Jan 17, 2013

500p: Black Legion vs Iron Hands

Well, usually we meet up on Wednesdays to paint stuff (hahahaha...) and sometimes roll some dice. So I polled to see if anyone was interested in a small game, and thus prepared a small force... Since it's painting eve I didn't lend much thinking to the list, at 500 points you don't have terribly many choices. So I simply chose some stuff that I need to finish painting - in case there was no game...! No need to think further really as I wasn't sure who'd show up with an army or even how many so... I simply went with "easy to bring".

Tactics? I have a small Deathstar since my HQ is really tooled up and the whole unit (Sacred number!) being AP3 and all. Sorcerer will roll on Biomancy, Telepathy and Tzeentch. With the Aspiring Sorcerer in the same unit I might also try to grant my HQ Sorcerer a lot of extra boons, and we'll see how that works out... (I better bring Spawns...)


LISTS

Black Legion Chaos Space Marines
HQ
Chaos Sorcerer (D'raeldn) - Tzeentch, Level 3, Spell Familiar, Sigil of Corruption, Melta bombs, VotLW

Troops
9 Thousand Sons - Melta bombs
5 Chaos Space Marines


Iron Hands Space Marines
HQ
Librarian - Terminator armour, Stormbolter

Troops
10 Tactical Marines - Missile Launcher, Flamer, Combi-Melta
+Rhino - Stormbolter
5 Scouts - Camocloaks, Sniper Rifles

Heavy Support
Predator - Autocannon


Pre

So it turned out to be Iron Hands to be the only challenger! As we played such a small scale game we went for a 4'x4' board instead of a normal one. We set it up with a large ruin in the middle, just because. Rolled The Relic for mission. Always fun stuff! Vanguard Strike deployment. Warlord traits, he got Scoring unit and I got D3 (=3) units infiltrating. I won the roll off for going first - chose to go first since my whole army was infiltrating anyway and thus deployed after him.
For Psychic powers he got Smite and Life Leach. I got Chaos Boon for my Aspiring Sorcerer just like I wanted, and for my HQ Sorcerer I got Doombolt, Warp Speed and Psychic Shriek.
Rolled for Night Fighting and it was on first turn. He won roll off for deploying Infiltrators first and chose to go second to try and counter deploy me. So I simply grabbed the middle. Then he stole initiative.




+++

D'raeldn and his Thousand Sons were moving carefully towards the large ruin. That book had said an Eldar artefact could be found in these parts. He was certain this must be the place. They had scoured this sector in great detail, and all reports from the scouting parties indicated this must be the spot. But it was a silent night and D'raeldn didn't trust silence. Silence indicated nothing was changing, that all was still - and how could a believer in Tzeentch trust something like that?

He called forth his apprentice, that thick witted Berlm. He motioned him to come closer and said silently 'This silence isn't natural, make the Rubricae move more carefully. We don't want no surprises, not tonight.'

The Aspiring Sorcerer nodded and started to whisper his words of command. D'raeldn made a hand signal to the scouting Chaos Marines in front of him to move into the ruins and then silently followed after them. The building was a mess, but he could definitely sense something now. They were in the right spot for sure. He started to reach out into the building, and there! Something was glimmering under the rubble! He started to move towards it...

'AMBUSH!' the shout came from the Aspiring Champion up ahead, D'raeldn turned around and saw dark shapes climb in from the ruined window up ahead. Space Marines. He felt the old hatred surge up inside of him.

'Up there! On the second floor! Space Marines! Nothing shall stop us now, this knowledge shall be ours! KILL THEM!'

The Rubricae slowly turned their Bolters towards the uper floor, shots started to land among them but none of the Rubricae were affected and their return fire cracked in the night. None were left standing, and the silence returned for moment before it was yet again broken by a shout from the other side of the building,

'Heavy armour incoming!', the words had barely reached D'raeldn before a loud crack sounded and a Rhino suddenly appeared through the ruined wall...

+++



Turn 1 - Iron Hands

So with his stolen initiative he moved everything closer, jumping the Scouts up on the ledge to get a good firing position and the Rhino moved forwards and popped smoke. Snipers did no damage at all, neither did the Predator.


