1850 Ork D3 list extravaganza!

March 8, 2014
08 Mar/14
0

The past few months I have been attending game night at AFK games with the Azure Flames, but the Marines are actually a bit too good.  Their list is modern and competitive.  I needed a challenge.

This sounds like a job for the Orks!  Especially because I have no aircraft.  So I had an idea.  I’d make three lists and choose which one to use in a game randomly.  One, a Ghazgkhull green tide footslog, one a Speed Freek mounted, and one a ridiculous shooty list.  All 1850 points.

I found a willing opponent in Mr. Cat, covered in one of my previous batreps.  However, Mr. Cat did not have the means to play an 1850 game, and so borrowed several assets from Stephen, another of my frequent opponents.  After he banged together an 1850 list, I rolled a D3 and chose my Ghazgkhull footlsog, led by none other than Warboss Poindexta Smartyskull, the Ork with two brains.  Here’s our lists:

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WAAAAAGH! Smartyskull!

-Poindexta Smartyskull (counts as Ghazgkhull Thraka)

-Big Mek, Burna, Kustom Force Field, ‘Eavy Armour, Attack Squig

-Meganobz x10, Kombi-Skorcha, 5x Kombi-Rokkits

-Slugga Boyz x30, Nob, ‘Eavy Armour, Power Klaw, 3x Rokkit Launcher, Bosspole

-Shoota Boyz x30, Nob, ‘Eavy Armour, Power Klaw, 3x Rokkit Launcher, Bosspole

-‘Ard Slugga Boyz x12, Nob, Power Klaw, Bosspole, Rokkit Launcha

-Deffdred, 2x Rokkit Launcha, Armour Plates

-Killa Kans x3, 3x Grotzookas

-Lootas x10

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Mr. Cat – Crimson Fists

-Librarian, level 2 psyker, knows Haemorhage and Puppet Master

-Tactical Squad x10, Veteran Sergeant, Power Sword, Heavy Bolter in a Rhino

-Tactical Squad x10, Veteran Sergeant, Power Sword, Heavy Bolter in a Rhino

-Tactical Squad x10, Veteran Sergeant, Plasma Pistol, Flamer, Missile Launcher in a Rhino

-Tactical Squad x10, Veteran Sergeant, Plasma Pistol, Flamer, Missile Launcher in a Rhino

-Tactical Squad x10, Veteran Sergeant, Plasma Pistol, Flamer, Missile Launcher (on foot)

-Vindicator

-Whirlwhind

-Devastator Squad x5, 2x Heavy Bolters, Lascannon, Multimelta, Plasma Pistol

-Scouts x5, Heavy Bolter

-Vanguard Veterans x10, Jump Packs, Power Sword and Combat Shield on Sergeant, 1x Power Axe, 2x Power Sword, 1x Plasma Pistol

-Land Speeder

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Mission: Purge the Alien (every unit killed yields a victory point)

Setup: Vanguard Strike (opposing table corners)

Here’s our table.  Mr. Cat won the roll to deploy and chose the corner in the lower left of the below picture.

Here’s Mr. Cat’s setup.  Note that in this setup there is no Land Speeder.  Mr. Cat accidentally purchased Sergeant Chronus for the Vindicator (a good buy, but illegal with Imperial Fists doctrine) and so I let him switch Chronus for the Speeder on turn 1.

Here’s my setup

Both of our Warlord Traits has no bearing on the game.  Initiative not seized, no Night Fight.

Turn 1 – Crimson Fists

Three Tactical Squads in Rhinos move up along the left side of the board, supported by the Vindicator, and the Land Speeder.  Two more tactical squads and the Librarian go up the right side.  The Librarian casts Puppet Master on the Killa Kans and the Kans fire on the Meganobz, to no effect.  Fire begins to whittle down the Slugga Boyz despite their 5+ cover save thanks to the Kustom Force Field.  The Devastators put a wound on Poindexta Smartyskull and another Meganob.  The Vindicator kills two ‘Ard Boyz and the Whirlwind misses.

A wall of ceramite advances.

Slugga Boyz take the brunt of some Heavy Bolter fire.

Smartyskull takes a Lascannon for the team, and another Nob is wounded by Heavy Bolter fire.

Psychic tomfoolery turns the Grotzookas on the Meganobz, but Mega Armour shrugs off the blasted scrap.

Turn 1 – WAAAAGH! Smartyskull!

The Killa Kans charge a nearby Rhino and pop it open, killing two Space Marines in the explosion.  The Green Tide advances at a run.  The Lootas open up on one of the Rhinos and remove two hull points.

The Kans smash a Rhino open.

The Meganobz Run for the river to avoid the Vindicator.

The Green Tide is called that for a reason.

Loota fire damages a Rhino.

Turn 2 – Crimson Fists

The Tactical Squad that had been in the Rhino along with the Librarian’s Tatsquad throw two Krak Grenades and kill a Killa Kan, then one squad assaults, whiffs, and loses a marine.  They break and flee.  Poindexta Smartyskull calls his WAAAAGH! and get a 2+ invulneable save which fails twice, taking him down to 1 wound remaining thanks to the Devastators.  Squads jump out of their Rhinos and shoot some more Slugga Boyz.  Whirlwind kills one Loota.  The Vindicator kills all but one ‘Ard boy and the Big Mek.

Smartyskull fails two 2+ invulnerable saves!

The whittling continues.

Turn 2 – WAAAAGH! Smartyskull!

Grotzookas and a charge break the Librarian’s tactical squad and put a wound on the Librarian.  Thanks to Smartyskull’s WAAAAGH! the Orks all run 6″.

Shotguuuuuuuuun… Nobody ever thinks about it.

The Green Tide Surges forward.

Turn 3 – Crimson Fists

The two Tactical Squads use Krak Grenades and a Krak Missile to finish off the last two Kans.  After skulking behind a rock, the Vanguard Veterans jump out and assault the Slugga Boyz.  The Slugga Boyz nob calls out the Vanguard Sergeant and turns him into Cowboy Sauce, but the rest of the fight does not favor the Sluggas and they get wiped out down to the Nob who amazingly does not break!  The Big Mek is also lost in this fight, so goodbye 5+ cover save!

