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Iron hands battle reports: new bat rep 2/23 (Page 6)


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#1
Axagoras

Axagoras

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I have decided to change this thread into a running list of my battle reports so Im not making several threads at a time.

Latest battle report: post 30 on page 2 double feature 1750 ESCALATION

Page 1: 1750 3 round November tournament battle reports
Page 2: Escalation double feature battle reports
Page 2-3: 1750 3 round January tournament battle reports
Page 3-4: 1750 3 round February tournament battle reports
Page 4: 1850 test list
Page 4-5: 1850 3 round April tournament battle reports
Page 5: 1776 3 round 4th of july tournament battle reports
Page 5-6: 1500 Celesticon GT tournament battle reports
Page 6: Las Vegas Open summary

So this is my first time doing a battle report so cut me a bit (or a lot) of slack, and thanks to[TA]Typher for the guide to vassal bat reps. If you have any advice or critisem of how I did my bat rep I would be more then happy to recive it and work on improving it for the future. Last weekend I took my iron hands to a local 1750 tournament that had 18 people in attendance and after 3 rounds I ended up in a 4 way tie for 4th so not too bad overall. For the images I used in round 1 I forgot about his warlocks till towards the end but they didnt do much except the one with the dire avengers who got a 3+ armor save and I accidently moved the wraith knight on my part of turn 3 (didnt realize it till I finish it all up). So without further ado here is my 3 part battle report.

My list for the event was: 1750 iron hands

Chapter master on a bike with AA TH shield eternal, MB, digital weps and auspex

5 bikes with 2 grav and a combi grav
2x 5 marines w/ mg cm mb in a pod
2x 5 marines w/ pg cp in a pod

5 sternguard w/ heavy flamer melta gun and 3 cm in a pod
2x ironclads with hevay flamer and 2 HKM in pods

double flamer speeder
and 2 typhoon speeders

Round 1: eldar

Autarch on jetbike with mantle of laughing god and the feather that lets you run 48 inches
Avatar of khaine
3 warlocks

10 dire avengers
10ish stomr guardians
15sih guardians
(unsure on the numbers, but larger then 10 smaller then 20)
6 rangers/pathfinders

Falcon w/ 5 fire dragons
Wraithknight with sun cannon and scatter laser
Fire prism

Deployment was Dawn of war where the Primary mission was to destroy the generators on each table corner and protect the ones in your zone (they were av 13 with a 4+ cover that increased the further away you were and av 10 in cc. And were worth 4 each to kill and 2 each if you kept  yours alive) and the secondary was the relic (3 VP). A bonus objective called critical strike was to kill the highest point value unit in the oponents army. My opponent got to deploy first and take first turn. He deployed his army with the rangers on a small outcrop near 1 generator, the dire avengers and guardian squads across the middle. Avatar and fire prisim held the left and the wraithknight and the falcon with the fire dragons held the right. All my pods were reserved along with my double flamer speeder, set up the typhoons behind a small rock formation behind LOS of most of his army and put the bikes on the line.

Deployment.png

Turn 1:
His army moved forward with the guardians closing in on the relic and moving to secure the generator and the fire prison slagged 1 speeder. The rest of his army poured into the chapter master and his squad killing 2 regular bikes and dealing 2 wounds to him. His loltarch war 48 inches to my side near my generator.

Topofturn1.png

On my turn I brought in my ironclads the sternguard and 1 of the plasma tac squads. Ironclads disembarked and flamed down almost of all the gardians on the generator and the sternguard poped the fire prisom with 4 melta shots. Chapter master split from his bikes to deal with the loltarch and protect the generator whole the bikes moved into position with the speeder to tag up on the avatar. 2 plasma guns, typhoon missiles, a heavy bolter, and 3 grav guns into the avatar and did 5 wounds on the mark to down him. Chapter master smashed the loltarch into a puddle of gore and consolidated to move on the rangers.

