Once
again, I headed to Dundee Wargamers for a 40k battle. This time, I played
against Mark and his Astra Militarum army. Playing guard myself, I knew they
had a lot of units that could mess up my day.
This
time we played 1500 pts on a standard 6’x4’ board, and rolled up Big Guns Never
Tire. Mark was just getting back in to 40k and wanted to dust off his guard for
a game.
My
army was a slightly modified version of my Blog wars army that I wanted to test:
Kor’sarro
Khan on Moondakken (K)
5
Bikers- 2 x grav gun, sergeant with meltabombs (B1)
5
Bikers- 2 x grav gun, sergeant with meltabombs (B3)
5
Bikers- 2 x meltaguns, sergeant with meltabombs (B2)
10
tactical marines- Meltagun, sergeant with combi-melta and meltabombs (TS) in drop
pod (DP)
10
devastator marines- 4 missile launchers (DS), Rhino (R)
2
Attack bikes- Multimeltas (AB1 and AB2)
3
Centurions- 3 grav cannons and grav amps (C)
Stormtalon (S)
Stormtalon (S)
My
warlord trait was set with Khan.
Mark
was running:
Company
command squad- 3 Sniper rifles (CC)
4
Squads of Veterans- Each squad has flamer and grenade launcher (VS1-4)
Leman
Russ (LR1)
Leman
Russ (LR2)
Leman
Russ Vanquisher (LRV)
Baneblade
(!?!) (B)
Mark’s
warlord trait gave him first Relentless, then Outflank on the re-roll.
We
placed 5 objectives in a fairly standard layout; one in the middle, one of each
flank on both sides of the board.
I
won the roll for table edge and chose the side with the two woods for cover. I
also won the roll for deployment and chose to go first. I figured that with my
scout moves and speedy bikers, I could get a lot of anti-tank fire in range in
the first turn. I deployed two biker units (grav gun and meltagun) on the left
flank behind the woods, along with an attack bike and the Grav centurions. On
the other flank, I deployed the last unit of bikers, the devastators and the
second attack bike behind the woods.
Mark
deployed across the board, the Baneblade to the right of Mark’s centre, and the
three tanks spread out in Mark’s deployment zone with the veteran squads
supporting them. The company command squad deployed in the woods in the centre
of the deployment zone.
For
my scout moves, on the left flank, I moved the bikers forward towards the tanks
and the attack bike towards the Baneblade. On the right flank, the bikers and
attack bike advanced towards the guard lines.
Mark
failed to seize, so I got the first turn.
TURN
1- WHITE SCARS
White Scars turn 1. |
The White Scars bikers advanced on their enemy, eager to get their guns into short range of the enemy armour, only the devastators remained in place to fire more effectively. The drop pod arrived to the centre of the guard lines, the tactical marines spilling out to the side of the Leman Russ.
The bikers are right at the enemy line on the first turn. |
The drop pod crashes into the guard lines. |
On
the right flank, the attack bike failed to hit the Vanquisher. The Devastators
fired at the Vanquisher, hitting it several times, but failing to penetrate the
armour. The newly arrived drop pod fired at the Veterans in front, killing two
of them. The pod’s passengers fired their meltaguns into the side of the Russ,
hitting with both shots, but failing to penetrate the armour (I managed to roll
less than 5 on 2D6 for both shots!). On the left flank, the grav gun bikers
fired at the leftmost Leman Russ, but failed to damage it. The other attack
bike fired at the same Russ, but its multimelta failed to hit. The meltagun
squad fired at the same Russ and managed to take a hull point from it. The Grav
centurions fired at the damaged Russ, but only managed to do a single hull
point damage, as well as immobilising the vehicle (I managed to roll one 6 on 9
hits, even with re-rolls). Khan’s bike squad failed to hurt the Baneblade with
their grav gun shots.
The
massed firepower of the White Scars managed to cause 2 HP of damage on the
whole turn.
TURN
1- ASTRA MILITARUM
Seeing
the bikers quickly advance on them, the guard turned towards them and readied
their weapons.
Shouting
orders at the nearby veterans (first rank fire, second rank fire), they trained
their guns at the meltagun bikers, but failed to cause any wounds. The company
command fired at Khan’s bike squad, but failed to cause any wounds. On the left
flank, the veterans fired at the tactical squad, wounding them several times,
but failing to breach the marine’s armour.
The
mighty Baneblade then opened fire. The main cannon fired at Khan’s squad,
hitting four but only killing one thanks to the Jinking skill of the bikers. The
Demolisher cannon fired at the Centurions, but scattered off of the unit,
leaving them unharmed. The sponsons fired at various different squads, but only
resulted in the loss of a single tactical marine.
On
the guard left flank, the Vanquisher killed the attack bike, while the other
Leman Russ managed to kill a marine with its heavy bolter. The other tanks
fired at the bikers, but they white scars suffered no wounds thanks to their
jink saves.
