Showing posts with label Chaos Space Marines. Show all posts
Showing posts with label Chaos Space Marines. Show all posts

Monday, 22 July 2013

Blood Angels Vs Chaos/Daemons 1500pts Video Battle Reports

We played two games, one with the usual format and one where we try to capture as much of the action as possible!

Let us know which you prefer!


Sunday, 12 May 2013

40k Battle Report -1000pts Blood Angels VS Chaos Space Marines (Video)

Deployment: Hammer and Anvil
Mission: Big Guns Never Tire
Night Fighting: On

Ok so this was my first Blood Angels game - some rules were confused because I bought the models the day before this match. The original list of models to buy did not include terminators and did include two sanguinary priests.

Saturday, 13 April 2013

Binky the Forgefiend

He made his painted debut in the recent battle report against Eldar, but here's a couple of pictures of my Nurgle themed Forgefiend. He's named Binky, after Death's horse.



Friday, 5 April 2013

40k Battle Report -1500pts Eldar VS Chaos

Warhammer 40k Battle Report 1500pts Eldar VS Chaos

In a bit of a larger game we decided to hold a 1500pt battle of Eldar against Nurgle themed Chaos Space Marines using our new Realm of Battle boards. The mission was Big Guns Never Tire (D3+2 objectives, 4 this game) with Vanguard Strike rolled as the deployment type. Eldar won the roll to go first and Night Fighting was on Turn 1.

Eldar

Eldrad
Avatar of Khaine
x5 Dark Reapers (x1 Exarch + Crack Shot, Tempest Launcher)
x6 Fire Dragons (x1 Exarch + Firepike, Wave Serpent + Shuriken Cannon, TL Missile Launchers)
x10 Guardians (x1 Scatter Laser Platform)
x6 Guardian Jetbikes
x3 War Walkers (x6 Missile Launchers)
Fire Prism (x1 TL Shuriken Catapult)
x5 Pathfinders

Chaos Space Marines


Typhus
x5 Terminators (MoN, x5 Combi-bolters)
x7 Plague Marines (x1 Flamer)
x7 Plague Marines (x1 Flamer)
x11 Plague Zombies
x5 Havoks (MoN, x4 Autocannons)
x4 Chaos Spawn (MoN)
x3 Obliterators (MoN)
Forgefiend (x2 Hades Autocannons)

(Note: We decided before the game started that this game would end on Turn 5. My opponent forgot that the weapon platform in his Guardian squad was actually a Scatter Laser and instead spent the whole match treating it as a Missile Launcher.)

TURN 1 ELDAR
Unlike the last time these two armies faced each other, I was unable to steal the initiative meaning Eldar still got to go first. Eldrad had joined up with the squad of Guardians with the Avatar close by on his right flank and his turn opened with casting Fortune on them and Guide on the nearby Dark Reapers perched on a building. Eldrad and the host of Guardians around him then moved towards the centre table where we had positioned a decommissioned Fortress of Redemption. Around half the Guardians made it up onto the ramparts of the fortress but the others and Eldrad didn't quite make it. The Avatar lumbered along the side of the fortress instead.

On his left flank the Fire Prism repositioned itself to have a reasonable firing lane down into the side of my deployment. The Wave Serpent carrying the Fire Dragons turbo boosted along the edge of the fortress towards the same flank essentially splitting his army into two, coming at me from both sides.

The shooting phase opened with the Fire Prism firing at my Havoks that had deployed inside the upper floors of a ruin. Despite getting the first of many, many direct hits this game, Night Fighting helped ensure that their cover saved them. The Walkers were on a slightly raised bit of land and could just about make out my Forgefiend and fired six missiles at it but none made a dent.

The turn ended with only the Exarch of the Dark Reapers firing at the nearest of my deployed Plague Marine squads. Two managed to get hit, but only one died. The Pathfinders who had begun on an excellently placed high ruin were actually out of range to fire at anything.

TURN 1 CHAOS
Facing a split force, I debated where to move my troops for some time. I had my zombies guarding one home objective and one Plague Marine squad was doing the same so on my left flank that left the other Plague Marines, Typhus, the Terminators, and my Obliterators all fairly close together. My right flank was decidedly weaker since, even though the Havoks had perfect line of sight down it, the only moveable unit there was my Chaos Spawn that had deployed at the very front of my lines sheltered somewhat by the size of the fortress.

A combination of two things made me decide to leave my right flank largely unguarded. I needed a lot of power on my left to take on the Avatar and to get through Eldrad's buffs – where as on the right flank I noticed that my Chaos Spawn could easily get into combat with the Wave Serpent to remove it as an immediate problem and my Havoks could exchange fire with the Prism.

Typhus and the squad of Terminators he had joined moved and run up behind nearby ruins with the Obliterators and one Plague Marine squad close behind. None of them would shoot this turn, but I needed to close the range a bit. My Forgefiend moved slightly to get inside a crater and to get a line of sight on my left flank. My Chaos Spawn moved their full 12” to be sure of a successful charge.