Bottomofturn1.png

Turn 2:

On his turn the falcon moved to intercept the ironclads dealing 2 hullpoints to one of them. The surving guardians move towards the mariends and the storm guardians move onto the relic and fire at the marines killing 3 of them. The dire avengers, rangers and the wraithknight gang up and kill the chapter master.

Topofturn2.png

3 of my 4 reserves show up leaving the 2nd plasma squad in reserve. 1 melta squad goes after the falcon (shaking and imobalises it) and the 2nd one goes after the generator (which they fail to take out) and the flamer speeder shows up right next to the guardians (scatters back a bit). The ironclads move up slowly through cover and the sternguard move to try to take out the generator and fail. a drop pod kills one of the 3 surviving guardins and they fall back. With some good rolling the bikes put 3 wounds on the wraithknight and the rest of the forces burn away most of the storm guardians and they fell back. My game plan at this point is to blow up the 2 generators and snag the relic or keep my generators alive (2 vp compared to 3 but might be easier depending on how things go)

Bottomofturn2.png

Turn 3:

The wraithknight moves back and the dire avengers move up to force me off the relic, The fire dragons disembark and point blank the marines killing all but 1, and the rangers fire at the marines next to them with no effect. Wraithknight and dire avengers fire at the marines and because I was spread out the sun cannon didnt do much and only killed 2 bikers.

Topofturn3.png

On my turn the Sternguard moved on the generator, Ironclads kept their slow march across the board. The speeders move to reposition and the lone bike picks up the relic. Each ironclad pops a guardian and the drop pod next to the fire dragons kills one of them with its stormbolter. flamer speeder, marines and typhoon speeder fire at the dire avengers and only kill 4 (3+ save from warlock) while the lone bike deals 1 grav wound to the wraithknight. The lone marine charges the fire dragons and kills one but they pass their leadership test while the 5 man squad charges the rangers and the generators, kills 4 rangers and the generator then sweeps the 2 survivers and consolidated towards the fire dragons.

Bottomofturn3.png

Turn 4:

The dire avengers with the warlock move towards my generator to try and get the 4 vp (over the 3 vp for the relic) and the wraithknight backs up and fires at the Land speeder. The scater laser took a hull point off the speeder and even with twin linking had 1 scatter onto nothing, 1 killed one of the tac marines and the one that hit wrecked me. The falcon failed to do any damage to the ironclad. In the assualt phase the fire dragons kills off my last marine (I mis marked one as killed so there were 3 of them that survived)

Topofturn4.png

My final reserve shows up with my last plasma squad, they spilled out and along with the typhoon put 4 wounds on the dire avengers. The ironclads contine their slow marches across the board, with 1 going for the falcon and the other going for the wraithknigth. The surviving plasma gunner moves past the bike to cover it while the bike withdrew with the relic. The ironclad at 1 hullpoint gets in melta range and frys the falcon, the bikes deals 1 wound to the wraithknight (realized he forgot to mark it on my part of turn 5 so it was too late to call it). And in the shooting phase 1 fire dragons is killed and the marines charge in and take out another. To be honest I didnt expect eldar to be so squishey in CC.

Bottomofturn4.png

Turn 5:

The surving warlock split from the dire avengers to go attack the generator with his singing spear and the avengers turn on the marines who shot them the turn before killing 2 of them. The remaining guardians ran off the board while the wraithknight shot at the lone biker with the relic getting 2 hits on it and 1 on the marine near it (a bit closer then in the picture) killing him and I took a wound on the bike but passed my 6+ fnp. Iron hands FTW! And the assualt phase continued for no casualties except for the generator the warlock killed

Topofturn5.png

During my turn the bike with the relic backed off while the sg and ironclad move to intercept the wraithknight dealing 1 wound (he passed a few 5++s and I rolled not as good as I would of liked. The 3 surving marines shot up the 2 dire avengers who are now in a 4++ because the warlock wasnt with them and put them down. Speeder poured all its fire into the warlock and got 1 wound through to kill him. The marines killed the last fire dragon and consolidated off. I declared a charge on the wraithknigth with my ironclad expecting a 1-1 trade where i do 1 wound to him and take 1 in return but I found out in CC that it has I5... so he popped the ironclad beofre it could swing. And with that the game ended.

