Turn 6
World Eaters
Movement: The Chaos Rhino in sector one moves towards the home objective to contest.
Firing: The plasma cannon misses’ with its final shot, Chaos Rhino combi-bolters failing to injure anybody.
Close Combat: Stalemate as The Purge Chaos Dreadnought destroys a second arm on its enemy.
The Purge
Movement: Havoc squad one jump out of their Chaos Rhino ready for action, as Havoc squad two moves behind the Chaos Dreadnought. The remainder of the ten man squad moves on the objective.
Firing: The lone melta Gun Chaos Marine destroys a Chaos Rhino. Rapid Fire plasma to the rear of the Chaos Dreadnought destroys it. The Chaos Lord manages to stun his opposing Chaos Rhino. Havoc squad one stun and immobilise the Chaos Rhino they face.
Close Combat: The Sorcerer finally charges his foe killing three due his Warptime, the Chaos Dreadnoughts miss each other and the final Berserker dies to overkill. The Chaos Lord destroys his opposing Chaos Rhino and suffers a wound in the explosion.
Kill count: World Eaters 21 The Purge 35
Survivors
World Eaters
Chaos Dreadnought (no arms)
Chaos Rhino (immobilised)
The Purge
Chaos Lord (wounded)
Chaos Sorcerer
Chaos Dreadnought (immobilised)
5 Chaos Space Marines (Inc Aspiring Champion)
1 Chaos Space Marine
6 Havocs
Chaos Rhino
4 Havocs (Inc Aspiring Champion)
Chaos Rhino
Chaos Vindicator (gun destroyed)
Random Conclusions:
I was shocked at the final result; I was honestly expecting a defeat with one Berserker squad holding an objective. AT best I could have managed a draw by contesting objectives with whatever remnants of my army remained.
I was lucky on the set-up being 24” apart, having won the choice of going first I chose second so I could see where the World Eaters set-up. By not advancing very far on the table I delayed the close combat until it was either on my terms, or just inevitable.
Poor dice rolls in close combat could have cost me the game, but I had just enough powerfist or luck to swing the various battles as I required.
Berserkers kill whatever they touch provided they can charge due to furious charge. For the same points I can take more Chaos Space Marines with more wounds and more attacks than their Berserker equivalent. If I can negate the charge I can turn defeat into victory.
I did nothing special in this battle to win, but just hung in and picked up on the mistakes of my opponent:
The Chaos Bikers managed nothing except being shot up, for their points they were not going to charge until turn 3 when a squad safely in a Chaos Rhino could have equally charged. They were chosen with banner so there was a different type of unit in the army, marked with Khorne. Perhaps Chosen or Havocs would have been more use.
The Chaos Lord was unsupported as the Bikers left him behind. This in turn meant that moving 6” plus run he was always going to be gunned down. The one time it charges it rolled nine attacks, plus one for Juggernaut, plus one for Mark of Khorne, plus one for charging - twelve attacks. As unstoppable in close combat as the Chaos Lord is, it is equally vulnerable to firepower with no soft wounds to support him.
The berserker squads killed whatever they touched except the Chaos Dreadnought, for the want of a powerfist. A powerfist or two and even a plasma pistol or three would have seen armour and vehicles cracked open.
The plasma cannons on the two Chaos Dreadnoughts needs to be adjusted to something anti-armour: lascannons or missile launchers. Even with strength five they can tie up squads in close combat, there was only tree powerfists on the table for The Purge including the Chaos Dreadnoughts.
A surprising victory gives me hope for when the Emperors Children have their rematch. It is time to start work on a six man Havoc squad and rethink what to arm my Chosen with.
Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts
Tuesday, 31 August 2010
Battle of the 69: Part 3
Turn 3
World Eaters
Movement: Squads in Chaos Rhinos opposite the Chaos Dreadnought and associated squad and the Greater Daemon exit and advance readying to charge. The Chaos Lord tries to advance around a ruined building so as to avoid the machinations of plasma fire whilst attempting to move closer to charge range. All Chaos Dreadnoughts that can advance do so.
