Back in the Saddle – 2000 Azure Flames vs. Orks Spoils of War
I’d like to say I’ve been busy, but really my laptop died, so I haven’t updated for a while. But now, I’ve got a bitchin’ new gaming rig to play Battlefleet Gothic Armada II – Electric Boogaloo!
But this blog is about model gaming, so here’s what I’ve been up to.
I played Eric’s extremely mean Slaanesh demon tournament list. Demons are very strong in tournaments, as I’d be hard pressed to beat this list without buying a bunch of flamers.
So I bought a bunch of flamers.
After that, I went up against Dominic (Mr. Cat) and his Knights. My gimmicky drop-in-and-kill-a-knight list was a failure.
Finally, this weekend, I played Jesse again. He wanted to test out his sweet new Ork models for a 1750 tournament the next day. We played 2000 so he could try different things to see what works. ‘Ere we go!
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Bozeman – Azure Flames (Salamanders)
- Brigade Detachment
- Captain on Bike, The Shield Eternal, Thunder Hammer, Warlord Trait: Iron Resolve
- Librarian, Force Staff, Might of Heroes, Veil of Time
- Lieutenant, Chainsword, Combi-Grav
- Scout Squad x5, Missile Launcher
- Scout Squad x5, Missile Launcher
- Tactical Squad x5, Storm Bolter, Lascannon
- Tactical Squad x5, Storm Bolter, Lascannon
- Tactical Squad x5, Power Fist, Combi-Flamer, Flamer
- Rhino
- Tactical Squad x5, Power Fist, Combi-Flamer, Flamer
- Rhino
- Apothecary
- Company Ancient, Standard of the Emperor Ascendant, Bolter
- Dreadnought, Twin Lascannon, Heavy Flamer
- Attack Bike, Heavy Bolter
- Land Speeder, 2x Heavy Flamer
- Land Speeder, 2x Heavy Flamer
- Devastators x5, Combi-Plasma, 4x Lascannon, Armourium Cherub
- Devastators x5, Combi-Grav, 4x Heavy Bolter, Armourium Cherub
- Thunderfire Cannon
Jesse – Orks
- Batallion – Deathskulls
- Big Mek, Shokk Attack Gun
- Weirdboy, Warphead
- Boyz x28, Nob, Power Klaw, Sluggas + Choppas
- Boyz x20, Nob, Power Klaw, Shootas
- Gretchin x10
- Mek Gunz x3, 3x Traktor Cannon
- Tankbustas x6, Nob, 3x Bomb Squigs
- Battlewagon, Deffgun, Big Shoota, Deff Rolla
- Batallion – Evil Sunz
- Warboss on Bike, Da Dead Shiny Shoota, Power Klaw
- Deffkilla Wartrike
- Big Mek on Bike, Kustom Force Field
- Gretchin x10
- Gretchin x10
- Gretchin x10
- Megatrakk Scrapjet
- Megatrakk Scrapjet
- Stormboyz x 20, Nob
- Warbikes x10, Nob, Power Klaw
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Spoils of War – Maelstrom of War Mission #4
6 objectives. You can score an objective that is Secure Tactical Objective X from your opponent’s hand. In addition, the player with the most Secure Objective X scored at the end of the game gains an additional victory point.
Setup
Spearhead Assault (Chevron shaped deployment along short board edges)
I couldn’t take pictures of the pregame because my camera broke! I got to tape the battery case shut halfway through turn 1.
On turn 1, the Warphead used Warpath on the 28 Boy Squad, and then used Da Jump to teleport them right in front of me!
The Boyz charged my Bike Captain, reducing him to one wound!
I let loose a volley, blowing up one of the Skrapjets and causing a huge amount of mortal wounds from the explosion.
In an attempt to get objective 6 for some points, the Warboss charged a Tactical Squad, leaving the sergeant to face him down. Elsewhere, the Captain succumbed to the Boyz, who were slaughtered in kind by the rest of the army.
The Deffkilla Wartrike entered the fray, but couldn’t assassinate the Apothecary for a point!
A Tactical Squad defended Objective 3 to score a point, finishing the last of the Stormboyz
The Warboss is eliminated by a fantastic Heavy Flamer roll.
The Skrapjet and Battlewagon charged in, laying waste to minor characters!
After this, it devolved into a bloody killzone with few surviving on both sides. Da Jump brought Gretchin and Shokk Attack Gun Mek into my backfield, while Scouts walked on from reserve.
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Final Score:
Azure Flames – 11 plus Slay the Warlord, Linebreaker, First Blood, Steal the Loot = 15
Orks – 7 plus Slay the Warlord, Linebreaker = 9
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Orks are REALLY good. They have a lot of tricks and some great new stuff. I was not impressed with the Deffkilla Wartrike, as the Bike Warboss really outshined it in every phase. Stormboyz were not effective, as they need some decent numbers to really get going. The Battlewagon was boss in melee, and the Skrapjets kicked out huge amounts of Rokkits and rocked in melee.
My Land Speeders with double flamers were lackluster, as poor rolls had them doing approx. 4 wounds/turn each. I also forgot to deploy the scouts, forcing them to walk on from the edge! In the end, though, I drew well. That’s kind of what counts in Maelstrom, which is why I still don’t like it a lot.
Next: I should paint some models and more games!
Azure Flames vs. Bloodletter Bomb 2000 GT Practice
There’s a Grand Tournament coming up, and everyone has the hottest, meanest netlists.
Except me. Tournaments are not usually my scene. However I don’t have a problem with helping others test their lists…
…until I saw Jesse’s Bloodletter Bomb. Yeesh. Well, I’m not one to back away from a fight, so here we go…
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Bozeman – Azure Flames (Salamanders)
Brigade Detachment
- Librarian, Force Axe, Jump Pack, Tome of Malcador, Psychic Powers: Veil of Time, Might of Heroes, Null Zone
- Librarian, Force Sword, Psychic Powers: Fury of the Ancients, Null Zone
- Librarian, Force Staff, Psychic Powers: Psychic Scourge, Null Zone
- Scouts x5, Missile Launcher
- Scouts x5, Missile Launcher
- Tactical Squad x5, Storm Bolter, Chainsword, Missile Launcher
- Tactical Squad x5, Storm Bolter, Chainsword, Missile Launcher
- Tactical Squad x5, Power Fist, Bolter-Flamer, Flamer
- Tactical Squad x5, Power Fist, Bolter-Flamer, Flamer
- Dreadnought, 2x Twin Autocannons
- Dreadnought, Heavy Flamer, Assault Cannon
- Ironclad Dreadnought, Seismic Hammer, Heavy Flamer, Hurricane Bolter, Ironclad Launchers, 2x Hunter Killer Missile
- Attack Bike, Heavy Bolter
- Attack Bike, Heavy Bolter
- Attack Bike, Heavy Bolter
- Devastators x10, 4x Missile Launcher, Armourium Cherub
- Devastators x5, 4x Grav Cannon with Grav Amp, Armourium Cherub
- Thunderfire Cannon
Jesse – Khorne, Slaanesh, and Renegade CSM Triad
Battalion Detachment – Chaos Demons
- Demon Prince, Mark of Khorne, Super Khorne Axe, Wings
- Skulltaker
- Herald of Khorne
- Bloodletters x20
- Bloodletters x20
- Bloodletters x10
- Bloodhounds x5
Battalion Detachment – Chaos Demons
- Demon Prince, Mark of Slaanesh, Soul Reaver, Wings, Psychic Power: Vain
- Herald of Slaanesh
- Herald of Slaanesh on Steed
- Seekers of Slaanesh x10
- Daemonettes x28
- Daemonettes x10
- Daemonettes x10
Patrol Detachment – Chaos Space Marines
- Demon Prince, Mark of Slaanesh, Wings
- Cultists x10
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Mission: Grand Tournament Mission #1
Objectives placed 12″ in both directions from each corner, plus two more 24″ from each corner.