A short shooting phase began with my Havoks opting to shoot at the Walkers rather than the Prism as a last minute decision to protect my Forgefiend from missile barrages. We decided that only three out of the four Autocannons could see, but they still managed to get a penetrating hit on one War Walker and it exploded. The Forgefiend brought its rain of bullets down on the Dark Reapers and despite Night Fighting improving their already substantial cover to a 2+ save, two managed to die. Their moral held, however they did became pinned.

My assault phase saw the Chaos Spawn make their short charge into the Wave Serpent. Not surprisingly, they managed to penetrate and trigger an explosion. One of my spawn took a wound from the resulting blast, but two Fire Dragons inside were also turned to ash. The destruction of the transport netted me First Blood.

TURN 2 ELDAR
This turn could probably be christened 'Operation: Get Revenge on Spawn', but we'll get to that.

The Guardian Jetbikes came in from reserve a safe distance from any action near the building in which the Pathfinders hid. Despite getting a Perils of the Warp, Eldrad took no wound and used Fortune on his Guardian squad and the nearby Avatar. While the Avatar carried on around the edge of the fortress the full Guardian squad then hopped up onto the ramparts to get a good line of sight at my approaching Plague Marines. The Walkers moved around a little just to carry on getting a line of sight on my Forgefiend.

Pathfinders opened the shooting phase by taking out one of my spawn. The Fire Prism then took out another. The surviving Fire Dragons out for revenge then blasted straight into their faces and took out another one, leaving behind a melted puddle. This left one spawn alive at this point.

My opponent debated how much more fire to waste on that last spawn but eventually decided that an assault would hopefully do it. The Walkers once again fired a barrage of missiles at my Forgefiend and the Guardian's joined in but they all managed to either miss or fail to penetrate the armour. The Dark Reapers could only fire Snap Shots because they were pinned and missed entirely.

The Fire Dragons charged into my surviving spawn, who rolled a 1 for number of attacks. The dragons put one wound on him and he failed to do anything back. I considered the fact he kept them busy for at least one more round of combat as a win, for now.

TURN 2 CHAOS
My movement phase began with my Obliterators moving sideways rather than forwards so I could see down my left flank with them. Typhus and his Terminators moved between them and the approaching Avatar while my Plague Marine squad took a short cut through a ruin. The Forgefiend once again only shifted very slightly to force the Walkers to come further forward.

My Plague Marines decided to shoot at the Guardian squad on the fortress but were unable to do anything thanks to re-rollable cover saves. My Havoks also began a rivalry with the Fire Prism and fired their Autocannons at that – however Jink saved it. My Forgefiend fired at the Avatar and largely misfired. Two out of eight hits got through but both were saved thanks to Fortune. In an obscene act of overkill for range more than any other reason, my Obliterators morphed their weapons into Lascannons this turn and shot at the Dark Reapers. Sadly cover protected them for the most part and only one died.

In the on going assault my last spawn managed to die before even getting a chance to try to chew on a Fire Dragon leaving them to freely consolidate slightly closer to my half of the battlefield.



TURN 3 ELDAR
In a replay of last turn, Eldrad began by giving Fortune to his Guardian squad and also the Avatar. The Fire Dragons now free from combat clambered up onto the far side of the fortress and the Guardian Jetbikes that had thus far done nothing Turbo Boosted onto one of his own objectives hidden from sight (which prior to this point had both been unclaimed). After a short debate on whether he wanted to send the Avatar against Typhus and his bodyguard or my Plague Marine squad, he opted for the former. I was hoping for the latter.

Eldrad attempted to cast Doom on Typhus at the start of shooting but I successfully Denied the Witch. The Dark Reapers now unpinned fired at the Plague Marine squad nearing the fortress in the middle of the board and amazingly only managed a single cover ignoring AP3 wound which Feel No Pain saved. The Fire Prism shot at the Havoks but cover saved them once again.

The Guardians fired their imaginary Missile Launcher at the Forgefiend and failed to do anything with it. The War Walkers then unleashed hell on it for a third turn in a row and managed four hits. Of these a glance and a penetrating hit got through, sadly resulting in an explosion.

The shooting phase closed with the Avatar using the Wailing Doom on Typhus and his bodyguards but invulnerable saves protected them. He then tried to charge but failed by a centimetre or so.

TURN 3 CHAOS
The Avatar was a problem that couldn't really be ignored and was the whole reason I continued to keep so much of my force on my left flank. Assault would be a last resort and I still had a lot of shooting I could put its way. Typhus and his Terminators moved into the Avatar's face with the Obliterators close behind. The Plague Marines also moved closer.

Yet again my Havoks fired at the Prism, however this time a penetration managed to get through and caused it to become immobilized. I opted to fire my Plague Marines at the Guardians on the fortress nearby purely because I realized that my flamer could do some damage. Sadly it wasn't quite as much as I hoped as combined rapid fire and the flamer only resulted in two dying.

My attention now focused on the Avatar. Using Assault Cannons this time, my Obliterators opened the barrage of bullets and managed to bust through his re-rollable save to do a single wound. The Terminators fired their Combi-Bolters and failed to do anything to it.

