate the bombs on board it only succeeded in killing one marine.
On my left flank the main body of the space marine force was advancing forwards under cover of fire from a land raider crusader. That beast of a tank was decimating my brood brothers like they were nothing. Where the Templars charged my poor forces were cut down with ease.
Once I had the opportunity to bring in some reinforcements I figured I could at least do some damage even if the game was in the hands of a superior opponent. The genestealers, patriarch and primus clawed their way out of the sands behind his marines on the left flank although in an awkward position, and using a stratagem I popped up my hybrids 4 inches behind Helbrect, with their hand flamers pointed directly at him.
Molten premotheium poured from the hand flamers at the leader of the Black Templars. I rolled 21 wounds and even though Helbrecht has a 2+ armour save I expected to do something. Instead he passed every single one. In retaliation the mighty space marine commander sliced them down in assault. The genestealers did not fair much better. I charged but I could not make much in the way of saves and a handful fell on the way in. I did well in cut down a few marines but their attacks back decimated the genestealers and then the space marines turned all their firepower onto the remaining primus and patriarch.
Victory to the Black Templars.
---
It was a good game but I don't think I really got to explore the mission as I was too busy fending off brutal assaults. This was another game where my dice let me down so many times while my opponent's dice were working entirely in their favour. It's hard to do anything when the game is against you like that. Even so, it was really good to play against Black Templars again - the last time was under 4th edition!
Friday, 26 October 2018
Battle for Rigel XII
After my short break away from 40K I fancied a game against my chum Jon. Originally we were going to be playing 1000 points but after that game was postponed I had the idea of making 1500 points and trying something special - I borrowed my newphew's collection of Sisters of Battle. I knew that I was not going to win against Necrons but I would have fun and perhaps playing a different army than my regular Death Guard would be a nice change of pace.
On the night we rolled up the Relic mission along with the standard Dawn of War deployment. I don't think rocking up with a Sisters army was quite the surprise I was hoping it would be but I think we both knew it would be an interesting fight. What surprised me was Jon's list. It was nearly all destroyers and tomb blade's where I was expecting a lot of necron warriors - a traditional necron army. Okay, I thought, going to be tough but I can do this.
Due to terrain and the position of the Relic I was set up on the left hand side of the table. I won the roll off but Jon stole the intitive, an act of random luck which would seal my fate this game. First turn and his necron forces destroyed both exorcist tanks, one squad of death cult assassins and half a squad of battle sisters. I suppose I should have thought about protecting them better but I really needed those exorcist tanks. Jon was also able to swiftly grab the Relic. In my turn I think I moved up but did nothing in the shooting phase other than knock a wound off of something. This was going to be the way of game went.
As the game progressed I tried to advance forward as for some reason Jon was moving the destroyer unit holding the Relic towards my lines. Again though Jon's necrons, especially the tomb blades, were tearing their way my lines with their shooting. Two rhino's went down along with a couple Sisters from each.
I dropped Celestine behind the necron lines and a unit of seraphim to my right to try and deal with the tomb blades creeping forwards. Celestine and her friends were dropped with one round of shooting from immortals, and she had to pop up out of sight on the other side of terrain. The seraphim were gunned down and did nothing all game. Turn four and all I had left was Celestine. She got one of her friends back, charged into the destroyers holding the Relic and died after dropping three of them.
Game ended with myself being tabled.
I enjoyed the game although I made a couple mistakes but I blame them on my being out of 40K for a while. I think Jon admitted a mistake but it was all fair in a good casual game.
I have been pondering whether to play Adeptas Sorioritas next year when they come out in plastic but they would need a severe boost over the Index. The Index list did nothing for me really but against a full on codex army, I don't think I had much of a chance. Very good fun game though.
---
+++ New Roster (Warhammer 40,000 8th Edition) +++
++ Battalion Detachment +5CP (Imperium - Adeptus Ministorum) ++
+ HQ +
Canoness: Boltgun, Power sword
Canoness: Blade of Admonition, Boltgun, Power sword
Celestine: 3. Tenacious Survivor, Celestine, 2x Geminae Superia, Warlord
+ Troops +
Battle Sister Squad
. . 9x Battle Sister
. . Battle Sister w/ Special or Heavy Weapon: Heavy bolter
. . Battle Sister w/ Special Weapon: Flamer
. . Sister Superior: Bolt pistol, Boltgun
Battle Sister Squad
. . 9x Battle Sister
. . Battle Sister w/ Special or Heavy Weapon: Heavy bolter
. . Battle Sister w/ Special Weapon: Flamer
. . Sister Superior: Bolt pistol, Boltgun
Battle Sister Squad
. . 9x Battle Sister
. . Battle Sister w/ Special or Heavy Weapon: Heavy bolter
. . Battle Sister w/ Special Weapon: Flamer
. . Sister Superior: Bolt pistol, Boltgun
Battle Sister Squad
. . 9x Battle Sister
. . Battle Sister w/ Special or Heavy Weapon: Heavy bolter
. . Battle Sister w/ Special Weapon: Flamer
. . Sister Superior: Bolt pistol, Boltgun
+ Elites +
Death Cult Assassins: 5x Death Cult Assassins
+ Fast Attack +
Seraphim Squad: 5x Seraphim
. . Seraphim Superior: Bolt pistol, Bolt pistol
+ Heavy Support +
Exorcist: Storm bolter
Exorcist: Storm bolter
+ Dedicated Transport +
Sororitas Rhino: 2x Storm bolter
Sororitas Rhino: 2x Storm bolter
++ Total: [105 PL, 1435pts] ++
Deployment.
A clash of arms in the center of the table.
The Sisters of Battle march to war!
Monday, 13 August 2018
Siege of Adronberg - Bludhaven
Planet: Bludhaven.
Region: Seraphon Sector.
Death Guard vs Orks.
1500 points.
Mission: Spoils of War.
Deployment: Front-Line Assault.
The Siege of Adronberg was fought over a six month period with the Ork horde surrounding the hive city and trapping the forces of Nurgle within. The city defenses were considered undefeatable by the lords of the Death Guard. The final battle consisted of night time bombing by the Orks before the outer wall was breached by gargants and other large siege devices. With the green tide pouring into the streets, the Death Guard forces moved into engage and halt their assault.
So this game was played at home rather than down the club for a change. My opponent was Gary D who turned up with his Ork army. I had set the table up beforehand so we got right down to it and rolled our mission. Spoils of War against Orks was going to be tough but fun match.
As I recall we both set up our armies so that everything was behind some sort of cover to limit incoming fire as much as possible. I decided to give the Orks the first turn in case I was able to use my last turn and secure victory. It seemed like a good idea at the time anyway.