Players generate up to 3 Tactical Objectives per turn.
At the end of the game, each objective is worth 2 VP.
Secondary Objectives: Slay the Warlord, First Strike (kill a unit on your first turn), Linebreaker
Game Length: 6 Turns
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Setup
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Turn 1 – Chaos
Demon Princes and Daemonettes charge the sacrifical Scouts, eliminating them. Seekers run around them and charge the Ironclad Tactical Squad, and Rifle Dreadnought.
Turn 1 – Azure Flames
Flamer squad counterpunches and burns the Daemonettes, forcing the survivors to break and flee. Seekers are eliminated by a Smite and Dreadnought punches. Lucky missile shot does 6 wounds to the CSM Daemon Prince!
Turn 2 – Chaos
Daemonette squad breaks cover and charges the FLamer squad, and all but 2 die thanks to overwatch! Herald also charges. They all die, leaving the squad holding objective 2. Bloodletters arrive, charge Dreadnoughts and one of the Attack Bikes. Attack Bike goes down and Bloodletters consolidate into Devastators. Other Bloodletters take some damage from Dreadnoughts and dish it out in return. Khorne Demon Prince smashes the Rifle Dread and consolidates out of combat. Slaanesh Prince charges the other Dev Combat Squad, and takes 5 damage from overwatch, but gains 3 back thanks to his Soul Reaver. He also kills 4/5 of another squad with a SUPER SMITE! The surviving Sergeant spends 2CP to interrupt and kill the CSM Demon Prince that charged him!
Turn 2 – Azure Flames
Squad and Librarian charge the Bloodletters, which was a stupid idea as they do little damage and get chewed up. Other Librarian charges Slaanesh Prince, he dies. Bloodletters on the right side eliminate the Devs. Thunderfire harasses the Cultists in the building. Khorne Demon Prince is completely annihilated by Grav Cannons!
Turn 3 – Chaos
Regular Dread is removed, Ironclad reduced to 1 wound. Bloodletters and Skulltaker kill the Attack Bike. Slaanesh Prince kills the other Devs.
Turn 3 – Azure Flames
Sangamon the Librarian (my Warlord) gets off NULL ZONE. The Ironclad falls back and the Bloodletters all get killed form shooting. Thunderfire blasts the other Bloodletters across the board with a Tremor Shell, slowing them. Other shots reduce the Slaanesh prince to 2 wounds.
Turn 4 – Chaos
Slaanesh Prince charges the Tactical Squad, doing a bit of damage and consolidating into the Thunderfire. Skulltaker, Bloodletters, and some Demonettes advance.
Turn 4 – Azure Flames
Bloodletters are blown apart by Grav Cannons, Thunderfire, and all other shooting.
Turn 5 – Chaos
Skulltaker moves up but fails a charge and takes a wound from Overwatch from a Bolter Marine. Oh, the indignity!
Turn 5 – Azure Flames
Skulltaker, Daemonettes, and all other visible targets eliminated. Cultists in the building are wracked by the Thunderfire.
Turn 6 – Chaos
Cultists Hide. Turn not pictured.
Turn 6 – Azure Flames
Cultists are reduced to 3, but make their morale check! Sangamon can’t get another objective. Game ends.
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Final Score
Azure Flames: 6 plus Slay the Warlord, First Strike, and 2 VP from an objective = 10
Chaos: 7 plus First Strike and 2VP from an objective = 10
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I SURVIVED THE BLOODLETTER BOMB! Almost tabled it too! This list was designed with inevitable charges being eaten by small units, then counterpunch units reacting. It was awesome.
Star of the list: GRAV CANNONS. Holy crap they are Demon Prince Erasers and Horde Stompers, especially with NULL ZONE.
Honestly, I could have won had I advanced the Attack Bike on the right, and the Grav Devs to hold the objective he left behind, but I didn’t think of it. I forgot that objectives were 2VP. KEEP YOUR EYES ON THE PRIZE.
Next: more games and hopefully painting!
Azure Flames 1st Company All Terminators vs. Tallarn GT list, 2000 pts
I’m sick of the Salamanders.
Well, not REALLY. I’m sick of bog standard 5-man squad MSU gunlines. Yes, it’s very powerful and competitive, especially if you throw in a Rhino or two for some mobility, but it’s so BORING.
So, what else do I have in my magic box of Space Marines? Hmmmmm…
OH YES FOUR FULL SQUADS OF TERMINATORS.
Thanks to the magic of the Vanguard formation, taking 42 models in Terminator Armor is a Battle Forged list!
Fourstrands veteran Nathan wanted to test a list against a mission from an upcoming Grand Tournament, and so I brought this somewhat unorthodox list to challenge him. Let’s Batrep!
Wait, that sounded idiotic. Forget I typed that.
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Bozeman – Azure Flames (Salamanders)
Vanguard Detachment
- Captain Perseus in Terminator Armour, The Shield Eternal, Thunder Hammer, Warlord Trait: Iron Resolve
- Librarian in Terminator Armour, Force Axe, Storm Shield, Psychic Powers: Smite, Veil of Time, Might of Heroes
- Terminator Squad x10, 2x Heavy Flamer, Teleport Homer
- Terminator Squad x10, 2x Assault Cannon, Chainfist, Teleport Homer
- Terminator Assault Squad x10, 10x Thunder Hammer Storm Shield, Teleport Homer
- Terminator Assault Squad x10, 10x Lightning Claw, Teleport Homer
Nathan – Tallarn Desert Raiders Imperial Guard
Brigade Detachment
- Commander
- Tank Commander, Leman Russ Vanquisher
- Primaris Psyker
- Infantry Squad
- Infantry Squad
- Infantry Squad
- Infantry Squad
- Veteran Squad
- Veteran Squad
- Company Commander
- Command Squad
- Special Weapons Squad
- Hellhound x2
- Sentinel
- Sentinel x2
- Leman Russ Punisher x2
- Heavy Weapon Squad
- Heavy Weapon Squad
- Wyvern x2
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Mission: Grand Tournament Mission #5
Setup: Vanguard Strike
Objectives: One objective (stationary) is placed 24″ from the corner of each players deployment zone, in line with the board center. The other 4 objectives are placed along the center line. These 4 objectives may be picked up and carried per the rules in The Relic. At the end of the game, stationary objectives are worth 1 VP and Relic objectives are worth 3VP.