TURN
2- WHITE SCARS
The
Stormtalon arrived on the field of battle, ready to add its firepower to the
onslaught. Spurring his warriors forward, Khan advanced on the company command,
while the remaining bikers advanced on the Astra Militarum tanks.
The Stormtalon arrives. |
The bikers manoeuvre to the vulnerable rear of the tank. |
Khan advances on the Company Command squad. |
The
drop pod fired at the nearby veterans, killing two and causing them to fall
back when they failed their morale check. The newly arrived flyer shot at the
Leman Russ in front of it, causing two HP damage and immobilising it. Seeing
the lumbering behemoth damaged, the devastators added their firepower to the
barrage, causing a glancing hit on the Russ which was subsequently saved by
cover. It was up to the remaining meltagun on the tactical squad to finished
off the damaged tank.
On
the other flank, the Centurions opened fire at the Baneblade, their powerful
grav cannons taking 4 HP off the superheavy. The surviving attack bike added to
the damage, causing another HP damage and leaving it with 4 HP remaining.
In
the assault phase, Khan led his unit in an assault of the command squad. The
Khan bellowed a challenge, which the commander accepted. Khan caused a single
wound on the commander, who failed to damage the White Scar’s leader in return.
The bikers managed to slay another veteran for no loss. The carnage was too
much for the command squad, who fled the combat and were quickly cut down.
On
the left flank, the meltagun bike squad assaulted the Veteran squad opposing
them, one biker being felled by overwatch fire as they closed the distance. One
veteran died, crushed beneath the wheels of an assaulting bike, while the White
Scars warriors slew a further 4 veterans for no loss to their number. The
furious assault broke the morale of the guardsmen, and they were wiped out as
they tried to flee.
TURN
2- ASTRA MILITARUM
The
veterans that were falling back failed to rally and fled off the board. The
remaining Veterans on the left flank advanced towards the tactical squad,
supported by the mighty Vanquisher battle tank.
The
Vanquisher fired on the drop pod, but somehow failed to penetrate the armour of
the transport. The supporting Veteran squad fired at the remaining tactical
marines, causing 3 wounds, all of which bounce off the armour of the marines.
The
Baneblade fired its main cannon at the tactical marines, slaying 6 of the 8
remaining marines. Its demolisher cannon fired at Khan’s bike squad, the
jinking of the bikers preventing any damage. The side sponsons fired at various
targets, killing one of the bikers in Khan’s squad and putting a wound on the
attack bike. The Veterans on the right flank fired at the meltagun biker squad,
killing two of the bikers.
The Baneblade exacts a heavy toll on the tactical squad. |
At
the end of turn 2, the guard had succeeded in killing some of the White Scars,
but their number were rapidly diminishing.
TURN
3- WHITE SCARS
The
Stormtalon turned and gunned its engines, advancing towards the Baneblade. The
remaining meltagun bikers also advanced towards the mighty war engine. Khan led
his unit towards the Vanquisher on their right flank.
Khan advances on the remaining enemy forces. |
The Centurions fired at the Baneblade, taking two HP from the tank. The meltagun bikers finished off the superheavy, taking the remaining two HP. The engine meltdown scattered away from the Baneblade’s wreckage, leaving the White Scars unharmed. The Veterans on the White Scar’s left flank were targeted by the grav gun bikers and stormtalon. Seven were slain by the firepower, leaving only the sergeant. Khan’s unit fired at the Veterans on the right flank, killing 4 of their number.
The
grav gun bikers assaulted the lone sergeant, their hammer of wrath attacks
slaying him before he could attack.
TURN
3- ASTRA MILITARUM
With
only one Veteran squad and the Vanquisher remaining, the Guard could only hope
to slay as many of their enemy as they could manage. The Vanquisher fired at
Khan’s bike squad, its mighty shots missing the fast moving targets. The
remaining Veterans fired at the two remaining tactical marines, killing one and
leaving the sergeant alone.
With
that, the Astra Militarum turn was over.
TURN
4- WHITE SCARS
Khan
radioed the Stormtalon to leave the battle’s airfield, while he advanced his
squad towards the Vanquisher, while the Devastators broke cover to fire at the
remaining tank. The remaining White Scars troops manoeuvred to seize the
objectives.
The
marine firepower was targeted at the Vanquisher, the grav guns failing to harm
it, while the Devastators managed to stun the vehicle.
Eager
to finish it off, the bike squad assaulted the Vanquisher, their sergeant’s
meltabombs finally succeeded in blowing up the tank, one veteran being killed
in the resulting explosion.
TURN
4- ASTRA MILITARUM
With
only five veterans remaining, there was little they could do to stop the
slaughter. Hoping to make their deaths mean something, they advanced on the
nearby objective and gunning down the tactical marine sergeant as they
advanced.
With
that, the game was ended. The final result was:
WHITE
SCARS- 9 victory points (4 objectives, 3 slain heavy support, Linebreaker and
Slay the warlord)
ASTRA
MILITARUM- 2 victory points (1 objective and first blood)
LESSONS
FROM THE BATTLE:
That
was an interesting battle. Thanks to Mark for such an enjoyable game.