With no other option, Typhus and his Terminators charged. Opting instead to buy time for the rest of the army, when my forced challenge was issued I opted that the Terminator Champion would take role instead of Typhus. I expected him to be crushed until the sheer number of AP2 attacks, though unbelievable he survived. He was unable to do any wounds back, however.



TURN 4 ELDAR
The Avatar was out of Fortune range now and that felt like a good thing. For lack of anything better to do, Eldrad decided to cast Fortune and Guide on his Guardians. Noticing that for two out of the three previous turns the Pathfinders couldn't do anything due to my army largely being on the far side of the battlefield, they opted to start descending down the building to hold the other objective hidden there. With the Forgefiend dead, the War Walkers now moved again to get a nice view of the Havoks.

Eldrad's Doom managed to hit Typhus and his Terminators this time. The surviving Dark Reaper Exarch shot at the Plague Marine squad near the fortress and managed to kill four out of seven more than making up for bad luck in previous turns. The Guardians also shot at them and killed two more, leaving a single one behind. The Fire Dragon Exarch tried to take out the surviving marine but missed (the others were out of range to fire).

In a combined effort to punish my Havoks for sitting still unhindered for the game thus far, both the Fire Prism and War Walkers shot at them with a mixture of missiles and a AP2 blast with neither being able to claim a kill. This seemed like the unit that had the most luck on the battlefield.

The Avatar rolled better this time and, combined with Doom, easily crushed the Terminator Champion into a fine paste.



TURN 4 CHAOS
In a fairly quick turn my Obliterators moved forward a little, now safe from the Avatar tying them up in combat. My surviving Plague Marine moved back and ran behind a ruin purely out of spite to deny the kill of the entire squad even though it would make no difference to the score.

Realizing that it was far easier to kill a Walker than it was a Prism, my Havoks changed target and rained fire down from their very secure location upon them. The Walkers were utterly blown to bits in a decisive chain explosion.

Opting to use Plasma Cannons this turn and (for once) failing to roll any 1s for Get Hot, my Obliterators took out the last Dark Reaper.

I had no choice but to throw Typhus against the Avatar in a fresh challenge. Naturally, my opponent opted to use Smash to hopefully instant kill him, but his attacks failed to get through. Typhus retaliated and dealt a single wound to the Avatar. Knowing that sooner or later he was going to be instant killed anyway – I chose to try and activate Typhus' force weapon on three dice (because of Eldrad) and failed, meaning he took a wound from that.

TURN 5 ELDAR
The final Eldar turn began with Guide and Fortune being cast on the Guardians for no real reason. The Fire Dragons continued to move across the fortress but nothing would be in range for it to matter either. Just to ensure his death, Eldrad tried to cast Doom on Typhus but once again Deny the Witch occurred.

The Fire Prism fired at the Havoks for yet another turn and finally (FINALLY) was able to kill one. The Guardian's fictional Missile Launcher then fired at them and managed to kill another.

The only other thing to happen in this turn was the challenge. Before even getting to strike, a single Smash Attack from the Avatar got through and Typhus fell to Instant Death giving my opponent Slay the Warlord.

TURN 5 CHAOS
There wasn't much to do in my final turn as I knew I had already done enough. While the bulk of my army had been tied up on my left flank what had really mattered – what had always mattered – was what was happening on the right.

My Obliterators moved forwards some more to get into combat with the Avatar just for fun. The single Plague Marine also did the same because, why not?

The Havoks shot at their nemesis the Fire Prism and finally managed to wreck it causing what passes for a cheer to sound out from the zombies that had been hiding in the lower floors of the building for the whole battle.

The pointless assault began with the Avatar failing to do anything. The surviving Terminators and single Plague Marine didn't manage anything either, but the Obliterators did managed to put another single wound on the Avatar reducing him to one.

RESULTS
Around about turn three I realized that my left flank didn't matter much on the assumption that I made sure that the Avatar couldn't reach the Obliterators. My Havoks had more than done enough on the other flank along with my departed Chaos Spawn.

We both still successfully held both our objectives and my First Blood was countered by my opponent's Slay the Warlord. This match had been decided by the bonus points gained from killing Heavy Support choices. Whereas I had only lost my Forgefiend, the Eldar had lost all three (the Dark Reapers, War Walkers and Fire Prism). This concluded the match as a 10 – 8 Chaos victory.

We picked our MVPs for this match pretty easily. My opponent loved that the Avatar had instant-killed Typhus and I loved that not only had my Havoks survived a shocking amount of fire being aimed at them but had also been instrumental in ensuring the victory.

Tuesday, 2 April 2013

40k Battle Report - 1000pts Chaos VS Eldar VS Necrons

Using a slightly changed version from the last time, we did yet another 3 on 3 battle report.

We changed the rules for how far players had to be when deployed at the start so the final person wasn't quite so squashed in. We also managed to forget that we should have been rolling to see what the middle objective was.