Tactical Objectives: At the beginning of each player’s turn, they draw Tactical Objectives until they have a number equal to the current turn number. No Tactical Objectives are generated after turn 5.
Secondary Objectives: First Strike (kill a unit on turn 1), King of the Hill (have the closest unit to the center of the board when the game ends), Priority Target (destroy the most expensive enemy unit)
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Setup:
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Pregame: Nathan uses a preliminary bombardment. Several models including the Librarian take a mortal wound!
Turn 1 – Azure Flames
Units without guns advance. Shooting takes out 9/10 models in an Infantry Squad, but Nathan spends 2CP to pass the morale test to deny me First Strike.
Turn 1 – Tallarn Desert Raiders
Hellhounds, Sentinels, and Leman Russ Punishers arrive via Outflank. Several Teleport Homers are removed thanks to the Sentinels. 4/5 of one of the Lightning Claw squads is killed, the last one fails morale to score First Strike for Nathan!
Turn 2 – Azure Flames
What remains of the Assault Cannon squad charges at the Hellhounds, damaging both. Other squads try to charge the Leman Russes, but they’re too far away. Librarian casts Might of Heroes on the Lightning Claw squad. Smite and bolter fire take out a few guardsmen in the building.
Turn 2 – Tallarn Desert Raiders
Hellhound retreats. Leman Russ Punishers do some damage to the Thunder Hammer squad. The rest of the army eliminates the Lightning Claw squad. One of the Sentinels overheats a Plasma Cannon and dies!
Turn 3 – Azure Flames
Flame weapons and bolters wipe out the Special Weapons squad, and then the Heavy Flamer Terminators roll boxcars and charge an Infantry squad! This wipes out the guardsmen and scores a VP. Librarian casts Might of Heroes on the squad that charged. Two remaining Terminators chase the Sentinel. Assault Cannon squad holds objective 6 and other squads gain objctives to score D3 VP (because this is a GT scenario, any D3 VP objectives automatically score 2.)
Turn 3 – Tallarn Desert Raiders
Primaris Psyker uses Psychic Maelstrom to remove two Terminators, and other fire removes two more and wounds the Sergeant. Guard squad charges the Sergeant, but he survives and cuts several of them down. Leman Russes reduce the Thunder Hammer squad to one wounded model, and then a Leman Russ uses the Crush Them strategem and charges alongside a Guard squad, but the lone Terminator survives, denying the enemy control of objective 3. Sentinel legs it to escape the Terminators chasing it.
Turn 4 – Azure Flames
Assault Cannon squad charges, severely damaging the last Helhound. Terminator Sergeant continues to chop up the Guardsmen, who lose two of their number to a failed Morale check. Captain Perseus charges the squad harassing the Thunder Hammer Terminator, taking a few out. Terminator Squad shoots up and charges a squad and the survivors flee. I score a few points thanks to objectives.
Turn 4 – Tallarn Desert Raiders
Lascannon sentinel charges the Terminators, to mixed failed results. All of the rest of the army focus on the Librarian, but he shrugs it off. Leman Russ and squad fall back from the Captain and THSS Termie. Get Back in the Fight allows them to shoot the Captain with some meltaguns, but they bounce off thanks to the Shield Eternal. Other Leman Russ puts 8 wounds on the last wounded THSS guy, but he makes all 8 saves! Game ceded.
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At the end of the game, I had Captain Perseus, unharmed, The Librarian who had take one wound from the Preliminary Bombardment, two one-man squads of THSS Terminators, two Assault Cannon Terminators two regular Terminators, and a squad of 3 with a Chainfist. 9 out of 40 regular models, plus the Characters. That’s about 74% of the entire army, gone in four turns.
The final score for Tactical Objectives was Azure Flames 9, Imperial Guard 2. Nathan didn’t have the mobility to really go out and accomplish objectives. We didn’t count the main objectives, but I had at least 2, possibly 3 of the 3VP ones, and Nathan’s tanks could have easily taken one, plus his starting 1VP objective. This mission rewards initiative, mobility, and flexibility.
There was also the possibility that Nathan could have tabled me had the game gone to turn 7, but with the Assault Cannon guys hiding and Perseus being a nigh-unkillable beast, that would have been unlikely.
So, that was my fun time with an unconventional list! Coming up next, I’m almost done with a paint project!
Azure Flames vs. Blood Angels – 1200 pts Secure and Control
Here’s another Batrep with the incomparable AFK Games staffer Chris and his Blood Angels. This time, the stoic Azure Flames go toe-to-toe with none other than Dante, Lord of the Blood Angels. A thousand year old pseudo-vampire Chapter Master with the agility of an Angel and the wrath to match. Let’s dive right in!
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Bozeman – Azure Flames
Battalion Detachment
- Captain Khalil on Bike, The Shield Eternal, Thunder Hammer, Warlord Trait: Iron Resolve
- Librarian, Force Staff
- Tactical Squad x5, Combi-Plasma, Lascannon
- Tactical Squad x5, Combi-Plasma, Lascannon
- Tactical Squad x5, Storm Bolter, Heavy Bolter
- Tactical Squad x5, Storm Bolter, Heavy Bolter
- Dreadnought, Heavy Flamer, Twin Lascannon
- Company Ancient, Standard of the Emperor Ascendant, Bolter
- Apothecary
- Devastators x5, Combi-Grav, 4x Missile Launcher, Armourium Cherub
- Thunderfire Cannon
Chris – Blood Angels
Battalion Detachment
- Dante, Lord of the Blood Angels
- 4x Sanguinary Guard, 2x Power Fist, 2x Blood Angel themed Power Axe
- Captain, Power Sword, Plasma Pistol
- Scout Squad x5, 4x Sniper Rifle, Missile Launcher, Camo Cloaks
- Tactical Squad x5, Storm Bolter, Heavy Bolter
- Tactical Squad x5, Storm Bolter, Heavy Bolter
- Razorback, Lascannon and Twin Plasma Gun
- Baal Predator, Twin Assault Cannon, 2x Heavy Bolter
- Predator, Predator Autocannon, 2x Lascannon
- Assault Squad x 10, Power Sword, Plasma Gun, Flamer
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Mission: Secure and Control – Each player places an objective in their Deployment Zone worth 3VPs
Deployment: Search and Destroy – Players have opposing board quarters, except for a 9″ radius from the board center.
