Showing posts with label Daemons. Show all posts
Showing posts with label Daemons. Show all posts

Monday, 12 March 2018

GFTW Tournament Game 1: White Scars vs Chaos Space Marines/Chaos Daemons

Welcome to the first battle report from a recent tournament that I attended. The tournament was held by Greetings From the Warp, and consisted of three games of maelstrom of war. 

For the tournament, I have been practicing with a new type of army for my White Scars Space Marines. This army focuses on infantry and board control, with some potent firepower and close combat units. 
Game 1 saw me facing off against Justin and his Chaos Space Marine and Chaos Daemon army. If you are on Instagram, you can follow Justin at BlueMarbleChomper. (Remember, you can now follow the St Andrews Wargaming Facebook page to keep up to date on all the latest battle reports too).


First off, let me say that the guys at Greetings From the Warp put on a great event. The tables looked amazing, with plenty of terrain, and the standard of the armies was really high as well. They were great to chat with and were very helpful throughout the day. I hope to attend many of their events in the future.

The first game was the Sealed Orders maelstrom mission with Dawn of War deployment. In this mission, you start with 6 maelstrom cards that you keep secret from your opponent. Once you have scored/discarded your initial 6 cards, you draw 5 more, then 4, then 3, etc. This means that a bad hand can stay with you for a while, making it harder to score.

My army consisted of:
Brigade Detachment
Captain on Bike- Thunder Hammer, The Shield Eternal, Twin Boltgun, Iron Resolve Warlord Trait (C1)
Captain with Jump Pack- Lightning Claw, Combi-Melta (C2)
Librarian with Jump Pack- Force Stave, Boltgun, Null Zone, Psychic Fortress (L2)
Lieutenant with Jump Pack- Power Axe, Master-Crafted Boltgun, Bolt Pistol (L1)
5 Scouts- Boltguns (S1)
5 Scouts- Boltguns, Sergeant has Bolt Pistol and Combat Knife (S2)
5 Scouts- Bolt Pistols and Combat Knives (S3)
5 Tactical Marines- Bolters, Heavy Bolter (TS1)
5 Tactical Marines- Bolters, Heavy Bolter (TS2)
5 Tactical Marines- Bolters, Missile Launcher (TS3)
Company Ancient- Standard of the Emperor Ascendant, Chainsword (A)
5 Vanguard Veterans- Jump Packs, 5 Pairs of Lightning Claws (VV1)
5 Vanguard Veterans- Jump Packs, 2 Chainswords each (VV2)
5 Assault Marines- Jump Packs, 2 Plasma Pistols, Bolt Pistols, Chainswords, Sergeant with Plasma Pistol (AS1)
5 Assault Marines- Jump Packs, 2 Plasma Pistols, Bolt Pistols, Chainswords, Sergeant with Power Fist and Meltabombs (AS2)
5 Assault Marines- Jump Packs, 2 Plasma Pistols, Bolt Pistols, Chainswords, Sergeant with Power Sword (AS3)
6 Scout Bikers- Twin Boltguns, Astartes Shotguns, Combat Knives (SB)
Thunderfire Cannon. Techmarine Gunner (T) with 2 Servo-arms, Plasma Cutter, Flamer, Bolt Pistol (TC)
5 Devastator Marines- 2 Heavy Bolters, Plasma Cannon, Bolters (D1)
5 Devastator Marines- 3 Missile Launchers, Bolters (D2)

The Biker Captain was my warlord. I have been having some success with the army in maelstrom games, as I have a lot of units for holding objectives and fast units to grab them.

Thursday, 1 March 2018

Battle Report 134- 2000 pts White Scars vs Chaos Daemons

This week's battle report sees my White Scars take on Bert's Chaos Daemons army in a maelstrom of war mission. 