Firing: Heavy plasma fire from the Chaos Dreadnought kills three from Havoc squad one. Twin autocannon fire takes a wound off the Greater Daemon as it shakes off bolt pistol and combi-bolter fire from several sources; heavy plasma scatters into the ruins missing the beast.
Close Combat: With a roar the Berserkers charge, slaying the Greater Daemon before it has a chance to swing a talon. On the other side of the battlefield all seven members of The Purge squad charged die before they can switch their chainswords on, beneath the relentless furious charge. The Chaos Spawn is unable to penetrate the armour of the Chaos Rhino and retreats.
The Purge
Movement: The Chaos Sorcerer moves onto the battlefield cautiously behind a hill in sector one as the Havocs move to their Chaos Rhino and park the same side if the hill. Supporting the Chaos Lord appears the final ten-man Troop who line up bolt pistols and meltaguns to gun down the fools who killed the Greater Daemon. Havoc Squad two in their Chaos Rhino move to screen the Chaos Lord and supporting squad from the expected second wave.
Firing: Much shooting at the killers of the Greater Daemon sees only two drop, the terrain protecting them from the worst of the gunfire.
Close Combat: The Chaos Dreadnought charges the Berserker squad in front of it, killing one. The rumble proved too treacherous for the squad to assault the Berserkers so the Chaos Lord leads fives compatriots to near certain death. Two from the five die causing no casualties, only the fist swinging Lord killing three saves the fight.
Kill count: World Eaters 13 The Purge 11
Turn 4
World Eaters
Movement: The Chaos Lord confident in his own abilities moves out the ruins and heads towards the Chaos Spawn. The remaining Berserker squad advance in their Chaos Rhino ready for a charge next turn, ably supported by the twin-autocannon Chaos Dreadnought. The remaining Chaos Dreadnought advances on his evil brother ready to free the Berserkers from eternal conflict.
Firing: Two members of The Purge ten man squad die to Plasma Cannon fire with an additional casualty from the twin autocannons. Heavy Plasma fire scorches the Chaos Rhino is sector three trying to open up the hidden Purge Chaos Space Marines.
Close Combat: The Chaos Lord takes a wound and two more members of The Purge die in close combat for the cost of one Berserker until the powerfist smites three Berserkers, killing the last with overkill. Rolling nine attacks the Chaos Lord makes short work of the Chaos Spawn and heads towards the hidden Havocs. The Purge Chaos Dreadnought fells another Berserker.
The Purge
Movement: Havoc squad one park their Chaos Rhino on the other side of the hill with the Havocs and Sorcerer standing on the hillcrest. The Chaos Lord and remaining squad member advance towards the Chaos Dreadnought bearing down on them until they are again shielded by the Chaos Rhino of Havoc squad two. The bulk of The Purge occupies the ruins sighting the Chaos Rhino containing the last Berserker squad.
Firing: The Chaos Lord is gunned down in a hail of plasma fire. The lone melta gun armed The Purge fires and destroys the Chaos Rhino containing the Berserkers. The remainder of The Purge with bolter and meltagun kill four of the squad.
Close Combat: The Chaos Dreadnought catches one Berserker in its claws.
Kill count: World Eaters 19 The Purge 23
Turn 5
World Eaters
Movement: Movement is minimal, both Chaos Dreadnoughts move into assault range as do the final four Berserkers.
Firing: Fire frenzy from a Chaos Dreadnought sees it shooting the twin-autocannons Dread in the back, catching it twice with plasma cannon blasts and twice with combi-bolter.
Close Combat: The Chaos Dreadnought charges his foe that swings first failing to penetrate its armour. In return it smashes the automotive functions immobilising it. The charging Berserkers manage to kill two The Purge before all four are downed with pistol and sword, the Aspiring with the powerfist yet to enter action.
The Purge
Movement: Havoc squad one re-embarks The Chaos Rhino and moves towards the World Eaters objective contesting it. The lone melta gun Marine advances on the immobilised Chaos Dreadnought as the remainder of the forces fan out. The Sorcerer moves towards the contest between Chaos Dreadnoughts and Berserkers.
Firing: The melta gun misses.