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Turn 1 – Blood Angels
5 man tactical squad moves up behind cover of the central rock formation. Baal Predator moves up. The Azure Flames squad holding the crater is removed down to the Sergeant, and the Devastators lose 3 missile launchers. However, return fire from the dead Devastators thanks to the Standard of the Emperor Ascendant does 6 damage to the regular Predator before it can fire! One lascannon does 3 damage to the Dreadnought.
Turn 1 – Azure Flames
Apothecary revives a Devastator. Las and Missile fire bust open the wounded Predator. Librarian casts Might of Heroes on Captain Khalil, who charges the Scouts in the ruins. Blood Angels Captain makes a Heroic Intervention, but can’t stop Khalil from killing all 5 Scouts. He consolidates into the side of the Baal Predator. Other shots damage the 5 man squad hiding by the rocks.
Turn 2 – Blood Angels
The legendary Blood Angels earn their name, as the Assault Squad, Sanguinary Guard, and Dante swoop in from the sky! Baal Predator falls back from combat to allow charge lanes. I spent 2CP for Auspex Scan to shoot the Assault Squad, killing four. The Assault Squad charges a Tactical Squad in the yellow ruins, and consolidates into the Company Ancient and the Techmarine Gunner. They are reduced to 4 men and kill 2 Tactical marines in turn. Both Dante and the Sanguinary Guard fail a charge, leaving Khalil alone against the Captain and a second Tactical Squad that charged from the Razorback. Khalil kills four of the Tactical Squad, taking two wounds in return.
Turn 2 – Azure Flames
Continuing Combat in the Yellow Ruins kills all but the Assault Sergeant. Khalil turns his bitter attentions to the Captain, killing him. Missiles and Lascannons smite the Baal Predator and two Sanguinary Guard. Although the Techmarine Gunner is in combat, the Thunderfire Cannon is not, and so it kills the last two Tactical marines behind the rock.
Turn 3 – Blood Angels
Dante and the Sanguinary Guard charge Khalil, as does the Assault Sergeant who uses 2CP to re-deep strike! All of their attacks do one wound to Khalil, who strikes down Dante in return! Game Ceded.
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The Salamanders Standard-Apothecary castle is quite a brutal thing to go up against, especially if you have to go get them. Khalil is also a beast. He needs to get painted SOON.
I made a tactical error occupying the crater. I was INCREDIBLY lucky not to give Chris First Blood. I picked board setup and honestly I should have picked Chris’ side. It was much better suited to my castle theme.
Part of me thinks Chris should have had Dante, his posse, and the Assault Marines on the board turn 1, and tried to get turn 1 charges, plus advance the Razorback and move up the Predators. Overwhelm me with options. Unsupported, the Assault Marines weren’t great against 2/3 of my entire army.
I also think Dante might be a bit much. Khalil was only as beastly as he was with Might of Heroes on him all game. With a Librarian Dreadnought for Deny the Witch rolls and some serious threat range thanks to Wings of Sanguinius, it would have made a formidable target for me to ignore at my own peril.
It took me a while to write this because I’m painting again! Hope to show pics soon!
Azure Flames vs. Cadians – 1200pts Retrieval Mission
Another great game with Nathan! Let’s skip the formalities and get right into it.
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Bozeman – Azure Flames
Battalion Detachment
- Captain Khalil on Bike, The Shield Eternal, Thunder Hammer, Warlord Trait: Iron Resolve
- Librarian, Force Staff
- Tactical Squad x5, Combi-Plasma, Lascannon
- Tactical Squad x5, Combi-Plasma, Lascannon
- Tactical Squad x5, Storm Bolter, Heavy Bolter
- Tactical Squad x5, Storm Bolter, Heavy Bolter
- Dreadnought, Heavy Flamer, Twin Lascannon
- Company Ancient, Standard of the Emperor Ascendant, Bolter
- Apothecary
- Devastators x5, Storm Bolter, 4x Lascannon, Armourium Cherub
- Thunderfire Cannon
Nathan – Cadians
Battalion Detachment
- Tank Commander Leman Russ
- Company Commander
- Primaris Psyker
- Infantry Squad, Lascannon
- Infantry Squad, Autocannon
- Infantry Squad, Autocannon
- Infantry Squad, Autocannon
- Leman Russ Punisher x2
- Wyvern x2
- Basilisk
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Retrieval Mission – 4 objectives, 3VP each
Setup:
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Before turn 1, the Cadians unleash a preliminary bombardment! A tactical marine bites the dust, and the Dreadnought takes a wound.
Turn 1 – Azure Flames
Captain Khalil advances right at the enemy, daring them to shoot him! Librarian casts Might of Heroes to keep him a bit more protected. Abysmal rolls from the lascannons do some serious damage to only one of the Leman Russes. Turn not pictured.
Turn 1 – Cadians
A hail of fire smashes Khalil, and poor armor save rolls make him lose 4 of his 7 wounds! Other shooting does some damage to the squads on the right side of the board.
Turn 2 – Azure Flames
Slightly better shooting ends one of the Russes and damages another. Khalil charges one of the Wyverns, and only hits twice, even after several re-rolls! He’s down to one wound thanks to overwatch!
Turn 2 – Cadians
Shots from several sources eliminate 3 of the 4 lascannon Devastators, but thanks to the Standard of the Emperor Ascendant, they take parting shots and eliminate the wounded Russ! Khalil finishes the Wyvern in close combat.
Turn 3 – Azure Flames
Khalil charges the other Wyvern, and once again rolls poorly for only 6 damage. Lascannons remove the Tank Commander.
Turn 3 – Cadians
Wyvern drives away from Khalil and a Cadian squad charges, managing to do one final wound! Basilisk finishes the Thunderfire cannon, leaving the gunner.
Turn 4 – Azure Flames
Heavy Bolter squad rushes from teh building to grab the objective in the crater. Librarian joins the Techmarine Gunner to hold the objective.
Turn 4 – Cadians
Squad on the right side breaks cover along with the Primaris Psyker. Other fire is ineffective.
Turn 5 – Azure Flames
A few lascannons harm the Basilisk. Other fire kills a few Guardsmen. Turn not pictured.
Turn 5 – Cadians
The Wyverns and some overcharged plasma kill the two squads holding the objective on the right. Other squads move into shooting position.
Turn 6 – Azure Flames
Techmarine advances to try to take back the objective. He gets Might of Heroes. More Cadians bite the dust from Heavy Bolter fire. Basilisk is removed by lascannons.
Turn 6 – Cadians
Primaris Psyker advances to claim the objective! He tries to Smite the Techmarine, but the Librarian Denies the Witch! Squad falls back to claim the abandoned objective by the dead Basilisk. Game ends.
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Azure Flames: 6 plus Slay the Warlord and First Blood = 8
Cadians: 6 plus Slay the Warlord = 7
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Close! Had Nathan’s Primaris Psyker advanced on turn 5 more than 2″ and then moved to within 3″ of the objectve but within 12″ of the board edge, he would have scored Linebreaker for a tie.