After
I got first turn, Mark and I both thought the game would be essentially over.
With my scout manoeuvres, followed by my first turn moves, I had all of my
melta weapons and grav weapons in range of the enemy armour. In my first
shooting phase, I fired 4 meltaguns, 2 multimeltas, 3 grav cannons, 4 grav guns
and 4 missile lauchers at the enemy armour and managed a whole 2 hull points
damage. That was not what was expected. After that turn, I thought that now I
was in real trouble.
Fortunately
for me, Mark had an equally atrocious first turn and only managed to cause 5
wounds from his massed ordnance and weapons fire thanks to some great armour
and jink saves on my part. This was the first game where I saw the huge
survivability of bikers. The high toughness made it difficult for the lasguns
to harm them. In addition, I could not fail a jink save for the first few
turns.
Overall,
I think my battle plan went well. Despite the poor first turn shooting, I
continued to focus on the enemy armour. I knew that my bikers could easily
handle the veterans in combat or outshoot them and their high toughness would
limit the damage they could do in return.
Things
for me to note:
1.
I remembered to use the Hammer of Wrath attacks for my bikers this game (though
I kept forgetting the +1S that white scars get).
2.
I forgot Khan’s furious charge rule yet again. It might have allowed me to
finish off the company commander and get the bonus victory points for slaying
the enemy warlord in combat.
3.
The grav Centurions are very powerful, able to take out enemy armour with their
high volume of shots and re-rolls. I substituted the Sternguard in my blog wars
army for the Centurions. I think that the Centurions provide better anti-armour
and should allow me to deal with any threats that the Sternguard were to take
out with their poisoned ammunition (they will certainly be more effective
against a Wraithknight or Riptide).
4.
I replaced on the tactical squads in my blog wars army with the Devastators.
Their missile launchers should provide me with some more long ranged firepower
and some more anti-tank shots or provide some anti-horde firepower (with frag
missiles).
5. KNOW YOUR RULES- this came to pass when I read up the rules for meltabombs recently. These are Armourbane and NOT Melta. This means that they still affect units that are immune to Melta! Didn't make any difference in this game, but last time against Jamie's Death Guard and the nigh-on indestructible land raider, it might have made a difference. I will need to remember this when I face another Land Raider in the future. Also, Khan gets D3 hammer of wrath hits when charging instead of one. I have never used this special rule yet. In addition, the drop pod cannot fire its missile launcher the turn it arrives. As it deep strikes, it counts as moving too fast and can only fire snap shots. I have made this mistake in every game I have used it (but have not been corrected yet, so I don't think many people know this).
EDIT- I have been reliably informed that a drop pod can fire the deathwind launcher the turn it arrives. I have been playing under the old rules. Thanks to Lightning Slayer for pointing this out.
5. KNOW YOUR RULES- this came to pass when I read up the rules for meltabombs recently. These are Armourbane and NOT Melta. This means that they still affect units that are immune to Melta! Didn't make any difference in this game, but last time against Jamie's Death Guard and the nigh-on indestructible land raider, it might have made a difference. I will need to remember this when I face another Land Raider in the future. Also, Khan gets D3 hammer of wrath hits when charging instead of one. I have never used this special rule yet. In addition, the drop pod cannot fire its missile launcher the turn it arrives. As it deep strikes, it counts as moving too fast and can only fire snap shots. I have made this mistake in every game I have used it (but have not been corrected yet, so I don't think many people know this).
EDIT- I have been reliably informed that a drop pod can fire the deathwind launcher the turn it arrives. I have been playing under the old rules. Thanks to Lightning Slayer for pointing this out.
Dundee wargamers have announced a 1500 pts one-day tournament taking place on 24th May. I have signed up for it and will be taking the above army. It seemed to work well, giving me plenty of anti-tank firepower and a bit more long ranged firepower with the added Devastators.
Nice bat rep :) really enjoyable read. Interesting to see it against a baneblade. Not that I'm looking for a big rules debate, but I'm pretty sure you can fire drop pods on fu BS The turn they arrive? I haven't got my rule book on me. It was a change they made sometime after 5th.
ReplyDeleteFound it! Page 162, 3rd para. Combat speed :) I don't think I've ever got a rule book out for reading a blog before, nice work ;)
DeleteAwesome! Thanks for the correction, makes it even better for me. I guess that is the problem with relying on the internet for rules, the pages don't get updated with each new edition and you can get things wrong. Serves me right, just need to look it up myself next time.
DeleteI wasn't too worried about the Baneblade. I've used one before in a 2000 pt game and it really struggled to make its points back. It has a lot of guns, but cover saves just shut it down from doing massive amounts of damage. Against horde armies, I think it would make a huge difference though. I'll be interested to see if any show up for Blog wars or if it'll just be Knights and Wraithknights taking to the field.