The Orks began by moving up the right flank under cover of large terrain and the killa kan's marched forth up the center of the table. Of everything on the table, the Kan's were my biggest fear. Sure, I could try and bolter some shots off but if they managed to get into combat with my plague marines then I knew that DR was not going to help me. Thankfully I had the right unit on the left flank to try and handle them. Gary's psychic phases for the first few turns was all about jumping big boyz squads up the table where they were able to assault my lines much earlier than I had anticipated.
From a mixture of shooting and all too soon assaults I had lost both my rhinos and eventually my land raider. Thankfully my deathshroud terminators and lord of contagion were no match for those ork boyz but my main means of dealing with the killa kans were gone. The Orks laid down a lot of firepower and Gary knew what he was doing with his conga line to get the best out of his forces. I lost my cultists very early on and one plague marine squad was swiftly decimated.
Oddly the killa kans were not so much a problem as I had thought. A lot of lucky bolter fire, plasma guns and a meltagun turned out to be what I needed to whittle them down. They did get a good way against the table but I was lucky enough to avoid combat with them. Eventually however, the Orks proved more resilient than I needed them to be. It was the number of boyz and their hammering assaults that ended up taking out my infantry.
If I remember right the game got to turn 6 before it came to a sudden end. Neither of us had much left on the table other than a handful of infantry. Counting up the points it was a close match but Gary had just pipped me to seize victory.
---
After match thoughts...
This game was rather odd. The point of Spoils of War is that you can snatch the objective holding cards of your opponent but we never saw any. Everything that came out of our decks had nothing to do with the objective markers. It was all cast psychic powers, assassinate a warlord, kill units in combat...etc. Very unusual but made for an interesting match up.
I've normally had good luck against Gary's Orks in past games but this time around he had the upper hand. Looking forward to seeing what the Ork Codex (when it turns up) can do for his army.
---
The Kult of Speed approaches!
The battlefield laid out before us.
A Call to Arms!
A smash of Ork boyz.
Thursday, 9 August 2018
Shock And Awe - Cerberus
Planet: Cerberus.
Region: Cerberus sector.
Death Guard vs Blood Angels.
1500 points.
Mission: Sealed Orders - Night Fight.
Deployment: Vanguard Strike.
Despite their victories over the Death Guard, the Imperium was spread thinly in an effort to engage the enemy on all fronts. The Astra Militarum did not have the manpower to initiate an offensive against the Death Guard fortress at Salazon. Following a successful campaign in the south, the Blood Angels under Mephiston swiftly redeployed to launch an attack upon the chaos forces present.
I haven't had a game against Jon for a while so when the opportunity came up I took it. He asked what army I would like to face and since I haven't played a lot against Blood Angels under 8th edition this seemed like that opportunity.
John rocked up with a nice Death Company list. He even spent some command points to make his captain a member of the Death Company. Nice and thematic. As I have over the last few games, I have have continued to use the same list in an effort to perfect it. In hindsight, perhaps I should have perfected it beforehand.
Considering the deployment I decided not to take the first turn. By looking at it Jon would need to come towards me and I'd have a chance to try and burn his army down before he could. Again, in hindsight, I should have probably tried to go first. A lot of Jon's army stayed put assault marines and the stormraven moved forwards. I weathered a fair bit of firepower from both the aircraft and his long range predator tanks but I lost the hellforged contemptor and more than a few wounds from my transports. It wasn't long before his firepower took out my transports and cost me a few plague marines inside.
I didn't do well at all. My dice did well when I wanted to hit but they did not want to wound or pass DR rolls. This became very clear once my Death Guard were swarmed in assault by death company assault marines supported by Mephiston. I put up a good fight but the dice and the Emperor were with my opponent. He battered his way through everything I had pretty much until I was left with my lord of contagion on the third turn I think, if I remember right. That was quite a brutal fight with Mephiston and the Lord smashing the blood and snot out of each other but despite the suppurating plate and a man-reaper, Mephiston remained standing and decapitated my remaining model. I didn't even bother counting up the victory points - not that I had many anyway.
---
After match thoughts....
I don't think I've ever had much luck against Blood Angels in any edition and a mixture of good choices and Jon's usual skill ensured that I was going to chalk up another loss. But it was still a good game and I may have learned something about facing this sort of army again. I probably had the wrong army list for what Jon brought to the table but I still enjoyed the match a lot.
Also, apologies for the shortness of this report. Due to work and real life it has been early a month since this match was played and a lot of the details have fled my memory.
---
Normally I post my list but I've been playing the same list a lot lately so for a change here is Jon's list:
Battalion detachment:
Captain with jump pack, stormshield and The Hammer of Baal (1cp for Black Rage).
Mephiston.
5 man scout squad.
5 man scout squad.
5 man scout squad.
6 man death company (sergeant with thunder hammer).
10 man death company with jump packs (two with power fists).
Furioso Dreadnought with heavy flamers.
Predator with HK missile, and lascannons.
Stormraven with stormshrike missile launchers, assault cannons and twin multi-meltas.
Region: Cerberus sector.
Death Guard vs Blood Angels.
1500 points.
Mission: Sealed Orders - Night Fight.
Deployment: Vanguard Strike.
Despite their victories over the Death Guard, the Imperium was spread thinly in an effort to engage the enemy on all fronts. The Astra Militarum did not have the manpower to initiate an offensive against the Death Guard fortress at Salazon. Following a successful campaign in the south, the Blood Angels under Mephiston swiftly redeployed to launch an attack upon the chaos forces present.
I haven't had a game against Jon for a while so when the opportunity came up I took it. He asked what army I would like to face and since I haven't played a lot against Blood Angels under 8th edition this seemed like that opportunity.
John rocked up with a nice Death Company list. He even spent some command points to make his captain a member of the Death Company. Nice and thematic. As I have over the last few games, I have have continued to use the same list in an effort to perfect it. In hindsight, perhaps I should have perfected it beforehand.
Considering the deployment I decided not to take the first turn. By looking at it Jon would need to come towards me and I'd have a chance to try and burn his army down before he could. Again, in hindsight, I should have probably tried to go first. A lot of Jon's army stayed put assault marines and the stormraven moved forwards. I weathered a fair bit of firepower from both the aircraft and his long range predator tanks but I lost the hellforged contemptor and more than a few wounds from my transports. It wasn't long before his firepower took out my transports and cost me a few plague marines inside.
I didn't do well at all. My dice did well when I wanted to hit but they did not want to wound or pass DR rolls. This became very clear once my Death Guard were swarmed in assault by death company assault marines supported by Mephiston. I put up a good fight but the dice and the Emperor were with my opponent. He battered his way through everything I had pretty much until I was left with my lord of contagion on the third turn I think, if I remember right. That was quite a brutal fight with Mephiston and the Lord smashing the blood and snot out of each other but despite the suppurating plate and a man-reaper, Mephiston remained standing and decapitated my remaining model. I didn't even bother counting up the victory points - not that I had many anyway.