Khalil on a bike is fun, but he can die easily to massed fire. He’d REALLY be broken in a smaller points game. As it is, he needs a bit of a shield to protect him from at least one turn of shooting to get into charge range.
Next: more games and painting!
Azure Flames vs. Sisters of Battle – Secure and Control 52 PL
Once again, a battle report thanks to AFK Games in Holt. This game was against Andrew’s Sisters of Battle. Due to my old-man constitution and day-shift sleep schedule, plus a late dinner, Andrew and I decided on a smaller game (nominally 50 PL but we both went 2 over). We played Secure and Control. Here’s how it went!
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Bozeman – Azure Flames (Salamanders)
Battalion Detachment
- Captain Khalil of the 7th Company on Bike, The Shield Eternal, Thunder Hammer, Warlord Trait: Iron Resolve
- Librarian on Bike, Force Axe, Bolter, The Salamander Mantle, Smite, Might of Heroes, Null Zone
- Tactical Squad x5, Bolter-Melta, Missile Launcher
- Tactical Squad x5, Bolter-Melta, Missile Launcher
- Tactical Squad x5, Bolter-Flamer, Missile Launcher
- Tactical Squad x5, Bolter-Flamer, Missile Launcher
- Bike Squad x5 + Attack Bike, Power Fist, 2x Meltagun, Multi-Melta
- Thunderfire Cannon
Andrew – Sisters of Battle
Patrol Detachment
- Canoness
- Ministorum Priest
- Battle Sister Squad, Meltagun, Power Mace
- Repentia Squad x10
- Mistress of Repentance
- Penitent Engines x2
- Immolator, Heavy Flamer
- Immolator, Heavy Flamer
- Death Cult Assassins x2
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Mission: Secure and Control: Each player gets one Objective, worth 3VP in their own deployment zone. First Blood, Slay the Warlord, Linebreaker.
Deployment: Search and Destroy (Players deploy in opposite board quarters, but cannot deploy within 9″ of the center of the board) To make the smaller game work, we played on a 4×4′ surface.
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Setup
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Turn 1 – Sisters of Battle
Immolators back off, hiding so that the Space Marines have to come get them!
Turn 1 – Azure Flames
A few missiles get lucky shots at a tiny piece of one of the Immolators, doing 7 total wounds. The Bikes and Characters advance along the right side of the board. Librarian casts Might of Heroes on the bikes.
Turn 2 – Sisters of Battle
Immolators back up again to deny line of sight.
Turn 2 – Azure Flames
Bikes move into position. Multi-Melta does 6 wounds to a Penitent Engine, and Captain Khalil’s Bike-mounted Boltguns do onefinal unsaved wound! Tremor Shells slow the other Penitent Engine.
Turn 3 – Sisters of Battle
Battle Sisters, Canonness, and Priest pile out of the Immolator to hold the objective. Immolator moves to be a wall between the bikes and the army, and it pops smoke.
Turn 3 – Azure Flames
All fire on the smoked Immolator proves completely ineffective! Thunderfire Cannon assassinates the Death Cult Assassins. Bikes and Captain Khalil charge the Immolator, destroying it. Thunderfire Cannon kills a few Battle Sisters.
Turn 4 – Sisters of Battle
Penitent Engine charges the bikes, but whiffs, killing one bike and damaging the Attack Bike. Sisters Repentia try to charge but fail.
Turn 4 – Azure Flames
Bikes fall back. Missiles finish the Penitent Engine. Librarian casts Might of Heroes on Khalil. Captain Khalil charges the Ministorum Priest, killing him. Canonness performs Heroic Intervention but does no damage.
Turn 5 – Sisters of Battle
Battle Sisters charge Khalil, but he kills them. Canonness puts one wound on Khalil. Sisters Repentia charge the Bike remnants and kill them, then consolidate into the Librarian who kills three. Turn not pictured.
Turn 5 – Azure Flames
Frag Missile fire finishes off the Sisters Repentia. Khalil does 3 wounds to the Canonness.
Turn 6 – Sisters of Battle
Mistress of Repentance charges the Librarian, doing 1 wound and then dying. Khalil kills the Canonness. Game ceded.
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Andrew wanted to try a list with Repentia and Penitent Engines. Sadly the mission did not favor him, as it forced him to try to counter-charge an intransigent Salamanders MSU Gunline with Bike Support. I think Andrew should have charged forward and popped smoke on turn 1, shielding the Penitent Engines with Immolators. I would have probably killed one Immolator, and set him up for a possible turn 2 charge.
Star of the battle goes to my super-Captain Khalil, who was designed to stare down Knight Titans.
Next: more painting, gaming, and building!
2000 pts. Azure Flames vs. Imperial Guard, Brigade on Brigade action!
After colds, family crises and impromptu Magic tournaments eating up my opponents, I finally got in another game. Nathan, longtime opponent on fourstrands, brought a Brigade of Cadians! Not to be outdone, I crammed a brigade into 2000 points. Here are the results!
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Mission: No Mercy.
Destroyed units give one victory point.
Additional victory points for Slay the Warlord, First Blood, and Linebreaker
Setup: Dawn of War (long table edges, 12″ deployment)
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Bozeman – Azure Flames (Salamanders)
Brigade Detachment
- Captain, Combi-Melta, Power Fist, The Salamander’s Mantle, Warlord Trait: Iron Resolve
- Librarian, Force Staff
- Lieutenant, Bolter, Power Fist
- Tactical Squad x5, Storm Bolter, Heavy Bolter
- Tactical Squad x5, Storm Bolter, Heavy Bolter
- Tactical Squad x5, Combi-Flamer, Power Fist, Flamer
- Tactical Squad x5, Combi-Flamer, Power Fist, Flamer
- Tactical Squad x5, Combi-Melta, Power Fist, Lascannon
- Tactical Squad x5, Combi-Melta, Power Fist, Lascannon
- Apothecary
- Chapter Ancient, Power Sword, Standard of the Emperor Ascendant
- Dreadnought, Assault Cannon, Heavy Flamer
- Attack Bike, Multi-Melta
- Attack Bike, Multi-Melta
- Attack Bike, Multi-Melta
- Devastator Squad x5, Lascannon x4, Armourium Cherub
- Devastator Squad x5, Missile Launcher x4, Armourium Cherub
- Thunderfire Cannon
Nathan – Cadians
Brigade Detatchments
- Company Commander
- Primaris Psyker
- Primaris Psyker
- Infantry Squad
- Infantry Squad
- Infantry Squad
- Infantry Squad
- Infantry Squad
- Infantry Squad
- Commander
- Astropath
- Command Squad
- Tech Priest Enginseer
- Devil Dog x2
- Armoured Sentinel
- Armoured Sentinel
- Armoured Sentinel
- Heavy Weapons Squad
- Heavy Weapons Squad
- Leman Russ x3
- Manticore
- Chimera
- Chimera
- Chimera
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Setup
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Pre-Game: Nathan spent 2CP to activate a preliminary bombardment! An Armourium Cherub bites the dust, the Chapter Ancient and a Rhino take a wound apiece.