The custom ruleset we used is as follows:


OBJECTIVES
  • Each player has one objective worth 1pt in their deployment following usual rules for placement.
  • A fourth objective is placed in the exact centre of the board worth 3pts.
    • If the fourth objective is contested the contesting armies score 1pt each.
    • When a unit is within 2” of it, roll on the Archeotech Artefacts list (rulebook page 106).

DEPLOYMENT
  • Randomly determine who goes first
  • They deploy at least 12” away from the centre of the board
  • Randomly determine who goes second
  • They deploy at least 12” from the centre and 24” from the other player
  • Final player deploys at least 12” from centre and 18” from other players
  • All three players roll for stealing the initiative and if two people roll a 6 they roll again against each other only.

SECONDARY OBJECTIVES
  • First Blood
  • Nemesis
    • The unit that scores First Blood becomes worth 1pt
  • Night Fighting

Monday, 1 April 2013

Bond Music

Our camera man was playing with his camera's settings and came up with this, from a battle report that should be posted tomorrow! This is my Nurgle Demon Prince.

Tuesday, 26 March 2013

40k Battle Report -1000pts Necrons VS Space Marines VS Eldar

To mix things up a bit, we decided to try a custom ruleset for a three way battle!

Unfortunately the exact lists have been lost in the Warp so just listen out for the details in the start of the video.

There are a few mistakes (as expected when you are testing new rules) like; missing out slay the warlord when playing, counting dedicated transports as part of the unit they start with for First Blood etc.



The custom ruleset we used is as follows:


OBJECTIVES
  • Each player has one objective worth 1pt in their deployment following usual rules for placement.
  • A fourth objective is placed in the exact centre of the board worth 3pts.
    • If the fourth objective is contested the contesting armies score 1pt each.
    • When a unit is within 2” of it, roll on the Archeotech Artefacts list (rulebook page 106).

DEPLOYMENT
  • Randomly determine who goes first
  • They deploy at least 12” away from the centre of the board
  • Randomly determine who goes second
  • They deploy at least 12” from the centre and 24” from the other player
  • Final player deploys at least 12” from centre and 24” from other players
  • All three players roll for stealing the initiative and if two people roll a 6 they roll again against each other only.

SECONDARY OBJECTIVES
  • First Blood
  • Nemesis
    • The unit that scores First Blood becomes worth 1pt
  • Night Fighting

Friday, 8 March 2013

Painting Updates

Here I am again filling some space with updates on my recent paint jobs. I finished off my Nurgle themed Obliterators and also finished the Techmarine for my Space Marines that mans one of my Thunderfire Cannons.




Tuesday, 5 March 2013

40k Battle Report -1250pts Chaos VS Necrons

Warhammer 40k Battle Report 1250pts Chaos VS Necrons

We had time for one more game after the previous battle report and so we played a 1250pt battle of Chaos Space Marines against Necrons using the same board set up as before. The mission was Crusade (D3+2 objectives, 4 this game) this time with Vanguard Strike rolled as the deployment type. Chaos won the roll to go first.

Chaos Space Marines
Typhus
x5 Terminators (MoN, x4 Combi-flamers, Gift of Mutation)
x7 Plague Marines (x1 Flamer)
x7 Plague Marines (x1 Flamer)
x14 Plague Zombies
x5 Havoks (MoN, x4 Autocannons)
Helbrute (Reaper Autocannon + Missile Launcher)
x4 Chaos Spawn (MoN)



Necrons
Imotekh the Stormlord
x 10 Warriors (x1 Ghost Ark)
x 10 Warriors
Triarch Stalker (x1 TL Heavy Gauss Cannon)
x5 Deathmarks
x3 Canoptek Wraiths (x3 Whip Coils)
x3 Canoptek Scarabs
Monolith


(Note: We forgot that Imotekh forced Night Fighting to be in effect and had actually rolled for it instead and subsequently believed that it wasn't in effect until Turn 5. We caught our mistake after the first turn or so but in terms of overall outcome it made no difference.)

TURN 1 CHAOS
Despite Imotekh being able to steal initiative on a 4+ he failed to do so, meaning I still got to go first. Knowing full well that my list had nothing that could penetrate the Monolith and only one thing that could glance it I had already decided to take the most common approach to fighting them – ignore it. I knew that to have any hope of winning I needed to focus less on capturing his objectives and more on getting First Blood and, noticing Imotekh all alone behind a bunker, Slay the Warlord.

With my zombies sat on one objective and one squad of Plague Marines guarding the other I had set up in my deployment that didn't leave much to move. My Havoks started within a ruin and had a perfect firing lane down the board thanks to the extra height so they weren't going anywhere either. My other Plague Marine squad moved and ran in conjunction with Typhus and his Terminators doing the same up the right flank. My general plan was to sacrifice the marines as an easy target in order to give Typhus time to get to and squash the Stormlord. In conjunction with this, my spawn ran up and took shelter in a building just outside my deployment up the left flank.

The only shooting done during my first turn involved the Helbrute failing to do anything to the Ghost Ark on the left flank. The Havoks also opened fire on it and through very, very lucky rolling managed two glancing hits on it.