---
After match thoughts....
I don't think I've ever had much luck against Blood Angels in any edition and a mixture of good choices and Jon's usual skill ensured that I was going to chalk up another loss. But it was still a good game and I may have learned something about facing this sort of army again. I probably had the wrong army list for what Jon brought to the table but I still enjoyed the match a lot.
Also, apologies for the shortness of this report. Due to work and real life it has been early a month since this match was played and a lot of the details have fled my memory.
---
Normally I post my list but I've been playing the same list a lot lately so for a change here is Jon's list:
Battalion detachment:
Captain with jump pack, stormshield and The Hammer of Baal (1cp for Black Rage).
Mephiston.
5 man scout squad.
5 man scout squad.
5 man scout squad.
6 man death company (sergeant with thunder hammer).
10 man death company with jump packs (two with power fists).
Furioso Dreadnought with heavy flamers.
Predator with HK missile, and lascannons.
Stormraven with stormshrike missile launchers, assault cannons and twin multi-meltas.
The Blood Angels maintain air superiority.
Our deployment and table.
Cultists hiding from the naughty men in red.
Saturday, 7 July 2018
Blockade the Hive - Abraxes
Planet: Abraxes.
Region: Ceres Sector.
Death Guard vs Tyranids - Kraken.
1500 points
Mission: Targets of Opportunity.
Deployment: Spearhead Assault.
Following the recent losses against the Hive Mind, the Death Guard leadership decided that the legion should engage in a blockading action. Form an immense line in a vital location, and weather the storm as the xenos beasts threw themselves against the might of the legion.
This weeks club match was against young mister Charlie. I wasn't sure what he was bringing to the game. At one point it was Harlequins and then that changed, and what I ended up facing off against was a rather nasty Tyranid list. We had already decided on the Targets of Opportunity mission and we rolled Spearhead Assault on the night.
After picking our sides, we set up and I completed mine first. I was quite dismayed to see the sheer number of genestealers arrayed against me. I hoped it would take them a fair while to get to me but then I was introduced to the Kraken faction ability. This was going to be tough. Even with the +1 Charlie got the roll and I decided not to seize the initiative. He had no long range shooting so I thought it would be easier to let him run at me and I'd have a bit better time of it.
To start with the cards did me well. I started on two of the objectives I needed so I held those rhinos and their occupants. As usual only my hellforged contemptor walked forwards. I figured no point getting into a position where the genestealers could assault me easily. I wasn;t doing their job for them. On their turn I learned what the kraken ability was much to be horror. The whole mass shifted and swarmed up one side of the table clearing so much ground that next turn they would be in assault position no matter where I put my options. Charlie's winged hive tyrant manged to get into combat with my contemptor. He knocked two wounds off I think and in return I did nothing.
My second turn revolved around staying out as the cards didn't want me going forwards and I knew I was going to be overrun fairly quickly. I held my ground and tried to go down as many as I could. As I should come to expect my dice were terrible early on and I barely made a dent in them. On the hived tyrant was smacked down to it's last couple wounds and did nothing to my contemptor. Come my opponent's turn and one rhino was surrounded by genestealers and torn apart. I lose the squad inside. The winged hive tyrant jumped from combat to smite my plaguecaster, who passed his disgustingly resilient rolls, and promptly exploded his own head with a perils of the warp. The hive tyrant fell having been utterly useless.
Turn 3 and I was just about keeping it together with the tactical objective cards. A lot of what I was drawing was kill units and a well drawn assassinate the warlord (even if he's already dead). But it wasn't helping long term. The genestealers tore down another rhino and my land raider. The broodlord, I think it was, tore through my cultists. I was left with my lord of contagion and his deathshrouds. Turn 4 and all four succumbed to the wall of teeth and claws. I was tabled down to a man.
---
After match thoughts...
I had played the same list that have been trying of late. I want to use it as a base line for what I field and in this match it didn't do well. Had my plague marines actually been able to get out of the the rhinos before they went down, I might have been able to gun down a few more genestealers. This was the first time I ever played against a list that surrounded vehicles and locked down any attempt to escape. Not something we see at the club really so it took me a little by surprise.
A good fun game. Had I managed to get to the end of turn 5 I could have won on victory points as I was ahead by two I think when I was tabled. Maybe next time.
---
++ Battalion Detachment +5CP (Chaos - Death Guard) [87 PL, 1466pts] ++
+ HQ +
Lord of Contagion [7 PL, 117pts]: 3. Tainted Regeneration, Manreaper, The Suppurating Plate, Warlord
Malignant Plaguecaster [6 PL, 110pts]: 1. Miasma of Pestilence, 6. Curse of the Leper
+ Troops +
Chaos Cultists [6 PL, 48pts]
. 9x Chaos Cultist w/ autopistol and brutal assault weapon
. Chaos Cultist w/ special weapon: Heavy stubber
. Cultist Champion: Shotgun
Plague Marines [10 PL, 155pts]: Icon of Despair
. Plague Champion
. . Codex: Plasmagun, Plague knife
. 4x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun
Plague Marines [10 PL, 156pts]: Icon of Despair
. Plague Champion
. . Codex: Plasmagun, Plague knife
. 4x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Meltagun
. Plague Marine w/ Special Weapon: Blight launcher
+ Elites +
Deathshroud Terminators [11 PL, 180pts]
. Deathshroud Champion: Manreaper, Plaguespurt gauntlets
. 2x Deathshroud Terminator: 2x Manreaper, 2x Plaguespurt gauntlets
Hellforged Contemptor Dreadnought [10 PL, 196pts]: Havoc launcher
. Left Arm: Hellflamer, Hellforged deathclaw
. Right Arm: Kheres assault cannon
+ Heavy Support +
Chaos Land Raider [19 PL, 356pts]: Twin heavy bolter, 2x Twin lascannon
+ Dedicated Transport +
Chaos Rhino [4 PL, 74pts]: Combi-bolter, Combi-bolter
Chaos Rhino [4 PL, 74pts]: Combi-bolter, Combi-bolter
++ Total: [87 PL, 1466pts] ++
Region: Ceres Sector.
Death Guard vs Tyranids - Kraken.
1500 points
Mission: Targets of Opportunity.
Deployment: Spearhead Assault.
Following the recent losses against the Hive Mind, the Death Guard leadership decided that the legion should engage in a blockading action. Form an immense line in a vital location, and weather the storm as the xenos beasts threw themselves against the might of the legion.
This weeks club match was against young mister Charlie. I wasn't sure what he was bringing to the game. At one point it was Harlequins and then that changed, and what I ended up facing off against was a rather nasty Tyranid list. We had already decided on the Targets of Opportunity mission and we rolled Spearhead Assault on the night.