Close Combat: The terrain proves too tricky for the Chaos Sorcerer to enter. The two Chaos Dreadnoughts swing at each other, the World Eaters misses with all its attacks The Purge manages to destroy the powerfist of its enemy.
Kill count: World Eaters 21 The Purge 28
World Eaters
Movement: Squads in Chaos Rhinos opposite the Chaos Dreadnought and associated squad and the Greater Daemon exit and advance readying to charge. The Chaos Lord tries to advance around a ruined building so as to avoid the machinations of plasma fire whilst attempting to move closer to charge range. All Chaos Dreadnoughts that can advance do so.
Firing: Heavy plasma fire from the Chaos Dreadnought kills three from Havoc squad one. Twin autocannon fire takes a wound off the Greater Daemon as it shakes off bolt pistol and combi-bolter fire from several sources; heavy plasma scatters into the ruins missing the beast.
Close Combat: With a roar the Berserkers charge, slaying the Greater Daemon before it has a chance to swing a talon. On the other side of the battlefield all seven members of The Purge squad charged die before they can switch their chainswords on, beneath the relentless furious charge. The Chaos Spawn is unable to penetrate the armour of the Chaos Rhino and retreats.
The Purge
Movement: The Chaos Sorcerer moves onto the battlefield cautiously behind a hill in sector one as the Havocs move to their Chaos Rhino and park the same side if the hill. Supporting the Chaos Lord appears the final ten-man Troop who line up bolt pistols and meltaguns to gun down the fools who killed the Greater Daemon. Havoc Squad two in their Chaos Rhino move to screen the Chaos Lord and supporting squad from the expected second wave.
Firing: Much shooting at the killers of the Greater Daemon sees only two drop, the terrain protecting them from the worst of the gunfire.
Close Combat: The Chaos Dreadnought charges the Berserker squad in front of it, killing one. The rumble proved too treacherous for the squad to assault the Berserkers so the Chaos Lord leads fives compatriots to near certain death. Two from the five die causing no casualties, only the fist swinging Lord killing three saves the fight.
Kill count: World Eaters 13 The Purge 11
Turn 4
World Eaters
Movement: The Chaos Lord confident in his own abilities moves out the ruins and heads towards the Chaos Spawn. The remaining Berserker squad advance in their Chaos Rhino ready for a charge next turn, ably supported by the twin-autocannon Chaos Dreadnought. The remaining Chaos Dreadnought advances on his evil brother ready to free the Berserkers from eternal conflict.
Firing: Two members of The Purge ten man squad die to Plasma Cannon fire with an additional casualty from the twin autocannons. Heavy Plasma fire scorches the Chaos Rhino is sector three trying to open up the hidden Purge Chaos Space Marines.
Close Combat: The Chaos Lord takes a wound and two more members of The Purge die in close combat for the cost of one Berserker until the powerfist smites three Berserkers, killing the last with overkill. Rolling nine attacks the Chaos Lord makes short work of the Chaos Spawn and heads towards the hidden Havocs. The Purge Chaos Dreadnought fells another Berserker.
The Purge
Movement: Havoc squad one park their Chaos Rhino on the other side of the hill with the Havocs and Sorcerer standing on the hillcrest. The Chaos Lord and remaining squad member advance towards the Chaos Dreadnought bearing down on them until they are again shielded by the Chaos Rhino of Havoc squad two. The bulk of The Purge occupies the ruins sighting the Chaos Rhino containing the last Berserker squad.
Firing: The Chaos Lord is gunned down in a hail of plasma fire. The lone melta gun armed The Purge fires and destroys the Chaos Rhino containing the Berserkers. The remainder of The Purge with bolter and meltagun kill four of the squad.
Close Combat: The Chaos Dreadnought catches one Berserker in its claws.
Kill count: World Eaters 19 The Purge 23
Turn 5
World Eaters
Movement: Movement is minimal, both Chaos Dreadnoughts move into assault range as do the final four Berserkers.
Firing: Fire frenzy from a Chaos Dreadnought sees it shooting the twin-autocannons Dread in the back, catching it twice with plasma cannon blasts and twice with combi-bolter.