Bottomofturn5.png

At the end I had gotten 2 of the generators and kept one alive, had first blood, slay the warlord, linebreaker, and had the relic. The only one I didnt get was crippling strike because the wraithknight was still alive. He had 1 generator killed and slay the warlord so I was awarded a massacare and moved on to my next game.


Edited by Axagoras, 24 February 2015 - 12:06 AM.

Iron Hands battle reports

 

"To not accept Forge World is to blaspheme against the Emperor and to disgrace the Omnissiah"

 

"Look up a rule for a 40k player and he will know the rule for a day, teach a 40k player to look up the rules and he will know [most of them] for life"


#2
Axagoras

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Round 2:

My 2nd battle was vs a Eldar guard list, Deployment was Hammer and anvil with the primary objective being for every 10% of the opponents army you kill you get 1 VP and 2 objectives in each deployment zone worth 2 vp each, and with the usual first blood, slay the warlord, linebreaker and critical strike.

His list was:

Eldar:
Farseer on jetbike (unsure on powers, didnt make a big difference)

3x 3 man jetbike squads
9 warp spiders
10 Warp spiders
6 Swooping hawks
Warith knight w/ suncannon and scatter laser
Fire prism

IG:
Lord commissar

Platoon command squad w/ heavy bolter
2 10 man guard squads

Vendetta
Colossus

Deployment:
I got to deploy first and did a similar plan to last game, reserve the pods and the flamer speeder, and put the typhoons behind cover and put the bikes front and center. His deployment was a castle deployment with his fire prism, colossus and farseer behind 20 guardsmen with the lord commissar to act as a bubble wrap. His platoon command squad and the wraithknight were placed close by with the 2 warp spiders at the line. His reserves were 2x 3man jetbike squads and the vendetta.

Deployment.png

Turn 1:

DEATH FROM THE SKIES... and my 4 pods touch down with just a bit of scatter. Ironclads disembark and move to deal with his atrillery and the guys hiding behind the guard line while the sternguard and a plasma tac squad moved to intercept the 9 man warp spider squad. The chapter master and bikes turbo boosted to get near the fight while the speeders came out of cover to engage the enemy. The ironclad next to the colossus fire all hes got 2 krak missiles, a heavy flamer and a melta gun for no hits and the flamer only torched some guardsmen caught in the way. The other ironclad had more sucess, blasting apart the 3 jetbikes guarding the farseer and turning 2 guardsmen into ash. The sternguard opened up with vengeance rounds and plasma gun at the warp spider and managed to kill 6 of them. Typhoons fired at the fire prism and whiffed (looking back shooting the warp spider in the open would of been a lot better choice)

Topofturn1.png

 

His turn began with the 10 warp spiders jumping 18 inches infront of the speeders and losing a man in the process and shredding them (something like 7+ pens) then battle focusing into the building to take cover. Colossus moves to where the fire prism was and the prism moved on to of the ruined bastion (it was about 1/3rd the hight of a full one) and combined fire on the bikers, fire prism got a good hit but needed 5s to wound and the colossus scattered onto one of the standard bikers poping him while the chapter master tanked the rest of the hits but shurgged one off to the other standard biker but he failed in his duty and died. The guard blob consolidated together and fired at the sternguard killing 1 while the farseer ran off the the other side of the bastion. The surviving warp spiders battle focus into the ruin and fire at the marines below along with the platoon command squad getting 2 of them. In the assault phase the wraithknight charges the ironclad and i get 1 hit with the melta and a few with the flamer on overwatch but T8 is too much to overcome. in CC I suffer a stunned and a weapon destroyed leaving the ironclad clinging on at 1 hullpoint keeping the wraithknight from consolidating away from the wrath coming its way.