After picking our sides, we set up and I completed mine first. I was quite dismayed to see the sheer number of genestealers arrayed against me. I hoped it would take them a fair while to get to me but then I was introduced to the Kraken faction ability. This was going to be tough. Even with the +1 Charlie got the roll and I decided not to seize the initiative. He had no long range shooting so I thought it would be easier to let him run at me and I'd have a bit better time of it.
To start with the cards did me well. I started on two of the objectives I needed so I held those rhinos and their occupants. As usual only my hellforged contemptor walked forwards. I figured no point getting into a position where the genestealers could assault me easily. I wasn;t doing their job for them. On their turn I learned what the kraken ability was much to be horror. The whole mass shifted and swarmed up one side of the table clearing so much ground that next turn they would be in assault position no matter where I put my options. Charlie's winged hive tyrant manged to get into combat with my contemptor. He knocked two wounds off I think and in return I did nothing.
My second turn revolved around staying out as the cards didn't want me going forwards and I knew I was going to be overrun fairly quickly. I held my ground and tried to go down as many as I could. As I should come to expect my dice were terrible early on and I barely made a dent in them. On the hived tyrant was smacked down to it's last couple wounds and did nothing to my contemptor. Come my opponent's turn and one rhino was surrounded by genestealers and torn apart. I lose the squad inside. The winged hive tyrant jumped from combat to smite my plaguecaster, who passed his disgustingly resilient rolls, and promptly exploded his own head with a perils of the warp. The hive tyrant fell having been utterly useless.
Turn 3 and I was just about keeping it together with the tactical objective cards. A lot of what I was drawing was kill units and a well drawn assassinate the warlord (even if he's already dead). But it wasn't helping long term. The genestealers tore down another rhino and my land raider. The broodlord, I think it was, tore through my cultists. I was left with my lord of contagion and his deathshrouds. Turn 4 and all four succumbed to the wall of teeth and claws. I was tabled down to a man.
---
After match thoughts...
I had played the same list that have been trying of late. I want to use it as a base line for what I field and in this match it didn't do well. Had my plague marines actually been able to get out of the the rhinos before they went down, I might have been able to gun down a few more genestealers. This was the first time I ever played against a list that surrounded vehicles and locked down any attempt to escape. Not something we see at the club really so it took me a little by surprise.
A good fun game. Had I managed to get to the end of turn 5 I could have won on victory points as I was ahead by two I think when I was tabled. Maybe next time.
---
++ Battalion Detachment +5CP (Chaos - Death Guard) [87 PL, 1466pts] ++
+ HQ +
Lord of Contagion [7 PL, 117pts]: 3. Tainted Regeneration, Manreaper, The Suppurating Plate, Warlord
Malignant Plaguecaster [6 PL, 110pts]: 1. Miasma of Pestilence, 6. Curse of the Leper
+ Troops +
Chaos Cultists [6 PL, 48pts]
. 9x Chaos Cultist w/ autopistol and brutal assault weapon
. Chaos Cultist w/ special weapon: Heavy stubber
. Cultist Champion: Shotgun
Plague Marines [10 PL, 155pts]: Icon of Despair
. Plague Champion
. . Codex: Plasmagun, Plague knife
. 4x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun
Plague Marines [10 PL, 156pts]: Icon of Despair
. Plague Champion
. . Codex: Plasmagun, Plague knife
. 4x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Meltagun
. Plague Marine w/ Special Weapon: Blight launcher
+ Elites +
Deathshroud Terminators [11 PL, 180pts]
. Deathshroud Champion: Manreaper, Plaguespurt gauntlets
. 2x Deathshroud Terminator: 2x Manreaper, 2x Plaguespurt gauntlets
Hellforged Contemptor Dreadnought [10 PL, 196pts]: Havoc launcher
. Left Arm: Hellflamer, Hellforged deathclaw
. Right Arm: Kheres assault cannon
+ Heavy Support +
Chaos Land Raider [19 PL, 356pts]: Twin heavy bolter, 2x Twin lascannon
+ Dedicated Transport +
Chaos Rhino [4 PL, 74pts]: Combi-bolter, Combi-bolter
Chaos Rhino [4 PL, 74pts]: Combi-bolter, Combi-bolter
++ Total: [87 PL, 1466pts] ++
The giant beasts advance at the head of the xenos force
How many genestealers????
Cultists guarding the objective that the tactical cards loved.
Our battlefield and deployment.
Monday, 2 July 2018
First Strike - Bastion
Planet: Bastion.
Region: Solarum Sector.
Death Guard vs Imperial Fists.
1500 points
Mission: Roving Patrol.
Deployment: Hammer & Anvil.
Streaking out of the Warp the great plague fleet comes on it's route towards Holy Terra. Only the fortress world of Bastion stands it's way. The Death Guard ships blast aside the orbiting defence platforms before deploying huge ground forces to the surface.
The initial battle took the defenders by surprise and by the time the Imperial Fists could take to the battlefield, the Death Guard had already seized a number of vital strategic locations.
This game was long in coming. I have for a while wanted a match against my friend Gary and his Imperial Fists. I am not sure but I think this may be my first game against them since the drop of Codex: Space Marines.
We rolled randomly on the night for the mission and we got Roving Patrol with us deploying length ways down the table. We each had an objective in our deployment zones to hold and would need to march forward to clash over the third one sitting in a ruin at the center of the table. My starting force was a rhino with plague marines inside and the hellforged contemptor. I kept the rhino behind cover close enough to my objective that when the time was right I could leap out and claim it. The contemptor I wanted to move forward, clear some of gary's marines from their objective and basically draw fire. We could both tell though that the turns would be short and it was going to take a while to get to the middle.
Over the first two turns I got all my reinforcements in and proceeded to move up the table. A second rhino with plague marines went up my left flank while a land raider with my lord of contagion and his deathshroud bodyguards tried to make for the middle. While a few wounds game off things, it was my contemptor that drew the fire over the first two turns and was ultimately gunned down by a mix of plasma and grav weaponry. A little disappointed it died but it's job was to soak fire so I can't complain.
Gary's army was very static to start with, as one should expect from Imperial Fists and I think that if he had been more forward in the early part of the game he may have done better. It meant though that I was able to get to the middle with little resistance and capable of putting a lot of firepower out that was slowly taking his marines down. Eventually as his primaris marines started up the table I began to take casualties. Both rhinos and the land raider went bang, although thankfully after their occupants had jumped out. Rather than use the plague marines to hold my objective I decided to push them forward and let the cultists from reserve clamber up to keep it.
The biggest threat on the table to me was the stormraven and I did have to assign a lot of firepower to finally bring it down. Once it was a burning wreck my life became a lot easier. Likewise I think Gary really wanted rid of my land raider.