Close Combat: The Chaos Dreadnought charges his foe that swings first failing to penetrate its armour. In return it smashes the automotive functions immobilising it. The charging Berserkers manage to kill two The Purge before all four are downed with pistol and sword, the Aspiring with the powerfist yet to enter action.
The Purge
Movement: Havoc squad one re-embarks The Chaos Rhino and moves towards the World Eaters objective contesting it. The lone melta gun Marine advances on the immobilised Chaos Dreadnought as the remainder of the forces fan out. The Sorcerer moves towards the contest between Chaos Dreadnoughts and Berserkers.
Firing: The melta gun misses.
Close Combat: The terrain proves too tricky for the Chaos Sorcerer to enter. The two Chaos Dreadnoughts swing at each other, the World Eaters misses with all its attacks The Purge manages to destroy the powerfist of its enemy.
Kill count: World Eaters 21 The Purge 28
Friday, 27 August 2010
Battle of the 69: Part 2
My World Eater opponent spent a few points more (over fifty) than his allowance; I think it was because of all the extra armour he packs into the list, if a vehicle can have extra armour he always takes it.
Chaos Lord (Daemon Weapon, Juggernaut, Mark of Khorne)
175 points
Chaos Dreadnought (Extra Armour, Plasma Cannon)
135 points
Chaos Dreadnought (Extra Armour, Plasma Cannon)
135 points
Chaos Dreadnought (Extra Armour, Twin-linked Autocannon)
125 points
8 Berserkers (Skull Champion, Power Weapon, Chaos Rhino, Extra Armour)
248 points
8 Berserkers (Skull Champion, Power Weapon, Chaos Rhino, Extra Armour)
248 points
8 Berserkers (Skull Champion, Power Weapon, Chaos Rhino, Extra Armour)
248 points
5 Chaos Bikers (Icon of Khorne, Plasma Gun, Aspiring Champion, Power Weapon) 240 points
The obvious threat is the Chaos Lord with his maximum 15 attacks in close combat, I was more fearful of the Chaos Dreadnoughts as I only have one long range weapon in the list and two powerfists, I would have to play a game of cat and mouse. I also know that the Berserker squads will be sitting in their Chaos Rhinos waiting until they can guarantee their charge so they get first strike, if I can tempt them with an interesting target…
The weakness of both armies is three scoring units each, World Eaters have 24 models, The Purge only 22. This is going to be crucial turning potential wins into draws or defeats.
Battle of the 69
World Eater Chaos Space Marines fight for the Blood God and care not where the blood or skulls come from. A proposed alliance between two warbands to ally against the local populace and their lackey guardians the Ultramarine counterpart fails. The Purge wanted to end the Corpse-God worshippers with a chemical agent, the World Eaters with a chainaxe. The demise of The Purge emissary commences an all out attack on The Purge.
The battle took place on a 4’ x 4’ board, 12” deployment with each side placing one objective. Unfortunately I am still without visuals, but to briefly describe the table it could be divided into nine quadrants each containing a piece of terrain either a ruin, hilly ruins or a hill.
Mission: Capture and Control, one objective each placed in sectors four and six on the battlefield in no-mans land.
Set-up is 12” and my World Eater opponent adopts a semi- refused centre. On my left is the Chaos Bikers, Lord on Juggernaut, Chaos Rhino and Plasma Cannon Dreadnought. The opposite flank has both Chaos Dreadnoughts and two Chaos Rhinos. Everything is pushed up to the 12” line.
In return I reserve both HQs and the ten figure Chaos Marine squad. On my left I hide a Havoc Squad and the Chaos Vindicator. In the centre are the Chaos Dreadnought and seven man squad. On my right the second Havoc squad and the five man Chaos Space Marine squad. I try to hide everything behind terrain so it cannot be shot at.
Turn 1
World Eaters
Movement: Everything advances as one, the Chaos Rhinos and Chaos Bikers move 12”, the Chaos Dreadnoughts and Chaos Lord 6”. He moves into cover behind some ruins.
Firing: Everything with a smoke launcher pops smoke. The Chaos Bikers manage a shot at the Chaos Rhino in quadrant one, I roll a 5 to make my cover save.
