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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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!

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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!

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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

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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

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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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Pre-Xmas Batrep with Lexington!

January 2, 2014
02 Jan/14
0

I had played a spectacular game with my old buddy Lexington before xmas.  However, due to an ice storm, I didn’t get to post about it till now.  Time for an old school Azure Flames vs. Orks battle report!  (Lexington plays Orks but could not haul his collection from Minneapolis, so he borrowed WAAAAGH! Smartyskull!)  Here’s out 1500 point breakdown:

Bozeman – Azure Flames

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

-Ironclad Dreadnought with a Heavy Flamer, Chainfist, and Ironclad Launchers, in a Drop Pod

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

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

-Scout Squad x5, with bolters, sergeant has a Master Crafted Bolter (why not?)

-Land Speeder with Heavy Flamer and Multi-Melta

-Land Speeder with Heavy Flamer and Multi-Melta

-Land Speeder with Heavy Flamer and Multi-Melta

-Land Raider Crusader with Multi-Melta and Extra Armour

-Thunderfire Cannon, Techmarine Servo Arm is Master Crafted.

———————————————————————————-

Lexington – WAAAAAGH! Smartyskull!

-Big Mek with Kustom Force Field, Burna, Attack Squig, Bosspole, and ‘eavy Armour

-Burna Boyz x11

-Battle Wagon with Deff Rolla, and 3x Big Shootas

-Nob Squad x8, Bikes, Painboy, Grot Orderly, Power Klaw x4, Big Choppa x 3, one bosspole and a WAAAAGH! banner.

-Ork Shoota Boyz x12, Nob, Power Klaw, ‘eavy Armour (Nob only), Bosspole, Big Shoota, Stikkboms, in a Trukk with a Red Paint Job, Armour Plates, and a Reinforced Ram

-Ork Shoota Boyz x12, Nob, Power Klaw, ‘eavy Armour (Nob only), Bosspole, Big Shoota, Stikkboms, in a Trukk with a Red Paint Job, Armour Plates, and a Reinforced Ram

-Ork Shoota Boyz x12, Nob, Power Klaw, ‘eavy Armour (Nob only), Bosspole, Big Shoota, Stikkboms, in a Trukk with a Red Paint Job, Armour Plates, and a Reinforced Ram

————————————————————————–

Setup: Hammer and Anvil (each player has a short table edge and can deploy up to 24″ away from it)

Mission: The Emperor’s Will (each player has one objective in their own table 1/2)

Here’s out board, courtesy of the fine folks at AFK games:

In the above picture, Lexington placed his objective behind the three tiered gray hill on the left, while I placed mine in the dark gray ruins on the far right.

Lexington set up his whole force right on the 24″ line, ready to charge in.  In the pic below, the Nob Bikers are farthest from the camera hidden by the hill.

I set up a tactical squad in my objective building, the Thunderfire Cannon in the tan ruins.  Leonidas joined the scouts and embarked in the Land Raider Crusader.  The Land Speeders spread out to maximize options.  The Tatsquad’s rhino is behind the building.  Drop pods are, of course, in reserve.

Initiative not seized.

Turn 1 – Lexington

The Blue Trukk (the Red paint Job is underneath, remember?) backs up and secures the Ork objective, while the Battlewagon, red trukk, and yellow trukk go right (from Lexington’s POV) to avoid the Land Raider.  The Nob Bikers swarm around the yellow building.  They put out a lot of fire against a Land Speeder, doing 2 glancing hits which were jink saved.

Reverse course!  There’s a Land Raider over there!

Always keep your eyes on the prize.

Turn 1 – Bozeman

The Ironclad Dreadnought arrives, fires, its Meltagun at the Battlewagon Rear Armour, but a Kustom Force Field save denies the penetrating result.  The Thunderfire Cannon wrecks the Blue Trukk, and 10 orks survive.  The Land Raider rolls forward and manages to explode the Red Trukk, killing all but 6 orks aboard, who are pinned.  The Tactical Squad’s Rhino plugs the hole to the right of the yellow building, and two land speeders move up and put 3 wounds on the Nob Bikers, killing one.