TURN 1 NECRONS
The Monolith floated forward without a care in the world (as expected). The Ghost Ark moved up as well despite the damage it had taken in my turn. Meanwhile, Imotekh stayed perfectly still as did the Warriors guarding one of his objectives. For whatever reason, the Wraiths kind of hung around this general area as well perhaps as an extra bodyguard for the objective.

The shooting phase began with the lightning strikes from Imotekh that only managed to hit the Havok squad and subsequently only managed to take out one of them which was a pretty lucky result for me overall. The Stalker could only see my Terminators and opened fire on them managing to gun down one. The Warriors that could just about see them also fired but didn't manage to get through their armour. The Monolith fired its Particle Whip and very painfully annihilated four out of seven of the Plague Marines that were moving up the board, reducing their threat level considerably.

State of the game during turn one

TURN 2 CHAOS
My second movement phase opened with a little bit of repositioning of both the Helbrute and the Chaos Spawn to impede the approach of the Ghost Ark. Typhus and his bodyguards moved up some more towards the far end of the table and my surviving Plague Marines moved towards the Warriors holding an objective.

At the start of the shooting phase Typhus cast Plague Wind on the Warriors nearby but it managed to scatter just enough to only hit one and then failed to wound. The Havoks decided to fire on the Triarch Stalker this turn but whiffed totally. The surviving marines were equally unlucky against the Warriors.

Things looked slightly up after that. The Helbrute fired its Reaper Autocannon and non-blast missile at the Ghost Ark and managed to wreck it. The Warriors chose to disembark backwards, ruining the chances my spawn could then lock them in combat and also putting them closer to where my opponent had placed his other objective in the mid-ground of the battlefield. Now unable to charge, my spawn ran forward instead.

After some discussing and rule checking we came to realize that if the Stalker locked Typhus and his Terminators in combat they would be unable to hurt it and be unable to run from combat thanks to Typhus being Fearless. Knowing that this was now his plan (as we couldn't find any rule that said otherwise) I desperately tried to charge the Warriors with my Terminators so at least I could take out something useful whether the Stalker joined combat or not. The charge was failed by half an inch.

TURN 2 NECRONS
My heart sank as the turn opened with the Triarch Stalker moving right up to the Terminators to ensure that the charge would be successful. Though not in danger, Imotekh chose to move position via the portal in the Monolith and attached himself to the Warrior squad protecting his objective. This was because he rolled the Warlord Trait that gave his Warlord and unit Feel No Pain within 3” of an objective. The Wraiths left the safety they had been in and and made a beeline for the approaching spawn.

Lighting strikes struck the battlefield again at the start of the shooting phase but didn't hit a single thing. The Monolith unleashed its Particle Whip at the Chaos Spawn and did a single wound to the closest. The Warriors nearby ignored the spawn and instead tried to glance the Helbrute to death, however only a single glance got through. The other squad of Warriors now with the Stormlord attached shot at the approaching Plague Marines but did nothing.

The assault phase saw the Stalker charge into the Terminators and Typhus. It failed to do anything and they were physically incapable of doing anything back.

TURN 3 CHAOS
Being about the only thing of value he could do now, Typhus used a malediction to open the turn and managed to give the gift of strength -1 to the nearby Warriors. The marines moved around a little bit more and the spawn moved forward ready to charge.

For once, we remembered to roll on the crazed table for the Helbrute and he got the Fire Frenzy result meaning he couldn't move but got to fire everything twice. Even after two missiles and two sets of shots from a Reaper Autocannon, the Helbrute was only able to knock over three Warriors – a terrible result. The Havoks took shots at a slightly visible Warriors and didn't do a thing. The Plague Marines shot at the Warriors using the surviving Flamer in the squad but, thanks to the Feel No Pain given by the objective and Imotekh's presence, failed to kill any.

Knowing that they'd just be annihilated by combined fire next turn, the Plague Marines charged the Warriors since it was their best chance for survival. One tripped, fell, and died on the way in leaving two. Since my Plague Champion was still alive and the Stormlord was joined to the squad I had to issue a challenge and it was accepted. The spawn easily charged into the other squad of Warriors - however, due to some shocking rolling, did absolutely nothing. This was echoed in the fight between Typhus, his Terminators, and the Stalker.



TURN 3 NECRONS
The Deathmarks came in from reserve this turn. They scattered quite a lot during the Deep Strike but ended up closer to my full strength Plague Marine squad sitting on one of my objectives. Naturally, this squad of marines then became their marked targets.

The Monolith took a shot at the Helbrute and managed a fairly ineffective glancing hit. The Deathmarks launched their attack on the Plague Marines but despite being marked managed to fail to do a single wound.

Easily making their charge, the Wraiths joined the combat between the spawn and Warriors. Nothing happened in the combat with the Stalker, the challenge between the Plague Champion and Stormlord remained a draw with no wounds happening between the other combatants around them either and the Warriors did nothing to the spawn. In retaliation however the spawn took down two more Warriors and then the Wraiths dissected two spawn.