Close Combat: None.
The Purge
Movement: The Chaos Dreadnought enters fire frenzy; I advance the seven man squad into cover to make a tempting target. The Chaos Vindicator moves on top of a hill to gain a clear shot at the Chaos Bikers. The Chaos Spawn advances…
Firing: The Chaos Dreadnought hits with both lascannon shots and all four combi-bolter rounds. One lascannon shot and two combi-bolter wounds later and I make all my saves. The Vindicator scatters but catches two Chaos Bikers in the blast killing both. The Chaos Spawn fleets 2”…
Close Combat: None.
Kill count: World Eaters 0 The Purge 2
Turn 2
World Eaters
Movement: Chaos Dreadnoughts lead the advance except for the one in quadrant 4 which goes fire frenzy. The Chaos Bikers and Lord move out of the Dreadnought’s way as the remainder of the forces all advance.
Firing: Fire Frenzy Dreadnought shoots the side of its compatriot Chaos Dreadnought failing to penetrate. Twin-link autocannons penetrate the Chaos Vindicator destroying the cannon. Plasma gun Chaos Biker again clips terrain and not tank.
Close Combat: None.
The Purge
Movement: The Greater Daemon and Chaos Lord both enter the battle in quadrant three. The Greater Daemon moves through rubble out of charge range of the enemy. The Chaos Lord and Chaos Space Marines advance behind the Chaos Havoc’s Rhino. Havoc squad one advance and exit their Chaos Rhino in Rapid fire range of the Chaos Bikers. The Chaos Dreadnought and associated squad hunker down in a small ruin.
Firing: The Chaos Bikers all die in a hail of plasma as the only success of the firing phase. The Autocannon Dreadnought is immobilised by twin-lascannons and two Chaos Rhinos are shaken due to their extra armour.
Close Combat: None.
Kill count: World Eaters 0 The Purge 5
The battle hots up in the next part as both armies try to wipe each other out.
Chaos Lord (Daemon Weapon, Juggernaut, Mark of Khorne)
175 points
Chaos Dreadnought (Extra Armour, Plasma Cannon)
135 points
Chaos Dreadnought (Extra Armour, Plasma Cannon)
135 points
Chaos Dreadnought (Extra Armour, Twin-linked Autocannon)
125 points
8 Berserkers (Skull Champion, Power Weapon, Chaos Rhino, Extra Armour)
248 points
8 Berserkers (Skull Champion, Power Weapon, Chaos Rhino, Extra Armour)
248 points
8 Berserkers (Skull Champion, Power Weapon, Chaos Rhino, Extra Armour)
248 points
5 Chaos Bikers (Icon of Khorne, Plasma Gun, Aspiring Champion, Power Weapon) 240 points
The obvious threat is the Chaos Lord with his maximum 15 attacks in close combat, I was more fearful of the Chaos Dreadnoughts as I only have one long range weapon in the list and two powerfists, I would have to play a game of cat and mouse. I also know that the Berserker squads will be sitting in their Chaos Rhinos waiting until they can guarantee their charge so they get first strike, if I can tempt them with an interesting target…
The weakness of both armies is three scoring units each, World Eaters have 24 models, The Purge only 22. This is going to be crucial turning potential wins into draws or defeats.
Battle of the 69
World Eater Chaos Space Marines fight for the Blood God and care not where the blood or skulls come from. A proposed alliance between two warbands to ally against the local populace and their lackey guardians the Ultramarine counterpart fails. The Purge wanted to end the Corpse-God worshippers with a chemical agent, the World Eaters with a chainaxe. The demise of The Purge emissary commences an all out attack on The Purge.
The battle took place on a 4’ x 4’ board, 12” deployment with each side placing one objective. Unfortunately I am still without visuals, but to briefly describe the table it could be divided into nine quadrants each containing a piece of terrain either a ruin, hilly ruins or a hill.
Mission: Capture and Control, one objective each placed in sectors four and six on the battlefield in no-mans land.