Bottomofturn1.png

Turn 2:

My reserves arrive and once again only the speeder and 1 melta squad feel like gracing the battlefield with their presence on turn 2. I drop the speeder in for a danger close flame on the bunched up guardsmen while the melta squad deploys to move after the artillery vehicles. The unengaged ironclad moves up and blows up the fire prism off its perch while the melta squad being unable to get shots on the tank turn their guns on the farseer and send the witch to the oblivion. The sternguard and the speeder burn the xenos loving traitor guard to cinders leaving 3 survivors who quickly flee from the Iron hands unstoppable advance. The 3 surviving tac marines move to chase down the warp spiders and catch 1 through a window downing him while the bikers part ways with the chapter master to intercept the 9 warp spiders in the building and with good rolls I down 6 of them. (the picture shows 4 there but theres only 3) In the assualt phase the chapter master charges the wraithknight and even standing on his hover bike is still not up to the monsters knees in height. The wraith construct mercilessly cuts down the ironclad and the chapter master vows to avenge it dealing 3 wounds to the monster, Praise the Omnissiah(and digital weapons)

Chapter master WIP
IMG_3600.jpg

Topofturn2.png

His turn began with his 2 jet bike suqads in reserve move into the filed and tubo boost over to my side of the board while the vendetta fails to turn up. colossus keeps backing away from the iron hands and fires a shot off at the bikes and scatters to only hit 1 of them but a was saved by his FNP. The 3 warp spiders near the top of the board warp over to the speeder and wreck it with ease while the 2 surviving spiders in the south ruin fail to cause any damage on their marine pursuers. The surviving guard command squad moves to get a clear shot at the sternguard and manage to send one to the emperors grace. In the assault phase the wraith knight deals a grievous wound to the chapter master who would of perished on the spot were it not for the relic shield he held in his right hand. Chapter master Axagoras rises up and deals 2 more wounds to the towering eldar monster, just another good hit or 2 and it will shatter.

Bottomofturn2.png

Turn 3:

Like clockwork my reserves fail to show but that will prove to be a blessing in disguise in the following turns. The ironclad and the tactical marines continue to pursue the unkillable colossus and fail to kill it once again. Looks like a new order of optics will be needed. The surviving sternguard  along with the drop pods pour shots into the surviving traitor guard leaving a pile of broken bodies in their wake. The tactical squad in the south moves under the ruin the eldar are hiding in (2 story ruin) and wait to make a move while the bikes move up and finish the job they started wiping out the surviving warp spiders who escaped their wrath. In the combat the chapter master lays low the towering warithknight and proving his inhuman endurance for all heals the wound suffered in the combat, putting him back to 4 wounds.

Topofturn3.png

On the eldar turn his two remaining reserves come in, the swooping hawks come in and land near the objective in my deployment zone and the jetbikes move to provide support for them. My opponent brings on the vendetta in hovermode so it can square off with my ironclad and unleashes a hail of lascannon fire and reduces the towering warrior to molten metal. The colossus keeps running and snaps off a shot at the bikes that fails to do any damage.

Bottomofturn3.png

Turn 4:


Finally my 2 reserve squads show up with a plasma squad landing near my objective while the meltas land next to the vendetta. The bikes and chapter master race back to my deployment side to secure the objective and remove the surviving xenos from the board while the sternguard slog back to mid field. The tactical squad under the warp spiders slowly creeps into position, 2 inches at a time. The newly arrived plasma squad down 1 jetbike while the melta squad blow up the gunship that came too low to the ground. And proving that even marines need to visit the eye doctor (or techmarine in my case) the squad fails to damage the colosses even with the melta gun, 3 bolters and a well tossed krak grenade. The bikes open fire and slam into the swooping hawks downing 3 of them but the xenos hold strong.

Topofturn4.png

The jet bikes move to encircle the newley arrived marine squad and with the colosses help put down 3 of them and wreck the pod (I actually dont remember what happened to the pod and am not sure, it might of just lost a hullpoint, sorry about that). In combat the swooping hawks can hurt the marines mounted on bikes and lose one in the melee.