TURN 4 CHAOS
Once again my turn opened with Typhus trying to give a 'gift' to the Warrior squad nearby. This time they suffered -1 attack which, on a base 1 attack model, was utterly pointless. Elsewhere I rolled for the Helbrute's crazed result and this time he gained Rage for a turn, so I moved him next to the Deathmarks. There was nothing else to move as they were either sitting on objectives or in combat.

Havoks opened fire with their Autocannons on the Deathmarks and knocked one over. The Plague Marine squad sitting on my objective rapid fired everything they had...and only managed to knock over another one. The Helbrute fired at them and wasn't able to deal a single wound, so he charged into combat straight after making good use of Rage.

The combats going on elsewhere were largely uneventful. The Stalker still failed to deal any wounds to the unit it had successfully trapped. The challenge with the Stormlord amazingly was a draw again and nothing else happened with the surviving marine in that combat either.

The Helbrute battered into the Deathmarks knocking down enough to win combat. The Deathmarks failed their morale and in a wonderful stroke of luck were caught in a Sweeping Advance and wiped out to grant me First Blood.

Elsewhere, the other squad of Warriors dealt two wounds to the surviving spawn and then the Wraiths finished them off. The Wraiths consolidated into cover and the Warriors went back up the board a little in order to hold the mid-ground objective. It's interesting to note that if we had done these two combats in the opposite order then Necrons would have gotten First Blood.

Elsewhere the spawn may have died, but this is the combat worth watching

TURN 4 NECRONS
I had totally forgotten that there were any Scarabs on the table. They had quietly been staying behind the Monolith the whole game moving in time with it waiting for a moment to strike. Given that the Helbrute had served me well I'd say they waited too long, but either way they chose this turn to shoot out and head straight towards it. The Wraiths also headed in that general direction as well with a mind to contest my objective guarded by Plague Marines.

The Monolith fired to no effect against the marines.

In the various assaults little progress was made. The Stalker managed to kill a Terminator making that the only thing of interest to happen in that combat for the whole game. The challenge was a stalemate for a third (!) turn in a row, but the other Plague Marine caught in the fight with the Warriors around them managed to kill one.

TURN 5 CHAOS
Turns for me got really fast now since I was running out of units. The Helbrute moved into a position to fire at the Scarabs as best it could purely since the only other thing in visible range was the Monolith. The Plague Marines opened fired on the approaching Scarabs as well and managed to remove a base (inadvertently meaning the Helbrute couldn't see at all). The Havoks couldn't see anything that they could wound thanks to the Monolith being in the way.

There were no casualties in any of the combats.

TURN 5 NECRONS
The Wraiths began this turn by ignoring the Helbrute completely and moving into position for an easy charge against my Plague Marines in order to contest the objective they guarded. The Scarabs moved into position to eat the Helbrute for dinner.

The only shooting involved the Monolith yet again failing to do any damage with the whip.

Assaults began. Scarabs rushed the Helbrute hoping for a quick snack and although they chewed his armour down didn't manage to finish him off. The Wraiths charged into the Plague Marines (and as I write this up I realize we forgot to take into account the fact they were in cover and that they had defensive grenades) and killed two out of seven.

Elsewhere in the astonishing on going challenge, the Plague Champion actually managed to both stay alive and put a wound on Imotekh. Nothing else happened in the fight going on around them.



RESULTS
Due to time constraints we chose to end the game at turn 5 rather than rolling for it. It should be obvious but I'll say it anyway – if the game did go on for one or two more turns it was pretty much a guaranteed loss for Chaos as my luck had to run out sometime. However, as things stood at the end of turn 5... it was a Chaos victory.

We both contested one objective and safely held another. Due to Vanguard Strike deployment zones neither of us quite had Line Breaker meaning it came solely down to me having First Blood. It was a victory, but a hollow one and very, very lucky.

The Plague Champion was my MVP by a country mile. Had he have gone down in the four rounds of combat he survived against Imotekh the Stormlord it would have been a loss.


(A video of this battle report will be posted in a day or two!)

Saturday, 2 March 2013

40k Battle Report -1250pts Chaos VS Eldar

Warhammer 40k Battle Report 1250pts Chaos VS Eldar

In this friendly game of 40k we played 1250pts of my Nurgle themed Chaos Space Marines against Blighty's Eldar. The mission was Emperor's Will. Eldar rolled to go first and after setting up opted not to redeploy using Eldrad's divination special rule.
 
Chaos Space Marines
Typhus
x5 Terminators (MoN, x4 Combi-flamers, Gift of Mutation)
x7 Plague Marines (flamer)
x7 Plague Marines (flamer)
x14 Plague Zombies
x5 Havoks (MoN, x4 autocannons)
Helbrute (reaper autocannon + missle launcher)
x4 Chaos Spawn (MoN)

Eldar
Eldrad
x3 Guardian Jetbikes (x1 shuriken cannon, x2 shuriken catapults)
x3 Guardian Jetbikes (x1 shuriken cannon, x2 shuriken catapults)
x3 War Walkers (x6 scatter lasers)
x5 Pathfinders
x4 Dark Reapers (x1 Exarch + Tempest Launcher + Crack Shot)
x10 Guardians (x1 Scatter Laser)
x6 Fire Dragons (x1 Wave Serpent)
Fire Prism

TURN 1 CHAOS
Against all odds, Chaos managed to steal the initiative from the Eldar and took turn one in this match which came as a surprise to all present. I'd decided to bunch up in one corner for the soul reason of wanting to deny the Dark Repears in the far corner much to fire at which paid off in that regard but also meant that my first turn was mostly spent moving and running.