Set-up is 12” and my World Eater opponent adopts a semi- refused centre. On my left is the Chaos Bikers, Lord on Juggernaut, Chaos Rhino and Plasma Cannon Dreadnought. The opposite flank has both Chaos Dreadnoughts and two Chaos Rhinos. Everything is pushed up to the 12” line.
In return I reserve both HQs and the ten figure Chaos Marine squad. On my left I hide a Havoc Squad and the Chaos Vindicator. In the centre are the Chaos Dreadnought and seven man squad. On my right the second Havoc squad and the five man Chaos Space Marine squad. I try to hide everything behind terrain so it cannot be shot at.
Turn 1
World Eaters
Movement: Everything advances as one, the Chaos Rhinos and Chaos Bikers move 12”, the Chaos Dreadnoughts and Chaos Lord 6”. He moves into cover behind some ruins.
Firing: Everything with a smoke launcher pops smoke. The Chaos Bikers manage a shot at the Chaos Rhino in quadrant one, I roll a 5 to make my cover save.
Close Combat: None.
The Purge
Movement: The Chaos Dreadnought enters fire frenzy; I advance the seven man squad into cover to make a tempting target. The Chaos Vindicator moves on top of a hill to gain a clear shot at the Chaos Bikers. The Chaos Spawn advances…
Firing: The Chaos Dreadnought hits with both lascannon shots and all four combi-bolter rounds. One lascannon shot and two combi-bolter wounds later and I make all my saves. The Vindicator scatters but catches two Chaos Bikers in the blast killing both. The Chaos Spawn fleets 2”…
Close Combat: None.
Kill count: World Eaters 0 The Purge 2
Turn 2
World Eaters
Movement: Chaos Dreadnoughts lead the advance except for the one in quadrant 4 which goes fire frenzy. The Chaos Bikers and Lord move out of the Dreadnought’s way as the remainder of the forces all advance.
Firing: Fire Frenzy Dreadnought shoots the side of its compatriot Chaos Dreadnought failing to penetrate. Twin-link autocannons penetrate the Chaos Vindicator destroying the cannon. Plasma gun Chaos Biker again clips terrain and not tank.
Close Combat: None.
The Purge
Movement: The Greater Daemon and Chaos Lord both enter the battle in quadrant three. The Greater Daemon moves through rubble out of charge range of the enemy. The Chaos Lord and Chaos Space Marines advance behind the Chaos Havoc’s Rhino. Havoc squad one advance and exit their Chaos Rhino in Rapid fire range of the Chaos Bikers. The Chaos Dreadnought and associated squad hunker down in a small ruin.
Firing: The Chaos Bikers all die in a hail of plasma as the only success of the firing phase. The Autocannon Dreadnought is immobilised by twin-lascannons and two Chaos Rhinos are shaken due to their extra armour.
Close Combat: None.
Kill count: World Eaters 0 The Purge 5
The battle hots up in the next part as both armies try to wipe each other out.
Battle of the 69: Part 1
So another Thursday goes by, another grab what I can and run out the door in the hopes of a battle of W40K, as I had re-started painting The Purge they had the pleasure of being the most readily available. It also meant that several vehicles I am working on (rebuilding) as well as more Chaos Bikers were left behind, the first casualties of war.
It was decided that I would play 1.5k battle against World Eaters, which was going to be a struggle for me to achieve those lofty points with what I had available. I took all my special weapons, Chaos Rhinos and HQ models as I know that I will be facing a superior hand-to-hand force and more Chaos Rhinos and Chaos Dreadnoughts than I can cope with.
Chaos Lord (Combi-melta, Powerfist)
125 points
Chaos Sorcerer (Warptime)
125 points
Greater Daemon
100 points
Chaos Dreadnought (Twin-link Lascannon)
125 points
10 Chaos Space Marines (2 Melta Guns, Aspiring Champion, Powerfist)
210 points
7 Chaos Space Marines (Melta Gun)
115 points
5 Chaos Space Marines (Melta Gun)
85 points
Chaos Spawn
40 points
7 Chaos Havocs (3 Plasma Guns, Aspiring Champion, Chaos Rhino)
200 points
7 Chaos Havocs (3 Plasma Guns, Aspiring Champion, Chaos Rhino)
200 points
Chaos Vindicator (Daemonic Possession)
145 points
A brief explanation or list of excuses for my armylist follows: the Greater Daemon was taken with the brief of destroying as many Chaos Dreadnoughts as possible, with four wounds and a 4+ invulnerable save I fancied two, one would be enough to make its points back. The Sorcerer was taken as I thought I may be able to kill the Chaos Lord with the force weapon, he was bound to roll a one for his daemon weapon at some point (to note only once in the past two years).