HEY GUYS.  HOW’S IT GOING?

Zoom!

Turn 2 – Lexington

The Nob Bikers, blocked by the rhino to the right, move left, and assault a Land Speeder, killing it.  The Battlewagon advances and 12 flame templates from within put one glance on the other land speeder.

Yum yum!  Land Speeders iz good eatin!

Turn 2 – Bozeman

Tactical Squad in Drop Pod arrives, splits into two combat squads.  One, with 4 bolters and a Multi-Melta gets a lucky snap shot on the rear of the Yellow Trukk, causing it to Kareen right into them and explode!  No Marines die, and the surviving Orks pass their Pinning Test.  The other combat squad drops 2 flamers on the orks from the blue trukk, which burns them all to death.  The hurt land speeder, the Thunderfire Cannon, and the Tactical Squad kill all but 3 of the Nob Bikers, including the Painboy.  Leonidas and the Scouts, along with the third Land Speeder which went around the red building, kill all the orks from the Red Trukk except the Nob, who breaks and flees.

Pictured yellow trukk has just finished Kareen move, and explodes right next to the Tactical Marines!

The Nob Bikers are in a hurt locker!

Turn 3 – Lexington

The remaining orks from the Yellow trukk assault the combat squad with the Multi-Melta.  They kill all the bolters, leaving the Multi-Melta who passes a Ld 4 check and stays!  Good man!  The Nob Bikers assault the marines in the objective building.  One Nob Biker dies and they kill a bunch of space marines, who make their check and stay put.  Deff Rolla rolls poorly to attack the Rhino which is unaffected.

Last man standing!

Smash ’em up, ladz!

Er… was it supposed to go “klunk?”

Turn 3 – Bozeman

5 man combat squad moves up to secure Ork objective.  The Ironclad Dreadnought assaults the Orks from the Yellow Trukk to try to save the tactical Multi-Melta.  The Nob and a few orks die, but they don’t flee!  The Tactical Squad continue to fight the Nob Bikers, and with one wound apiece, draw combat.  The only land speeder left risks landing in the building, and blows up the Battlewagon, killing all inside but the Big Mek, and 4 Burnas.

The fight continues!

TIME FOR HUGS.

Kaboom!  There goes the Battlewagon!

Turn 4 – Lexington

Big Mek and Burnas try to burn down the Land Speeder, to no avail.  A few good rolls wins the Nob Biker/Tatsquad fight for the Space Marines.  The lone Nob Biker flees and is cut down!  The valiant Multi-Melta in the fight with the Yellow orks dies, but the Ironclad avenges him, killing all but one ork who flees!

Uh oh…

Building cleared!

At this point, Lexington conceded.  Victory for the Space Marines!

—————————————————————————————–

Afterthoughts: Due to my personal lack of aircraft, neither side had any which provided an old-school essence for the modern 6th ed game.  I designed both lists, and the Orks were designed to cluster up by the Battlewagon and rely on Kustom Force Field cover saves.  This can be overcome with massed fire, as was seen above.  The Nob Bikers were great, but are no longer the invincible 5th edition death star thanks to better wound allocation rules in 6th.  I got lucky that Lexington kept the Power Klaws near the front of the Nob Bikers, so that those were the first ones removed.  Had one Power Klaw gotten into the fight with the Tactical marines, they would not have survived.  Vulkan He’Stan and the Salamander rules make a melta/flamer list INSANE.  Re-rolling to wound turned the Blue ork squad into crispy critters, and melta re-rolls saved my butt more often than not.  All in all, a fun game.

Next: Grav guns on Space Marines and Bikes, or perhaps Blood Bowl Ork auxilliary models such as Cheerleaders and Assistant Coaches!

Filed under: Azure Flames, Gaming, WAAAAGH! Smartyskull!
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40K time at AFK Games in Holt!

December 8, 2013
08 Dec/13
0

Played a game at AFK games in Holt.  Time for a battle report!  First time using the new codex too, so we’ll see if I miss running away. I played against Eric, an old friend from my college days who I reconnected with.