Bottomofturn4.png

Turn 5-7

On turn 5 the melta tac squad finally catches the colossus in assault and make short work of it with 4 krak grenades and a melta bomb, while the other melta squad move towards the objective. the chapter master moves up and calls in a orbital strike on the 3 jetbikes obliterating them all while the 2 marines charge the swooping hawks to free the bikers. And the tactical squad in the ruin move up and guns down the 2 surviving warp spiders. The remaining game was finally bailing the bikes out of CC and hunting down the 2 surviving jetbikes leaving the eldar tabled on the top of turn 7. I was in possession of both objectives, had tabled his army for full primary VP, and had first blood, slay the warlord, and line breaker for a massacre putting me pretty high in the standings for my final game vs a mono eldar jetbike heavy list.

Endgame.png





 


Edited by Axagoras, 13 November 2013 - 07:38 PM.

Iron Hands battle reports

 

"To not accept Forge World is to blaspheme against the Emperor and to disgrace the Omnissiah"

 

"Look up a rule for a 40k player and he will know the rule for a day, teach a 40k player to look up the rules and he will know [most of them] for life"


#3
Axagoras

Axagoras

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My final fight was vs yet another eldar player, I had played him about a year backwhen he was running blood angels and turn 1 got a lucky pen on my contemptor blowing it up so I wanted revenge. But that would be tough because he used to run a marine pod list so he had hand on experience running a similar list to mine.

Eldar List:
Farseer (powers were presience and some others that didnt play much effect)
Maugan Ra

2x 5 fire dragons in wave serpents
6 dire avengers
5 warp spiders
5 dark reapers>
3x 3 guardian jet bikes
2x 7 guardian jetbikes

Some forge world eldar flier, very similar to the crimson hunter with lots of AT weapons

Bastion

Mission:
The Deployment was vanguard strike with no night fighting, and the primary mission was modified kill points. Each troop was worth 1 while all non troops were worth 2, so 3 of my pods were worth 2 vp each, ouch. And the secondary mission was 2+d3 objectives, d3 was a 1 so 3 objectives. I set the 1 I got up close to midfield behind the ruin figuring the closer they were the easier it would be to hold them. He placed his behind the ruin on his side and near the rubble pile.

Deployment:
After winning roll for table halves, and objectives he won roll for deployment and went first. Putting his bastion in between the ruined bastion and the ruin and put the farseer with maugan ra and the dark reapers inside. One serpent was placed behind the ruin and the other was placed next to the ruined bastion (the one from last game with a facing blown off, I put some explosion markers to mark the breached wall on it) to block the opening and inside the ruined bastion he placed his dire avengers and the warp spiders. All the jetbikes and the flier were put into reserve. As usualy i reserved everything, and placed the typhoons and the bikes behind the ruined building hoping to survive the firestorm and move out to support the pods.

Deployment.png

Turn 1:

The wave serpents shuffle around to get a jink save then the whole army fires at my line. The reapers only have the s5 2 shot gun but with all their fire along with the serpents they kill both speeders. The couldnt see the bikers and could just see the smallest parts of each speeder but thats how the rules work... First blood to him but 2 serpent dropped its shield when it fired.

Topofturn1.png

My first turn begins with my usual pod loadout, 2 ironclads, the sternguard and a melta tac squad. Ironclads square up with the bastion while the sternguard move on the serpent thats shields are down. And the melta squad drops to try and get a angle on the rear of the serpent by the dire avengers and warp spider but scatter 11 inches away and are forced to hide behind the drop pods for cover with no targets in range. The ironcalds focus fire on the bastion getting a total collapse and a structural collapse along with the damage inflicted by the flamers on the fire ports. 6d6 s6 hits on the unit and 3 hits form the heavy flamers killed the dark reapers and put his warlord maugan ra to 1 wound. The sternguard explode the serpent who foolishly fired its serpent shield and kill 1 fire dragon leaving the rest in a smoking crater where 3 more were cut down by 2 grav guns and the bikers firing through the gaps in the ruins at them. So far so good, all I have to do is survive the counter fire.