Turn 1 – Azure Flames
First Blood as a Leman Russ explodes, damaging several units nearby! Several guardsmen are blasted by the Thunderfire’s arcing shots from teh safety of the ruins, and the squad is finished off by Heavy Bolters. Attack Bikes move up with one of the Rhinos carrying a flamer squad on the right side of the board.
Turn 1 – Cadians
Tanks and Sentinels firing plasma on high power wipe out the lascannon squad and do a few wounds to squads here and there. Chimera units move up to where they can do some good. Manticore fires a rocket at the Thunderfire Cannon, doing two wounds. Turn not pictured.
Turn 2 – Azure Flames
Two Attack Bikes fire on a sentinel, obliterating it, then charge a Chimera. Some bad rolls do some serious damage to Leman Russes, but cause no casualties. Dreadnought moves up. Rhino moves up on the left side, popping smoke and hiding behind a stone formation. Other Rhino on the right side advances.
Turn 2 – Cadians
Devils Dogs move up and severely damage the Rhino and kill the Dreadnought. More fire damages the Missile Devastators. The Chimera disengages from one Attack Bike, but not another to tie it up. The newly unengaged bike is mowed down by several Guard Squads. Guardsmen assault one of the remaining Attack Bikes and the Rhino on the right, doing one wound to the Attack Bike. Turn not pictured.
Turn 3 – Azure Flames
Flamer squad disembarks, fails dismally to shoot the Primaris Psyker in the ruins, but charge and kill him in close combat! They consolidate into the abandoned Chimera. The other Flamer squad disembarks their injured Rhino, bakes half a squad, and charges the Devil Dog, killing it.
Turn 3 – Cadians
Fire reduces the Flamer squad on the left to the Sergeant. He is charged by the Primaris Psyker and the Techpriest Enginseer, who both miss spectacularly. He kills the Primaris Psyker, leaving him in combat with the Techpriest. A wave of fire blasts the remaining two Missile launchers, leaving one lucky survivor. The Tactical squad continues their rampage on the right side of the board as the Infantry squad puts two more wounds on the Attack bike, losing several more of their numbers!
Turn 4 – Azure Flames
Apothecary, after trying and failing all game, resurrects a Tactical marine with a Lascannon, and he wreaks holy vengeance on a Leman Russ, doing 6 wounds! Sergeant finishes off the Techpriest. Fight with the Attack Bike, Rhino, and Cadian squad continues without casualties.
Turn 4 – Cadians
Another huge wave of fire is aimed squarely at the lone missile devatator, who shrugs it off like nothing! A stray shot takes out the nrely resurrected Lascannon marine, who takes a parting shot thanks to the Standard of the Emperor Ascendant! His final shot kills the tank that killed him! Chimera pulls away from the Tactical marines assaulting it before it can be destroyed. Turn not pictured.
Turn 5 – Azure Flames
Captain and Librarian put the hurt on a stray Chimera. The squad inside loses 4 people when it is destroyed. The Attack Bike and Rhino fall back from the Cadians, as the Tactical Squad approaches from behind, giving them a fiery death!
Turn 5 – Cadians
Fire puts 3 total wounds on the Captain. The squad in the Chimera charges him, dies to the Sergeant, who flees! The Manticore and Chimera Charge, to no avail. Game ends.
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Final score:
Azure Flames: 14 plus First Blood and Linebreaker = 16
Cadians: 9
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For most of this game I was taking it on the chin. Indeed, during the first turn, I completely forgot the Standard of the Emperor Ascendant, depriving me of several free lascannon shots! Ultimately, both players did a lot of damage, leaving little alive on either side. How did I win?
I took a Brigade, which is a minimum of 18 units, plus I took 2 Rhinos, and the Thunderfire counts as two for a total of 21 targets. Nathan took 18 plus another Heavy Support, Devil dogs, Three Leman Russes, three Chimeras, and another Elite slot for 26. Nathan’s targets are a bit… softer, especially medium vehicles like Chimeras and Sentinels. Lascannons and Smite took care of several of these vehicles, and the Thunderfire Cannon took out some of the softer targets. In the end, the toughness of the Space Marines, combined with some tactically timed armour save re-rolls kept a few key units alive. Several of my units had one wound or model left, and had they died earlier they wouldn’t have made the differences they had.
So, in the end, a Salamander MSU gunline is a pretty mean thing, going toe to toe with one of the top tier lists in the game.
Coming up next: a special surprise!
Big Game VI – Battle Report
So, that happened.
If you check for yourself here, the pre-battle storyline for Big Game VI was finished the night before (at 10:57 PM to be precise), and I finished the Armourium Cherubs not long after that (11:21 PM). Then I tried to sleep but was awakened by warring cats.
After 6 hours of sleep, I took 400mg of caffeine and headed out for the MSU Union. Scott, Brian, and I arrived just before 8am, and Andy arrived with Joe and Miles, and we brought the boards up to the 3rd floor, Lake Huron Room.
After about an hour of board setup, everyone had arrived. Each Person brought 100 Power Level, except Matt T who brought 200. Here’s a brief roster of the players:
- Order Players
- Eric, Defense Force, Commander – Azure Flames Space Marines (Salamanders)
- Joe, Defense Force – Angels Sacrosanct (Blood Angels)
- Scott, Defense Force – Cadian 401st.
- Alex, Relief Force – Eldar
- Jake, Relief Force – Eldar
- Miles, Combined Ynnari, Eldar, Harlequins, and Dark Eldar
- Additional Forces – Knight Titan
- Disorder Players
- Brian, Commander – Sicarii (Chaos Space Marines Black Legion rules, Word Bearers style)
- Matt B – Chaos Space Marines Iron Warriors
- Matt T – Chaos Space Marine Renegades (200 PL)
- John – Tyranids (Hive Fleet Jormugandr rules)
- Andy – Necrons (Sautekh Dynasty)
- Additional Forces – Baneblade
If you want to see the rules, check this convenient post.
Here’s the board setup:
Scott’s guard set up mostly on the west and north of the Citadel, occupying bunkers, while the Azure Flames secured the southwest corner, and the Angels Sacrosanct were to the east. The forces of disorder refused the entire western flank, with Sicarii and Iron Warriors to the south, and all other forces to the east. Andy’s Necrons set up farther east as a speedbump. The three Eldar players split between the far east and northeast.
Turn 1 – Order
Despite a wealth of weaponry, the Order Alpha Strike is somewhat ineffective. One Iron Warriors Rhino was destroyed, as well as a few Renegade Rhinos. The western Guard and the Knight move to reposition themselves. The Eldar aircraft swoop in and smash a few things. Eldar and Ynnari clash with Necrons. Azure Flames Thunderfire Cannon uses a Tremor Shell against a wall of 30 Hormagaunts, halving their movement and trapping the forces behind them.