I've been testing a new White Scars list for an upcoming maelstrom tournament (now past at this point). This new list was a bit of a departure for my White Scars, which consisted of lots of Bikes in 7th edition. I've based it on some of the gaming articles on Frontline Gaming and wanted to see if I would have any success with the army. 

My army consisted of:
Brigade Detachment
Captain on Bike- Thunder Hammer, The Shield Eternal, Twin Boltgun, Iron Resolve Warlord Trait (C1)
Captain with Jump Pack- Lightning Claw, Combi-Melta (C2)
Librarian with Jump Pack- Force Stave, Boltgun, Null Zone, Psychic Fortress (L2)
Lieutenant with Jump Pack- Power Axe, Master-Crafted Boltgun, Bolt Pistol (L1)
5 Scouts- Boltguns (S1)
5 Scouts- Boltguns, Sergeant has Bolt Pistol and Combat Knife (S2)
5 Scouts- Bolt Pistols and Combat Knives (S3)
5 Tactical Marines- Bolters, Heavy Bolter (TS1)
5 Tactical Marines- Bolters, Heavy Bolter (TS2)
5 Tactical Marines- Bolters, Missile Launcher (TS3)
Company Ancient- Standard of the Emperor Ascendant, Chainsword (A)
5 Vanguard Veterans- Jump Packs, 5 Pairs of Lightning Claws (VV1)
5 Vanguard Veterans- Jump Packs, 2 Chainswords each (VV2)
5 Assault Marines- Jump Packs, 2 Plasma Pistols, Bolt Pistols, Chainswords, Sergeant with Plasma Pistol (AS1)
5 Assault Marines- Jump Packs, 2 Plasma Pistols, Bolt Pistols, Chainswords, Sergeant with Power Fist and Meltabombs (AS2)
5 Assault Marines- Jump Packs, 2 Plasma Pistols, Bolt Pistols, Chainswords, Sergeant with Power Sword (AS3)
6 Scout Bikers- Twin Boltguns, Astartes Shotguns, Combat Knives (SB)
Thunderfire Cannon. Techmarine Gunner (T) with 2 Servo-arms, Plasma Cutter, Flamer, Bolt Pistol (TC)
5 Devastator Marines- 2 Heavy Bolters, Plasma Cannon, Bolters (D1)
5 Devastator Marines- 3 Missile Launchers, Bolters (D2)

As you can see, a bit of a change for my White Scars. I decided to go for a Brigade detachment to get maximum command points for my list. 
The characters are in the list to be the heavy hitters and to provide some nice re-rolls for the rest of the force. The Captain on Bike is solid, with T5, 7 wounds, a 6+ FNP and the Shield Eternal to halve the damage. He can also do a bit of damage with the Thunder Hammer. The other Captain can deep strike thanks to the Jump Pack and use the Meltagun to target other units. 

The Scouts are a great screening unit to block enemy deep strikers and attacks. The army also features some potent firepower from the Devastator and Tactical Squad. The Jump Pack units are great for being held in reserve to grab objectives or deployed as a counter attack force in my gunline.



Thursday, 15 September 2016

Hero for a Day: Game 5- Kill Team White Scars vs Chaos Daemons

Game 5 of Hero for a Day was another Kill Team mission. This time, my White Scars would be taking on Tom and his Chaos Daemons. 

The mission was "Behind Enemy Lines". In this there would be four objectives placed in No Man's Land (outside of our deployment zones). I would score a point for each objective destroyed, while Tom would score a point for each objective remaining. Objectives were destroyed by controlling it for two player turns (does not need to be same unit, but must be held consecutively). 
In addition, Tom would gain a point for each model that he destroyed and I would gain a point for each model that survived. 

This would force me to try and take out the enemy army and the objectives, as well as not losing much of my Kill Team in the process. 