Once Gary's marines got around the objective they gunned down all my plague marines and my deathshrouds, leaving my warlord to stand over it, plaguereaper in hand. The game turned into one of brutal combat where somehow my warlord smashed through marines and their captain with ease. His warlord trait keeping him alive to do so. The game went to turn 6 and victory was mine with just my lord of contagion, plaguecaster and cultists left standing. The Imperial Fists were down to a few men and not in a fit position to fight me further!
---
After thoughts...
This time I decided to change my list and go back to basics. I keep trying odd combinations lately and they haven't been working. I can't say with 100% certainty that it was my list that helped win that match but I do think a combination of that and the distance the space marines had to walk up the table. The deployment of Hammer & Anvil really meant that the first couple turns of the game were going to be rather quick. Thankfully taking rhinos for a change helped with that.
A very good fun game. The mission/deployment was interesting too although under a different deployment type it would have been a very different game.
---
++ Battalion Detachment +5CP (Chaos - Death Guard) [87 PL, 1466pts] ++
+ HQ +
Lord of Contagion [7 PL, 117pts]: 3. Tainted Regeneration, Manreaper, The Suppurating Plate, Warlord
Malignant Plaguecaster [6 PL, 110pts]: 1. Miasma of Pestilence, 6. Curse of the Leper
+ Troops +
Chaos Cultists [6 PL, 48pts]
. 9x Chaos Cultist w/ autopistol and brutal assault weapon
. Chaos Cultist w/ special weapon: Heavy stubber
. Cultist Champion: Shotgun
Plague Marines [10 PL, 155pts]: Icon of Despair
. Plague Champion
. . Codex: Plasmagun, Plague knife
. 4x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun
Plague Marines [10 PL, 156pts]: Icon of Despair
. Plague Champion
. . Codex: Plasmagun, Plague knife
. 4x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Meltagun
. Plague Marine w/ Special Weapon: Blight launcher
+ Elites +
Deathshroud Terminators [11 PL, 180pts]
. Deathshroud Champion: Manreaper, Plaguespurt gauntlets
. 2x Deathshroud Terminator: 2x Manreaper, 2x Plaguespurt gauntlets
Hellforged Contemptor Dreadnought [10 PL, 196pts]: Havoc launcher
. Left Arm: Hellflamer, Hellforged deathclaw
. Right Arm: Kheres assault cannon
+ Heavy Support +
Chaos Land Raider [19 PL, 356pts]: Twin heavy bolter, 2x Twin lascannon
+ Dedicated Transport +
Chaos Rhino [4 PL, 74pts]: Combi-bolter, Combi-bolter
Chaos Rhino [4 PL, 74pts]: Combi-bolter, Combi-bolter
++ Total: [87 PL, 1466pts] ++
---
Region: Solarum Sector.
Death Guard vs Imperial Fists.
1500 points
Mission: Roving Patrol.
Deployment: Hammer & Anvil.
Streaking out of the Warp the great plague fleet comes on it's route towards Holy Terra. Only the fortress world of Bastion stands it's way. The Death Guard ships blast aside the orbiting defence platforms before deploying huge ground forces to the surface.
The initial battle took the defenders by surprise and by the time the Imperial Fists could take to the battlefield, the Death Guard had already seized a number of vital strategic locations.
This game was long in coming. I have for a while wanted a match against my friend Gary and his Imperial Fists. I am not sure but I think this may be my first game against them since the drop of Codex: Space Marines.
We rolled randomly on the night for the mission and we got Roving Patrol with us deploying length ways down the table. We each had an objective in our deployment zones to hold and would need to march forward to clash over the third one sitting in a ruin at the center of the table. My starting force was a rhino with plague marines inside and the hellforged contemptor. I kept the rhino behind cover close enough to my objective that when the time was right I could leap out and claim it. The contemptor I wanted to move forward, clear some of gary's marines from their objective and basically draw fire. We could both tell though that the turns would be short and it was going to take a while to get to the middle.
Over the first two turns I got all my reinforcements in and proceeded to move up the table. A second rhino with plague marines went up my left flank while a land raider with my lord of contagion and his deathshroud bodyguards tried to make for the middle. While a few wounds game off things, it was my contemptor that drew the fire over the first two turns and was ultimately gunned down by a mix of plasma and grav weaponry. A little disappointed it died but it's job was to soak fire so I can't complain.
Gary's army was very static to start with, as one should expect from Imperial Fists and I think that if he had been more forward in the early part of the game he may have done better. It meant though that I was able to get to the middle with little resistance and capable of putting a lot of firepower out that was slowly taking his marines down. Eventually as his primaris marines started up the table I began to take casualties. Both rhinos and the land raider went bang, although thankfully after their occupants had jumped out. Rather than use the plague marines to hold my objective I decided to push them forward and let the cultists from reserve clamber up to keep it.
The biggest threat on the table to me was the stormraven and I did have to assign a lot of firepower to finally bring it down. Once it was a burning wreck my life became a lot easier. Likewise I think Gary really wanted rid of my land raider.
Once Gary's marines got around the objective they gunned down all my plague marines and my deathshrouds, leaving my warlord to stand over it, plaguereaper in hand. The game turned into one of brutal combat where somehow my warlord smashed through marines and their captain with ease. His warlord trait keeping him alive to do so. The game went to turn 6 and victory was mine with just my lord of contagion, plaguecaster and cultists left standing. The Imperial Fists were down to a few men and not in a fit position to fight me further!
---
After thoughts...
This time I decided to change my list and go back to basics. I keep trying odd combinations lately and they haven't been working. I can't say with 100% certainty that it was my list that helped win that match but I do think a combination of that and the distance the space marines had to walk up the table. The deployment of Hammer & Anvil really meant that the first couple turns of the game were going to be rather quick. Thankfully taking rhinos for a change helped with that.
A very good fun game. The mission/deployment was interesting too although under a different deployment type it would have been a very different game.