Bozeman – Azure Flames

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

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

Tactical Squad x10, Veteran Sergeant, Master Crafted Power Fist, Bolter-Flamer, Flamer, Missile Launcher with Flakk Missiles in a Rhino with Extra Armour

Scouts x5 with a Master Crafted Bolter on the sergeant in a Land Speeder Storm with a Multi Melta

Ironclad Dreadnought with the Meltagun replaced with a Heavy Flamer, Ironclad Launchers, in a Drop Pod

Land Speeders x3 with Multi-Meltas and Heavy Flamers

Devastator Squad x10, 4 Missile Launchers with Flakk Missiles, Master Crafted Bolter on the sergeant, in a Rhino with Extra Armour

—————————————————————

Eric – Imperial Guard

Command Squad x5 with a Power Sword on the commander and 4 grenade launchers in a Chimera

Veterans x10 in carapace armour with 3 plasma guns in a Chimera

Veterans x10 in carapace armour with 3 plasma guns in a Chimera

Vendetta Gunship with 3 TL Lascannons

Vendetta Gunship with 3 TL Lascannons

Leman Russ Battle Tank

Leman Russ Battle Tank

Leman Russ Battle Tank

Storm Troopers x10 with 2 Meltaguns, Grav Chutes, Power Sword on sergeant

Ratling Snipers x8

——————————————————-

Setup: Vanguard Strike (opposite corners)

Mission: The Scouring (6 random objectives, fast attack selections can hold objectives)

—Primary objectives (see below) were:

—-4 point objective in central red building

—-3 point objective in yellow building with aquilla doors on far side of board, to the left

—-3 point objective near bronze Space Marine statue

—-2 point objective in forest in the upper right

—-2 point objective in the open between the red building and the forest

—-1 point objective in the gray building near the camera

Imperial Guard Setup: Eric put 2 Leman Russes on the left side, A chimera full of veterans near the 3 point yellow building, the red Leman Russ next to the command chimera near the far short board edge, and then the last chimera closer to my edge.  All others were in reserve.  After I deployed, he put the Ratlings in the red building.

Azure Flames Setup: I put 1/2 of the tatsquad with the flakk missile in the 1 point objective building.  I put the Devastator squad in the building next door.  Leonidas joined the 2nd 1/2 of the tatsquad in their rhino.  The Land Speeders hid behind the stone wall near the camera.  All others in reserve.

INITATIVE STOLEN!!!!!!!!! (apologies that I forgot to take a picture of the setup before 1st turn)

-Turn 1: Azure Flames

The Ironclad Dreadnought in the Drop Pod dropped next to the 3 point building.  Land Speeders moved forward and went flat out to tempt and distract the Leman Russes.  The Rhino with the 1/2 tatsquad and Leonidas move up the right side.  Missile Launchers fire at the tan Leman Russ and penetrate, giving a Crew Shaken result.

-Turn 1: Imperial Guard

The veterans pour out of their Chimera and recieve a Bring It Down! order, get some lucky shots at the rear of the Ironclad Dreadnought and destroy it.  Tan Leman Russ attempts to ram one of the Land Speeders, but it makes its Jink save.  Camo Leman Russ fires at a Land Speeder and destroys it.  Red Leman Russ moves up and fires at the land speeders but misses.  Snipers snipe the land speeders but do nothing.  The other Chimera puts a glance on the rhino.

-Turn 2: Azure Flames

The Tactical squad arrives via drop pod and splits into 2 combat squads.  Lucky Snap Fire from the Multi Melta kills the Veteran’s Chimera.  Leonidas’ Heavy Flamer and the Sergeant’s bolter-flamer turn the veterans into crispy critters without the need for any of the bolters.  Land Speeders melta the Camo Leman Russ to bits.  Devastators immobilize the tan Leman Russ.  Not shown in the picture, the Scouts in the Land Speeder Storm arrive and goes flat out.  Drop Pods use Storm Bolters to kill a veteran or two.