Bottomofturn1.png

Turn 2:

They came... they all came in... except for the flier. 23 edlar jet bkes scream onto the board and I realize my chapter master is on the wrong side of the squad to protect them. 14 jet bikes square off with the bikes and 9 surround the sternguard. Maugan Ra and the farseer move out of the Ironclad way behind the pod while the surviving serpent moves up 6 inches and drops off the fire dragons who battle focus 6 inches to get in range of the top ironclad. And the bloodbath begins, the lone fire dragon jumps through the ruin window and imobalised the bottom Ironclad while his brothers explode the northern ironclad. The serpent and the warp spiders tag up on the melta squad leaving no survives. And last but not least his jet bikes fire, his dice were on fire. 46 twin linked shots with at best missing 3 shots, with a good helping of ghetto rending (as its colloquially known) to kill the sternguard and all of the chapter masters body guard leaving me with just my chapter master, drop pods, and a imobalized ironclad.

Topofturn2.png

Luckily all of my pod reserves came in this turn leaving just the flamer speeder in reserve. The plasma tac squads pod in on the leftmost 7 man bike squad while the melta squad move to slag the surviving serpent. chapter master moves to charge the rightmost 7 man jetbike squad. Chapter master targets the left squad with his auspex to help the plasma squads do their work, yet thanks to faulty martian technology the sergant and the plasma gunner of 1 squad blow themselves up and after passing a good amount of 6+ cover saves 2 jet bikes still were hovering. The drop pods gang up on the loan fire dragon and tag him. The melta squad fires for effect at the wave serpent and boom... snake eyes to hit. and the krak grenade misses. The imobalized Ironclad had nothing in its field of fire and did nothing, and thats when it hit me like a brick wall. Way am I running ironclads when sternguard can have the same damage output for the same points (heavy flamer and melta gun for 145 and can take more combi weapons for more damage). Chapter master charges the 7 jetbikes taking a wound before cutting down 4 and sweeping the rest.

Bottomofturn2.png

Turn 3:

His jetbikes scatter to the winds leaving 3 in the ruin where they take down 1 marine. The wave serrpent floated into view of the chapter master firing everything, getting 7 serpent shield shots and dealing 1 wound to the chapter master. The fire dragons reduce the imobalised ironcald to a pool of super heated metal while the warp spiders make a long jump to clear a good part of the board. The survivng melta squad commends their souls to the emperor and brace for maugan ras charge where they are cut to the man acting as a spring board to fling maugan ra and the farseer cloaser to the dire avengers.

Topofturn3.png

My turn consisted of the northern tac squad moving onto the objective while the 2 survivors of the southern squad moving after the jetbikes in the ruin. Drop pods unleash a rain of fire killing 1 jetbike and 2 fire dragons. In the assault phase the chapter master fails to charge the jetbikes on the 2nd floor rolling a 3 for distance laving him sitting dumbfounded on the ground floor with 1 wound. (I dont believe bikes can get up floors but my opponent insisted I could so I went for it).

bottomofturn3.png

Turn 4:

Finally his flier comes in loaded to the brim with AT weapons and lines up along with the serpent to fire on the chapter master. Maugan Ra joins the dire avengers while the jetbikes and warp spiders continue to scatter around the board. The fire dragons battle focus onto the drop pod blowing up sky high leaving a clear path to the chapter master. His flier unloads all manner of lances and missiles on him but the shield eternal hold strong passing the required saves, Then that accursed wave serpent, getting all hits with the scatter laser and star cannon, with another 7 serpent shield shots for 12 hits in total. Wounding on 3s and 2s managed to get 10 wounds on my chapter master. All I need is to just pass 9 of the 10 artificer saves, thats all he needs... 2 ones on the dice, and I couldnt dig deep enough to get a 6+ fnp leaving the chapter master lying on the ground amongst the bodies of his martyred sternguard squad, leaking a mix of oil, mechanical fluids and surprisingly some blood...

