Showing posts with label The Purge. Show all posts
Showing posts with label The Purge. Show all posts

Tuesday, 31 August 2010

Battle of the 69: Part 4

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.

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

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.

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.

Thursday, 26 August 2010

The Purge Strikes Back

My Troop choices from the previous posting:

Chaos Space Marines (10 Chaos Space Marines, 2 Plasma Guns, Aspiring Champion, Powerfist, Chaos Rhino)

255 points

Chaos Space Marines (8 Chaos Marines, Meltagun, Aspiring Champion, Power Weapon, Chaos Rhino)
195 points

So along with the three spare points from my previous armylist I have a total of 453 points to spend on Troops for The Purge. Ideally I would combat squad a squad and take two five men to roam and capture objectives. However I know that I want the two Chaos Rhinos in the list and five guys with an Aspiring is not the most economical use of the points, they last longer and therefore more valuable in larger squads.

Having tried to taking away Aspirings, adding more Chaos Space Marines, switching the weapons around in the end the simplest way to gain an extra Troop was just to take figures and Special Weapons from the squads that already have them making them smaller but more numerous.

Chaos Space Marines (7 Chaos Space Marines, Meltagun, Aspiring Champion, Combi-melta, Powerfist, Chaos Rhino)
200 points

Chaos Space Marines (6 Chaos Marines, Meltagun, Aspiring Champion, Power Weapon, Chaos Rhino)
165 points

Chaos Space Marines (5 Chaos Space Marines, Meltagun)
85 points

The plasma guns have all been removed as I am hoping to add two Chosen squads to the army all toting plasma guns. They look boring but should be effective against anything wearing 3+/2+ armour:

Chosen (7 Chosen, 5 Plasma Guns, Aspiring Champion, Power Weapon, Chaos Rhino)
261 points

I will have the figures then to make changes to the list as required, swapping plasma for melta and vice versa as points allow.

The Purge

Rummaging through boxes in the spare bedroom I came across my half-finished, or is it half-started, army The Purge. Base colours are on most of the figures, they fought a couple of battles and won most of them despite being handicapped by having only two Troops. So quickly looking through what I have in the hopes of getting more paint on them before tomorrow’s battle:

Chaos Lord (Combi-weapon, Powerfist)
125 points

Easy choice, I have the metal Lord miniature and it is armed with combi-melta and powerfist. The Lord will be leading the smaller Troop and having a free ride in their Chaos Rhino. Adding a second melta weapon to the squad and the fist can hopefully be used to ensure victory during the first turn of combat.

Chaos Dreadnought (Twin-link Lascannon)
125 points

I am sure many players will see this as a luxury or a useless unit. Fortunately I have little trouble not rolling ones or sixes when making angry-ness tests, when rolling saving throws I have no difficulty in rolling ones, so I normally have full control at least until its destruction. I find it useful to threaten squads that advance too close to my deployment zone or deepstrike. Squads with no powerfist know they are going to be locked and avoid the situation.

Chaos Space Marines (10 Chaos Space Marines, 2 Plasma Guns, Aspiring Champion, Powerfist, Chaos Rhino)
255 points

My first Troop is built to maximum transport size. They sport my favoured choice of special weapons in plasma guns; I have taken a powerfist on the Aspiring to ensure both Troop squads contain a close combat weapon capable to hurting a Walker or Monstrous Creature.

Chaos Space Marines (8 Chaos Marines, Meltagun, Aspiring Champion, Power Weapon, Chaos Rhino)
195 points

Although lacking as many warm bodies as the plasma gun squad with the support of the Lord I expect these to be the cutting edge in assault or at the very least provide distraction for the rest of the army to achieve victory. By adding the Lord to this squad I also have the option of moving the Aspiring Champion with Power Weapon to the Chaos Bike squad. I do not envisage the bikers to be fighting much, but it will allow me to spread the love, or pain…

Chaos Space Marine Bikers (4 Chaos Space Marine Bikers, 2 Meltaguns)
152 points

I spent a while contemplating an Aspiring with a powerfist in a three biker squad, the number could not match up to the points, I can take seven Chaos Marines in a Chaos Rhino for the same points. In the end I have chose an extra biker and kitted them out as tank hunters; on the charge they still manage twelve attacks so they can always ping small squads or anything not wearing 3+.

Chaos Vindicator (Chaos Vindicator, Daemonic Possession)
145 points

My single luxury unit, but what a hitter; as a player the single vehicle I fear to face is this bad boy. Even if the vehicle is not firing moving it about the battlefield just threatens portions of the table and makes my opponents move their models away from the threat. With Daemonic Possession glancing hits are being ignored, and by using the other Chaos Rhinos I am normally able to ensure a 4+ cover save for a turn or two.


It can be seen that despite the Nurgle tendencies of The Purge they have not taken any Icons. I consider this to be an expensive piece of equipment for what it provides, far better to take more models and I do not like the rules that once the Icon Bearer dies the bonus to the squad is negated. There is nothing wrong with these rules, but they feel too WFB for me. I would much prefer that the squad pays for the bonus on a per head basis.