Turn 1 - Black Legion

I started by casting Boon of Chaos on Warlord, got unworthy offering. I then proceeded to cast Warp Speed, just in case I somehow would get charged - rolled perils but Spell Familiar saved me. Normal Marines moved up to grab the Relic, while Thousand Sons loaded their guns and slaughtered the Scouts killing all but one. Getting a Precision Shot with my HQ Sorcerer I made sure he was the one to kill the sergeant. My Boon? I got an additional D3+1 rolls and rolled a 6! So four boons for me, and I got +1BS, Fleet, Melee attacks causing Instant Death and an unworthy offering. Not bad at all!
The Marines then executed the last Scout. First Blood!

Yay, I got a shiny surf board!




Turn 2 - Iron Hands

Time for retaliation thought the Iron Hands. The Rhino moved in and dropped off the flamer and combi-melta. While the other half of the army moved closer trying to get in on the action. The flamer, melta and rapid fire bolters killed 3 Chaos Marines and one Thousand Son (flamer reached him), including the Champion and they promptly dropped the Relic and ran (failing Leadership on a 9). The Librarian also tried to use Smite on the Marines, but failed on a 11.

No, they didn't teleport there, that's the dead pile on the bottom.



Turn 2 - Black Legion

My two Chaos Marines failed to rally and fled outside the ruins. I then cast Warp Speed yet again as a precaution - failed again(!), but Spell Familiar to the rescue. I decided against casting Boons again, feeling that would be pushing my luck a bit too much as I had all ready passed so many rolls on the table... Instead I moved the Sorcerer out of the squad to shoot Doombolt at the Rhino - hit (with BS5 now!) but only got a glance for the trouble. The Thousand Sons turned their AP3-bolters on the Marines in front of them, and despite Rapid Fire actually only managed to kill 3 of them. The sergeant passed his Look Out, Sir!-rolls.




Turn 3 - Iron Hands

The Iron Hands starting to strain a bit moved closer yet again, but deciding to hide behind the wall to try and avoid AP3-bolters for one more round. The Librarian separated and got vision on the Thousand Sons though and cast Smite on them but was denied. The Predator moved up to get line of sight to the Relic. The flamer and sergeant moved up to try and get some more kills, but all saves were made.


Turn 3 - Black Legion

The Chaos Marines rallied and moved back towards the fight! I then used Warp Speed once again, and once again I would've failed if not for the Spell Familiar. My two Chaos Marines, just out of rapid fire range shot at the two Marines in the middle, actually killing the sergeant! I then decided to overkill the last one, using Psychic Shriek on him and he took 5 wounds... One loud scream! The Thousand Sons moved up to shoot at the approaching Marines, but since they had stayed behind cover last turn they could only see two of them - those two, including the missile launcher, were shot to bits.


Turn 4 - Iron Hands

Putting all his hopes on the Librarian to do something he moved up the other three Marines in front of him as a wound counter and then tried Smite again. This time it got off, and he killed one of the Thousand Sons. Bolters did nothing, and neither did the Predator or Rhino.




Turn 4 - Black Legion

The two Chaos Marines now got back inside the ruins while the Thousand Sons kept their attention fixed at the enemy. I cast Warp Speed once again, and again I needed the Spell Familiar to make it go off - this time I also rolled a +3I and A though! The Thousand Sons killed the remaining three Marines and caused a Wound on the Librarian. I tried Psychic Shriek as well but rolled 1, 1 and 3 and thus causing no wounds...
Feeling that this game needed an epic finish, and being confident with +3I and A I charged the lone Librarian and challenged him with my Sorcerer. Despite 7 attacks and 4 wounds he survived. And promptly killed my Sorcerer in return. Bah! Fearless Thousand Sons stayed in combat however.


Turn 5 - Iron Hands

He shot both the Rhino and Predator at my two remaining Chaos Marines, and actually killed both (first time the Rhino actually managed to wound something all game). In the close combat I once again had to challenge now with my Aspiring Sorcerer. Could the Student succeed where the Master failed? He saved all wounds and caused one in return, which I also saved.


Turn 5 - Black Legion

I tried to cast Boons of Chaos on the Aspiring Sorcerer to give me some help, but got another Unworthy offering. Ahwell, had to do it the hard way then! I actually managed to cause three wounds with three attacks and he failed two of his saves! Librarian was dead! But striking at the same initiative he caused one wound in return... I failed my save, but thanks to the re-roll I got from the five Thousand Sons standing by (I can't imagine what encouraging words a pile of dust might contribute though...) I managed to save him.Woo! I consolidated back towards the Relic so I could pick it up if the game continued, which it did.


