Showing posts with label Alpha Legion. Show all posts
Showing posts with label Alpha Legion. Show all posts

Thursday, 12 August 2010

Thursday Night Battle Report 29/07/10 Part 4: Battle for Argos’s Grave

Part 4 of my Thursday Night Battle Report, The Battle for Argos’s Grave:


Turn 6

Alpha Legion
Movement: I knew that a draw was the probable result with a victory being in the hands of the dice, a single Tactical squad stood around the objective. Both Chosen squads disembarked from their stationary Chaos Rhinos and advance on the objective. The single Possessed Chaos Space Marine makes it to the foot of the hill, facing six Devastators. The Chaos Lord and Terminator also move towards the Tactical Squad ready for close combat. I continued the right-hand Havoc’s advance and move them into charge range.
Firing: I avoid firing at the Tactical in case anything goes wrong. The Havocs ping another Devastator leaving only five for the Possessed to fight.
Close Combat: The Possessed takes three wounds before it can swing a claw; neither side kills anything. The main battle sees one of the Chosen in each squad die as the squad is eventually wiped out Powerfists and the Daemon Weapon of the Chaos Lord. The objective is now uncontrolled although I have several squads contesting it. Elsewhere the final Scout dies along with the two Tactical marines fighting with the Chaplain. He kills the final Chaos Marine in base to base and finds himself out of close combat with just a stray bolt pistol round taking an overkill wound.

The lone Chaos Marine Troop consolidates 6” towards the objective and gets within two inches of it to score; a single figure carrying a plasma rifle. Units of Chosen move to cover the advance and guard against any unexpected attacks. With both the Chaplain and Chaos Lord free from combat both figures advance towards each other.

Ultramarines
Movement: The battle is over, but honour is at stake. The chaplain charges towards the Chaos Lord.
Firing: The Drop Pod fails to hit the lone scoring figure, the second Drop Pod misses a Chosen marine.
Close Combat: The Chaplain charges the Chaos Lord hoping for vengeance. Re-rolling misses he cause three wounds and sustains two back. The Iron Halo stops one of the wounds and the Powers of Chaos stop two, with a wound each it is drawn combat, but the Chaplain falls to the ground bleeding from the stray bolt pistol round. The only other combat took place on the hill between the Devastators and the Possessed. Again making three armour saves the Possessed survives without killing anything. The battle is over…

Kill count: Alpha Legion 22 Ultramarines 66

Survivors


Alpha Legion
Chaos Lord (wounded)
1 Possessed
1 Chaos Terminator
9 Chosen (inc Aspiring Champion)
Chaos Rhino
9 Chosen (inc Aspiring Champion)
Chaos Rhino (immobilised)
2 Chaos Space Marines
1 Chaos Space Marine
5 Havocs
3 Havocs

Ultramarines
Librarian (wounded)
Drop Pod
Drop Pod
5 Devastators (inc Veteran)


Random Conclusions:

I was shocked at the final result; I was honestly expecting a draw with a Tactical Marine contesting the objective. Looking at the kill total I cannot believe how much I won by, when the drop pods landed on Turn 3 I thought the game would only last another turn or two.

Both squads of Chosen coming in from the wrong side of table won the game for me by eventually being in the right place and the right time. I may have been unlucky with the dice rolls, but in the end they saw me to victory.

Poor dice rolls meant that I passed every leadership check I had to make, every single one. Now that was lucky…

Despite playing most of the game expecting to lose, as did the gamer that was watching the battle and not playing, I hung on and ground out the win. I focussed on dealing with the threats at a time of my choosing and ignored those elements I could not make contact with. The risky Chaos Lord shots at the Devastators could have cost me the battle if I had continued along that course.

Possessed Chaos Space Marines whilst expensive are golden with their 5+ invulnerable save and wounding T4 on a 3+. They are too expensive in points to take a large squad; hopefully I can buy their special abilities when the new Codex comes out.

The Ultramarine player is looking to add assault elements to his list, Vanguard and Assault Squad. He does have and does normally play Assault Terminators; they would have cost him a HQ and Tactical in points.

The Ultramarine player needs to add powerfists, power weapons and plasma pistols to this arm – even at the loss of models. Before every game he tells the opposing player to ignore them on the models.

Both sides were equally poorly blessed with special close combat weapons; the Ultramarines could boast a powerfist, power weapon and force weapon; Alpha Legion 2 powerfists and a Daemon Weapon which rolled a three or four every time it was used.