Kans are eliminated!

There goes the Big Mek.  Luckily the Nob survives!

Turn 3 – WAAAAGH! Smartyskull!

The Meganobz and the Deffdred countercharge the Vanguards.  Smartyskull personally kills 6 Vanguards and the rest are taken care of as well. 

The Meganobz eat the Vanguard Veterans for lunch!

…almost there!

Turn 4 – Crimson Fists

With the Sluggas gone the Shootas now start taking fire.  The tactical squads take refuge in the Ork deployment zone.  The Land Speeder zooms forward to try to kill the last ‘Ard boy, but a lucky cover save keeps the ‘Ard Boy alive.

The Shootas lose some guys as the Land Speeder makes a desperate ploy for one more kill point.

The Librarian gets Linebreaker by moving into the Ork deploment zone.

Turn 4 – WAAAAGH! Smartyskull!

The Green Tide arrives as the Shootas assault one Tactical Squad and the Meganobz assault another.  The Meganobz wipe out their squad but a poor roll to hit keeps the Shootas in combat.  The Slugga Boy Nob and the last ‘Ard Boy stay out of sight to try to save their Kill Points.

The Green Tide washes ashore!

Preserving Kill Points through cowardice!

Turn 5 – Crimson Fists

The Scouts join the fight with the Shootas, but poor rolls all around lead the fight nowhere.  The Vindicator fires on the Meganobz, but a poor scatter and a lucky cover save preserves the Meganobz

The Scouts join the scrum!

Turn 5 – WAAAAGH! Smartyskull!

Smartyskull splits off from the Meganobz and assaults the large fight, but a poor assault means the Orks lose.  Smartyskull stays in the fight, but the Shoota Boyz break and flee!  The other Meganobz use a Disordered Charge to eat a Tactical Squad and the Rhino in one assault phase.  The Deffdred assaults the Vindicator, but fails to kill it.   The Lootas kill the Land Speeder.  Game ends.

LET’S GET OUTTA HERE!  DA BOSS CAN TAKE DEM BEEKIES!

Smash!  Stomp!  Kill!

Rawr!  Erm.  Hi.  You wanna be friends?

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Final Score

Crimson Fists: 3 + Linebreaker for a total of 4

WAAAAGH! Smartyskull!: 7 + Linebreaker + First Blood for a total of 9

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Post-Game Analysis

WAAAAAAGH!  What a fight!  Our lack of aircraft made this an old school Green Tide vs. Marine Gunline battle.  Mr. Cat’s list was a hodgepodge; an artifact of not having enough marines to make a coherent list.  That being said, the Crimson Fists doctrine is fantastic against low armor enemies.  Anyone with a Bolter is essentially BS 3.5 and they can bring a lot of Bolters.  The Ork Footslog list is actually not bad.  It needs Ghazgkull for a turn 2 6″ run to make a turn 3 charge possible.  However, another Big Mek with Kustom Force Field might have been nice so that the tide could spread out.  However, I’ve never been a fan of spamming non-Troops choices, so I’m satisfied with this list.

Next week: I’ll try one of the other two lists!

Filed under: Gaming, WAAAAGH! Smartyskull!
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Batrep 1725 Azure Flames vs. Dark Angels

March 1, 2014
01 Mar/14
0

I’ve been lucky enough to be able to et to game night for the past few weeks.  Before I get into my Battle Report, I’ll highlight the other great games that went on, as they usually get buried at the bottom of my reports.

We had a new player, Bryan (Grey Knights) who was going up against Nathan’s Imperial Guard in his VERY FIRST GAME OF 40K!

Bill was back with his fantastic Slaanesh Daemons against Matt’s immaculate Tyranids!  A bloody slog where entire waves of Gaunts are wiped out and replaced!  Also, check out Bill’s fluffy solution for Daemon-possessed Defences!  It now makes sense for Daemons to bring fortifications.

Namdville (Orks) and Latremari (Space Marines) are my kind of players.  They remember the older times of 40K and brought a game that reminded me of 4th ed: Ork Footslog vs. Marine Gunline!

Finally, Jacob D. (Tau) was giving a tutorial to Jacob R. (using Jacob D.’s Black Templars).

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Azure Flames – Bozeman

-Leonidas (counts as Vulkan He’Stan)

-Tactical Squad x10, Veteran Sergeant, Power Fist, Combi-Melta, Meltagun, Multi-Melta in a Rhino

-Tactical Squad x10, Veteran Sergeant, Power Fist, Combi-Melta, Meltagun, Multi-Melta in a Rhino

-Terminator Assault Squad x5, 5x Thunder Hammer Storm Shields in a dedicated Land Raider Redeemer with Extra Armour and a Multi-Melta

-Ironclad Dreadnought with Ironclad Launchers and a Chainfist in a Drop Pod

-Sternguard x10, Powerfist, 10x Combi-Gravs in a Drop Pod

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Stephen – Dark Angels

-Azrael, Grand Master of Screaming the Dark Angels

-Deathwing Terminators x10, Assault Cannon, Cyclone Missile Launcher

-Scouts x10, 10x Sniper Rifles

-Tactical Squad x10, Veteran Sergeant, Combi-Melta, Power Sword, Lascannon in a Rhino

-Tactical Sqiad x10, Veteran Sergeant, Combi-Plasma, Power Sword

-Assault Squad x10

-Bike Squad x6

-Ravenwing Darktalon

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The board

Mission: The Emperor’s Will (each side gets one objective)

Setup: Dawn of War (long table edges)

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Stephen set up first, here’s what he did.

Sniper scouts in the building by the objective, Azrael joins the no-frills Tactical Squad, the Assault Squad sets up to the extreme right.  To the left are Bikes and the lascannon Tatsquad in the Rhino.  Terminators are deep striking (on turn 1) and obviously the flyer is in reserve.)