Turn 6 - Iron Hands

Doing what he could to at least deny me the Relic he shot at me, but Stormbolter and Autocannon was both saved equally.


Turn 6 - Black Legion

I grabbed the Relic and then charged the Rhino (1" charge). The Rhino had stood still, so melta bombs and krak grenades hit easily and caused 5 HP lost - but no explosion! I was a bit sad, as I'd liked to see an explosion as the end of the game. Instead the game continues for another turn.


Turn 7 - Iron Hands & Black Legion

Once again the Predator failed to do anything.  I decided to charge it too, this was a 7" charge, so I would've had to drop the Relic to do so, but I forgot... ahwell, I would've done it anyway! This time the melta bombs didn't disappoint me and the Predator went Boom! A proper ending to the game!


Post

So a total of 2-1 victory for Chaos then (First Blood, Slay the Warlord), as I couldn't hold on to the Relic for the last charge! But tabling is a better way to end anyway! Not much to be learnt from this game I think, the terrain was really in my favour after I got the infiltration Warlord trait and got to set up just where I wanted to. AP3-bolters are lethal in such a small scale game as well!


+++

D'raeldn let the powers build up inside of him, and then let them out in a loud shriek. He saw the helmet of the Space Marine in front of him shatter in a large blast. His scouting Marines had just fled, the cowards. At least most of the Rubricae were still standing. D'raeldn urged them to form up once again, when suddenly another part of the wall collapsed from heavy autocannon shells and more Space Marines poured in through the hole. D'raeldn also felt a ripple in the warp. Perfect. One of those Librarians had come. A great chance for D'raelden to show him just what True Knowledge meant! He suddenly swept forward with supernatural speed and focused completely on the hated Librarian. After a flurry of attacks, his weapon barely visible for moving so fast the Librarian still stood, not a scratch on his Terminator armour. D'raelden felt the smack from the Force staff and was thrown to the ground and then stepped on, a gurgling sound coming from his throat. 

He was still awake to see Berlm throw himself at the Librarian, with no more success than his master had had. However, when the Librarian swung his staff back, Berlm stepped back, and stumbled upon the foot of one of the Rubricae that was now standing as if inactive... the motion made the staff go completely wide, and suddenly Berlms sword somehow ended up in the weak spot under the Librarians armpit and through his body. D'raeldn was laughing with his dying breath as the Terminator was collapsing, calling on Tzeentch to come and claim this mind with it's doors unbarred...

D'raeldn saw the daemon appear and taking his chance, he collected his shattered mind and sent it all towards the fallen Librarian. He had always wanted Terminator armour after all... and nothing, nothing at all would stop him from uncovering the Eldars secrets this night!

+++

Dec 20, 2012

CARNAGE: Battle for the Duck Pond - Part III

So, we were planning on a 4 player Carnage but unfortunately one guy had to pull out last minute and one guy was going to be late... we decided beforehand that he could just come in anyway though, but with a handicap of 200p to make up for the fact that he wouldn't suffer any shooting for the first turns.

Carnage is a nice Free For All scenario, preferably for 4 players and basically you have one objective in the middle of the board. You might want to check out our previous games of this mode as well... Part I
Part II

So my list. Basically in the Carnage scenario you don't need Troops to score so I decided for a Sorcerer as my Warlord. I was expecting Dark Eldar (but he had to pull out so) so I thought my Noise Marines would be a nice choice. I also was expecting two Space Marines, so Veterans on everything. I wanted to get in the middle fast, and draw people in there to create some mayhem and fun and thus - Rhinos. I threw a Maulerfiend in there just because I could. Game plan? Get in the middle, see what happens. Simple. Can't possibly go wrong.


LISTS

Black Legion Chaos Space Marines
HQ
Sorcerer - Mark of Slaanesh, Veterans of the Long War, Level 3, Spell familiar, Sigil of Corruption, Melta bombs, Gift of Mutation

Troops
8 Chaos Space Marines - +7 CCW, Mark of Slaanesh, Veterans of the Long War, Plasma Gun, Melta Bombs
+ Rhino
5 Chaos Space Marines - +4CCW, Mark of Slaanesh, Veterans of the Long War, Plasma Gun, Melta Bombs
+ Rhino
Elites
10 Noise Marines - Veterans of the Long War, 8 Sonic Blasters, Blastmaster, Doom Siren, Melta bombs, Icon of Excess
+Rhino

Heavy Support
Maulerfiend - Magma Cutters


Space Wolves
HQ
Wolf Lord - Terminator Armour, Power Fist, Storm Bolter.
Wolf Priest - Power Armour, Cruzium, Bolt Pistol.