My Kill Team consisted of:
Biker- Power Sword, Rage, Zealot (B1)
Biker (B2)
Biker (B3)
Scout Biker- Grenade Launcher (SB1)
Scout Biker- Grenade Launcher (SB2)
Scout Biker (SB3)
Scout- Bolter (S3)
Scout- Bolter (S4)
Scout- Combat weapon and bolt pistol, Fleshbane (S1)
Scout- Combat weapon and bolt pistol (S2)
Scout- Camo Cloak, Sniper Rifle, Shred (SS)

My Kill Team leader (the Biker sergeant) got Zealot on the leader table. This would be very handy with the Rage bonuses. 

Thursday, 8 September 2016

Hero for a Day: Game 3- White Scars/Mechanicus vs Daemons

Game 3 of Hero for a Day was the first doubles match of the day and saw my White Scars paired up with Martin and his Mechanicus, going up against Tom and MJ who were both playing Daemons.

The mission for game 3 was "After them Lads". This was Hammer and Anvil deployment with four objectives and 800 pts in each army. Two objectives had to be placed in the central third of the board and two in the attacker's third (the Daemons). Each player draws 2 tactical objective cards each turn (up to a maximum of 2). The objectives in the central third could only be scored on turns 1-4 and were worth more points for scoring on the later turns. The objectives in the Attacker's zone could only be scored in turns 3-6 and were worth more points for later turns. In all honesty, I think we forgot about the bonus points for this game and just played them as worth their regular points.

My army consisted of:
Khan- Moondrakkan (with B3)
5 Bikers- Meltabombs, 2 Grav Guns (B1)
5 Bikers- Meltabombs, 2 Grav Guns (B2)
5 Bikers- Meltabombs, 2 Meltaguns (B2)
6 Scout Bikers- Meltabombs, 2 Grenade Launchers (SB)
5 Scouts- Bolters, Meltabombs (S)
Landspeeder Storm (LS)

Khan is my warlord and gave me Scout.

Thursday, 1 September 2016

Hero for a Day: Game 1- White Scars vs Chaos Daemons

I recently attended Nick's 24 hour charity gaming event, Hero for a Day. This day provides seven awesome battles (based on Nick's custom scenarios) and raised a lot of money for a great cause. The theme for the day was a Xenos invasion on an Imperial world. I took my White Scars, so was placed on the defender's team. 

The first game was against Tom and his Daemons. The first mission was Planetfall. This consisted of three objectives in the centre of the board and used the tactical objectives deck (all cards except the objective-based ones, two cards per turn). The attacker's army (the Daemons) must start in reserve, with half the units arriving on turn 1. The rest of the army shows up as normal and the defender cannot seize the initiative. The defender's army had to set up in the centre of the board. 

The first game was 1850 pts. My army consisted of:
Scarblade Strike Force
Stormlance Battle Demi-Company
Khan- Moondrakkan (with BS1)
5 Tactical Marines- Bolters, Flamer, Meltabombs (T1)
Rhino (R1)
5 Tactical Marines- Bolters, Grav gun, Meltabombs (T2)
Rhino (R2)
5 Tactical Marines- Bolters, Meltagun, Meltabombs (T3)
Rhino (R3)
5 Devastators- 4 Grav Cannons, Combi-grav (D)
Razorback- TL Assault Cannon (Rz)
Attack Bike- Multi-melta (AB1)

Hunting Force
Chaplain- Bike, The Hunter's Eye, Meltabombs (with BS2)
6 Bikers- 2 Grav guns, Power Axe, Meltabombs (BS1)
6 Bikers- 2 Grav Guns, Meltabombs (BS2)
6 Scout Bikers- Meltabombs, 2 Grenade Launchers (SB)
Attack Bike- Multi-melta (AB2)

Stormbringer Squadron
Landspeeder- Multi-melta, Typhoon Missile Launcher (L)
5 Scouts- Meltabombs, Combat weapons, Bolt pistols (S1)
Landspeeder Storm (LS1)
5 Scouts- Meltabombs, Bolters (S2)
Landspeeder Storm (LS2)

I decided to go for a reasonable competitive army, but not a tournament style list that I would take. I was keen to try the Stormlance Battle Demi-Company and see how useful the command benefits would be. 

Thursday, 18 August 2016

Battle Report 72- 1850 pts White Scars vs Daemons

This week, my White Scars were taking on Craig’s Daemons in the Eternal War mission, Crusade at 1850 pts. 

Recently, I reviewed the Terminator Squad, Terminator Assault Squad, Stormraven and Strike Force Ultra for Frontline Gaming. In my reviews, I was not too kind to most of the units, labelling them as over-costed and not really effective at what they are supposed to do. In the Strike Force Ultra review, I was curious to see if anyone had actually run this formation before. This got me thinking and I decided that in my next game I would run the Strike Force regardless of my opponent and mission. Fortunately, my game was against Craig and his Daemons, as a grav-heavy marine army would have blown me off the table and made for a poor game. 

My army consisted of:
Strike Force Ultra
Captain- Terminator Armour, Power Sword, Storm Shield (With T4)
Terminator Squad- Power Fists, Storm Bolters, Assault Cannon (T1)
Terminator Squad- Power Fists, Storm Bolters, Assault Cannon (T2)
Terminator Assault Squad- Lightning Claws (T3)
Terminator Assault Squad- Thunder Hammers, Storm Shields (T4)
Venerable Dreadnought- Multi-melta, Heavy Flamer (D)
Stormraven Gunship- TL Assault Cannons, TL Heavy Bolters, 4 Stormstrike Missiles, Hurricane Bolter Sponsons (SR)
Land Raider Crusader- TL Assault Cannons, Hurricane Bolter Sponsons (LR)

Raptor Wing
Landspeeder- Multi-melta, Typhoon Missile Launchers (L)
Stormtalon Gunship- TL Assault Cannons, Skyhammer Missile Launcher (S1)
Stormtalon Gunship- TL Assault Cannons, Skyhammer Missile Launcher (S2)

I took the Strike Force Ultra and upgraded a few of the units to include some additional wargear. I had initially given the Captain some Cataphractii Terminator Armour, a Thunder Hammer and the Shield Eternal to allow him to tank wounds. However, this gave me very few points left in my army and I wanted to add another detachment to the force. I decided to go with the Raptor Wing. I have been meaning to try this out for a while, so I dropped some wargear off of the Captain and took the wing. The automatic arrival on turn 2 would also be a boost if my reserve rolls were poor. On a side note, I completely forgot to roll up my Warlord Trait before the game, I only realised this when I came to write the battle report. Oh, well…….

Friday, 29 July 2016

Caledonian Revolution 2016: Game 4- White Scars vs Imperial Knights/Space Marines/Daemons

My fourth game of the Caledonian Revolution tournament began nice and early on the Sunday morning. I found myself on table 20, going up against Mark and his unholy alliance of Imperial Knights, Ultramarines and Chaos Daemons.


The mission was Emperor's Will (one objective each) with Conact Lost as the maelstrom mission (one card for each objective held).

My army consisted of:

Scarblade Strike Force

Hunting Force

Khan- Moondrakken (with CS)
Command Squad- Bikes, Apothecary, 4 grav guns, 4 storm shields, Banner of the Eagle (CS)
6 Bikers- 2 grav guns, sergeant with power axe and meltabombs (BS1)
6 Bikers- 2 grav guns, sergeant with meltabombs (BS2)
Attack Bike- Multimelta (AB)
6 Scout Bikers- 2 Grenades launchers, sergeant with meltabombs and homing beacon (SB)


Stormbringer Squadron

5 Scouts- bolt pistols, combat weapons, sergeant with meltabombs (S1)
Landspeeder Storm- Heavy Bolter, Cerberus Launcher (LS1)
Landspeeder- Multimelta, Typhoon Missile Launcher (L)

Combined Arms Detachment

Chaplain- Bike, Hunter's Eye, Meltabombs (with CS or C2)
5 Scouts- Bolters, sergeant with meltabombs (S2)
Landspeeder Storm- Heavy Bolter, Cerberus Launcher (LS2)
3 Bikers- 2 meltaguns, sergeant with meltabombs (BS3)
3 Centurions- Grav cannons and grav amps, hurricane bolters (C)
Drop Pod (DP)
Stormhawk Interceptor- TL assault cannon, Skyhammer missile launcher, Las-talon (SI)

Khan was my warlord.