Both squads of Plague Marines moved up full distance with one squad opting to run afterwards while the other took shots at the Guardians. Some hits landed and despite going to ground three guardians died.

Typhus and his Terminator bodyguards all moved up straight ahead since I figured they were going to come under heavy fire from the Pathfinders and potentially the Fire Dragons protecting them by getting into assault ASAP seemed like a sensible idea. Rather than fire their Combi-Flamers they also opted just to run up.

Knowing full well that my opponent is very, very afraid of Chaos Spawn they simply charged towards the Eldar front lines to be big bullet sponges and used a run move to get into the crater for a save.

The Havok squad fired on the Wave Serpent for lack of anything better to aim at and managed to get a single penetration through which resulted in an immobilized result which was very handy since it stopped the Fire Dragons from being able to get across the board quickly.

The turn ended with the Helbrute attempting to finish off the Wave Serpent hoping for an explode result but managing to miss with both his reaper autocannon and missile launcher.

State of the board during Turn One

TURN 1 ELDAR
The first Eldar turn began as all Eldar turns do – with excessive Eldrad related psychic powers as he dished out Guide and Fortune.

Both squads of Jetbikes moved towards the main Chaos lines getting good firing arcs primed while the Fire Dragons departed their immobilized transport.

As expected, everything else with a line of sight to them launched a tirade of shots upon the spawn. Despite both squads of Jetbikes firing along with Pathfinders they only managed to fully kill one spawn and put one wound on another nicely drawing attention away from the approaching Terminator squad.

On the other side of the board the Plague Marine squads suffered a bit more than I had planned for. With 24 or so shots coming at them from the walker squadron I had expected one or two to fall, but it was actually four. The Fire Prism wanted to join in but failed to do anything. 

TURN 2 CHAOS

There was a lot of movement to begin my second turn again. Both Plague Marine squads moved towards the bikes and Guardians, Typhus and his Terminators ploughed forwards, the Chaos Spawn positioned themselves in the face of one Jetbike squadron and the Helbrute wandered towards a nearby building.

Rather than run with most of my army again I tried some more shooting to very little affect. Both squads of Plague Marines fired at the nearby bike squad hoping for First Blood and did nothing. The Havoks tried their hand and was unable to kill any. Undeterred, I had the Terminators fire at them as well (it was that or face 2+ cover save Pathfinders) and they also did nothing. Determined to kill those bikes my Helbrute also shot at them and finally managed to kill a whole one of them purely because the non-blast missile was AP3.

I knew the assault phase was where things would go better for me, or rather hoped. I began to question it when Typhus and his bodyguards failed to charge the Jetbikes that had refused to die to nearly my whole army shooting them. The other bike squad was easily charged by my Chaos Spawn but no side took any casualties or wounds.


TURN 2 ELDAR
Along with the usual Guide and Fortune, Eldrad began turn 2 by casting Doom on the squad of Plague Marines with just three left. With the immobilized tank in the way as well as the combat between the spawn and bikes, the Fire Dragons had no choice but to move and then run around the far side into some cover. On the other end of the table the Fire Prism adjusted its position slightly just to get a better firing lane down the table.

The shooting phase opened with the Dark Reapers and Fire Prism victimizing my poor Plague Marines dealing plenty of wounds but only actually killing one. However, this was soon made up for when the Walkers unleashed hell upon them managing to kill off the remaining three man squad and giving Eldar the First Blood secondary objective. Now safely obtaining that, the bike squad in the open moved flat out towards the far end of the table readying to contest my objective towards the end of the game.

Now aware that the Terminators were getting uncomfortably close, the Pathfinders unloaded everything they had at them and did nothing.

The turn ended with the on going combat in which the spawn killed two out of three bikes but their moral held. It's worth noting that I totally forgot about Fear tests every time I used the spawn in this match.

Meanwhile, the Plague Zombies protect an Objective
 
TURN 3 CHAOS
Though it may not have been the best tactical option to start my Plague Marines where I did, I decided to just take the fire and hope the surviving squad would make it. They marched on towards the Walkers and the Guardian squad with Eldrad attached which sat on his only objective. Elsewhere, my Terminators moved up slightly, as did the Helbrute.

The shooting phase began with the Plague Marines firing on the Guardians. I chose to focus fire at the single Guardian I could see clearly because it was the last surviving one that could use the heavy weapon. He was easily wiped off the board essentially neutering that squad and removing it as a threat. The Helbrute also fired in this general direction and managed to strip a whole 1 HP from a Walker.