Troops
5 Grey Hunters, Mark of the Wolfen

+Pod
5 Grey Hunters, Mark of the Wolfen

+Pod

Elites
Dreadnought, Autocannon, Dreadnought Close Combat Weapon (ink S
torm Bolter)

+Pod

Fast Attack
1 Thunderwolf Cavalry
1 Thunderwolf Cavalry
1 Thunderwolf Cavalry



Blood Angels
HQ
Librarian - Terminator armour, Force staff

Troops
7 Assault Marines - Melta bombs
10 Tactical Marines - Missile-Launcher, Melta gun
+Rhino

Elites 
5 Assault Terminators - 3 TH/SS, 2 LC
+Land Raider Redeemer 


Pre

So, we were only two players from the start, me and the Blood Angels. We rolled for Warlord traits and Psychic Powers. I got the Trait making my Warlord cause Fear (useless against Space Marines) and he got Outflanking for his Warlord and the unit he joined.
For psychic powers I got Inferno, Haemorrhage and Hysterical Frenzy (Slaanesh) and he got Foreboding and Psychic Shriek.
I also rolled for my Gift of Mutation... and got 22 - Spawn. Re-rolling that and got... Spawn again... Third time counts, right? Got Unworthy Offering. So no Boons for me!
He rolled for the Red Thirst and no squads were affected. 
We then rolled for first turn, which he won but decided to let me go first since his was a very short range army. No Night Fighting for Turn 1. So I basically deployed in a box, he didn't have any long range shooting anyway. He hid his Rhino behind one building and then the Assault Marines behind another. Letting the Land Raider with the Warlord outflank. He didn't steal initiative.


Deployed in a Star Formation! The Maulerfiend up front, giving the Rhino behind it (with the Sorcerer) a cover save - since it all ready has a 5+ save itself it's great for wall duties like this.

The Blood Angels hide behind the ruins!



Black Legion - Turn 1

I simply moved everything forwards as fast as I could since I couldn't see anything. Nothing interesting happened.




Blood Angels - Turn 1

His Rhino came out from hiding, and he shot both his Missile-Launcher and the Melta at one of my Rhinos... hit with both despite snapshot for the missile. Explodes! No Chaos Marines died though.

One exploded Rhino later.




Black Legion - Turn 2

Planning to charge the Rhino, my Maulerfiend changed direction and ran towards it. My Noise Marines got out of their Rhino as well, I placed them so that my Blastmaster would be able to shoot at the Assault Marines who were hiding behind the building. Managed to kill one Assault Marine. Then my plasma gun from the Marines who got their Rhino blown up shot at the Blood Angel Rhino and actually blew that one up in return! One Marine died in the explosion!

My Maulerfiend tried to charge the Tacticals on the inside anyway, needing a 6... but despite Fleet failed the charge...




Blood Angels - Turn 2

The Land Raider came in at the flank where the Noise Marines were, and thus opposite side from the Maulerfiend lucky for it!

The Tactical Marines previously in a Rhino were combat squaded, and the part containing the Melta gun tried to move out of the crater but only got a 1... They were still in range to shoot the Melta at the Maulerfiend however and got a Glancing hit.

The Land Raider shot it's Multi-melta at my Rhino containing my Sorcerer but failed to penetrate it's armour. It shot the Assault Cannon at the Noise Marines, got three wounding hits but they were just loving it (made two out of three armour saves and the failed one made his Feel no Pain-roll).

The Assault Marines then jumped forwards, deciding it's better to charge than to be charged and threw their grenades at the Maulerfiend. The Maulerfiend killed two of them, but in return the sergeant blew off one of it's Power Fists with his Melta bombs.

The Land Raider arrives!




Space Wolves - Turn 2

At this point the Space Wolves arrived from nowhere. We rolled for a random table edge for them to come in from, which meant the three Thunderwolves came in on the same side as the Land Raider. Then all three Drop pods came in from reserves. The one containing the Warlord hit exactly where intended. Then the second one containing the other squad of Grey Hunters scattered... off the board. And a Terrible Accident it was. I guess he didn't think the 200p handicap was enough! The Dread also landed where it was intended to.

Hey! Where did those guys come from? And yes, that is a Dreadnought. Obviously.