Here’s my setup:

Land Raider with Leonidas and the Terminators are to my left, Tatsquads (identical) are center and right in hiding.  Veterans and Ironclad are in drop pods.

No Night Fight.  Initiative not seized.

Turn 1 – Dark Angels

Assault Marines and Azrael-led Tactical Marines move up and run.  The Terminators deep strike next to the central rhino and glance and immobilize it, making it a rock with a Storm Bolter.  Rhino and bikes advance.

RUNNING VERY FAST FOR THE GRAND MASTER!

Deathwing gets it done: a turn 1 Deep Strike!

Moving out.

Turn 1 – Azure Flames

Combi-Grav Sternguard and Tactical Squad firing melta from inside their damaged Rhino eliminate the Deathwing Terminators.  Leonidas and the Terminators disembark the Land Raider, but roll snake eyes for charge range on the bikes, and Overwatch puts a wound on Leonidas.  Rightmost Rhino moves up cautiously, and multi-melta inside picks off an assault marine thanks to lucky snap fire.

OK guys, here’s the plan.  We get out and charge the bikes and OH LOOK A PENNY!  STOP!  I HAVE TO GET IT!

The Terminators are eliminated thanks to 20 Grav-Gun shots.

The Tactical Squad plays it safe.

Turn 2 – Dark Angels

The Darktalon fails to come in.  Assault squad walks so they can use jump packs for assault, but even with a re-roll can’t hit the Rhino.  Azrael’s squad runs again.  The bikes retreat from Leonidas to avoid a charge and the Rhino covers them.  Snipers fire on Leonidas, but fail to kill anyone.

Tempted by 10 free hits with Hammer of Wrath, the Assault Squad walks their way to uselessness.

The bikes are covered by the Rhino.

Turn 2 – Azure Flames

Ironclad arrives right in Azrael’s face.  The Sternguard move into the ruins and fire Vengeance rounds into Azrael, killing two but losing two of their own!  The Tactical squad in the damaged Rhino gets out and blows up the Dark Angels rhino, leaving only 5 survivors.  Leonidas and the Terminators roll terribly for charge again.  Tactical squad in the rhino uses melta to pick off two more Assault Marines.

The Tactical Squad pops the Rhino with melta fire.

LOOK MORE PENNIES!  WHO DROPPED THESE?  Guys, help me pick them up, that’s an order.

Trading Sternguard for Tactical Marines is not a winning proposition.

Turn 3 – Dark Angels

Darktalon does not com in again.  The Assault Squad assaults the Rhino and kills it.  Azrael and the Tactical Squad run from the Ironclad.  The bikes advance and kill a Terminator with bolters.  The Sniper Scouts kill a Terminator and the Terminators are pinned, along with Leonidas.

That small hill is a crater where the Rhino used to be.

Azrael runs as the bikes advance.

OH NO SNIPERS!  HIT THE DECK!  Only the pennies can save us now.

Turn 3 – Azure Flames

The Tactical Squad near the center runs left to secure my objective.  The Land Raider Redeemer moves up, uses one Flamestorm cannon and other guns at snap fire to end the bike squad, while Power of the Machine Spirit splits the second Flamestorm cannon and kills the remnants of the tactical squad in the crater.  Ironclad Dreadnought rolls a 6 for charge range but needed a 7 to catch Azrael’s squad.  The Sternguard switch to Hellfire rounds and a flurry of 2’s kill all but one of the Assault Marines.  The Tactical Squad runs away from the lone remaining Assault Marine.

The Land Raider takes out the Bikes and the Tactical Marines in one fell swoop!

I hate random charge ranges.  I really do.

Rather than finishing off the last Assault Marine, the Tactical Squad runs to get Linebreaker.

Turn 4 – Dark Angels

The Darktalon finally arrives!  It bombs the Terminators and causes no casualties, but gives them -3 Initiative and Weapons Skill.  The lone Assault Marine assaults the Sternguard, survives Overwatch, and dies from a Power Fist causing no casualties.  Azrael runs to the safety of the building.

The lone Assault Marine throws his life away.

Azrael secures the objective.

Darktalon bombing run!

Turn 4 – Azure Flames

The Tactical Squad by the Darktalon gets a lucky melta shot and kills it.  The Ironclad finally gets some decent charge range and charges Azrael’s squad.  He WHIFFS.  Stephen thought Azrael was S7, so he puts a glance on the Ironclad.  Leonidas and the Terminators run.  The Land Raider and the Sternguard firing Dragonfire rounds eliminate the Sniper Scouts.  The Tactical Squad to the left runs and grabs my objective.

The game converges on this building.

Turn 5 – Dark Angels

Night fight is in effect.  Ironclad takes one more glance as it kills one tactical marine.  Turn not pictured.

Turn 5 – Azure Flames

Leonidas, the Terminators, and the Sternguard join the fight.  The Bolter Sergeant with a Power Sword issues a challenge, and the THSS Terminator Sergeant turns him into Cowboy Sauce.  Leonidas single-handedly kills all of the other bolter marines.  Azrael kills two Sternguard, and the Ironclad finishes the job and takes him out.  Tabled.

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Final thoughts:

-GOOD GOD DAMN does the Darktalon suck my entire fat ass.  It is a useless flyer and has crap weapons.  If you play Dark Angels it may only be of use in a Mech Land Raider Deathwing army where you can bomb an enemy unit and then charge them so they get WS and I 1.  Its guns are pathetic.

-Azrael is a weird character.  He’s not built for combat, and not super shooty.  He’s not in Terminator Armor and not on a bike, but he unlocks Termies and Bikes as troops.  He has no clear battlefield role.

-Speaking of battlefield role, making units to perform a task is vital.  Stephen took the Terminators to be a surprise distraction deathstar.  He needs a few THSS Terminators or Belial to make this tactic better.  He also make Tactical, bike, and Assault squads bare-bones with no clear role.  The Assault Marines should have had a power weapon or fist, and the tactical marines would have been fine with a plasma or meltagun.

Next: Possibly another batrep or if I can finish the Grav Gun Sternguard I’ll post those.