Turn 1 – Disorder
The Necrons strike back against the Ynnari, which proves frustrating as they get free actions when you kill their units! Renegade Demon Princes move up and slay a few infiltrators. Chaos to the south moves up.
Turn 2 – Order
Eldar deep strikers arrive. The Visarch arrives in a raider with some Harlequins. Warp Spiders erase some poxwalkers guarding the Sicarii Dark Apostle. Eldar and Ynnari to the east continue to fight the Necrons. Striking Scorpions and Swooping Hawks harass the Tyranids. Hormagaunts are Tremor Shelled again. Eldar aircraft cripples Gorath’s Land Raider.
Turn 2 – Disorder
Sicarii Dark Apsotle charges the Warp Spiders. Fire kills the Ynnari Raider, allowing the Harlequins inside to charge! Massive fire from Tyranid Gaunts erase several Eldar units. The wall of Chaos and Nids in the east moves up. Mass Lascannons finish the Knight. Turn not pictured.
Turn 3 – Order
Warp Spiders jump away from the Dark Apostle, and the Azure Flames kill him, forcing him to drop his Virus Node! Blood Angel Librarian Dreadnought charges with Wings of Sangunius. Eldar continue to struggle with Necrons. Harlequins confound the Sicarii Dreadnought. The Eldar from the northeast pull up behind the Renegades, including the Avatar of Khaine! Azure Flames bikes charge Sicarii Plague Marines.
Turn 3 – Disorder
Gorath and some lascannons delete the Librarian Dreadnought. Tyranids arrive in the west, along with a few cultists. Nids charge some bunkers and the cultists charge a Blood Angels Dreadnought. Fighting continues as the Azure Flames bikes spill into the enemy deployment zone!
After turn 3, we had less than an hour to vacate the room, preventing another full game turn. Game ended in a draw.
What Worked
The Chase mechanic worked quite well. Eldar forces were well suited to the task of pursuing the enemy. Setup gave a huge amount of options for both sides, forcing them to be tactical. The rules were very explicit on how the Order players should construct their lists. Order was also able to bubble wrap the Citadel effectively.
What Didn’t
Disorder players seemed to have trouble breaking into the citadel. In playtests, the attackers would penetrate the Citadel from turn 3 onward. Logistically, the Disorder players would have arrived closer to turns 4 and 5. Disorder players were also discouraged from dedicating an entire player to being a speedbump, as Andy’s Necrons did with aplomb. This hurt them, as there were 3 fewer Nodes to get to the Citadel. There was also a stark disparity in the presence of Aircraft; Order had 4x the number of units that use the Flyer slot. Order also did not even use 1/2 of their points alloted to defenses, as we had no models other than bunkers!
Changes I’d Make
Less points for Order for defenses. Disorder should have the same number of Virus Nodes, but the Disorder Commander should allot them after setup, perhaps with limits on how many units/player can have them (perhaps 6 max per player?). Relief deployment zones should also be rebalanced to make the east side of the board less appealing. Disorder should have had a strategem that favored deploying in the open (dug in to gain cover?) and one to allow more turn one charges (which were surprisingly absent for the most part).
One other change I’d make would be some pre-games the previous day at a Local Game Store. Of the 11 players, 6 had played less than ten games of 8th edition, and Big Game VI was the first game of 8th Ed for FOUR PLAYERS! Some warmup games the day before would have made us play faster and get to know army strengths and weaknesses a bit better.
Next: Epilogue Stories for Big Game VI and some painting!
Big Game VI – The Battle for the Omega Station v1.6 (Official Release)
For those few readers who don’t know, I have the best friends in the world. We bonded over 40K back in my college days, and Big Game VI isn’t just about having an Apocalypse game, it’s about getting the band back together.
Sadly, these fine people have been scattered to the four winds by the cruel tempests of fate. As such, even though BG6 is more than a month away, I am releasing the current version of the mission for download by any and all parties.
This will allow out-of-state individuals to plan a list, gather and paint the models therein, and package them for transport across an unforgiving continent. It would be impossible for so many people from so far away to bring their entire collection.
However, I am reluctant to call this the FINAL version. We may make minor tweaks for balance, based on input from various parties, but the soul of the mission should remain the same, and any list made to fill a role in this mission should still be valid.
…so here we go:
Big Game VI – The Battle for the Omega Station v1.6
EDIT: Changes made to v 1.5
- Titanic models are now allowed.
- Lord of War selections are disallowed, but clarified that these models will be included free to improve balance and make the game bigger.
- Order Strategem “In the Last Lorn Fight ‘gainst the long fall of Night…” altered to make it more like a rescue instead of a “hey fight this guy instead” option.
EDIT: Changes made to v 1.6
- Order forces altered to allow Dark Eldar as part of a combined Ynnari force.
- Models with Instinctive Behavior may now hold Virus Nodes.
- Deployment changed to force regular deployment first, then any alternate deployment such as Scouts, etc.
- Virus Nodes are no longer destroyed, except by being lost in the citadel.
- Virus Nodes held by a slain Destruction model in the Citadel now go to the Order character, unless they already have a Virus Node, in which case the Node is lost.
- Victory conditions are now for 1/2 or more of the Virus Nodes, and do not depend on a Die Roll.
- Order Strategem “…and the Dead shall be ward, for the Grave is no bar to my call.” altered to specify that Lost and the Damned models cannot deploy outside normal Deployment Zones on turn 1.
Big Game VI trial 1.3 – Turning the Tables
Last week was a bust (Magic the Gathering was too popular and consumed all my would-be opponents) but this week Chris was more than happy to let me try the newest iteration of my mission for Big Game VI. At his suggestion, I took on the role of the Destruction forces, so that I could better get a feel for how their mission played out!
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Big Game VI Demo
Forces
Both players make a list using 100 Power Level, with a maximum of one Batallion, Outrider, Spearhead, or Vanguard detachment, and optionally one Patrol or Auxiliary detachment.
The Order player must designate no more than 50% of their forces as the Defense force. This force must contain no units with the Flyer battlefield role, and cannot contain any units that are forced to deploy alternately such as Drop Pods. The other half of their forces are the Relief force, and have no such restrictions.
Further, the Order player may, if they wish, designate one character. This character may deploy inside the Power Station. They may not leave (as they are busy coordinating the defense against infiltrators!)
Finally, the Order player receives fortifications, at no cost to their army list.
The Destruction player has no restrictions, other than needing units that can hold Virus Nodes. See below.
Setup and Deployment
Centered, 6″ from one short board edge, is a 12×12″ structure, the Power Station. Each side of the Power Station has an entrance at tits center. See the below map for deployment zones. The Order player deploys their Defense force within the Order Defense deployment zone. Units that deploy alternately may be held in reserve. The Disorder player may then deploy all of their units, including those that deploy alternately. The Order player then deploys their Relief force in the Relief deployment zone, as well as any units from the Defense force that may deploy alternately, such as Scouts.