The Wolves came in next to each other and ran as "fast" as they could (meaning two of them ran 1"). The Grey Hunters coming out from their Drop Pod shot the Blood Angel unit with the Missile-Launcher and killed one regular Marine. The Dreadnought did better, firing at the Chaos Marines and killing two and made them fall back.



Black Legion - Turn 3

The fleeing Chaos Marines managed to rally, despite losing their Champion last turn. They were not happy with the Dreadnought and actually shot the Assault Cannon off it with their Plasma Gun. The Noise Marines Rhino moved up to block the Land Raider and at least force a terrain-test for it if the Terminators should want to assault next turn.

The other squad still in their Rhino managed to kill one Blood Angel Tactical Marine with a plasma shot. Everything else missed. In the close combat between the Maulerfiend and the Assault Marines... not a single attack hit.




Blood Angels - Turn 3

The Melta-squad kept moving forwards, now in range of the Rhino with the Sorcerer they shot it and blew it up. Two Chaos Marines died in the explosion after 8 wounding hits (!). The other half with the Missile-Launcher shot the Space Wolves and killed one guy.

The Terminators jumped out of their Land Raider and charged the Noise Marines. They actually managed to kill one Terminator on Overwatch. My Champion challenged and his Librarian accepted, wanting more Thunderhammers to kill the squad with. And a good thing too, since I made extremely good Feel no Pain rolls on all his Lightning Claw wounds, but then the Thunderhammers struck down 3 Noise Marines. Tie challenge, and Fearless Noise Marines stayed.

The Assault Marine champion then managed another Glance on the Maulerfiend, wrecking it.




Space Wolves - Turn 3

The Warlord-unit moved up and made a multi-assault on both Combat Squads of the Blood Angels. The only survivors of that ends up being the Sergeant with his Melta gun and another regular Marine to no losses for the Space Wolves.

The Dreadnought charged the offending Chaos Marines and killed off the two remaining ones easily. The Thunderbears (Thunderwolves) all charged the Assault Marines from behind, killing three but leaving the Sergeant alive - who actually manages to flee and stays just at the board edge.





Black Legion - Turn 4

The surviving Rhino was racing around and started to go for the middle. Everything else was either locked in combat or stayed put.

The Sorcerer got first Hysterical Frenzy off (I casted this every turn, but it had no effect earlier so didn't mention it) which gave the unit +1A. Then I also managed to get Haemorrhage off and even hit the Wolf Lord who failed his Toughness-test and took a wound! The rest of the squad also shot the unit and killed two Grey Hunters. 

In the combat between the Assault Terminators and Noise Marines another two Noise Marines died after more Feel no Pain-saves nullifying Lightning Claws (Thunderhammers did all the work!). Still a stalemate in the challenge.




Blood Angels - Turn 4

Both the Assault Marine Sergeant and the 3-man squad of Tacticals rallied of course, being Space Marines. The Assault Marine tried to move behind the Grey Hunters, wanting to draw them away from the objective in the middle with their pile-in moves and did just that. His Hammer of Wrath attack even wounded the Wolf Lord, putting him at only one wound left! The Sergeant died to the return blows though, and the consolidation pretty much put the Grey Hunters back where they started.

The Blood Angels find themselves surrounded on all sides so form a protective circle guarding each others backs!


The three-man squad moved as far towards the middle as they could. The melta and plasma pistol combined with the Land Raider killed 3 Chaos Marines in the middle. They then proceeded to charge the Chaos Marines. I challenged with my Champion, wanting to use my force weapon as much as possible. Killed only one Tactical Marine... and in return his Sergeant killed my Champion. Tie combat. D'oh.

The Land Raider also rammed my Rhino from behind for a S7 hit, which caused a penetrating hit forcing me to shoot Snap shots next turn.

3 Noise Marines died to Thunderhammers, yet again. This was the last remaining ones except for the Champion, so no more Feel no Pain! The Champion actually managed to put one wound on the Librarian and survived himself keeping the Terminators in place for another round!




Space Wolves - Turn 4

Everything except for one Thunderbear gathered in the middle. He even decided to not shoot anything because he wanted to end stuff up close. Everything charged the close combat between the Tacticals and the Chaos Marines. The Grey Hunters only reaching the Blood Angels while the Dreadnought and two Thunderbears reached the Chaos Marines. The Remaining Thunderbear charged my Rhino and completely failed his attacks.