-Turn 2: Imperial Guard

Both Vendettas arrive.  The unpainted one blows up the Land Speeder Storm and two scouts die in the explosion.  They do not break.  The Red Vendetta puts a Crew Stunned result on one of the Land Speeders.  Snipers shoot at the Tactical marines, cause no casualties.  The commander and his grenade launcher pals pop out, and kills a space marine.  The Leman Russ tries to destroy more land speeders, but they make their jink saves.

-Turn 3: Azure Flames

The three remaining scouts assault the tan Leman Russ, and their Krak Grenades destroy it.  Flakk Missiles from the Devastators put 2 glances on the red Vendetta.  The flakk missile from the tactical squad misses.  One half of the tactical squad advances on the 2 point forest.  Vulkan and the tactical squad burn the Plasma veterans and the commander, leaving only one grenade launcher, who does not break. The unhurt land speeder bakes the red Leman Russ.

-Turn 3: Imperial Guard

The Storm Troopers fail to arrive from reserves for a 2nd turn.  Unpainted Vendetta kills one of the missile launcher devastators.  Snipers, tanks, and the Red Vendetta finish off the tactical squad with Leonidas, and the other squad with the multi melta, except for one tactical marine with a flamer.

-Turn 4: Azure Flames

The Land Speeders turn around and use their Heavy Flamers to annihilate the Ratling Snipers.  The 4 pictured there actually died, Eric just forgot to remove them.  The Devastators and tatsquad with flakk missiles put 1 penetrate with crew stunned on then unpainted vendetta, which will cause it to fly off the board next turn.  The remaining flamer marine runs toward the objective.  The scouts secure the space marine statue.  5 bolter tactical marines embark in the rhino which drives them to the forest objective.

-Turn 4: Imperial Guard

Last chimera kills one Land speeder.  Red Vendetta goes into hover mode, kills last tactical marine holding 3 point objective.  Storm Troopers fail to come in.  Unpainted vendetta flies off board.

-Turn 5: Azure Flames

Land speeder kills the red vendetta because it is in hover mode.

-Turn 5: Imperial Guard

Last chimera fails to kill the land speeder.  Unpainted vendetta comes in hovering, shoots land speeder and misses, which is unlikely.  Stormtroopers arrive, blast the Drop Pod and do nothing.

-Turn 6: Azure Flames

Tactical Bolters vacate the rhino, and it tank shocks the storm troopers.  The Storm Troopers fail their morale check and flee.  The Land Speeder kills the unpainted Vendetta.

-Turn 6: Imperial Guard

Turn not pictured.  Chimera kills the land speeder.  Game ends.

Final score:

-Azure Flames: 8

-Imperial Guard: 2

————————————————————————

Analysis: WOW Vulkan makes a customized army very cool.  I won that game because my Melta weapons re-rolled misses.  I still need some aircraft, but flakk missiles make a suitable option.  I had forgotten how cool Imperial Guard orders were, and though Eric only used one, it made a huge difference.  It was a good game.  The Land Speeders soaked up a huge amount of fire.

————————————————————————-

Other players were hanging out.  Four players were having a four-way game.  N.W.P. in the upper left played Guard, Granodd in the lower left played Necrons, Jacob in the lower right played Nids and Mr. Smith in the upper right played Space Marines.  It was a huge game.

Hornblower and Bill played a game.  Hornblower’s Eldar are immaculate and Bill’s Slaaneshi Chaos Daemons are fantastic.

That’s all for now.  Several super-secret projects in the mix!  Also, look out for another battle report coming soon from White Lake!

Filed under: Azure Flames, Gaming, Painting
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Blood Bowl Black Orc Blockers and Troll! Plus, Blood Bowl and Epic Compendium!

August 26, 2013
26 Aug/13
1

Black Orc Blockers are done, as is the Troll!  Next: Blitzers for the Scrappaz and Coaches for both teams.

Also, in case you hadn’t noticed, I put up a Compendium for both Blood Bowl and Epic Armageddon!  See the links in Features to the right.

Filed under: Blood Bowl, Epic Armageddon, Gaming, Painting
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Highland Hijinx: the end of the Immortal campaign!