Filed under: Azure Flames, Gaming
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Friday Night 40K @AFK, 1505 Azure Flames vs. Crimson Fists

February 22, 2014
22 Feb/14
0

Thanks once again to AFK games for a beautiful store to game in!  Tonight’s game was against Mr. Cat, a youngblood who paints Crimson Fists in an alternate desert brown color scheme.  We played 1505 points.

Bozeman – Azure Flames

-Leonidas (counts as Vulkan He’Stan)

-Tactical Squad x10, Veteran Sergeant, Power Fist, Bolter-Melta, Meltagun, Mulit-Melta in a Drop Pod

-Tactical Squad x10, Veteran Sergeant, Power Fist, Bolter-Melta, Flamer, Mulit-Melta in a Rhino

-Assault Terminators x5, Sergeant has two Lightning Claws, 4x Thunder Hammer Storm Shields

-Land Raider Redeemer with Multi-Melta

-Land Speeder with Multi-Melta and Heavy Flamer

-Land Speeder with Multi-Melta and Heavy Flamer

-Land Speeder with Multi-Melta and Heavy Flamer

-Ironclad Dreadnought, replace storm bolter with heavy flamer, Chainfist, Ironclad Launchers in a Drop Pod

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Mr. Cat – Crimson Fists (Imperial Fists)

-Librarian, Level 2 psyker, knows Smite and Hallucination

-Tactical Squad x10, Veteran Sergeant, Plasma Pistol, Flamer, Missile Launcher in a  Rhino with a Hunter Killer Missile

-Tactical Squad x10, Veteran Sergeant, Flamer, Missile Launcher

-Tactical Squad x10, Veteran Sergeant, Flamer, Missile Launcher

-Scouts x5, Heavy Bolter

-Vanguard Veterans x10, Jump Packs, Veteran Sergeant has Power Sword and Combat Shield, other veterans have 3x Power Swords, 1x Power Axe, 1x Plasma Pistol

-Vindicator with Hunter Killer Missile

-Vindicator with Hunter Killer Missile

-Whirlwind

-Aegis Defence Line with Quad Gun

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Mission: Big Guns Never Tire (Heavy Support can hold objectives, D3+2 objectives, we had 5)

Deployment: Dawn of War (long board edges)

Here’s our board:

Mr. Cat set up on the far board edge from the picture above.  Here’s his deployment:

The tactical squad with the plasma pistol is in the Rhino.  The Chimera chassis above is a proxy for a Vindicator.

Here’s my setup:

Leonidas joined the Terminators in the Land Raider Redeemer, 1/2 of the tactical squad is in the Rhino.

Mr. Cat infiltrated some Scouts on my left side.

INITIATIVE SEIZED!!!!!!!!!!!!

Azure Flames – Turn 1

Ironclad Dreadnought arrived via Drop Pod and its Meltagun wasted the leftmost Vindicator.  Two of the Land Speeders potshot and kill the rightmost Vindicator, while the third one moves Flat Out to avoid being seen by the Quad Gun.  Combat Squad on the mesa to my right moves up, but misses the Rhino with a Multi-melta snap shot.  The Rhino advances, but a combi-melta shot from the hatch misses, even with Leonidas’ re-roll.

A Dreadnought Surprise!

Land Speeders get some lucky shots.

The right flank is going to be trouble…

Crimson Fists – Turn 1

Plasma Pistol and Missile from the squad in the Rhino immobilizes and glances my Rhino with a combat squad inside.  Librarian tries to use Hallucination on the Combat Squad on the mesa, but they Deny the Witch.  The Tactical Squad with the Librarian glances one of the Land Speeders.  The Vanguards charge a Land Speeder and glance it once.  The Tactical squad by the Quad Gun tries to put the hurt on the Ironclad with no success.  The Scouts advance on the objective on the bridge.  Whirlwind scatters off target.

Witch Denied, but Rhino Damaged.

Very bad Krak Grenade rolls paired with very good Jink Save rolls keep the Land Speeder alive!

GULP.

Hopefully no one notices us…

Azure Flames – Turn 2

STUPIDLY I forget to move the Ironclad Dreadnought up, and so it sits there like a retard.  The Tactical Squad in the Drop Pod drops right onto the bridge objective, splits in two, and smears the scouts.  Leonidas and the Terminators exit the Land Raider Redeemer, and finish the remnant of the Vanguard Veterans after the three Land Speeders bake 1/2 of them.  Combat squad on mesa fails to penetrate Rhino.

Yeah, we noticed them.

ROOKIE MISTAKE!  I forgot to move the Ironclad.

The Vanguard Veterans are turned into Cowboy Sauce.

Crimson Fists – Turn 2

Hallucination makes Leonidas’ unit attack itself.  Luckily no casualties.  Combat Squad in the Rhino is shot out, loses one man to small arms fire.  Whirlwind hits tactical squad near drop pod, no casualties.

ARGH!  WE ATTACK OURSELVES!

Aww, I liked that Rhino…

Azure Flames – Turn 3

The 4-man combat squad assaults the enemy Rhino and wrecks it.  The three Land Speeders converge on the Tactical Squad with the Librarian and bake some of them.  The Ironclad finally charges, takes a glance in overwatch fire, and kills a few Space Marines.  A combat squad runs for the central river objective.

FOR THE EMPERO… oh that’s a lot of guys…

FWOOSH!

P IS FOR PUNCHING, THAT’S GOOD ENOUGH FOR MEEEEEEEE…

Almost to the objective!

Crimson Fists – Turn 3

The Whirlwind gets a good shot on the combat squad running for the central objective and kills 3, but they are not broken or pinned.  Dreadnought punches more dudes, leaving only the sergeant.  Leonidas and the Terminators hallucinate and can only move this turn.  The Tactical squad that got shot out of the Rhino kills the 4-man combat squad.  The Librarian’s combat squad kills one of the Land Speeders.

Watch out for that Whirlwind!

Only one guy left to punch.

Hallucinations get the better of Leonidas and the Terminators.

One down…

The combat squad is toast.