The Grey Hunters with the Priest and Lord slaughtered the Blood Angels. Then my Sorcerer with his extra attack put one wound on a Thunderbear and using his Force weapon killed him off. The Dreadnought killed one Marine, making it a tie combat.


Black Legion - Turn 5

My surviving Rhino Tank shocked the Thunderbear in front of it, who simply stepped out of the way so nothing much happened there.

In the challenge between the Librarian and my Noise Champion I think they decided to simply rest and just stare at each other for another turn.

The Sorcerer once again cast Hysterical Frenzy and got +1A, and with this he repeated his feat from the Space Woves turn and used his Force Weapon to kill the remaning Thunderbear! The Dreadnought and the lone remaining Chaos Marine also stared at each other.




Blood Angels - Turn 5

The Land Raider tried to chase after my Rhino (maybe it fell in love?) trying to both Tank shock the Thunderbear and ram my Rhino again... but got stuck on a small wall instead. He could still shoot though, and actually managed to kill one of the Grey Hunters nearest to the objective in the middle.

Finally the Noise Champion died to the Librarian and the Assault Terminators consolidated towards the middle, threatening the Space Wolves there, they'd be able to assault next turn.




Space Wolves - Turn 5

The Wolf Lord split off from the Grey Hunters while the Priest and lone remaining Grey Hunter camped the objective. The Remaining Thunderbear also moved up and charged the Chaos Marines together with the Wolf Lord. Bold move since he knew I had to challenge and he only had 1W left, all set up for a epic last stand! My Sorcerer being I5 he struck first and managed to do 2 wounds to the lord, but alas he couldn't penetrate the Terminator armour. And in return the Power Fist crushed him. The Dreadnought was inspired and also crushed the remaining Chaos Marine.

So at this point the Space Wolves had 1 Grey Hunter, 1 Wolf Lord, 1 Wolf Priest, 1 Thunderbear and 1 Dreadnought (non-scoring) on the objective (and two Drop Pods close by). I had a functional Rhino close by (non-scoring). The Blood Angels had 4 Assault Terminators with a Librarian close enough the objective to get a decently reliable charge next turn and a immobilized Land Raider. Does the game end? It did. Space Wolves victory!







Conclusions

First off I'm really happy with how well my Sorcerer did. He's pretty damn good against Power Armour-models with multiple wounds! And the Hysterical Frenzy giving extra attacks to a unit that all ready had CCW was a huge boost to that units survivability! And talking about survivability... My Noise Marines stayed in combat for FIVE close combat phases with Assault Terminators! That's insane!


So my plan for this game wasn't really to win, I wanted to create chaos and forcing a big fight in the middle. I think I was fairly successful in this as we did get some nice big fights! However I did some really strange moves in the first turn. I have no idea why I both charged up as fast as possible or why I split my forces up. I could've simply held back and waited for the Blood Angels to come to me instead. And why did I run my Maulerfiend against the only Meltagun on the board? I have no idea. This really messed up my positions, as the Maulerfiend was where the Noise Marines should've been and vice versa. Oh well!


Still the scenario caused some carnage just like the name suggests! And it seems to be very hard to hold on to this little dangerous pond (all though it didn't kill anyone in this game surprisingly!) as no one has been able to win two games in a row so far! That calls for a rematch of course...

Dec 5, 2012

Build Day

So what do you do when there's a snowstorm outside? You build stuff of course! I took the opportunity to get further along on a couple of my projects. Here are some quick pictures!

Finally I have some riders to my bikes! Basically kit-bashing between Biker-set and the CSM-box and some simple repositioning of weapons and arms.

Ten Havocs! GW messed up on my first order and sent me a box with a missing sprue, so after contacting them I got a new box. So I had to do some improvising to fill out the missing bits! Also I decided to make another Autocannon-guy from the Heldrake Hades Autocannon combined with a Heavy Bolter. Looks pretty neat I think!

Did some finishing touches on my FW Daemon Prince that I've added wings too. Needed some extra Greenstuff to cover the pins to the wings (which are also magnetised) so I fixed that today as well.

And finally I did some work on my Maulerfiend that has been half-built for quite some time. Earlier I magnetised all options for Maulerfiend/Forgefiend - but this left me the question on how to get the Maulerfiend-options in there... because I couldn't be bothered to magnetise two of the legs that it would actually stand on... I was also missing shoulder plates for the Maulerfiend-arms. So therefor I decided to go for this conversion. Yes, it's not possible to take both Lasher Tendrils and Magma Cutters in play but I don't care. I liked the idea of it!
Quite a productive day I think! Now it's just this painting thing left...