Chaos Lord, Dreadnought and Vindicator are all regulars in my 1k list my opponent expressed surprise at the Chaos Lord’s combination of Powerfist and Combi-melta, but that is what the model is armed with. The Chaos Havocs were chosen as cheaper versions of my Chosen, with only three plasma guns each as I only had six with me. Their Aspirings are the sacrifice for the Greater Daemon.
The Troops were taken on the basis of I wanted two ten man squads and a naked five man squad only to discover I was short of points. I did initially take two seven men squads to compliment the ten man, but I remembered that I wanted to take Chaos Spawn so one was dropped to five to make up the difference. As it was I spent 1470 points so I could have taken the additional two figures. I was hoping the four meltaguns and the lascannon would be enough to cope with all the armour I was bound to face.
I normally take Chaos Bikers in my own 1k list, however as is a larger game I wanted more than the four I have currently built, on a table this side there is nowhere for them to hide or outflank. I should have added my points up better and taken a second Chaos Spawn, I can see better uses for the much maligned Chaos Spawn than my throwaway antics during the battle.
It was decided that I would play 1.5k battle against World Eaters, which was going to be a struggle for me to achieve those lofty points with what I had available. I took all my special weapons, Chaos Rhinos and HQ models as I know that I will be facing a superior hand-to-hand force and more Chaos Rhinos and Chaos Dreadnoughts than I can cope with.
Chaos Lord (Combi-melta, Powerfist)
125 points
Chaos Sorcerer (Warptime)
125 points
Greater Daemon
100 points
Chaos Dreadnought (Twin-link Lascannon)
125 points
10 Chaos Space Marines (2 Melta Guns, Aspiring Champion, Powerfist)
210 points
7 Chaos Space Marines (Melta Gun)
115 points
5 Chaos Space Marines (Melta Gun)
85 points
Chaos Spawn
40 points
7 Chaos Havocs (3 Plasma Guns, Aspiring Champion, Chaos Rhino)
200 points
7 Chaos Havocs (3 Plasma Guns, Aspiring Champion, Chaos Rhino)
200 points
Chaos Vindicator (Daemonic Possession)
145 points
A brief explanation or list of excuses for my armylist follows: the Greater Daemon was taken with the brief of destroying as many Chaos Dreadnoughts as possible, with four wounds and a 4+ invulnerable save I fancied two, one would be enough to make its points back. The Sorcerer was taken as I thought I may be able to kill the Chaos Lord with the force weapon, he was bound to roll a one for his daemon weapon at some point (to note only once in the past two years).
Chaos Lord, Dreadnought and Vindicator are all regulars in my 1k list my opponent expressed surprise at the Chaos Lord’s combination of Powerfist and Combi-melta, but that is what the model is armed with. The Chaos Havocs were chosen as cheaper versions of my Chosen, with only three plasma guns each as I only had six with me. Their Aspirings are the sacrifice for the Greater Daemon.
The Troops were taken on the basis of I wanted two ten man squads and a naked five man squad only to discover I was short of points. I did initially take two seven men squads to compliment the ten man, but I remembered that I wanted to take Chaos Spawn so one was dropped to five to make up the difference. As it was I spent 1470 points so I could have taken the additional two figures. I was hoping the four meltaguns and the lascannon would be enough to cope with all the armour I was bound to face.
I normally take Chaos Bikers in my own 1k list, however as is a larger game I wanted more than the four I have currently built, on a table this side there is nowhere for them to hide or outflank. I should have added my points up better and taken a second Chaos Spawn, I can see better uses for the much maligned Chaos Spawn than my throwaway antics during the battle.
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.
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...
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...
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...
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