Thursday Night Battle Report 29/07/10 Part 3: Battle for Argos’s Grave

Part 3 of my Thursday Night Battle Report of the Battle for Argos’s Grave:


Turn 3

Alpha Legion
Movement: No reserves so my battleplan falls apart due to poor dice rolls. The Dreadnought is still threatening as are the Devastators; I am out numbered everywhere and there are reserves still to come for the Ultramarines. The Chosen exit their vehicle and line up for pistol and assault; the Chaos Terminator and Possessed set themselves up for assault against a Tactical squad. I move my remaining Troops forwards with the meltagun just entering firing range of the Dreadnought. Chosen Chaos Rhino moves to a friendlier position for re-embarkation.
Firing: Havocs fail to wound any of the corresponding Devastators; however I finally manage to hit the Dreadnought scoring a penetrating stun. The Chaos Marines fire their meltagun and manage a glancing stun; the Dreadnought is impervious and more importantly immobile for a turn. Chosen manage two kills with their meltaguns and bolt pistols, setting up their charge. Chaos Terminator patters off the armour of two Tacticals.
Close Combat: The Chaos Terminator and Possessed charge the Tactical squad, with two kills each and it is now a struggle with four on eight. Scouts and Chaos Marines manage a single kill as the Lord finally gets up off the floor after having gone to ground last turn. Chosen led by a powerfist Champion fell four for no loss.

Ultramarines
Movement: Two Drop Pods arrive, one to support the ongoing assault the second to protect the Dreadnought. Ten Marines and a HQ unit exit both vehicles and adopt a firing stance, the librarian getting ready to slay the Chaos Lord, the Chaplain the meltagun squad.
Firing: Numerous shots fired at the Chaos Lord, the meltagun misses and all wounds are saved. The Devastators target the Chaos Lord again and dice rolls fall in his favour as he passes all his cover saves. The two Chaos Space Marines hiding in the ruins nearest the objective are quickly put down, each taking several wounds from the Chaplain squad.
Close Combat: The Chosen batter down the Tactical squad due to the powerfist; they are all wiped out. Scouts and Chaos Space Marines fail to kill each other as the Possessed and Chaos Terminator killing four for no loss.

Kill count: Alpha Legion 22 Ultramarines 11


Turn 4

Alpha Legion
Movement: Second Chosen squad moves onto the table, on the wrong side as far as I was concerned, the right-hand side. With a pair of meltaguns and six inches of movement I may be able to catch the Dreadnought. The Chaos Lord decides discretion is better than valour and moves into charge range ignoring the newly arrived Tactical squad. Chosen 1 move embark in the Chaos Rhino and move towards objective, popping smoke.
Firing: Havocs aim at the Dreadnought with two missile launchers hitting once and failing to penetrate. The two melta gunners take aim and one manages to glances the Dreadnought scoring a six it is destroyed. Two Chaos Marine combat squads open up on the Chaplain and his Tactical squad slaying two.
Close Combat: The Chaos Lord joins in combat with the Possessed wiping out all opposition. Two Chaos Space Marine combat squads charge the Chaplain and his bodyguards: victory to the Chaplain, despite rolling 30 attacks against the 11 in return, both sides lose two figures. One Scout eats dirt.

Ultramarines
Movement: No movement as all squads are fighting, preparing to charge or readying heavy weapons.
Firing: The Devastators target the Havocs killing two with a third making a cover save.
Close Combat: The Librarian and his squad charges into close combat, the Librarian unable to wound the Chaos Lord despite hitting twice, the Tacticals wound all the Possessed and Terminator who make their saves. In return three Tacticals are killed as the Possessed start to rend their way though the squad. The Chaplain leads by example killing two Chaos Space Marines as a third falls for the loss of just two Tacticals. The Scouts lose two more of their number as everybody passes their leadership checks.

Kill count: Alpha Legion 39 Ultramarines 18


Turn 5

Alpha Legion
Movement: Chosen 2 move towards the objective in their Chaos Rhino poised for a last turn charge. If I roll well for move though cover the Havocs can join the close assault taking place in front of them, they manage a 2 and a 3. Chosen 1 continue their advance towards the objective.
Firing: The Havocs on the left target their hateful foes the Devastators killing another two with their frag shots.
Close Combat: The Chaplain and his squad survive, both sides felling one model and reducing each side to four models each. The Librarian and Tacticals fare poorly; Librarian takes a wound off the Chaos Terminator and the remainder of his squad lose four for the cost of two Possessed Marines. Scouts and Chaos Space Marines draw a blank as a fifth Tactical dies in the Librarian squad to overkills.

Ultramarines
Movement: No movement as all squads are fighting, preparing to charge or readying heavy weapons.
Firing: The Devastators immobilise Chosen 1’s Chaos Rhino, the occupants remain inside. A meltagun shot at same Chaos Rhino misses.
Close Combat: Victory for the Chaplain and his squad, killing two for the loss of one. The Scouts manage to kill a Chaos Marine for the loss of two of their number. The Librarian again fails to wound the Chaos Lord as his squad is wiped out to a man. Retreating he is chased by a lone Possessed.

Kill count: Alpha Legion 50 Ultramarines 24

To be concluded...

Wednesday, 4 August 2010

Thursday Night Battle Report 29/07/10 Part 2: Battle for Argos’s Grave

Part 2 of my Thursday Night Battle Report is a brief listing of what I was facing in the Battle for the Statue; I will have to come up with a better name for the battle than that:

Chaplain

Librarian

Dreadnought (Multimelta)

(10) Scout Squad

(10) Tactical Squad (Plasma Cannon, Plasma Gun)

Drop Pod

(10) Tactical Squad (Missile Launcher, Plasma gun)

Drop Pod

(10) Tactical Squad (Multimelta, Meltagun)

(10) Tactical Squad (Missile Launcher, Plasma Gun)

(10) Tactical Squad (Missile launcher, Flamer)

(10) Devastator Squad (2 Lascannons, Missile Launcher, Plasma Cannon)

The Chaplain was in the plasma weapons Drop Pod, the Librarian in the other.

As I am in the midst of replacing my laptop, I spilled coffee on my previous one, and the one I am currently using is running Windows 2000 there will be a lack of pictures for this battle report, I will back post a few pics in the future. Instead I will run a brief rundown of the events of the battle:


Battle for Argos’s Grave

Alpha Legion Chaos Space Marines attack the grave and monument of the former Ultramarine Captain Argos knowing that the Ultramarines will be forced to protect this revered site. Alpha Legion want to bleed the Ultramarines dry in this sector so they can continue operations unmolested, the Ultramarines want to cleanse the planet of the taint of Chaos.

Mission: Modified Capture and Control, one objective in the centre of the battlefield. The table set-up is best described by splitting the table into a three by three grid, each with a hill or ruined building. The central square has the large flat hill with the statue in the centre and a ruined building at my end.

My Ultramarine opponent sets-up quickly: the Devastators in the left corner, three Tacticals across the remaining area with the Dreadnought on the left almost opposite the objective. His reserves unknown to me was the two Drop Pod squads, which were to enter later in the game. The Scouts ended up being 18.1” away from my right-hand Havoc squad ready to protect the Dreadnought.

My deployment was semi-simultaneous: Havoc squad on left and right flank all four Troops in the middle opposite the objective in a square formation. I decided late to throw the Possessed on the left opposite the Devastators, but hidden behind cover. I attached the Chaos Lord to the squad for what I thought would be one turn only as the Possessed would have a 24”+ march to get to the heavy weapons squad. My hope was to bring one of the Chosen squads on the right and get at the Devastators as soon as possible.

Turn 1


Alpha Legion
Movement: Winning first turn I take it as I fancy my chances of stopping the Dreadnought early as it will become a serious problem if it makes it into close combat as I have no powerfist on the table. I move the Possessed and Lord towards cover, with all four Chaos Space Marine Squads advancing slowly through terrain, thanks dice.
Firing: First pair of missile launchers rolls a double 2, the second a 2 and a 1. Not the best of starts, I run a couple of squads, or more accurately they stumble forwards.
Close Combat: None.

Ultramarines
Movement: The Dreadnought advances along with the two Tactical squads’ sited central to the objective. The remaining Tactical holds their position on a hill as the Scouts move closer to the Havoc squad.
Firing: All squads and the Dreadnought that moved ran, except the Scouts. The Devastators cause three casualties on the leading Chaos Space Marine squad and my poor dice rolls continue and they pass their morale check.
Close Combat: None.

Kill count: Alpha Legion 0 Ultramarines 3


Turn 2

Alpha Legion
Movement: Reserves arrive, a squad of Chosen in a Rhino. Unfortunately they arrive on the wrong side of the table and are forced to move behind the hill the right-hand Tactical squad have made their home. Chaos Terminators arrive and I teleport them close to the Possessed who all move behind terrain as best they can manage. I decide to try to break the Devastators so the Chaos Lord climbs the rocky terrain and takes careful aim with his Daemon Weapon. Seeing where the Scouts are I move my right hand squad of Chaos Space Marines towards them knowing I should get one figure into base to base.
Firing: The Havocs catch ten Devastators in frag missile hits and the Chaos Lord manages to hit four times with total kills of two Devastators, a poor showing. The second Havoc squad manages to roll a double 1 targeting the Dreadnought. I run the Terminators onto the rocky terrain next to the Chaos Lord to distract the Devastators.
Close Combat: The Chaos Space Marines fall on the Scouts, with both sides losing one figure each.

Ultramarines
Movement: Two Tactical squads advance onto the objective as the Dreadnought continued towards the Alpha Legion battleline. The Tactical Marine squad covering the Devastators moves closer to the Possessed and Chaos Terminators.
Firing: Flaming death and bolt guns opened up on the Possessed, taking eight wounds they use up all my good dice by passing all their saves. In the distance a second Tactical squad manages a few derisory shots at the Chaos Terminators scoring three wounds. With die rolls of 1, 2, 1 they are reduced in numbers to one! The Chaos Lord goes to ground in order to avoid death when the Devastators target him. The hill bound Tacticals fail to penetrate the armour on the Chaos Rhino parked behind them due in part to the missile launcher armed Space Marine not being able to see it. The Dreadnought fires its Multimelta hitting a Havoc Marine but fails to wound.
Close Combat: The Scouts hold after taking two casualties as the Chaos Marines finally achieve success somewhere on the battlefield.

Kill count: Alpha Legion 5 Ultramarines 6

To be continued...

Friday, 30 July 2010

Thursday Night Battle Report 29/07/10 Part 1: Battle for Argos’s Grave

So Thursday night I am running late to get to my regular Games Night after an unexpected visit from the in-laws so I grab what comes to hand quickest and run out the front door before we have more unexpected guests.

I ended up with Alpha Legion Chaos Space Marines; a foot based 3.1 Chaos Codex army that I used to infiltrate the entire army back in day. Of course nowadays with the lack of infiltrate I have picked up a couple of Chaos Rhinos to give the list mobility. The game was fought on a 4’x 4’ table against Ultramarines – a grudge match. There was lots of terrain and the new Space Marine statue in the centre of the table as the single objective.

I will give a breakdown of what turned out to be an illegal list, and the reasons for taking the squads. A word of warning the list I played is quite weak, the Alpha Legion were built back in a time when Aspiring Champions could take numerous performance enhancing Chaos attributes, Daemonic Mutation being my favourite (+1 attacks). As a result of the loss of the performance enhancing attributes, along with the inability of squads to take a heavy weapon unless they number ten or more (I always took three six man squads with a lascannon each in every game I fought with the Alpha Legion) the army fights quite poorly as I have not got around to updating the army for 4.0.

I originally wanted to take three Chosen squads in Chaos Rhinos to scout on from the sides and get at the expected Tactical Space Marines I thought would be sitting back and shooting at me. I was mulling over giving each a Banner of Khorne for the extra attacks however I decided against it for fluff reasons. Working out the cost of the squad to 270 points I instead decided on only two squads. Backing them up would be a five man squad of Possessed, these are painted as Ultramarines so it seemed to be fated that they should have a role. Apart from the two Chosen squads most of my remaining squads would be small, the equivalent of combat squads as I tend to play Alpha Legion as lots of small squads. Like the many heads of a hydra, the loss of one or more is not game losing as I cannot rely on any single squad to win me the game.

A ten man Havoc squad was split into two fives each with two missile launchers, oh the irony miss-ile launchers… Next choice was the all important scoring Troops, two ten man squads one with two flamers the other with two melta guns each split into five man squads with a special weapon. With most of my points spent I quickly chose a HQ: a simple choice in 3.1 days a Chaos Lieutenant with a Kai Gun and a power weapon if points allowed it, of course this being 4.0 I instead take a Chaos Lord with Mark of Tzeentch and a Daemon Weapon. The combination of AP3 ranged weapon and power weapon in close combat allows me to multi-task the expensive Lord, provided I can avoid rolling 1’s. Finally with around 100 points remaining so I thought, I decided to take three Chaos Terminators as they will be able to deep strike later in the game along with a single combi-plasma.

It is only after putting the list to print the next day (today) that I realise I have taken four Elite squads. With the points remaining I should have either taken five Raptors with Aspiring Power Weapon combo, or five with two melta guns, or six with a flamer. I had more points left over than I originally thought I could have bought another Chaos Rhino. The list below looks slightly different from what I have written as when I was getting the figures together I was a short a melta gun so I swapped in a plasma gun and dropped the combi-plasma from the Chaos Terminators.

Chaos Lord (Daemon Weapon, Mark of Tzeentch) 140 points

10 Chosen (2 Melta guns, Aspiring Champion, Powerfist) 235 points
Chaos Rhino 35 points

10 Chosen (2 Melta guns, Aspiring Champion, Powerfist) 235 points
Chaos Rhino 35 points

5 Possessed Chaos Space Marines 130 points

3 Chaos Terminators 90 points

5 Chaos Space Marines (Plasma gun) 90 points

5 Chaos Space Marines (Meltagun) 85 points

5 Chaos Space Marines (Flamer) 80 points

5 Chaos Space Marines (Flamer) 80 points

5 Chaos Havocs (2 Missile Launchers) 115 points

5 Chaos Havocs (2 Missile Launchers) 115 points

With what turned out to be 1465 points spent I readied myself for battle. Next part should hopefully be tomorrow…