August 2, 2013
02 Aug/13
0

Highland’s last game session was an absolute blowout.  First, Stephen had some new minis painted, including some kickass Forge World stuff.  Those are the first pics in the gallery.  Then, to end the Immortal campaign, we had a tournament style playoff.  My first game was against Eldar.  With Antonius’ new super teleporting Wargear, I made a Drop army.  I took it against some Eldar first, who whooped me hard.  I still won due to a time limit making the game finish early as I was sitting on two objectives.  Then, against Dominik’s Tau I fought a solid fight.  Dominik did not keep his eyes on the prize and I won that game too.  Hey kids!  Objectives matter.

Lastly, everyone earned (or purchased) raffle tickets for some stuff and gift certificates.  Benefits go towards making some new terrain for the club.  I didn’t win but I threw in $20 and even donated some old terrain from the Big Game including our “Orbital Defense Plasma Cannons” which were fancy looking cheap waterguns cut off, glued to a foam ball and spraypainted.

Next, look forward to Paint Night in Fowlerville!

Filed under: Azure Flames, Gaming
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Fowlerville Battle Report: Azure Flames vs. Ultramarines 1500

July 27, 2013
27 Jul/13
0

This past Thursday I visited the fine folks at Game Links in Fowlerville MI.  They have a pretty quality store with some pretty friendly players, including one gentleman who I used to play Warmachine with back in the day.  They have a vibrant community of Magic the Gathering and Pathfinder.  They had a fledgling 40K community, but they got off the ground several months before 6th ed hit, and many of the younger players did not want to drop $70 on a new book.

Further complicating things, 40K is supposed to be every OTHER Thursday, and I came on an off day.  Luckily, one of the regular 40K players by the name of James had his Ultramarines ready to go, so we threw down a 1500pt game.  Here’s the details:

Bozeman – Azure Flames

-Chapter Master Liam Perseus, Terminator Armour, Lightning Claw, Storm Shield, Aux Grenade Launcher

-Terminator Assault Squad X 5, THSS

-Land Raider Redeemer, Extra Armour, Multi-Melta

-Tactical Squad X 10, Powerfist, Meltagun, Missile Launcher in a Drop Pod

-Tactical Squad X 10, Powerfist, Meltagun, Missile Launcher in a Rhino, Extra Armour

-Ironclad Dreadnought, Chainfist in a Drop Pod

-Land Speeders X 3, Multi-Meltas

——————-

James, Ultramarines

-Chaplain, Terminator Armour

-Librarian, Storm Bolter (Psychic powers: Haemorhage, Flame Breath)

-Tactical Squad X 10, Power Axe, Plasma Pistol, Flamer, Heavy Bolter in a Rhino

-Scout X 10, Sergeant Telion, Heavy Bolter, Sniper Rifles X 8

-Terminator Assault Squad X 5, THSS X 2, LC X 3

-Land Raider Crusader, Storm Bolter, Multi-Melta, Extra Armour

-Sternguard X 10, Pair of LC, Combi-Melta X5, in a Drop Pod

————–

Deploy: Hammer and Anvil (short board edges) Mission: Crusade (5 objectives).  We forgot to use Mysterious Objectives.  Oh well.

I won setup and chose to go first.  Seize Initiative failed.  Here’s the setup before turn 1:

Turn 1 Azure Flames

Land Speeders fly up 12″, do 1 glance to the Land Raider.  Tactical Squad deploys into the hill.  Land Raider and Rhino move up and pop smoke.  Drop pod drops behind the Land Raider, is very menacing yet ineffectual.

Turn 1 Ultramarines

Land Raider moves up, shoots 1 Land Speeder to death.  Rhino moves, pops smoke.  Sternguard drop in, do 3 casualties to the Tatsquad which breaks.  Snipers fire at Land Speeders who make INCREDIBLE jink saves. and ignore all 3 glancing results.  I forgot to photgraph this turn until I dropped in my drop pod at the beginning of Turn 2, so pretend that tatsquad is not there.