Now well within range my plan all along for the combi-flamers on my Terminators came to fruition as they easily roasted the Pathfinders within the ruin, decimating them in an overflow of cover-ignoring wounds.

This turn ended with some painful troop surgery for the Eldar. The Havoks fired into the bike squad that had survived so very much in the previous turn and tried to flat out to safety managing to cut them down. The combat that had been on going also ended with the Chaos Spawn easily chewing on the final bike and then consolidating as far around the immobilized tank as possible.


 
TURN 3 ELDAR
Once again the psychic powers were unleashed but unlike last time I managed to score a deny on the attempt to Doom my marines. Fire Dragons moved around further to put them in perfect view of my Terminators.

As expected, the shooting phase opened with the Fire Dragons unleashing hell on the Terminators and taking out three of them. The Walkers tried to join in, firing 24 guided shots at them but doing nothing. The Dark Reapers were feeling left out and also shot at them and also did nothing.

The Wave Serpent decided to shoot at the Chaos Spawn as they wandered past and managed to do two wounds on the closest.

The turn ended with the Fire Prism using its focused blast on the surviving Plague Marine squad and killed two of them.

 
TURN 4 CHAOS
Things start to go quicker now. My Plague Marines don't like that tank at all and so they moved and ran towards the Guardians instead. The Helbrute was in a nice position partially obscured with a good firing lane so he stayed there. For lack of anything else in range and well aware plenty could still shoot at them, I moved Typhus and his Terminators around towards the serpent. In hindsight I should have probably broken Typhus off from them to do this so the Terminators could try and do something towards the end of the game.

Helbrute managed to finish off the Walker it had glanced in the previous turn at the start of shooting. Havoks fired into the Fire Dragons and managed to take out three of them and that was about all the shooting I could do.

Typhus and his Terminators easily crushed the already crippled Wave Serpent causing it to explode but nothing happened as a result.

The Chaos Spawn charged the surviving Fire Dragons, taking a wound on the way in, but easily managing to wipe them out in a single round of combat and consolidating towards the other end of the board.

TURN 4 ELDAR
After the usual powers (in which Eldrad managed to get a Perils and a wound on himself), the approaching Chaos Spawn were Doomed (did I mention he really doesn't like them?). The Fire Prism moved forwards slightly as well but other than that pretty much everything else stayed where it was.

The Dark Reapers took shots at the spawn and killed one outright. The Walkers joined in and due to sheer number of dice and my poor choice of placement (they had no cover at all) the last two were wiped out. This left his Fire Prism and the Guardians free to fire on the Plague Marines, but neither were able to do anything.


TURN 5 CHAOS
This was a very quick turn for me. My Plague Marines moved a little bit forward. Now aware that the Fire Prism could potentially move up enough to unleash a large blast upon them I moved the zombies a bit to be out of sight for at least one more turn.

The Havoks unleashed on the Fire Prism and managed a single glance. The Helbrute whiffed spectacularly against the Guardians and only killed one. It's at this point I thought that this was potentially my last turn and Typhus and his bodyguard were pretty much useless since they were so far from everything else.

Knowing it was the only hope that they would survive, I declared a charge with my Plague Marines. I lost one on the way in to Overwatch but then in the subsequent combat killed two and took no damage.

TURN 5 ELDAR
A ridiculously fast turn! The Fire Prism went flat out in the hopes that the game goes on to turn 6 and is able to take a shot at the Plague Zombies.

The surviving two Walkers joined in the combat between Eldrad and my marines. The combat carries on and I lose another one.

We checked if the game ends and it did not.


TURN 6 CHAOS
I moved the Helbrute around from its hiding place purely to take a shot at the prism as it flew past. It managed to hit and scored a pen - stunning it for a turn. I did try to charge with the Helbrute afterwards but failed by half an inch.

My Havoks took more shots at the Fire Prism as well but did absolutely nothing to it.

In the combat Eldrad did nothing and neither did the Guardians leaving the Plague Marines to stand and fight. Against all odds my Plague Marine managed to deal a wound to Eldrad when I remembered that he got to hit back (I had just assumed he would die).

TURN 6 ELDAR
The Fire Prism moved behind the zombies but was unable to fire.

The single surviving Guardian, Eldrad and Walkers finally manage to squash the Plague Marines so I no longer contested the objective they held.

We see if the game ends.....and it does not!

TURN 7 CHAOS
The final turn! I moved the Helbrute up with nothing really in mind for it, took some shots at the Walkers to no effect and also failed a charge.

The Havoks also failed to do anything.

TURN 7 ELDAR
The proper final turn of the game! The Fire Prism tried to tank shock the zombies to move them from the objective but they passed their moral test. It then fired at the Havoks since we decided it was physically too close to see the zombies with the cannon and it managed to evaporated one.

The Walkers fired at the Helbrute out of spite and did 2 Hull Points of damage to it.

The game ended at this point with us both holding our own objectives with no one contesting. Eldar had First Blood and I had Line Breaker meaning it was a complete draw.

  
To finish on, here's a close up of the Necron themed objectives we use: