Showing posts with label terminator. Show all posts
Showing posts with label terminator. Show all posts

Tuesday 6 October 2015

1500pt battle report - Dark Angels v Orks, Game 3

The low down:
  • Vanguard strike
  • Emperor's Relice - 3 Objectives, your own [worth 5pts], centre [worth 10], opponents [worth 15]
  • No night fighting, lost deployment, deployed second, failed to steal the initiative.
  • Warlord Trait - Ezekiel - Fearless to all units within 12"
  • Psychic powers:
  1. Psychic Shriek
  2. Terrify
  3. Hallucination
  4. Shrouding
I know, I see it too, the absolute lack of cover on my side of the table, which is why I bring my own bastion! To be fair though I'd been on Ferron Proxima for the first two games and I had offered more terrain for this table [even though they had some] but everyone else had played on it and I really didn't think terrain would affect the outcome.


Ben had tonnes of Orks and I was pretty certain I was never going to be able to kill enough to pull a win out of this so I was resigned to sending the First legion out to their doom. I did however get to sneak my scouts behind the Ork enemy lines.


But as Ben took his first turn it would appear the Orks new exactly where they were, backed their trukk up to the edge of the building and jumped out, managing to shoot two of the squad with a third covering himself in his camo cloak to evade the incoming fire.


But by then it was too late, the Boyz had seen the scouts and charged in with a 12" charge, Hammer of Wrath killing the scout taking cover in his cloak as they rolled over him and the Ork boss butchering the remainder on his own.


With whoops of glee they promptly left the corpses before they'd even hit ground, turned back and got back to the trukk ready to drive off next turn to find more victims [oh we laughed!]. Ben scored First Strike for this.


With the other trukks holding the centre objective I used the opportunity to pour fire into their flanks.


Ghazghkull's trukk got wrecked and the other trukk lost it's gunner, so I made my First Strike but the impending shock of Orks on the WAAAAAGH! was less comforting.


I think one of the Tactical squads Bolters were responsible for the penetrating shot that killed the gunner. The Dark Angels really are blessed with some quality ammo - first Typhus, now an Ork Trukk!


Ben's Kommandos arrived behind me, Ghazghkull and his mob headed towards the Tactical squad in the lava crater and the other Nobz leapt from the trukk and went for the Tactical Squad in the centre of the board.


The Kommandos were kitted out with Burners and a Power Klaw. It was almost as if they'd known from the start they'd have to deal guys in cover and a Bastion. Suddenly the only thing I had some confidence in their durability was lost.


Ghazghkull's mob were keen to get to grips with my Dark Angels.


Which they managed to do.


Leaving only one Marine alive to hold the line.


Ghazghkull himself wanted to take on the biggest thing on the board, even if it wasn't moving...


and charged the Bastion.


With so many Power Klaw attacks the Bastion just couldn't stand and was destroyed


To make matters worse I then had to roll to try and save the five Devastators atop the battlements, the explosive debris was just sufficient to kill every last one of them.


 Ghazghkull was left hoping that Gork or Mork were pleased he'd destoyed the biggest Green thing on the board because it wasn't 'Orky'!


A Pain Boy and War Boss managed to charge the Plasma Cannon Combat Squad and would ultimately wipe them out.


The remaining Nobz multi-assaulted one Combat Squad of Tacticals and my Land Raider.


The Pain Boy was nigh unstoppable, partly because of his FnP and partly because my Marines were pretty ineffective.



I'm not sure this situation lasted for long, I think the Dark Angels were squashed eventually.


The Deathwing arrived, technically they mishapped and all died [they deviated within 1" of  Ghazghkull] but Ben was feeling generous [or just wanted more 'ummies to kill] and allowed them to teleport in anyways.


The other Terminators appeared in his Deployment Zone but that was not good news as due to the dodgy way artillery rules work all those Gretchin are technically T7, so I was never going to shift them off his objective, instead I had the boyz back up their trukk and surge forth.


Ezekiel and the Techmarine entered the fray. I've found Ezekiel to be quite handy in a fight, definitely a better choice than Asmodai but I really need to find a better way to work with him as the Land Raider doesn't allow him to cast any powers until he gets out. I also need to get the Techmarine's rules down so I can play him correctly.


The Mob in the crater finished off the last of the Tctical Squad and headed for the newly appeared Terminators.


Ghazghkull got there first though with the Kommandos a close second, so the mob stood and watched jeering on support from the sidelines.


All the Orks bundled in


Despite being the Dark Angels finest there was only one inevitable outcome


The same would hold true for the other Deathwing, but as it would have taken too long to play out the inevitable we decided to call it.


Ezekiel and the Techmarine wouldn't have broken their deadlock either.


The final score was something ridiculous like 22-2 although I'm pretty sure it would have been 33-2 because despite Ezekiel contesting that centre objective, he would not have survived losing me Slay the Warlord and the objective.

So, what have I learned? The Bastion didn't survived in only 1 game, the Land Raider was equally unlucky. Whether adding in a Knight will take pressure off those units I don't know but as I've already observed it only take one penetrating hit to be unlucky and lose a pivotal part of my army. I'm pretty sure a Knight will take a lot of fire, perhaps leaving the Land Raider, and more likely the Bastion unmolested. 

I was impressed with Ezekiel, he's a much better choice, even without an invul save, but the 2+ armour is quite good and it matches up nicely with the Techmarine and other Terminators. How I better utilise his prodigious psychig ability is the greater mystery. I also went solely Telepathy which gave me a lot of options, sadly most of the powers I rolled were pretty dire. Psychic Scream is awesome as a Primaris, it's just of little use when he's locked in a box for a turn or two!

Ultimately I was just as torn between taking these to Blog Wars or nids as I was before. I still have to paint my Knight, still have to finish the Tactical Squad. The Bastion and Land Raider 'will do' but I'll have to find a way to fit the Terminators in and currently that looks pretty tough without removing yet more upgrades from my units. I may have enjoyed the games more than I expected and managed to win one but I don't imagine my BW opponents will be as kind. That's not to say their uber competitive, but it's a tournament afterall, even if it's supposed to be fun first and foremost. Bottom line is given my army choices and the sacrifices I'll have to make - paring down units etc. It wouldn't take a beardy cheese list to do me over, any old opponent is going to make my day difficult. So the question is - am I comfortable with that or do I at least want fighting chance with a fully painted army I'm happy with?

We'll have to see...

Friday 2 October 2015

1500pt battle report - Dark Angels v Nurgle Chaos Space Marines, Game 1

Ben suggested we have a mini tournament the other week, using Blog Wars rules. I managed to get it down to 1500pts for convenience and Ben, Liam, PeteB and myself rocked up to see what we could do.We randomly rolled starting match ups and I got Liam

The low down:
  • Hammer and Anvil
  • Kill points
  • No night fighting, won deployment, elected to deploy second and stole the initiative.
  • Warlord Trait - Ezekiel - Fearless to all units within 12"
  • Psychic powers:
  1. Psychic Shriek
  2. Terrify
  3. Hallucination
  4. Dominate
I set up diagonally opposite Liam, using plenty of cover for my Bastion. This was the first time he'd played the Nurgle marines since our pairing at Throne of Skulls but I wasn't about to lose my Bastion turn one like last time! I did cruise the Land Raider forward, with Ezekiel, Techmarine and Deathwing squad inside.


I wasn't able to score First Strike [kill a unit in your first turn] but I did kill 1 Chaos Spawn.


I also killed a zombie cultist.


But forgot to move my Scouts who were too well hidden in Liam's back field that I didn't see them at all!


Not much happened in Liam's turn. I think he managed to kill a marine, but that was pretty much it.


My turn 2 and my second unit of Terminators teleported in. Unfortunately they deviated back towards my own lines instead of within cover of the trees, still, at least they didn't mishap on the cultists who had somehow become aware of the well camouflaged Scouts in the wood - maybe they could smell BRAINS! The Deathwing were pretty rubbish shooting, even with twin-linked 'to hit' on Deep Strike. I must have kille donly one or two, it was pitiful.


Tactical squad in the tower managed to Kill and wound another couple of spawn.


Hell-flies both turned up which would result in a classic display of Liam's 'bad luck'. I intercepted this Hell-fly with my Quad Gun, hit twice, got one penetrating hit of a 6, then rolled and got another 6 for damage! He is cursed, and then I suggested it might have some daemonic save but if it did it failed and then the only thing that would keep it in the sky was a 3+ roll on the imobilised flyer table which he failed, of course! The only silver lining was the fly was punched out of the air backwards and landed on top of my Deathwing and killed one of them.


The other Hell-fly took revenge by burning out the Tactical squad in the tower.


Meanwhile Typhus and his retinue disembarked from the corrupt Land Raider and would set their sights on the Land Raider. The Terminators who'd just lost one of their number were targeted by the Obliterators and promptly obliterated, even sheathed in Tactical Dreadnought Armour.


Armed with melta weaponry the chaos Terminators made short work of Deathwing Land Raider, reducing it to molten slag.


Luckily all the occupants were too well protected to suffer any harm from the explosion.


With Dark Vengeance™ in their eyes they faced their traitorous foes.


What followed was an epic confrontation with Chaos terminators doing little to no damage on the Deathwing, who responded with killing most of them, the Techmarine finishing them off while Typhus and Ezekiel faced each other. As his traitorous bretheren fell one by one to the Dark Angel powerfists he fueled all his hatred into a might attack, killing Ezekiel, the Techmarine and all the remaining Terminators ro become last man standing but not without taking two wounds from Ezekiel as he crushed him underfoot.


The Chaos Spawn attempted to eat the tower but the remainign combat squad of Tactical marines had properly barricaded themselves in, preparing to seek flaming retribution from the firing ports int he door.


Tyrphus stood over the gore-soaked remains of his guard and the might of the First Legion.


But failed to notice the nearby Tactical Squad who managed to find a chink in his corrupt armour with a sanctified and blessed holy bolt shell. He succumbed to this one wound and fell where he stood, his traitorous endeavours forever to be expunged from Imperial records.


The zombies finally managed to catch the Scouts, killing the sergeant as he tried in vain to defend the corpses of his squad from the cannibalistic hunger of the appproaching horde.


The game came to a close. I'd lost 1,030 points and only managed 300-500 in return. Liam also got Slay the Warlord and Line Breaker so it was a pretty comprehensive win. However, I had to love those defining moment in the game: 
  • stealing the initiative - always makes Liam sad
  • one penetrating hit, one immobilised vehicle, one failed crash test on the Hell-fly
  • Tyhpus losing his last wound to a bolter round
 So, on to game 2...