Turn 2 Azure Flames

Tatsquad runs off the table, gaining First Blood to the Ultramarines!  Tatsquad in Drop Pod comes in behind the Scouts and shoots all but three to death, including an amazing run of Look Out Sir rolls by Telion.  Land Raider move up, disgorges Terminators, who WASTE the Sternguard in close combat, including the Librarian who was killed by Chapter Master Perseus in a Challenge.  Sternguard sergeant is only survivor, breaks.  Land Speeders put one more glance on the Land Raider.  Ironclad fails to charge.

Turn 2 Ultramarines

Terminators with Chaplain jump out and charge the Ironclad, knocking off its Chainfist but losing 2 LC Termies.  Tatsquad jumps out of Rhino, moves 6, and gets a great Charge roll to charge the Azure Flames Tatsquad.  Incredibly poor rolling makes this fight a tie.  Land Raider moves, limiting its firepower and only puts one more glance on the Land Speeders.

Turn 3 Azure Flames

Chapter Master and Termies embark into Land Raider, speed away.  Dreadnought fight continues, one LC Terminator dies.  Land Speeders melta the Land Raider to death.  Tatsquad fight continues, Ultramarines lose but are caught and do not run away due to ATSKNF.

Turn 3 Ultramarines

Tatsquad fight continues, Azure Flames lose but hold.  Dreadnought is destroyed but kills one THSS Terminator, leaving only one and the Chaplain.  Scouts kill 2nd Land Speeder with a glance.  No picture of this turn.

Turn 4 Azure Flames

Land Raider moves 6, disgorges Termies who get a HUGE 7″ charge against the Scouts in the building (considering charging into terrain).  They eat the scouts, overrun one whole inch.  Tatsquad fight a draw again.

Turn 4 Ultramarines

Chaplain and last Terminator run toward the Tatsquad fight.  Rhino TANK SHOCKS Terminators who move out of the way.  Azure Flames are killed down to the Sergeant who breaks, is caught, and stays due to ATSKNF.

Turn 5 Azure Flames

Terminators charge the Tatsquad fight, kill all Ultramarines including Power Axe Sergeant by Chapter Mater in a Challenge.  Massed fire kills the Ultramarine THSS Terminator and then a lucky Melta shot from the Land Speeder kills the Chaplain outright.  Split Multi-Melta from the Land Raider kills the Rhino.  End of game.

Closing thoughts:

-Librarians need an Invulnerable Save.  This is why I run a Librarian with a Storm Shield.

-James had some pretty bad rolls in key times.  I heard that in baseball you lose 1/3 of your games, you win 1/3, but it’s what you do with the other 1/3 that count.  This was a game won and lost on a few bad dice rolls.  James should have been able to kill the Land Speeders and the Tactical Squad.  Their improbable survival kept me in the game.

-I’m still getting used to 6th ed Disembark rules.  I think it’s a little weird but it works better than the old 3rd ed where you had to get all models out and THEN move.  It saves a bit of time, especially if you “fudge” the guys in the back.

-Challenges are neat, but can be treacherous.  I think James made the right move not challenging my Tatsquad sergeant in the Tatsquad fight.  We would have probably killed each other, and then the fight would have taken longer.  But, challenges SAVED some of my Terminators in the Sternguard and Tatsquad fights by removing pesky power weapons at Initiative 5.

-James drove away from my Ironclad.  Though I love the tactic of dropping this guy on the enemy, I need to drop in FRONT of them so they either have to deal with me or go around me.  Going behind is an invitation to get ignored.

-I still need to get Aircraft.

——————–

Next: a battle report from Highland!

Filed under: Azure Flames, Gaming
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Interesting blog I found: Afterimagedan

July 9, 2013
09 Jul/13
0

As you can see to the right, there’s a new blog in the blogroll: a BFG centered blog by Afterimagedan.  He’s a fantastic painter, a great tactician, and an entertaining blogger with good pictures.  Check his blog out here:

http://afterimagedan.blogspot.com/

Filed under: Battlefleet Gothic, Gaming, Modeling, Painting
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