Azure Flames – Turn 4

Land Speeders kill the Librarian’s tactical squad leaving him alone.  The Land Raider Redeemer’s Multi-Melta blows the Whirlwind’s missile launcher off, and the Ironclad finishes the tactical squad.  The Combat squad in the center of the table secures their objective.

More fire is always good.

Finally, the Tactical Squad bites the dust.

Crimson Fists – Turn 4

Hallucinations pin Leonidas and the Terminators.  The Damaged Whirlwind races toward the unclaimed objective in the woods, which it can hold as it is a Heavy Support choice.  The Librarian joins the last Tactical Squad and they kill another Land Speeder.

The Whirlwind races to make itself useful, as Leonidas and his crew are pinned by psychic tomfoolery.

Two down…

Azure Flames – Turn 5

Night Fighting goes into effect.  Land Speeder kills one Tactical Marine.  Everyone else stays put on their objectives.

That could have gone better…

Crimson Fists – Turn 5

Tactical Squad finishes the last Land Speeder.  Leonidas and crew Deny the Witch to thwart another Hallucination.

…and that’s THREE!

Azure Flames – Turn 6

Leonidas and the Terminators advance on the Tactical Squad, but are unable to charge.

We’re coming!

Crimson Fists – Turn 6

Another Hallucination causes the Terminators to kill three of their brethren!  Bolter fire downs the last THSS Termie, and puts a wound on Leonidas!  Game Ends.

Ouch!

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Final Score

Azure Flames: 14 (4 Objectives, Linebreaker, First Blood)

Crimson Fists: 0

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Post Game Analysis: There were some small tweaks I could have made, such as giving the Combat Squad in the Rhino a Meltagun instead of a Flamer, but all in all it was a good list.  Mr. Cat needs to make units that have a specific job.  Space Marines are at their best when mobile and able to do one thing well, such as pop tanks or kill infantry.

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There were a few other games there.  An 1850 match with Josh’s Elysian Drop Troops took on Stephen’s Dark Angels.  That’s a lot of Flyers!

B-Dubs (Vampire Counts, left) and Woody (Beastmen, right) played some Warhammer Fantasy!

Next: continuing veterans!

Filed under: Azure Flames, Gaming
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Power Fist Combi-Melta Sergeants

February 17, 2014
17 Feb/14
0

Long ago, in the wake of Big Game 5, I needed more Sergeants with Power Fists.  I took two older sergeants and retrofitted them to have Power Fists and Bolt Pistols, because back then in 4th edition you could have the extra attack.

Ever since 5th, these models have sat in my case, useless.  No more.  I popped their Bolt Pistols off, gave them shiny new Combi-Meltas, and touched up their details.  Now I have valid options besides my coveted Power Fist Combi-Flamer Sergeants.

Next: Combi-Grav Sternguard and a trip to White Lake if I can swing it.

Filed under: Azure Flames, Painting
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Another AFK Batrep! 1505 Marines vs. Dark Angels!

February 8, 2014
08 Feb/14
0

Once again, thanks to the good folks at AFK games for providing a wonderful store to have a battle in!  This week’s battle was against Stephen, a hardcore Dark Angels player with a serious Deathwing and Ravenwing collection.  Here’s our lists:

Bozeman – Azure Flames (Salamanders)

-Leonidas (counts as Vulkan He’Stan) (Warlord Trait: Gain +D3 victory points if the Warlord kills the enemy Warlord in a challenge)

-Tactical Squad x10, Veteran Sergeant, Power Fist, Bolter-Flamer, Flamer, Multi-Melta in a Drop Pod

-Tactical Squad x10, Veteran Sergeant, Power Fist, Bolter-Flamer, Flamer, Multi-Melta in a Rhino with Extra Armour

-Sternguard Veterans x10, Power Fist, 10x Combi-gravs in a Drop Pod

-Dreadnought, Plasma Cannon, Heavy Flamer, Extra Armour

-Bike Squad x5, Veteran Sergeant, Power Fist, 2x Grav Guns

-Vindicator, Siege Shield, Extra Armour

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Stephen – Dark Angels

-Sammael, Lord of the Ravenwing on a Jetbike (Warlord Trait: +1VP if the enemy Warlord is slain) (Also has Monster Slayer of Caliban)

-Ezekiel, Grand Master of Librarians (Powers: Mind Worm, Psychic Scream, Prescience)

-Ravenwing Command Squad (Company Champion, Banner of Devastation, all bikes have Plasma Talons)

-Venerable Dreadnought with Twin Linked Lascannon in a Drop Pod

-Venerable Dreadnought with Twin Linked Lascannon in a Drop Pod

-Ravenwing Attack Squad x6 plus Attack Bike, Power Fist, Multi-Melta, Attached Land Speeder with Heavy Bolter and Assault Cannon

-Ravenwing Attack Squad x6 plus Attack Bike, Power Fist, Multi-Melta

-Tactical Squad x9, Bolter-Melta, Lascannon, in a Rhino

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The Board

Mission: The Relic (one objective that can be carried worth 3VPs)  Setup: Dawn of War (long board edges)

I won setup and chose to go second.  Stephen chose the table edge closest to the camera in teh above picture.  Here’s Stephen’s Setup:

Ezekiel joined the Tatsquad in the Rhino, left of center.  The Command Squad was to my far left, with Sammael.  The Bikes with the Speeder were centered, and the other bikes were to my right.

Here’s my setup:

The Tactical Squad split into combat squads, one with a Multi-Melta and one with the Sergeant and flamer in the Rhino to my left.  Leonidas joined the squad in the Rhino, and the Bikes were nearby.  The other combat squad secured high ground.  The Vindicator hid by the central bridge, and the Dreadnought took cover in the forest to my right.

Initiative not seized.  Before the game began, Stephen’s bikes took a Scout move!  They were right on top of me!