Thursday, 23 June 2016

Battle Report 63- 1500 pts Orks/Grey Knights vs Blood Angels/Daemons

This week's battle report was my Friday night practice game before Double Trouble where my Orks and Tobias' Grey Knights took on Pete's Blood Angels and Dan's Chaos Daemons.
 
We decided to play the first mission of Double Trouble, but some confusion regarding the rules meant that we had each player rolling for 3 maelstrom cards each turn rather than 3 per turn. The 6 maelstrom cards per turn, added to the fact we were rolling for them as we didn't have the cards meant a lot of note taking and re-rolls each turn (I am so glad that Alex supplies the Double Trouble cards for the tournament games!).

My army consisted of:
My army consisted of (green on the maps):
Warboss- Eavy Armour, Power Claw, Shoota, Bosspole, Stikkbombs (with B2)
Painboy- Urty Syringe, Dok's Tools (with B1)
 25 Ork Boyz- Sluggas, Choppas, inc. Nob with Power Claw and Bosspole (B1)
11 Ork Boyz- Sluggas, Choppas, inc. Nob with Power Claw and Bosspole (B2)
Trukk- Big Shoota (T)
Runtherd and 15 Gretchin (G1)
Runtherd and 11 Gretchin (G2)
3 Warbikers (WB)
Warbuggy- TL Rokkit (W)
Warbuggy- TL Rokkit (W)
 Looted Wagon- Killcannon, Ard Case, Big Shoota (LW)

My warlord trait was conqueror of Cities (Stealth Ruins and Move Through Cover Ruins).

Thursday, 16 June 2016

Double Trouble Tournament- Game 3: Orks/Daemons vs Dark Eldar/Space Marines

The final battle of the tournament saw my Orks teaming up with Matt and his Daemon army. Our opponents were Luke and his Iron Hands Space Marines and Nathaniel (NafNaf from Objective Secured) and his amazing Dark Eldar Carnival army. Whatever happened in the fight, this was going to be a good looking battle!

My army consisted of (green on the maps):
Warboss- Eavy Armour, Power Claw, Shoota, Bosspole, Stikkbombs (with B1)
Painboy- Urty Syringe, Dok's Tools (with B1)
 25 Ork Boyz- Sluggas, Choppas, inc. Nob with Power Claw and Bosspole (B1)
11 Ork Boyz- Sluggas, Choppas, inc. Nob with Power Claw and Bosspole (B2)
Trukk- Big Shoota (T)
Runtherd and 15 Gretchin (G1)
Runtherd and 11 Gretchin (G2)
3 Warbikers (WB)
Warbuggy- TL Rokkit (W)
Warbuggy- TL Rokkit (W)
 Looted Wagon- Killcannon, Ard Case, Big Shoota (LW)

My warlord trait was conqueror of Cities (Stealth Ruins and Move Through Cover Ruins).

Tuesday, 14 June 2016

Double Trouble Tournament: Game 1- Orks/Eldar vs Raven Guard/Daemons

Welcome to my first battle report from the recent Double Trouble tournament that I attended at the start of June.
 
Double Trouble was the first doubles tournament of its kind being run by Alex at From the Fang. I was a big fan of Alex's Blog Wars tournaments, they were a lot of fun with a great atmosphere and some really tough games to play. Double Trouble was a doubles tournament where each player would be paired with a different, random partner in each game, so no combined list building with a partner as you don't know who you will be playing with. This means you will meet 9 great players and should provide some fun and tactical games. In addition, the missions were different from Blog Wars in that you scored both maelstrom points (from a modified maelstrom deck that rewarded risk and working with your partner) and blood points (essentially kill points, but based on victory points totals for units rather than number of units).


I was looking forward to the event, both for the chance to meet up with some of the fantastic bloggers and players that I have gotten to know online and at Alex's events and for the chance to play in a fun and very different doubles event that I was used to.

It was great meeting up with everyone I chat to online and those I have met before at Alex's events. A big shout out to Alex for running the great event and to Luke (Darksun Life), Rob (30Kplus40K), Dave (40k addict) and Nathaniel (objective secured) who I got to chat with over the weekend- a great bunch of guys and a lot of fun to spend a day of 40k with.
 
Based on community feedback, I decided to take my Orks to the event. I would never normally dream of taking my Orks to a tournament, but I think Double Trouble would be the most forgiving for my greenskins. Given that about half the armies going were Marines, I was confident in outnumbering most opponents, maybe even having the largest army in the tournament (there was actually a Tyranids player with 74 models, just beating my Orks at 72!).
 
I started the first game of the day on table 4, with the mission using Dawn of War deployment. My partner for the first game was Tess and his Eldar. I actually played Tess in my second game at Blog Wars X, so it was nice to be on the same side with a great guy and great player. Our opponents for the first game were Dan and his Daemons and Ian with his Raven Guard Space Marines.
 
My army consisted of (green on the maps):
Warboss- Eavy Armour, Power Claw, Shoota, Bosspole, Stikkbombs (with B1)
Painboy- Urty Syringe, Dok's Tools (with B1)
 25 Ork Boyz- Sluggas, Choppas, inc. Nob with Power Claw and Bosspole (B1)
11 Ork Boyz- Sluggas, Choppas, inc. Nob with Power Claw and Bosspole (B2)
Trukk- Big Shoota (T)
Runtherd and 15 Gretchin (G1)
Runtherd and 11 Gretchin (G2)
3 Warbikers (WB)
Warbuggy- TL Rokkit (W)
Warbuggy- TL Rokkit (W)
 Looted Wagon- Killcannon, Ard Case, Big Shoota (LW)

My warlord trait gave me Strategic Genius (+1 to Seize and re-rolls on reserves).

Thursday, 5 May 2016

Stronghold V Battle Report 3- White Scars vs Daemons

Welcome to the third battle report from my games at the recent Stronghold V tournament in Glasgow. With two wins under my belt, I was currently sitting in second place overall, so I knew my third game of the day would be tough.
 
The third mission was Purge the Alien with Hammer and Anvil deployment and I would be facing Martin and his Daemons of Chaos. I had previously played Martin at Rapid Fire 2015, where his Necron Decurion force demolished my White Scars in the Purge the Alien mission. I was a bit more hopeful about this game as Daemons are at least killable.
 
As a reminder, my army consisted of:
COMBINED ARMS DETACHMENT
Librarian- Level 2 psyker, Bike, Hunter's Eye, Mantle of the Stormseer, Force Sword, Meltabombs (with CS or L)
5 Command Squad- Bikes, Apothecary, 4 veterans with grav guns, stormshields and 2 with meltabombs (CS)
5 Bikers- 2 grav guns, sergeant with meltabombs (BS1)
5 Bikers- 2 grav guns, sergeant with meltabombs (BS2)
5 Scouts- sergeant with meltabombs (S)
Landspeeder Storm- Heavy Bolter, Cerberus missile launcher (LS)
Drop Pod- storm bolter (DP)
3 Scout Bikers- One grenade launcher, sergeant with meltabombs and locator beacon (SB)
Stormtalon- TL assault cannons, skyhammer missile launcher (ST)
Centurion Devastators- Grav cannons and grav amps, hurricaine bolters (C)

My warlord trait was Master Rider, giving me +1 to my jink save. My psychic powers for this game were Psychic Shriek and Prescience.