Topofturn4.png

On my turn the surviving marines move towards the jetbikes, I need kill points to try to prevent a massacre. The flamer speeder arrives and tears into the clumped dire avengers, killing 5 of them, but the last one was further away then maugan ra and he kept looking out the damage onto the farseer until he was down to 1 wound. then tanking the final 2 saves. Tactical squad to the north fires at the 2 jetbikes and fail to cause any damage, but the 2 marines in the south seeing their chapter master dead unleashes the primarchs curse on them sending them into a blind range charging 10 inches through cover at the jet bikes, combat is tied.

Bottomofturn4.png

Turn 5:

On his turn the jet bikes shunt into the objectives, while his army converges on the surviving 5 tactical marines and send them to join their fallen brothers. While Maugan Ra blew up the speeder without any effort the last fire dragon joined CC with the 2 marines to not die from the drop pods. My turn consited of my pods firing at his army trying to get a kill point form anywhere but for no avail. Maugan ra tanked it till the bitter end

Turn5.png

Endgame:

He had first blood, slay the warlord, linebreaker, and plenty of kill points from all the units killed. I had line breaker and a few killpoints. When the judge came by it was a massacare by just a few points... If only I had gotten a few more units killed somewhere It would have been a major defeat and would of left me alone in 4th not in a fat tie. And with all of his weakened units left if I had used my orbital bombardment instead of conserving it. Looking back on this fight if I had focused on the bastion with the ironclads AND the tactical squad it would of had a better chance of getting slay the warlord. Also I kinda forgot about his reserves... even though he left them around the edges of the board so my chapter maser would of been in a better spot to defend the bikes. Finally his dice were on fire while mine went cold fast, not saying they single handedly won the game for him but they sure helped him win the day. Looking back at my list I personally feel sternguard over ironclads would of been a better choice but hindsight is 20/20, il have to get my revenge next time.


Edited by Axagoras, 17 November 2013 - 11:08 PM.

Iron Hands battle reports

 

"To not accept Forge World is to blaspheme against the Emperor and to disgrace the Omnissiah"

 

"Look up a rule for a 40k player and he will know the rule for a day, teach a 40k player to look up the rules and he will know [most of them] for life"


#4
thepowerofwar

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Looks good so far. Cant wait to see the rest of the matches!



#5
Dam13n

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One thing I noticed was:

 

"The surviving warlock split from the dire avengers to go attack the generator with his singing spear"

 

1 - Warlocks can't join units of Dire Avengers

2 - Warlocks aren't Independent Characters so, like a Wolf Guard, can't leave the unit they've joined.

 

Oh, and he can't have Pathfinders without Illic Nightspear, so they must have been Rangers.

 

Still, Congrats on win #1.  Looking forward to the rest.


Edited by Dam13n, 09 November 2013 - 05:11 PM.


#6
Axagoras

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You are right, and tbh it was kinda of weird how they didnt do a list check at the start of the event. I checked in and paied and then was told a list check would be done in a bit (they started a bit late because more people then expected showed up) and that never happend. And I usually pride my self on knowing a good amount of the xenos books but that one went right past me, cause he had 3 warlocks in each squad (had to be with loltarch and avatar as the other 2 HQs) with singing spears. And tbh im not sure on the rangers because they do need the special character to become pathfinders but he was saying they had a 2+ cover save. Oh well, il try to get the next part up in a few days time.


Edited by Axagoras, 09 November 2013 - 07:24 PM.

Iron Hands battle reports

 

"To not accept Forge World is to blaspheme against the Emperor and to disgrace the Omnissiah"

 

"Look up a rule for a 40k player and he will know the rule for a day, teach a 40k player to look up the rules and he will know [most of them] for life"


#7
Axagoras

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2nd report is up, that just leaves the final battle. Il try to get them up sometime soon


Iron Hands battle reports

 

"To not accept Forge World is to blaspheme against the Emperor and to disgrace the Omnissiah"

 

"Look up a rule for a 40k player and he will know the rule for a day, teach a 40k player to look up the rules and he will know [most of them] for life"


#8
greggles

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This battle reports are excellent and easy to read.  Great playing!



#9
Dam13n

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Looks like the Eldar aren't holding up too well to your Medusan Sledgehammer style tactics.