Dec 2, 2012

1750p: Imperial Guard vs Iron Hands

Another guest report! Enjoy!



Imperial Guard vs Iron Hands (1750p)

Mission: Crusade (D3+2 Objectives) – 5 objectives rolled.
Deployment: Vanguard Strike

Imperial Guard Warlord Trait: - Strategic Genius (Re-roll reserves).
Iron Hands Warlord Trait – Immovable Object (Warlord Scoring).

Iron Hands Forces:

HQ
Librarian, Terminator Armour, Storm Shield.

Elites
5 Terminators, 2 LC, 3 TH/SS.
Dreadnought – TL autocannon x2.

Heavy Support
Land Raider Redeemer.
Vindicator – Siege Shield.
Devastator Squad (5) 4 ML, Signum.

Fast Attack
Storm Talon – TL Assault cannon, TL Heavvy Bolter

Troops
Tactical – Combimelta, meltagun, ML.
Tactical – Flamer, ML.
Tactical – Flamer, ML.

Dedicated Transports
Drop Pod – Stormbolter.
Razorback – TL Heavy Bolter.
Razorback – TL Heavy Bolter.




Imperial Guard Forces:

HQ
Company Command Squad
3 meltas 1x body
Chimera

Troops
Platoon Command Squad
3 plasma 1x body
Chimera
Veterans 3xplasma
Chimera
Veterans 3xplasma
Chimera 
Veterans 3xmelta
Chimera
Veterans 3xmelta
Chimera

Fast Attack
Vendetta
Vendetta

Heavy Support
Leman Russ HBsponsors
Leman Russ HBsponsors
Manticore


Two Objectives are placed just out of reach from deployment on both sides, two more central and the last one on a hill. No Nightfighting from start. Iron Hands stole Initiative!

IH Turn 1

Droppod turned up on the edge Combimelta+Melta squad jumps out and misses everything. Great start. The Objective nearby where they land turns out to be Sabotaged. Otherwise general movement forward by the Land Raider and the Vindicator to get in range with the big guns and reach closer towards objectives. Devastators nearby find the Objective to be Nothing of Note (damn, I wanted a Skyfire Nexus!). Everything else that tries to shoot misses this turn. Stealing the initiative didn't do much difference otherwise than moving forward first.


IG Turn 1

The Vindicator comes under heavy fire since the Guardsmen fears it more than anything else on the board. Two important hits, although when the to wound roll comes the dice shows snake-eyes.
The Manticore fired D3 shots.. of course turns up to be just 1 and the missile scatters off some 10''. The Leman Russ Commanders are shocked by the Iron Hands swift manouvers at the start of the battle and fails to hit anything with their big guns that scatter way off target. The poor Meltasquad remaining in the shadow of the Drop pod is erased from the board as the Imperial Guard scores their First Blood. No Unit secures the Grav wave Generator that ended up being left alone for the rest of the game. Another five Marines in different squads as well as two Missile Launchers are taken out by IG and due to miserable Armour Save rolls/well aimed shots.


IH Turn 2

No arrival of Reserves this turn. Things are looking rather dark as the Marines are slowly advancing towards objectives The one near their deployment turns out to be a Scatterfield. The Razorback in the middle let its troops out and then remains to provide them with cover. The Vindicator delivers immediately when it has come within range and blows up the Leman Russ on the flank. One Chimera is wrecked by Devastators on the Objective Hill.


IG Turn 2

This turn sees the arrival of the first Vendetta which directly takes aim at the Vindicator that  by a miracle survives THREE TL las cannon hits. A Chimera near the objective in the Guardsmen deployment zone find it to be a Scatterfield. The remaining Leman Russ takes aim on the Vindicator which by now had given up all hope, but although it is a hit the roll for penetration is a 2 (with 2 dice, taking the highest w Ordnance turning out to be a double 2). The Marines that seized the Objective close to their deployment zone is blasted away under heavy fire from an advancing Chimera. Some Plasma is fired from a Chimera towards the Storm Talon, but it gets hot and the Guardsman fail his save. The remaining tank crew now have a hot, smoking  pile of molten slag on the floor of their ride. A Multilaser salvo hits the Storm Talon but fails to do anything against its thick plating.