Friday, 20 November 2015

Blog Wars X: Game 3- Ravenwing vs Chaos Space Marines/Chaos Daemons

Welcome to the third and final battle report from my games at Blog Wars X. Game 1 and Game 2 had seen two solid victories for my Ravenwing, meaning that in game 3 I found myself at the lofty heights of table 1 for the final game of the tournament. What was even scarier was that I actually had a shot a winning the whole tournament!
Game 3 was a maelstrom mission using a modified Blog Wars tactical objectives deck. There were 18 cards in the deck, three drawn each turn and six turns in the game, so you could potentially score every card during the game. The six seize objective cards were worth 2 pts each, the other cards were worth 1 or 2 pts depending on what the card was. Impossible to achieve cards were discarded before the game began (cards that became impossible to achieve as the game went on had to be kept) and one card could be discarded at the end of each turn.

I was exceedingly nervous going into this game, given how high I was placed in the rankings (I must have been either 1st or 2nd). I was even more nervous when I saw that I was playing Matt and his Tzeentch Chaos Space Marines and Chaos Daemon army. Matt and I had chatted during the day and I found out that my army was the exact kind he expected to face at Blog Wars and had designed his army as a counter to it. He had at least three AP3 flamers in the army and all his psykers would be taking psychic shriek (great against bike armies), with Ahriman being able to cast it 3 times in one phase. To say this was going to be a tough game was a little bit of an understatement.
As a reminder, my army consisted of:
RAVENWING STRIKE FORCE
Sammael- on Corvex (with CS)
Interrogator-Chaplain- Space Marine Bike, Mace of Redemption, Auspex, Meltabombs (with CS or IC)
5 Ravenwing Commnad Squad- Ravenwing Company Banner, Apothecary, Grenade Launcher (CS)
5 Black Knights- Grenade Launcher, Huntsmaster has Meltabombs (BK)
5 Ravenwing Bikers- 2 grav guns, sergeant has Meltabombs (RB1)
5 Ravenwing Bikers- 2 plasma guns, sergeant has Meltabombs (RB2)
5 Ravenwing Bikers- 2 meltaguns, sergeant has Meltabombs (RB3)
Dark Talon- Rift Cannon, Two hurricane bolters, stasis bomb (DT)
Ravenwing Landspeeder- Multimelta, Typhoon Missile Launcher (RL)
RAVENWING SUPPORT SQUADRON
Ravenwing Darkshroud- Assault Cannon
3 Ravenwing Landspeeders- Heavy Bolters, Assault Cannons (RSS)

As a note, due to the comp rules of the tournament, a 2+ re-rollable save (cover or invulnerable) became a 2+/4+ save. This reduced the effectiveness of the Darkshroud by a marginal amount. My Warlord trait was set with Sammael, giving me +3" to charge and turboboost moves.

Matt's army consisted of:

CHAOS SPACE MARINES:
Ahriman (with TS1)
Chaos Sorcerer- Level 3, Spell Familiar, Meltabombs, Skalanthrax (with TS2)
9 Thousand Sons (TS1)
Rhino (R1)
9 Thousand Sons (TS2)
Rhino (R2)
Helldrake- Baleflamer (H1)
Chaos Predator- TL Lascannons, two Lascannon sponsons (P1)
Chaos Predator- TL Lascannons, two Lascannon sponsons (P2)

CHAOS DAEMONS:
Lord of Change- level 3 psyker (LoC)
10 Pink Horrors of Tzeentch (H2)
Burning Chariot of Tzeentch- Blue horror crew (FC)


His warlord trait allowed him to Infiltrate one unit. For the plethora of psychic powers, he got:

Ahriman- Tzeentch's Firestorm, Boon of Mutation, Endurance, Life Leech, Psychic Shriek
Sorcerer- Life Leech, Enfeeble, Psychic Shriek
Lord of Change- Flickering Fire, Cursed Earth, Sacrafice, Dark Flame, Summoning
Thousand Sons 1- Tzeentch's Firestorm, Breath of Chaos
Thousand Sons 2- Tzeentch's Firestorm, Breath of Chaos
Horrors- Flickering Fire, Infernal Gaze, Summoning

Monday, 9 November 2015

Rapid Fire 2015- Game 5: White Scars vs Daemons/Chaos Space Marines

After the kicking I took in the last two games, I found myself at the lower end of the tournament listings, playing my next game on table 12 against Jason's Daemons and Chaos Space Marine army. This mission would be Deadlock with Vanguard Strike deployment. Deadlock is a maelstrom mission where you draw 6 cards on turn 1, 5 on turn 2, etc., so it is very important to start scoring points early on as your opportunities to score decrease each turn (impossible cards to achieve could be re-drawn without penalty).

The battlefield looked to be a blighted wasteland with a large building in the centre and a couple of hills and rock formations scattered around the board.
 
As a reminder, my army consisted of:
 
Kor'sarro Khan- Moondrakken (with CS)
Librarian- Mastery Level 2, Auspex, Meltabombs, Force Sword, Bolt Pistol (with C)
5 Command Squad- Mounted on bikes, 4 grav guns, 2 storm shields, Apothecary (CS)
5 Bikers- 2 Grav guns, sergeant has meltabombs (GB1)
5 Bikers- 2 Grav guns, sergeant has meltabombs (GB2)
5 Bikers- 2 Meltaguns, sergeant has meltabombs (MB)
10 Tactical marines- Meltagun, sergeant has combi-melta and meltabombs (TS1 and TS2)
Drop Pod- Storm Bolter (DP2)
5 Scouts- Bolt pistols, close combat weapons, sergeant has meltabombs (Sc)
Landspeeder Storm- Heavy Bolter, Cerberus Missile launcher (LS)
Drop Pod- Deathwind missile launcher (DP1)
Stormtalon- TL assault cannons, skyhammer missile launcher (ST)
2 Attack Bikes- Multimeltas (AB)
5 Devastators- 4 Missile Launchers (D)
Rhino- Storm Bolter (R)
3 Centurions- Grav amps and grav cannons, hurricane bolters (C)

For this game, my psychic powers were once again Presecince and Psychic Shriek.

Saturday, 25 April 2015

SABRE apocalyse battle report- third turn


The third turn of our club’s apocalypse game.  

TURN 3- ATTACKER

Attacker turn 3 overview
With a mighty roar, the Avatar of Khaine launched itself onto the wall, the defending Guardsmen held firm thanks to the rhetoric of the priest amongst them. The rest of the attackers continued to advance, the still mobile skimmers on the left flank advancing toward the objective held by the Death Guard.
The Avatar attacks (on one wound left)

Thursday, 23 April 2015

SABRE apocalypse battle report- second turn

The second turn of our club’s apocalypse game. For part 1, see here.
 
TURN 2- ATTACKER
Attacker turn 2 overview.
The attacker’s right flank continued to advance, the Avatar eager to attack the defenders lining the wall. The skimmers on the left flank moved east to counter the rapidly advancing Death Guard forces. The mighty Eldar titan advanced towards the wall, its aim set on the damaged Baneblade. The Lord of Change flew up onto the wall, ready to attack the defenders stationed there.

Tuesday, 21 April 2015

SABRE apocalypse battle report 11,000 points- Deployment and first turn

This is the first part of the battle report of the apocalypse game for our club’s SABRE event (two day gaming event) was to be 11,000 pts per side. On one side would be the Astra Militarum, Dark Angels and 30K heresy Death Guard vs a combined force of Tau, Eldar and Daemons. Not the fluffiest of match ups, but we work with what we have and I thought this match up would provide a decent game.
They're coming right for us!