———————————————————————

Turn 1 – Dark Angels

The rightmost Bike Squad charged the Dreadnought, and a round of poor rolling on both sides results in no wounds and a draw.  A Venerable Dreadnought arrived, and fired its Lascannon at the Vindicator, missing even with the re-roll.  The central bike squad moved up and shot my bikes, but failed to kill any.  Ezekiel and his tactical squad moved cautiously forward to support either side.  Sammael and the Command Squad wasted the Rhino with a hail of plasma fire, leaving three Azure Flames marines inside dead and pinned to boot!

EDIT: It looks like if you take a Scout move you cannot charge on turn 1!  Oops!  We both did not know that.  Oh well.

Turn 1 Charge!  …not so much happened.

Menacing!

That’s a lot of plasma shots!  Not even Leonidas could withstand such firepower, leaving his unit pinned.

Turn 1 – Azure Flames

The Vindicator drives out and shoots the bikes, but a poor scatter makes the Land Speeder the only target which immobilizes the pesky vehicle.  The Combi-Grav Veterans arrive via drop pod next to Sammael.  Between their Grav shots and the Bikes, Sammael and the Command Squad are turned into cowboy sauce.  The Multi-Melta puts a glance on the Dreadnought, and a bolter from that squad causes another glance.  The Dreadnought kills two bikes and takes a glancing hit from a Power Fist, but the Dark Angels stick around.

The Command Squad is wasted in a hail of Grav fire!

The fight continues!

Turn 2 – Dark Angels

Another Venerable Dreadnought arrives via Drop Pod, and fires at the Vindicator, but the hit rolls a “1” to penetrate and fails to hurt it.  The damaged Venerable Dreadnought fires at the Veterans and kills one.  Ezekiel’s Rhino moves up behind cover.  The central Bike squad retreats towards the objective, leaving the Land Speeder behind.  The Dreadnought kills another bike.

A withdrawal towards the objective.

Looking for options.

Turn 2 – Azure Flames

The Tactical Squad’s drop pod arrives, and they land next to the central bikes, putting the hurt on them.  The Veterans and Bikes move towards Ezekiel’s Rhino, but only the Veterans can charge it.  They destroy it with Krak Grenades.  The Vindicator backs up and shoots the Venerable Dreadnought, but the penetration roll is a “1”!  Looks like nothing can shoot vehicles well this game.  The Dreadnought kills another bike and receives a penetrating result with Crew Stunned from the power fist.

Rhino destroyed!

What do you MEAN it ignored the Demolisher Cannon shell?

The fight continues!

Death from above!

Turn 3 – Dark Angels

The Azure Flames Dreadnought kills a bike, and the lone Sergeant flees.  The unhurt Venerable Dreadnought shoots the Vindicator, glances it, then charges and whiffs with all of its attacks!  The central bikes back off and secure the objective.  Ezekiel’s Psychic Scream, Mind Worm, and then Prescience-guided fire from the Tactical Squad wipes out the Veterans.

You better run, boy!

What do you MEAN it missed us?  We’re a tank!

Objective Secure.

The Veterans are eliminated, thanks to Ezekiel.

Turn 3 – Azure Flames

Combined fire from the Vindicator and the Dreadnought’s Plasma Cannon kills all but the objective-holding bike.  The Multi-melta from the Tactical Combat Squad finishes off the hurt Venerable Dreadnought.  The Tactical Squad and Lenoidas part ways to assault the Drop Pods, one of which explodes and kills an Azure Flame.  The Tactical Squad and the Bikes kill four Marines from Ezekiel’s squad, including the Sergeant and the Lascannon. 

Fire in the hole!

Keep your Deployment Zone clean, kids.

Pincer attack!

Turn 4 – Dark Angels

The remaining Venerable Dreadnought charges the Vindicator, finally exploding it.  A successful Deny the Witch roll save the Tactical Squad from Psychic Scream, and some good armour saves keep all but the Multi-Melta alive.  The bike with the objective hides behind the rock formation, and the broken bike automatically regroups thanks to And They Shall Know No Fear.

Now THAT’S what’s supposed to happen when a Dreadnought punches something.  The Vindicator is toast!

Ezekiel tries to deal with the Tactical Squad.

Turn 4 – Azure Flames

The Bikes’ Grav fire and bolters kill all of the Tactical Marines with Ezekiel, and then charge Ezekiel.  He kills one bike, but then is killed outright by a Power Fist.  The Tactical Squad gets a poor difficult terrain test and only two of them get to shoot at the bike with the Objective, but fail to do anything.  The Dreadnought fires the Plasma Cannon at the Bike Sergeant, and it scatters… INTO THE BIKE CARRYING THE OBJECTIVE!  Bank shot!  However the roll to wound is a “1” which is a theme this game…  The Surviving Tactical Sergeant takes care of the remaining Dark Angel Drop Pod.

Ezekiel goes down!

Great scatter puts the Plasma Cannon on the Objective Bearer!  However it fails to wound… Oh well, easy come, easy go…

That Sergeant gets another Drop Pod on his PUNCH CARD!  Eight more and he gets a free 6″ sub.

Turn 5 – Dark Angels

The Objective-bearing bike drives around the rock towards my right side.  The other surviving bike moves to cover it.  The Venerable Dreadnought fires… and misses.  AGAIN.  That’s the third twin-linked Lascannon to miss this game.  The Bike charges the Dreadnought, but dies in Overwatch Heavy Flamer fire.  The Venerable Dreadnought fails to charge.

Turn not pictured.

Turn 5 – Azure Flames

The Dreadnought charges and kills the Objective-bearer.  Other models advance on the center of the board.

Game ends.

The Dreadnought takes care of business.

The Dark Angels have only a Dreadnaught left.

Azure Flames have Slay the Warlord and Linebreaker.  Dark Angels have First Blood.  Azure Flames win 2-1!

———————————————————

Post Game Thoughts

This is a game in which both sides rolled poorly for some key rolls.  Stephen failed to hit THREE TIMES with a TWIN LINKED LASCANNON AT BS4!  That’s insane.  I also got some terrible diffcult terrain rolls, and “1”s to wound when I really needed to kill a guy, especially in the Dreadnought combat with the bikes on the right side.

