Land Speeder Heavy Flamer Gunners
I’ve been using these gunners a lot (6D6 auto hits, S5, -1 AP and +1 to wound with Flamecraft) but they’ve always been bare plastic. Now they are fully painted. I even jeweled all of the eyes!
Next: more painting!
I Scouted
So, I’ve been a bit busy.
More than a year ago, Lexington dumped his Space Marine army in favor of Chaos. I inherited his bitz box which contained a wealth of plastic Scout bodies but no arms.
Several weeks ago, AFK games in Holt had a bitz trade. I gave a unique model I don’t know where I got (a con?) and ten bucks for some plastic sniper scouts in pieces and an incomplete regular scout sprue.
I put together a few of the snipers, but then I realized I could do more with Lexington’s bits. So, I made:
- Four Scout Sergeants with Sniper Rifles and Chainsword/Combat Knives, and Camo Cloaks
- Five Scouts with Sniper Rifles and Camo Cloaks
- One Scout Heavy Bolter with Camo Cloak
- Three Scouts with Bolters and Camo Cloaks
- Four Scouts with Bolt Pistol/Combat Knife and Camo Cloaks
A total of 17 more Scouts to add to my 10th company, bringing the total to more than 60! Plus, with Camo Cloaks on all, it will let me have more variety when choosing cheap troops to hold objectives.
To keep it from being too same-y, I did some conversions for the poses. This required partial rebuilds of the arms with paperclip pins, and putty work to rebuild the sleeves. I like the result.
That being said, although the plastic Scouts are much better than the two poses of the old 3rd ed pewter scouts, the poses are still extremely same-y and static. I wish a few of the arms had been a pistol pointing at the enemy, or a bolter upslung to the sky so that the other arm could be free to dramatically point, or perhaps a combat knife held upside down in a dueling fashion.
Oh well, the new plastics are still nice. Next: painting! Is it too late to strip and re-paint the Flames using contrast paints? YES. But is it too late for the Orks? We’ll see…
Ork Big Mek on bike with Kustom Force Field
I haven’t been active on fourstrands lately because my camera is broken, but I just finished this and thought it was awesome, so I used my iphone camera. It’s a Big Mek with Kustom Force Field on a bike, based on the old Skorcha! I got a KFF bit from a friend at AFK Games in Holt, a Skorcha from ebay, and kitbashed the rest.
I’ll have batreps and painted stuff soon, but I might look into a new camera first.
Reunion Gothic Match! 1000 The Raiders, Marines vs. Chaos, featuring Lexington!
Lexington’s back in town for the holidays! I got him a Boomdakka Snazzwagon for xmas and he got me a Protomen hoodie that is so warm it’s basically a coat.
Storytime!
Long ago, Lexington built an Ork Battlefleet Gothic fleet out of the old pewter Killa Kans and some other bitz. However, the fleet fell off a shelf and shattered into a million pieces. Like Humpty Dumpty, Lexington couldn’t put it back together. So, he asked to borrow one of my fleets. He chose Chaos to represent his other 40K force, while I played the good old Azure Flames. To keep the game small, we played a 1000pt The Raiders mission. Here’s what happened!
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Bozeman – Azure Flames Space Marines, Crusade Fleet List (Attacker, 500pts)
- Strike Cruiser Honor, Extra Shield, Honor Guard
- Strike Cruiser Duty, Extra Shield, Honor Guard
- Strike Cruiser Sacrifice, Extra Shield
Lexington – Chaos, Abbadon’s 13th Black Crusade Fleet List (Defender, 1000pts
- Styx Heavy Cruiser Time of Sorrow
- Warmaster (Ld+2), Re-roll
- Devastation Cruiser Pride of Heresy
- Devastation Cruiser Hateful
- Infidel Raider x3, Talon Squadron
- Idolator Raider x2, The Defilers
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Mission – The Raiders
The Attacker gets 1/2 of the points value agreed on. Defender deploys their entire fleet more than 30cm from any board edge, all facing the same board edge, and with each ship/squadron more than 20cm from any other. All Defender ships are at -1 Ld for D6 turns. (3 Turns this game) Attacker gets first turn and comes on from any board edge.
Battlezone – Inner Biosphere (bonus/penalty for Batteries doubled) (Note, one Solar Flare result was rolled during setup)
Setup
Turn 1 – Azure Flames
All three Strike Cruisers come on from the Starboard side of the Time of Sorrow. Torpedoes do 7 damage, and Thunderhawk Gunships cause a few weapons to be disabled. The Hateful also takes one damage from torpedoes.
Turn 1 – Chaos
The Time of Sorrow disengages. Both Escort squadrons go on Come to a New Heading to fire on the Space Marines. The Honor takes one damage from torpedoes. The Duty suffers four critical effects from assault boats.
Turn 2 – Azure Flames
The Duty Braces for Impact but still takes a few more critical effects from assault boats. The Hateful is crippled by torpedoes, and both remaining capital ships suffer more critical effects.
Turn 2 – Chaos
Unable to reload, the Chaos ships fire at the Marines ineffectually.
Turn 3 – Azure Flames
Solar Flare occurs! Duty, overburdened by critical effects, disengages. Honor and Sacrifice Reload Ordnance. Torpedoes do 3 damage to the Hateful, and a Thunderhawk scores an Engine Room Damaged effect, finishing the ship off and leaving it a drifting hulk. The Pride of Heresy is crippled by torpedo damage. Turn not pictured.
Turn 3 – Chaos
Pride of Heresy disengages. Escorts take down both shields of the Honor.
Turn 4 – Azure Flames
Both ships Reload. Talon Squadron of Idolators is destroyed by ordnance and fire. The Defilers Infidel squadron loses one member.
Turn 4 – Chaos
The Defilers disengage. Game over.
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Final Score
Azure Flames: 519
Chaos: 17
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Several factors heavily influenced this game. 1: Lexington left his Admiral’s ship dangerously close to the edge, allowing a turn 1 alpha strike. He should have buffered his sides with the escorts. 2: The leadership penalty led to some key missed reloads. 3: Anticipating only minor damage, Lexington refused to Brace for Impact several times. Knowing when to Brace is key in Gothic.
Next: more painting and batreps! Hope my computer doesn’t die again!
Post Computer Brick Batrep – 2v2 Battle! (and RANT)
This battle report comes two weeks too late, as I went to AFK games, played this battle, and came home to find my computer completely useless. Now, after an extended repair and getting the setup not quite right, I’m ready to give the highlights of the battle!
Editors note: halfway through this report, I will digress to a point where I will shout angrily. You’ll see why when I get there…
Anyway, longtime Fourstrands opponent Chris brought his Blood Angels alongside new player Tyler who brought some Cadian Imperial Guard. I had another newbie on my side, Mike, who brought Dark Angels. Because this batrep is two weeks old in my mind, below are some highlights.
Setup
Our opponents went first, giving us a bit of a bloody nose. However amazing saves by the last Scout in the ruins, combined with me spending 2CP prevented the enemy from getting First Blood!
My Captain on Bike retaliated, smashing a Razorback with the help of the surviving bike squad.
The Tactical Squad fell back to allow Tempestus Scions to shoot then charge! This devolved into a bloody scrum.
My new double-heavy-flamers break cover to incinerate some Scions
Next, Chaplain Lemartes and the Death Company deep strike! The Death Company charges my Captain, but he smashes four of them and takes no wounds in return! Lemartes can’t charge.
RANT TIME.
OK, so next, my tactical squad moves up toward Lemartes. They hose him down with flamers, doing four wounds. Chris rolls 1, 1, 2, 2, and fails all FNP rolls so Lemartes takes four wounds. That’s fine, right? Chaplains have five wounds.
NOPE.
LEMARTES, ONE OF THE MOST FAMOUS CHAPLAINS IN THE IMPERIUM, HAS ONLY FOUR WOUNDS.
OTHER CHAPLAINS THAT ARE NOT NAMED CHARACTERS HAVE FIVE. APOTHECARIES HAVE FIVE.
WHAT.
Seriously, from a game design perspective, how do you make one of your cool, named, one-of-a-kind characters have FEWER wounds than some random other chaplain?
Ok, rant over.
Anyway, we traded casualties, ending with a slaughter on both sides.
In the end, Matt and I prevailed. It still felt weird that Lemartes died like a punk.
Oh well, next, Lexington and I play some Battlefleet Gothic!
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!