---
++ Battalion Detachment +5CP (Chaos - Death Guard) [87 PL, 1466pts] ++
+ HQ +
Lord of Contagion [7 PL, 117pts]: 3. Tainted Regeneration, Manreaper, The Suppurating Plate, Warlord
Malignant Plaguecaster [6 PL, 110pts]: 1. Miasma of Pestilence, 6. Curse of the Leper
+ Troops +
Chaos Cultists [6 PL, 48pts]
. 9x Chaos Cultist w/ autopistol and brutal assault weapon
. Chaos Cultist w/ special weapon: Heavy stubber
. Cultist Champion: Shotgun
Plague Marines [10 PL, 155pts]: Icon of Despair
. Plague Champion
. . Codex: Plasmagun, Plague knife
. 4x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun
Plague Marines [10 PL, 156pts]: Icon of Despair
. Plague Champion
. . Codex: Plasmagun, Plague knife
. 4x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Meltagun
. Plague Marine w/ Special Weapon: Blight launcher
+ Elites +
Deathshroud Terminators [11 PL, 180pts]
. Deathshroud Champion: Manreaper, Plaguespurt gauntlets
. 2x Deathshroud Terminator: 2x Manreaper, 2x Plaguespurt gauntlets
Hellforged Contemptor Dreadnought [10 PL, 196pts]: Havoc launcher
. Left Arm: Hellflamer, Hellforged deathclaw
. Right Arm: Kheres assault cannon
+ Heavy Support +
Chaos Land Raider [19 PL, 356pts]: Twin heavy bolter, 2x Twin lascannon
+ Dedicated Transport +
Chaos Rhino [4 PL, 74pts]: Combi-bolter, Combi-bolter
Chaos Rhino [4 PL, 74pts]: Combi-bolter, Combi-bolter
++ Total: [87 PL, 1466pts] ++
---
Contemptor versus Stormtalon
Battle for Bastion.
Space Marines pretending to be Imperial Fists
Friday, 22 June 2018
The Abraxan Salt Flats - Abraxes
Planet: Abraxes.
Region: Ceres Sector.
Death Guard vs Tyranids - Leviathan.
1500 points
Mission: The Relic.
Deployment: Hammer & Anvil.
This battle took place on a vast expanse of salt flats dotted with abandoned mining stations. It was one of the largest engagement of the first year of the war. The Death Guard had come to this site desperate for resources and munitions to help combat the xenos menace. Although they failed to accomplish their task, they were successful in decimating this army of the Tyranid forces.
Another match up against my friend Shadbolt and his Tyranid forces. We agreed to play The Relic mission and rolled the Hammer & Anvil deployment. I had not had much time, as usual, to plan a list out so I basically took what I played in last week's game minus Mortarion and a couple plague marine models. When I gazed down upon what Shadbolt had brought to face me I knew I was going to have trouble. I should have made the time to work on that army list.
Although I had the option I decided to let the Tyranids get the first turn but only because I didn't want to get my infantry up to the relic and then get assaulted by genestealers. Shadbolt started out moving his gaunts and genestealers forward and quite close to snatching the Relic straight away. Come the shooting phase, he had his tyrannofex start blasting away at my plagueburst crawler. If if I didn't know otherwise I'd think he didn't like it.
For the start of my turn I moved up everything I had pretty much. Only the plagueburst crawler stayed put. On my left flank I was trying to get my hellforged contemptor into combat with Shadbolt's gaunts in order to get some wounds back. My other infantry and bloat drone moved towards the center. I wanted that Relic. My warlord and his deathshrouds moved up the right flank with the idea of getting the big monsters locked in combat.
Although I made many disgustingly resilient rolls on Shadbolt's turn, it was very much in his court. He pulled away from my left flank forces unwilling to risk the combat, and his genestealers snuck in to take the Relic. His shooting was rather spot on, and he knocked a lot of wounds off my crawler, but as it was extremely disappointing this game as usual, I didn't mind so much. Despite my good rolls I was slowly losing models.
The game started to turn when I had an idea on turn 3. Due to my shooting and I think Shadbolt's desire to get his genestealers and broodlord into combat I was able to lure his forces away from the Relic once I had inflicted enough casualties. It cost me everything I had to do it and on turn 4 all I had left was my plaguecaster who had done very little all game. With his demise and the talons of the genestealers the game ended and with no one to have their grubby claws on the Relic the game ended with a draw.
---
Afterthoughts...
This was a really fun game and goes to show how good 8th edition is when played with a casual attitude. Shadbolt is a great opponent who gets the idea of the non-competitive approach.
My list was okay, but I don't really know what I would have taken differently. Nothing else in my collection would really have helped I don't think.
The Tyranid list was very nice. Genestealers are a nasty unit to deal with and I knew that I was going to struggle there.
---
++ Battalion Detachment +5CP ++
+ HQ +
Lord of Contagion : Manreaper, The Suppurating Plate
Malignant Plaguecaster : 3. Plague Wind, 6. Curse of the Leper
+ Troops +
Plague Marines : Icon of Despair
. Plague Champion: Plague knife, Plasma gun, Power fist
. 7x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun
Plague Marines : Icon of Despair
. Plague Champion: Plague knife, Plasma gun, Power fist
. 5x Plague Marine w/ boltgun
. Plague Marine w/ melee weapons: Flail of Corruption
. Plague Marine w/ melee weapons: Great plague cleaver
. Plague Marine w/ Special Weapon: Plague Spewer
. Plague Marine w/ Special Weapon: Blight launcher
20x Poxwalker
+ Elites +
Deathshroud Terminators
. Deathshroud Champion: Manreaper, Plaguespurt gauntlets
. 2x Deathshroud Terminator: 2x Manreaper, 2x Plaguespurt gauntlets
Hellforged Contemptor Dreadnought : Havoc launcher
. Left Arm: Hellflamer, Hellforged deathclaw
. Right Arm: Kheres assault cannon
+ Fast Attack +
Foetid Bloat-drone : 2x Plaguespitters, Plague probe
+ Heavy Support +
Plagueburst Crawler : 2x Entropy cannon, Rothail volley gun
---
Region: Ceres Sector.
Death Guard vs Tyranids - Leviathan.
1500 points
Mission: The Relic.
Deployment: Hammer & Anvil.
This battle took place on a vast expanse of salt flats dotted with abandoned mining stations. It was one of the largest engagement of the first year of the war. The Death Guard had come to this site desperate for resources and munitions to help combat the xenos menace. Although they failed to accomplish their task, they were successful in decimating this army of the Tyranid forces.
Another match up against my friend Shadbolt and his Tyranid forces. We agreed to play The Relic mission and rolled the Hammer & Anvil deployment. I had not had much time, as usual, to plan a list out so I basically took what I played in last week's game minus Mortarion and a couple plague marine models. When I gazed down upon what Shadbolt had brought to face me I knew I was going to have trouble. I should have made the time to work on that army list.
Although I had the option I decided to let the Tyranids get the first turn but only because I didn't want to get my infantry up to the relic and then get assaulted by genestealers. Shadbolt started out moving his gaunts and genestealers forward and quite close to snatching the Relic straight away. Come the shooting phase, he had his tyrannofex start blasting away at my plagueburst crawler. If if I didn't know otherwise I'd think he didn't like it.
For the start of my turn I moved up everything I had pretty much. Only the plagueburst crawler stayed put. On my left flank I was trying to get my hellforged contemptor into combat with Shadbolt's gaunts in order to get some wounds back. My other infantry and bloat drone moved towards the center. I wanted that Relic. My warlord and his deathshrouds moved up the right flank with the idea of getting the big monsters locked in combat.