However, this game was not won on luck.  The decision to charge with the other bike was a poor one.  The Objective-bearer should have run the other direction, towards his board edge, and the bike should have played interference.  The Dreadnought should also not have tried to charge, but should have stayed in my deployment zone to gain Linebreaker.

Overall, a nail biter!  There was another game during our game.  Nate(right), who I played against last week, took on Mr. Cat (left) in a Stronghold Assault where Mr. Cat’s Space Marines held against Nate’s Guard while defending TWO Void Shield Generators!  A huge slog.

 

Next, veterans, and more games at AFK!

Filed under: Azure Flames, Gaming
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Battle Report 1500 Marines vs. Guard @ AFK!

February 1, 2014
01 Feb/14
0

Another awesome Battle Report thanks to the great folks down at AFK Games in Holt!  This game pitted my Azure Flames against Nathan’s Imperial Guard @1500 points.  Here’s the lists:

Bozeman – Azure Flames (Salamanders) Space Marines

-Leonidas, captain of the 1st company (counts as Vulkan He’Stan)

-Tactical Squad x10, Veteran Sergeant with a Combi Flamer and a Power Fist, Flamer, Multi-Melta in a Drop Pod

-Tactical Squad x10, Veteran Sergeant with a Combi Flamer and a Power Fist, Flamer, Multi-Melta in a Rhino with extra armour

-Scouts x5 with bolters in a Land Speeder Storm with a Multi-Melta

-Ironclad Dreadnought with the meltagun replaced with a heavy flamer, in a Drop Pod

-Stormtalon gunship with Skyhammer missiles

-Land Speeders x3, with Multi Meltas and Heavy Flamers

-Bike Squad x8 plus Attack Bike, Veteran Sergeant with a Power Fist, 2x Meltaguns, Multi-Melta on Attack Bike

-Whirlwind

————————————————–

Nathan – Imperial Guard (list below may be incomplete)

-Lord Commisar with Power Sword

-Command Squad, Power Fist on commander, Plasma gun, Vox Caster, Medic in a Chimera

-Imperial Guard Platoon Command with 2x Grenade launchers and a Power Maul

—–Squad 1 with vox and a Missile Launcher, with a regular Commisar attached who has a Power Sword.

—–Squad 2 with vox and a Plasma Gun

—–Squad 3 with vox

-Armoured Fist squad in a Chimera with a Plasma Gun

-Heavy Weapons squad with 3 Lascannons

-Heavy Weapons Squad with a Lascannon, Autocannon, and Missile Launcher

-Valkyrie Gunship with Lascannon, two Heavy Bolters, and missiles

-Stormtroopers x10 with 3 Plasma Guns

-Sentinels x3 with armoured cabs, 3x Hunter-killer missiles, 1x Plasma Cannon, 1x Autocannon, 1x Lascannon

-Bane Wolf with Multi Melta

-Leman Russ Punisher with 3 Heavy Bolters

————————————————————

Setup: Dawn of War (long table edges)

Mission: Big Guns Never Tire (D3+2 Objectives, we had 4.  Heavy Support can hold objectives, Heavy Support kills worth VPs)

The Board Setup: We found a board already set up for us!  It looked like a dense city and both of us liked it.  Here it is:

Lots of ruins, razorwire, walls, etc.  Nathan selected the edge closest to the camera in the picture above.  We had 4 objectives, here’s where they were.  3 are white bases, i is a lamp post.

Here’s Nathan’s Setup.  The Veterans aboard the Valkyrie and the Sentinels are in reserve.

Here’s my setup.  The Scouts in the Storm, the Stormtalon, and the two Drop Pods are in reserve.

Initative not siezed.  No Night Fight.

Turn 1 – Imperial Guard.

Nathan’s squad of just Guardsmen use the Go! Go! Go! order to clear the defensive wall hurdle.  Bane Wolf goes All Out.  Squad with missile launcher fires at the one visible Land Speeder on Bring It Down orders, but the penetrating result is jink saved.  Other guardsmen not in buildings advance.  Lord Commisar with HQ goes up Nathan’s left side towards the speeders, while the Armoured Fist Squad goes up the right side.

GO! GO! GO!

The Guard move towards the Objectives.

Turn 1 – Azure Flames

Ironclad Drop Pod lands next to the tall building with the missile launcher squad and kills all but the commisar and missile with heavy flamer fire.  Multi-Meltas from the Land Speeders blow up the Lord Commisar’s Chimera, and subsequent Bolter fire from the bike combat squad whittles down the survivors.  Other bike combat squad blows up the Armoured Fist Chimera with a Multi-Melta.  Tactical combat squad runs to secure the objective near the bronze statue.  Leonidas and the other combat squad run through the building to get closer to the objective in the warehouse.  Whirlwind Castellan missile scatters off with no effect.

Armoured fist Chimera is toast!

So is the Lord Commisar’s Chimera!

Hello!  Do you want to know about… FIRE?

Imperial Guard – Turn 2

Lascannon squad picks off a Meltagun from the bikes.  Sentinel Squadron does not come in from reserve, but the Valkyrie with the veterans aboard does.  It zooms right at the Land Speeders and has a terrible turn of rolls, doing nothing.  Heavy weapons squad in the building blows up the Drop Pod, and it kills a guardsman in the blast.  The Leman Russ Punisher shoots Leonidas’ combat squad, and Leonidas takes two wounds before the punishing hail of fire ceases.  Devil Dog turns on the Ironclad but misses with the Multi-Melta, and a Guard squad charges the Ironclad, loses, and is run down.

One bike sniped!

Leonidas takes one (or two) for the team.

Where did my friends go?

Turn 2 – Azure Flames.

Stormtalon, Scouts, and Tactical squad all arrive from reserve.  The Tatical squad drops on Nathan’s right flank, splitting into two combat squads and flamering many guardsmen to death.  The Bikes move up and finish the Armoured Fist squad.  Leonidas and his squad continue to head toward the warehouse objective.  The bikes shoot the HQ squad down to the commander, and then run him over using Hammer of Wrath attacks in assault.  The Land Speeders kill two heavy weapons teams, and the third flees off the board.  The Stormtalon shoots down the Valkyrie and it scatters off the table, killing the Veteran squad in the process.  The Ironclad assaults and kills the Devil Dog.  Land Speeder Storm comes in from Nathan’s left flank and hides behind a building.