IH Turn 3



The Central Objective is seized by the Marines and turns out to be a Scatterfield (+1 cover). The Vindicator takes aim at the Leman Russ and causes a Weapon Destroyed. Although the Battle cannon is gone, this old tin jar still got three Heavy Bolters left. The Devastators takes out a Chimera with ease and EIGHT Guardsmen die in the following explosion. The Storm Talon reaches the Manticore and takes out two hull points with its TL Assult Cannon and Missiles. A lone Missile Marine tries to take down the Vendetta with a lucky snap shot but misses his target. The Terminators have leapt out of the Land Raider and try to charge a nearby unit but fail the charge due to Difficult terrain. The Land Raider takes aim at the Vendetta with its TL assault cannon and scores three hits! None manages to break through the hull though.


IG Turn 3



The Second Vendetta shows up soaring above the battlefield. This time there is no mercy for the Vindicator that suffer its deathblow by the vicious bird. The Manticore fire all its firepower at the Terminators that now stands in the open; the Librarian in the front manages to roll FOUR Look out Sir! and in the oncoming heavy fire from several IG units three brave Terminators perish. Some more Marines moving towards the objective near their deployment are again blasted from existence by Chimera fire. Three Devastators on the Objective Hill are taken out by the second Vendetta, while another Plasma gunner fires his gun which Gets hot! And of course he fails his save.


IH Turn 4



The Dreadnought that moved forward on the west flank to accompany some Marines towards the central objective in a ruin now turn around towards the Vendetta that just zapped some Devastators and turn the mighty TL autocannons towards the flying menace and hit with all firepower (6's w re-roll, but still!) and then roll a tripple six for penetration, causing and explosion in the sky. BOOM! The Razorback on the flank advances, lets out its Flamer-squad that makes their way towards the central objective which got their crew reduced. The last Guardsmen in between the remaining disabled Leman Russ and a Chimera is killed by the advancing Razorback with Heavy Bolters.
The Storm Talon went into Hover mode to avoid flying off the board and takes out the Manticore finally. The Librarian and the Terminators had moved forward and charge a poor Chimera which stood no chance to their wrath.

Comment: The Squad in the Chimera ended up in CC w the Terminators in the following turn, which was wrong. You live you learn. The big difference was that they would have got an round of shooting before getting charged. Statistically the result wouldn't have been much different.


IG Turn 4

The Guardsmen Command Squads issue the order for bringing down the Hovering Storm Talon, only to cause a Crash and Burn on its own Command Squad (not Warlord though). The Razorback in the middle are blasted away due to heavy fire towards its side armour. A plasma fired from inside one of the Chimeras... you guessed it. Gets hot! and the gunner fails his save.


IH Turn 5

No Nightfighting still. The twin suns of this planet shines vigilant causing the night to be a much shorter spanning period. The Two remaining Terminators go to finish the remaining Leman Russ off while the Librarian seizes the Objective near the IG deployment zone, although standing alone this might be a gamewinner with a big risk. The Dreadnought encouraged by the last lucky shots decide to take another pick on the remaining Vendetta, but this time only causing a penetration with no other effect than a hullpoint taken away.


IG Turn 5

The Librarian becomes the target for everyones attention and comes under heavy fire; 3 las guns, 7 Plasma rounds, 6 Heavy Bolters, 6 Multilaser actually hits but he manages with all his saves!! The Chimera troops are now seizing the Objective close to the Iron Hands deployment Zone.

The score is now 7(IH) towards 5 (IG) The game continues.


IH Turn 6

Still no Nightfighting. The heroic Dread takes away another hull point from the Vendetta and another Missile from a Marine close by the Hill Objective hits but the plane manages to Jinx although the missile was a pen... close call little bird! The Objective is still contested much to the anger of the Iron Hands marines who was looking for a solid victory. The Razorback fire at the remaining Command Squad but the Warlord remains as the lone survivor of the slaughter. The two Terminators regroup with the Librarian after having bashed the Leman Russ.


IG Turn 6

The Vendetta takes a chance and go down into Hover mode and fires three TL las cannons at the Librarian who deflects all three hits with his Storm Shield. The last Terminators are although killed by heavy fire and Plasma, saving their master who in the end remained by the Objective!!

Comment: The Chimeras nearby the Librarian could have tankshocked at this time, but my opponent forgot that. The game ends.


Score: 7-5.
Iron Hands: 2 Objectives (6) Linebreaker (1)
Imperial Guard: 1 Objective (3) Line breaker (1) First Blood (1)