Although I made many disgustingly resilient rolls on Shadbolt's turn, it was very much in his court. He pulled away from my left flank forces unwilling to risk the combat, and his genestealers snuck in to take the Relic. His shooting was rather spot on, and he knocked a lot of wounds off my crawler, but as it was extremely disappointing this game as usual, I didn't mind so much. Despite my good rolls I was slowly losing models.
The game started to turn when I had an idea on turn 3. Due to my shooting and I think Shadbolt's desire to get his genestealers and broodlord into combat I was able to lure his forces away from the Relic once I had inflicted enough casualties. It cost me everything I had to do it and on turn 4 all I had left was my plaguecaster who had done very little all game. With his demise and the talons of the genestealers the game ended and with no one to have their grubby claws on the Relic the game ended with a draw.
---
Afterthoughts...
This was a really fun game and goes to show how good 8th edition is when played with a casual attitude. Shadbolt is a great opponent who gets the idea of the non-competitive approach.
My list was okay, but I don't really know what I would have taken differently. Nothing else in my collection would really have helped I don't think.
The Tyranid list was very nice. Genestealers are a nasty unit to deal with and I knew that I was going to struggle there.
---
++ Battalion Detachment +5CP ++
+ HQ +
Lord of Contagion : Manreaper, The Suppurating Plate
Malignant Plaguecaster : 3. Plague Wind, 6. Curse of the Leper
+ Troops +
Plague Marines : Icon of Despair
. Plague Champion: Plague knife, Plasma gun, Power fist
. 7x Plague Marine w/ boltgun
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun
Plague Marines : Icon of Despair
. Plague Champion: Plague knife, Plasma gun, Power fist
. 5x Plague Marine w/ boltgun
. Plague Marine w/ melee weapons: Flail of Corruption
. Plague Marine w/ melee weapons: Great plague cleaver
. Plague Marine w/ Special Weapon: Plague Spewer
. Plague Marine w/ Special Weapon: Blight launcher
20x Poxwalker
+ Elites +
Deathshroud Terminators
. Deathshroud Champion: Manreaper, Plaguespurt gauntlets
. 2x Deathshroud Terminator: 2x Manreaper, 2x Plaguespurt gauntlets
Hellforged Contemptor Dreadnought : Havoc launcher
. Left Arm: Hellflamer, Hellforged deathclaw
. Right Arm: Kheres assault cannon
+ Fast Attack +
Foetid Bloat-drone : 2x Plaguespitters, Plague probe
+ Heavy Support +
Plagueburst Crawler : 2x Entropy cannon, Rothail volley gun
---
The set up to an all too brief skirmish which saw the Deathshrouds slaughtered.
The battle lines are drawn.
Foul smelling plague marines.
A horde of genestealers waiting to be unleashed.
Wednesday, 13 June 2018
First Battle of Castellan - Cerberus
Planet: Cerberus.
Region: Cerberus sector.
Death Guard vs Astra Militarum: Cadian.
1500 points.
Mission: Spoils of War.
Deployment: Front-Line Assault.
The First Battle of Castellan was one of the heaviest battles of the first year of the war. It was initiated as an attempt of the combined Death Guard First and Third armies, to defeat the Astra Militarum and break through their defensive line before the Death Guard could assault the Imperial command structure. The high casualties however forced the Death Guard to call off the attack and allow their adversary to claim victory.
A return match between my Death Guard and Ashleigh's Cadian guard. Unfortunately due to my opponent forgetting part of his army and having to go back for it, we started rather late and our game was a tad rushed. I had hoped that he would play a regiment other than Cadian so I could cross them off my list but I'm not going to complain. Maybe next time.
Once we had deployed I made the roll to go first and Ashleigh stole it from me with a luck Seize the Initiative roll. Not that going first would have done me well here as my list was a lot more infantry based and I wouldn't have been in a better position.
As we were playing a faster pace game due to time we sort of lost track of the turns and just played. We had a nice set up of terrain so I was largely protected from his tank fire to start with. The objectives started well for me as they were easily achieved by my troops. My dice however, were once again largely against me in the shooting phases. Where I did hit with lascannons from the land raider I nearly always rolled 1 or 2 for damage. It took me a good while to start bringing down Ashleigh's tanks.
It was probably the third turn when I was able to start smacking into the tanks and ogryn in melee. My lord of contagion did a great job of slicing through everything he could get to from chimera to ogryn. Ashleigh seemed desperate to get his hands on my warlord, the daemon prince, but I did everything I could to keep him back until I was able to get the deathshroud terminators deepstriking in nearby.
I'm guessing it was about turn 5 when we had to wrap up due to the venue closing. By the number of cards that Ashleigh had piled up I fully expected him to have a serious lead over me. But when we counted up our victory points he had only one by 1 VP - 9 to my 8. A lot closer than I had expected.
---
After thoughts...
It was a shame that we had to play this game at a faster pace. Although my list was not geared for such a heavy tank army, I might have done better with time to think. It was a good game though and we had a nice laugh doing so.
I really need to get some more plague marines is what this and other recent games have driven home. I've got to put more thought into my armies and I need more massed fire power.
---
Region: Cerberus sector.
Death Guard vs Astra Militarum: Cadian.
1500 points.
Mission: Spoils of War.
Deployment: Front-Line Assault.
The First Battle of Castellan was one of the heaviest battles of the first year of the war. It was initiated as an attempt of the combined Death Guard First and Third armies, to defeat the Astra Militarum and break through their defensive line before the Death Guard could assault the Imperial command structure. The high casualties however forced the Death Guard to call off the attack and allow their adversary to claim victory.
A return match between my Death Guard and Ashleigh's Cadian guard. Unfortunately due to my opponent forgetting part of his army and having to go back for it, we started rather late and our game was a tad rushed. I had hoped that he would play a regiment other than Cadian so I could cross them off my list but I'm not going to complain. Maybe next time.
Once we had deployed I made the roll to go first and Ashleigh stole it from me with a luck Seize the Initiative roll. Not that going first would have done me well here as my list was a lot more infantry based and I wouldn't have been in a better position.
As we were playing a faster pace game due to time we sort of lost track of the turns and just played. We had a nice set up of terrain so I was largely protected from his tank fire to start with. The objectives started well for me as they were easily achieved by my troops. My dice however, were once again largely against me in the shooting phases. Where I did hit with lascannons from the land raider I nearly always rolled 1 or 2 for damage. It took me a good while to start bringing down Ashleigh's tanks.
It was probably the third turn when I was able to start smacking into the tanks and ogryn in melee. My lord of contagion did a great job of slicing through everything he could get to from chimera to ogryn. Ashleigh seemed desperate to get his hands on my warlord, the daemon prince, but I did everything I could to keep him back until I was able to get the deathshroud terminators deepstriking in nearby.
