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!
New Edition, New Additions
This always happens…
Every single time a new edition or Codex or supplement comes out, either a new unit is available, or an old unit or option becomes more viable. For example, in 7th edition, the humble Storm Bolter was outshined by other options like Combi-weapons. The Salamanders found Combi-Meltas and Combi-flamers extremely useful in 7th. Now? Those old Storm Bolters are fantastic additions to a list, especially when combined with a Chainsword.
So, 8th comes with new options such as Primaris. I’m holding off on purchasing Primaris until my background can catch up with Gathering Storm. But there are a lot of other options I can explore.
…and luckily I have a boatload of options! Lexington, out of the goodness of his heart, gave me the remnants of his abandoned Aurora Chapter, and with my bits box and a few strategic bits orders, I have a bunch of new metaphorical clubs in my metaphorical golf bag!
So without further ado, here’s what I’ve been working on!
First, a Company Ancient with a Bolter-Melta. Perfect for holding the line, or assisting in a drop pod assault!
Next, a Lieutennant with a Bolter-Melta and Power Fist, perfect for multiple situations.
Next up some new Sergeant options. First, Bolter-Plasmas for some dedicated anti-heavy infantry or anti-light armor.
Some Storm Bolters, complete with Chainswords…
Combi-Gravs for Necrons and Primaris…
…and finally some new Devastators to complete my collection, giving me four of every single weapon! First, the Multi-Meltas…
…and some Grav Cannons with Grav Amps.
Well, that about wraps it up… yep… lotta new options…
…ok fine, just one more!
Behold, Captain Khalil of the 7th Company in his new version, on a bike, with the Shield Eternal, and a Thunder Hammer, making him incredibly lethal and hard to kill!
Khalil’s right leg was sawed apart at the foot, the knee, and the hip. Then, re-positioned with new green stuff sheathing. The Bike was pinned onto the base, but not glued. A piece of green stuff was placed on the back of the base, then smeared with the tire to make a skid mark. The arm was re-posed and more sheathing was added. Two Assault Marine storm shields were puttied onto the bike’s front faring. The hammer arm was pinned at the wrist to pose it in mid-swing.
Now I’m ready to rock for 8th! Be on the lookout for some new painting updates, as well as these models in future lists!
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!
Battlefleet Gothic Azure Flames – Spear Squadron Gladius Frigates (plus new case!)
It feels good to get a brush back in my hands. I started with the Armourium Cherubs for Big Game VI, but in the course of unearthing some old bitz for the Guard models I lent Scott, I found six Forgeworld Gladius cruisers. Seeing as how my Space Marine fleet is severely lacking when fighting… certain opponents… I decided to give them a go.
So, the latest addition to my Space Marine fleet: Spear Squadron. Complimentary to Sword Squadron, I can now field two full squadrons of Gladius Frigates. For… reasons…
Certainly not specifically to fight the Eldar. That would be a ridiculous speculation and I resent the very idea.
But it would work.
What doesn’t work is my current case for the Azure Flames for Gothic. Currently, they live in the same overly complicated tackle box with my Epic Armageddon Azure Flames. (Yes I own a representation of the same army three times. It saves on paint.) However that case is so jam packed I keep Epic scale Rhinos in the top compartments with no padding. There’s not room for one more escort, let alone six.
That’s why family is a wonderful thing.
Last Xmas, my cousin’s husband confided in me that his business had a rather unique by-product. He sets up audio rigs for small churches. A lucrative endeavor as new churches spring up all the time. His deft hands compile the necessities of an audio system into a convenient roiling cabinet. What’s left over is an empty microphone case. He had more than 100 empty padded cases.
I took about 16. I used one as a transport for my Guard to Big Game VI. And now…
…it holds the fleet. Granted, there is no room for me to expand further, but I see no need (unless twelve Gladius Frigates are insufficient for the Eldar…) so I consider the collection complete. The case has a makeshift padded interior left over from various pluck foam and matress pad endeavors. The top is padded with further foam.
It’s not pretty, but given that I did it with waste foam, a free microphone case, and my wife’s glue gun, it was practically free! It also gave me a chance to use something I’ve had for a while:
A custom luggage tag, to mark it out! I plan to have several more of these cases for other armies for Gothic, Epic, Necromunda, Blood Bowl, and so on. So, a while ago, I designed luggage tags to mark out the cases. This is the first one I’ve had a chance to use.
Next: more batreps, more painting, and more fiction!
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 Eve’s Special: Creepy Robot Babies!
Big Game VI is tomorrow, and what better way to prepare than by painting some Armourium Cherubs for my Devastators!
Plus, all stories leading up to Big Game VI are done! Check it out on the sidebar!
Next: BIG GAME VI!
Leman Russ Battle Tank
What’s this?
Whoa! An update for the Imperial Guard! I’m building a Leman Russ to loan to a friend for Big Game VI. Let’s take a look at the side view.
Wait… where’s the sponson?
Oh here it is:
It can be held on with magnets!
…and they can come apart to switch guns! This, of course is unnecessary for modern Leman Russ tanks as the interior column has slots for the weapons.
…and the tiny door is held on with a magnet as well.
Wait. Is that turret different?
Holy crap, the turret is modular too! It can be the standard Leman Russ, the Annhilator with the classic pewter bit, or the Vanquisher with the Forge World resin turret! (note: these have been in a bits box for six years, so it feels good to get them out and use them)
Here’s how it works:
The base of the turret has a magnet, and each turret top has a magnet.
I’m working on making the turret turn easier. Not shown: the front Lascannon can also be removed. All I need is a bitz order and I can make a lot more versions! Coming up next, Cherubs, and BIG GAME VI!