Virus Nodes
The Destruction force must contain at least four units that do not have the Vehicle, Chariot, Biker, Swarm, Beast, Servitor, Drone, Spirit Host, Gretchin, or Monster keyword. These four units hold the Virus Nodes; handheld computers designed to take control of the Power Station.
At the end of any Disorder phase, if a Disorder model with a Virus Node is within 3″ of an entrance to the Power Station, the unit may be removed from the board.
If there is an Order character in the station, and they are not engaged by a Destruction unit, the Destruction unit engages the Order character. They count as being 6″ from the Order character. They may use psychic powers, shoot, and charge as normal.
If the Order character is slain, the unit implants its Virus Node. The Virus Node is also implanted if there is no Order Character, or if they are already engaged.
Turn Order and Game Length
Order has the first turn. The game lasts for 6 turns. After turn 6, the Destruction player may choose to play a 7th turn on a D6 roll of 4+. A command point may be spent to re-roll this result if it fails.
Victory Conditions
If 0-1 Virus Nodes are implanted, the Order forces win. If 2 are implanted, it is a draw. If 3+ are implanted, Destruction wins.
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Bozeman – Azure Flames (Destruction Forces)
- Battalion Detachment
- Captain, Jump Pack, 2x Lightning Claws, Melta Bombs, The Salamander Mantle, Warlord – Iron Resolve (VIRUS NODE)
- Librarian, Jump Pack, Force Axe, Smite, Veil of Time, Might of Heroes
- Tactical Squad x5, Power Fist, Combi-Melta, Meltagun
- Tactical Squad x5, Power Fist, Combi-Melta, Meltagun
- Tactical Squad x5, Power Fist, Combi-Flamer, Flamer (VIRUS NODE)
- Razorback, Lascannon and Twin Plasma Gun
- Razorback, Lascannon and Twin Plasma Gun
- Rhino
- Assault Squad x10, Power Fist, 2x Flamer (VIRUS NODE)
- Assault Squad x10, Power Fist, 2x Flamer
- Terminator Assault Squad x10, 10x THSS (VIRUS NODE)
- Terminator Squad x5, Assault Cannon
Chris – Blood Angels (Order Forces)
- Battalion Detachment
- Captain, Power Sword, Plasma Pistol (IN POWER STATION)
- Mephiston, the Lord of Death
- Scouts x5, 4x Sniper, Missile Launcher
- Tactical Squad x5, Heavy Bolter, Storm Bolter
- Intercessor Squad x10, Assault Bolters
- Baal Predator
- Baal Predator
- Sanguinary Priest, Jump Pack
- Furioso Dreadnought
- Terminator Squad x5, Assault Cannon
- Razorback, Lascannon and Twin Plasma Gun
- Razorback, Lascannon and Twin Plasma Gun
- Assault Squad, Power Sword, Plasma Pistol, 2x Flamer
- Fortification Detachment (no points cost to Order player)
- Aegis Shieldwall, Quad Gun
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Setup
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Turn 1 – Order
Fire from various sources damages the rightmost Razorback, but a re-rolled save keeps it in pretty good condition. The Relief force moves up and shoots, but only manages to slay 2 Assault Marines. A sniper shot does one wound to the Librarian.
Turn 1 – Destruction
All jump pack troops advance. Transports move up. Horrible rolls from the Razorbacks result in only two wounds on the Furioso Dreadnought. Rhino carrying Virus Node pops smoke.
Turn 2 – Order
Rightmost Razorback is killed by lascannons, and I roll three “1’s,” killing 3/5 of the inhabitants! Furioso charges the left Razorback, doing 6 damage. Mephiston casts Wings of Sanguinius to move up and Shield of Sanguinius to give the Furioso a 5+ invul.
Turn 2 – Destruction
Thunder Hammer Terminators combat-squad. The squad with the Sergeant teleports next to a Power Station door, and they enter the Power Station with their virus node! They charge the Blood Angel Captain and slay him, implanting the node! Using 3CP to invoke the custom strategem Death Shall Sow and Bodies Reap, I then place them at one of the other doors to the Power Station.
Two tactical squads with Melta weapons position themselves in Mephiston’s face, and melt him to death. The Rhino carrying the Virus Node races forward! Other units charge the Baal Predator, doing 5 damage.
Turn 3 – Order
Fire from the Terminators and Razorback eliminates the rightmost assault squad with the Virus Node! I use the strategem What Hand Shelters, What Hand Slays? to transfer it to the other Assault Squad. The Blood Angels assault squad charges this last squad with the Virus Node… and the Sergeant BARELY survives. Terminators charge the Assault Terminators that came out of the Power Station. Furioso charges and does 6 damage to the Rhino with the Virus Node inside. Massive fire from the Relief force into my Jump Pack Captain has no effect, thanks to his 6+ feel no pain!
Turn 3 – Destruction
Assault Sergeant gets into the Power Station and implants his virus node! Flamer squad with the Virus node piles out of their damaged Rhino and charges the damaged Baal Predator. Along with other attackers, the Baal Predator is destroyed, and the Flamer squad consolidates close enough to the building to enter. Game over.
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WOW OK, a turn 3 win… yeah…
I reworked this to be more fair to the Destruction side. It seems I swung the pendulum too far. The 18″ no man’s land was easily traversable, even by Rhino Rush units. Furthermore, the strategems make the Disorder side hard to beat. I have to either tone down their power or make them more expensive.
However, despite the Blood Angel’s captain dying instantly, I still think the duel mechanic is better than the older mechanic where the invader fights infinite defenders. It’s more cinematic to have a last stand like that.
So, the final version of Big Game VI’s scenario will be coming up this weekend. However, this will be a minor refinement, so let’s talk STRATEGY!
Order Strategies
- Having some sort of ungodly beatstick in the Citadel should hopefully hold off the enemy for a turn. Failing that, forget putting your character in there. If they die in one turn, it was a waste of points.
- BUBBLEWRAP is the word of the day. During the previous playtest, I carefully protected the Power Station with units, creating a somewhat intact bubble through which the enemy couldn’t teleport. Chris failed to do so, and the Terminators got in on turn 2! Spread out units to create a field of fire that prevents deep strikers.
- The Relief force needs SPEED. In both games Chris relied on footsloggers to try to keep up by running. He was successful in the first game because the Tau left a speedbump unit. However, they were a bit useless in this game because they just couldn’t catch me.
Destruction Strategies
- Save CP. I might have lost the game without strategems.
- Don’t take only the minimum number of Virus Node units; take a lot more. Keep the enemy guessing. I disguised my Tactical Squad Virus Node as a less appealing Rhino in a line of Razorbacks. Chris had too many targets to pick effectively.
- To speedbump or not to speedbump? I guess it depends on your army. A slow force like the Tau in the first game needs a speedbump to slow the Relief forces to buy them time. A fast force might be able to leave the Relief force in the dust.
Expect the final version as a download on this site soon!