I'm guessing it was about turn 5 when we had to wrap up due to the venue closing. By the number of cards that Ashleigh had piled up I fully expected him to have a serious lead over me. But when we counted up our victory points he had only one by 1 VP - 9 to my 8. A lot closer than I had expected.
---
After thoughts...
It was a shame that we had to play this game at a faster pace. Although my list was not geared for such a heavy tank army, I might have done better with time to think. It was a good game though and we had a nice laugh doing so.
I really need to get some more plague marines is what this and other recent games have driven home. I've got to put more thought into my armies and I need more massed fire power.
---
Tuesday, 22 May 2018
Revolt! - Susperia
Planet: Susperia.
Region: Eye of Terror.
Death Guard vs Death Guard
1500 points.
Mission: Dominate and Destroy.
Deployment: Hammer and Anvil.
The ranks of the Death Guard have become split between those loyal to Mortarion and those who serve Typhus. Typhus has become insensed that Mortarion continues to support the situation on Susperia. The true enemy, the Imperium, is where the servants of Nurgle should be directing their attacks not playing to the whims of the Ruinious Powers. Angered by Typhus blasphemy, Mortarion marches into the enemy camp to show who is in command of the Death Guard here!
Jack is a new member of the club and last night we played our first battle against one another. It has been an entire edition ago that I think I last experienced some Death Guard on Death Guard action so I was looking forward to this. We chose 1500 points because it fits easier into the club's time limit than a 2000 point game does and since I don't believe that I have played Dominate and Destroy before it seemed like a good choice. We rolled Hammer and Anvil for deployment and Nurgle was with me for I rolled a 7 to get first turn and Typhus didn't seize the initiative.
Despite Jack holding most of the objectives on his side of the table I decided to play a more defensive game. Two plague marine squads held the objectives that I started with and everything else moved up the table. I kept the plagueburst crawler back to provide artillery fire. As usual my shooting was pretty bad and I think I knocked 1 wound off of a bloat drone.
Jack's first turn saw most of his forces moved forward, including his plagueburst crawler which I found a bit strange but it did have plaguespewers so understandable. He was able to grab the more central objective giving him the edge.
I'll be honest that from here the next few turns blurred together for me as we were having too much fun with this match. I was doing terrible even so. I was being forced to hold the two objectives I had unable to go forward. My hellforged contemptor was destroyed far too easily for my tastes by Jack's plaguespewers if I remember right. Likewise my poxwalkers did not survive the firepower pumped into them.
My saving grace had to be Mortarion. He spent up the battlefield hewing through traitor plague marines, blightshroud terminators, poxwalkers and a daemon prince with ease. The problem was that he had not charged up Lantern before the battle, and either that damn pistol either failed to hit or failed to wound. It did nothing all game which was both amusing and just utterly frustrating. Mortarion did survive the game however, having only lost two or three wounds, and was the only chance I had of scoring linebreaker.
Mortarions greatest moment came because I think Jack made a small mistake. Second or third turn he deepstriked his blightshroud terminators and his daemon prince (also his warlord) into my deployment zone in the hopes of taking out one of my plague marine squads sitting on an objective. They failed to do anything and Mortarion ended up charging into the terminators, cutting them down with ease. The daemon prince ran away and tried to deal some damage to my plagueburst crawler, but the daemon primarch caught up with him and delivered a lethal swing which sent the traitor screaming back into the Warp. It made a for a cool moment in the game but in hindsight perhaps they should have dropped more central and held up my advance even more.
The game kept going until the very last second of turn 5. Neither of us really had much left on the tabletop. I think I had just a plague marine squad, plagueburst crawler and Mortarion, while Jack had some poxwalkers and a plagueburst crawler of his own. I had not been counting points for both sides but I figured it was close but he definitely had the win. In the end I think Jack was on 25 to my 12. A much bigger gap than I had thought.
----
This was a great game and we both thoroughly enjoyed it. I always have fun but sometimes it is really nice to play someone who also has that same level of fun and not take things too seriously. I am really looking forward to future games against Jack.
If I had a grumble... well two, considering Mortarion's pistol not working... it would be that damn plaguecrawler. I know that a 4+ BS is 50/50 but that damn unit never seems to be accurate for me. If it wasn't such a good choice I'd probably shelve it due to it hitting for toffee.
---
++ Battalion Detachment +5CP (Chaos - Death Guard) [57 PL, 1027pts] ++
Use Beta Rules
+ HQ +
Lord of Contagion [7 PL, 117pts]: Manreaper, The Suppurating Plate
Malignant Plaguecaster [6 PL, 110pts]: 1. Miasma of Pestilence, 6. Curse of the Leper
+ Troops +
Plague Marines [13 PL, 218pts]: Icon of Despair
. Plague Champion: Plague knife, Plasma gun, Power fist
. 4x Plague Marine w/ boltgun
. Plague Marine w/ melee weapons: Great plague cleaver
. Plague Marine w/ Special Weapon: Plague Spewer
. Plague Marine w/ Special Weapon: Plasma gun
Plague Marines [10 PL, 174pts]: Icon of Despair
. Plague Champion: Plague knife, Plasma gun, Power fist
. 4x Plague Marine w/ boltgun
. Plague Marine w/ melee weapons: Flail of Corruption
. Plague Marine w/ Special Weapon: Blight launcher
Poxwalkers [3 PL, 60pts]: 10x Poxwalker
+ Elites +
Hellforged Contemptor Dreadnought [10 PL, 196pts]: Havoc launcher
. Left Arm: Hellflamer, Hellforged deathclaw
. Right Arm: Kheres assault cannon
+ Heavy Support +
Plagueburst Crawler [8 PL, 152pts]: 2x Entropy cannon, Rothail volley gun
++ Super-Heavy Auxiliary Detachment (Chaos - Death Guard) [24 PL, 470pts] ++
+ Lord of War +
Mortarion [24 PL, 470pts]: 4. Blades of Putrefaction, Warlord
++ Total: [81 PL, 1497pts] ++
Typhus and his traitors advance.
The instigator of the Death Guard rebellion.
The battlefield bathed in the glow of an unnatural sun.
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Crusade Battles catchup
It's been a few weeks since I last updated and in that time I have played a further three Crusade games. I am really enjoying playing C...
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It's been a few weeks since I last updated and in that time I have played a further three Crusade games. I am really enjoying playing C...
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Planet: Miridian. Region: Cadian Sector. 999.M41 Death Guard vs Dark Eldar. 1500 points. Mission: The Scouring. Through the ruins ...












