Shock and awe!  The Drop Pod gets results!

One guardsman and one Commisar remain guarding the top of the building.

Turn 3 – Imperial Guard

The Sentinels arrive, and blast the Ironclad to no effect.  The Leman Russ Punisher finishes off Leonidas and his squad.  Two remnants of squads charge one of the Tactical combat squads from the drop pod.  One is eliminated by snap shot fire.  The other has only a sergeant with a Power Maul who challenges the Space Marine Sergeant with a Power Fist.  The Guardsman gets an impressive 4 hits!  However, in an equally unlikely roll, rolls no wounds.  The Space Marine fists him to death.

A hail mary assault goes poorly for the Guard…

The Leman Russ Punisher lives up to its name!

After this, Nathan ceded.

——————————————————-

Final Thoughts:

-Whoopee!  Aircraft are fun!  I’m glad I have something to counter Chaos dragons and Vendetta spam in the future.

-Remember kids, a squad needs to do one job.  Mono-task your heavy weapons and put them where they do the most good.

-I should have had Leonidas and the squad board the Rhino and go right up the middle, smoke launchers blazing.  Perhaps they could have gotten into charge range and killed the Punisher.

-Nathan lost this on bad rolls.  The Sentinels would have been welcome on turn 2.  Sadly, they did not come in even after a Warlord trait let him re-roll.  There were some other crucial rolls that were just bad luck, such as not killing any Land Speeders, not killing the Space Marine Sergeant in the challenge, and several Look Out Sir rolls that killed the Lord Commisar instead of a punkie guardsman behind him.

Finally, here’s Stephen (right, black shirt) with his Dark Angels loaning 1/2 to Cole (left, blue shirt) for Cole’s first game!  Welcome to the hobby Cole!

Next: Grav Gun Veterans and possibly some Gothic or Epic

Filed under: Azure Flames, Gaming
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Pour out a 40 for pewter: The Great Smelting

January 29, 2014
29 Jan/14
1

If you hadn’t heard, here’s the latest scoop.  Games Workshop is shipping all of their pewter miniatures off to be smelted.  The price of pewter is pretty high, and they need revenue.  You know what else would have gotten revenue?  LETTING US TAKE A CRACK AT IT!  Seriously!  I’d have paid double the price you’d have gotten for scrap PLUS SHIPPING!

So many soldiers, lost before their time.  The Emperor is weeping.

Well, not for the daemons, but look no one’s having a good day in the 40K universe today.

Edit: There are still metal minis on the site, so it looks like they didn’t melt them all.  Still, pewter was a great medium for models.  I have 50 pewter Terminators and various other pewter marines, orks, guardsmen, and in a non-gw related note, all-pewter Cygnar.  I’ll miss pewter.

Filed under: Modeling
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Final Stormtalon pics and amazing magnetic power!

January 27, 2014
27 Jan/14
0

Here are the final pictures of the Stormtalon!  As you can see above, the magnetized stand holds on when lifted, and is even strong enough to hold the aircraft upside down from the stand!  These pics would have been earlier, but when testing the magnetic stand I did not have it aligned properly, and it fell right on the canopy, giving it a very unsightly crack.  I ordered a replacement and it arrived today.  Odd prices on ebay.  The canopy bit was $5 but the whole cockpit was $5.39, so I got the whole thing.

Next, possibly a trip to White Lake!  Coning soon, Grav Gun Sternguard!

Filed under: Azure Flames, Painting
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Finished Stormtalon Weapons

January 23, 2014
23 Jan/14
0

Good news: The Stormtalon is done!  Bad news: I dropped it and cracked the canopy.  In 5 days I’ll get another one and replace it.  However, the weapons are all done, so here’s pics!

Even the useless Heavy Bolter gets some love.  Next: Sternguard Veterans with Combi Gravs and a new canopy for the Stormtalon!

Filed under: Azure Flames, Painting
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Fully Magnetized Stormtalon

January 20, 2014
20 Jan/14
2

I AM OZYMANDIAS, KING OF KINGS!  LOOK UPON MY WORKS, YE MIGHTY, AND DESPAIR!

These are the parts for the guns of my new Stormtalon Gunship.  Magnetized.  Fully Modular.  Behold the madness below.

To the left, the exterior casing meant for the Lascannon and Heavy Bolter.  To the right, the interior casing, which will be permanently glued to the side of the Stormtalon.  The magnets make them fit together.

Above, the fully assembled Gun weapon pod, held together with magnets.  Below, see a different shot of the Gun pod exterior, with a magnet puttied to be behind the hole where the Lascannon or Heavy Bolter can go.

Above, magnets were added to the Lascannon and Heavy Bolter Bitz.  Below, see that the magnets are strong enough to hold the gun pod aloft BY THE LASCANNON.  This won’t work when attached to the final ship, obviously, but it will keep the gun in place during a game.

Above, the interior of the gun pod again, with back views on the Lascannon and Heavy Bolter ammo feeds.  Below, the magnet inside the pod is strong enough to hold the feeds on securely.

Above, the pod interior with the Missile exterior attached.  The missile exterior has two large magnets which join to smaller magnets in each of the missile pod types.  Below, each type of missile pod, held together by magnets.

FINALLY, a masterpiece of magnetic engineering:

Above, the flying stand, with a high-gauss magnet (stronger than normal rare earth magnets) and the interior of the Stormtalon with two very large magnets.  Below, see that the flying stand is held aloft securely, making in-game movement a breeze.

I initially tried four smaller magnets in the flying stand, but if did not hold at all.  The magnets were competing.  This explains the damage to the top of the flying base, which will be hidden during a game.

Next: Painting the Stormtalon and then Combi-Grav Sternguard!  The Updatening for 6th ed continues!

Filed under: Azure Flames, Modeling
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