His list did look somewhat questionable to me, the Guard in particular wouldn't be my choice of allies to place alongside Eldar, but to each their own.

Congrats on win #2. Keep the reports coming.

Edited by Dam13n, 13 November 2013 - 03:42 PM.


#10
Axagoras

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Thank you guys, and yea I wasnt too sure about it either considering the eldar have the crimson hunter which I feel would do better then a vendetta and fire prisms are more versatile then a colossus. And il try to get the next one up in a day or so, depends on how my schedule looks. And I should start taking pictures of these games (hindsight is 20/20) that was a long night. We started an hour late around noon because way more people showed up then expected and my friend and I got out of there around 9 30ish


Iron Hands battle reports

 

"To not accept Forge World is to blaspheme against the Emperor and to disgrace the Omnissiah"

 

"Look up a rule for a 40k player and he will know the rule for a day, teach a 40k player to look up the rules and he will know [most of them] for life"


#11
[TA]Typher

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Looks great. Gotta love Vassal Batreps!

Your CM was a beast. I really think that IH have the best custom made character in the game.

Edited by [TA]Typher, 13 November 2013 - 07:36 PM.


#12
Axagoras

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Hes a killing machine, but sometimes dies way to fast. yet it might just be me loving to throw him into the entire armies gunfire and expecting him to live, or charging him at a squad of noise marines, with a chaos lord while I was at 1 wound (and dieing on overwatch)... FOR THE EMPEROR


Iron Hands battle reports

 

"To not accept Forge World is to blaspheme against the Emperor and to disgrace the Omnissiah"

 

"Look up a rule for a 40k player and he will know the rule for a day, teach a 40k player to look up the rules and he will know [most of them] for life"


#13
Kierdale

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Great battle reports!
Very much looking forward to the third one, though I must ask it it was an Eldar Spanking Tournament?? So many Eldar armies?
Anyway, your Chapter Master is a boss! Please show us a photo of him painted.

#14
greggles

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I think you have to throw your chapter master in the fray. You have an extremely offensive army, and I think a lot of people are used to everyone castling these days. The up in your face tactics probably take your opponents a bit by surprise which is something you should stick to to keep them on the defensive.

#15
Axagoras

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Very true greggles, except when he begins to rack up wounds it starts to get scary losing a 270 point model turn 1.

And @ Kierdale there were around 7 eldar players out of the 18 in attendance, and 2 finished in the top 3.


Iron Hands battle reports

 

"To not accept Forge World is to blaspheme against the Emperor and to disgrace the Omnissiah"

 

"Look up a rule for a 40k player and he will know the rule for a day, teach a 40k player to look up the rules and he will know [most of them] for life"


#16
[TA]Typher

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How many of them had Tau Allies. or were Tau with eldar allies?

 

I'm starting to see this spammed in my local area.



#17
Axagoras

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None, only tau player was my friend who was tau and guard, the rest were a few chaos players, 1 ork player, a few marines ect. Was weird that there was only 1 tau player


Iron Hands battle reports

 

"To not accept Forge World is to blaspheme against the Emperor and to disgrace the Omnissiah"

 

"Look up a rule for a 40k player and he will know the rule for a day, teach a 40k player to look up the rules and he will know [most of them] for life"


#18
Brother Aiwass

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Lovely batreps! Keep them coming please. Not gonna lie, I LOVE those bloody splashes :lol:

 

When I've seen your list at first glance I thought that you have very squishy troops -never faced a DP army- but the sight of 4 DP storming the enemy lines is terrifying. Cool CM conversion by the way!


gallery_33122_7839_9820.pnggallery_33122_7839_16895.pngheader-blog.jpg

#19
Dam13n

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I think the numbers of Tournament level Tau players may dwindle so long as the Fate-Screamer-Council-Star remains viable and popular. It generally eats Tau gunlines for breakfast.

I'm somewhat glad of this as an entirely static gunline can be pretty dull to play, both with and against.

Edited by Dam13n, 16 November 2013 - 06:54 PM.


#20
Axagoras

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Im not sure how tau have a problem with screamer star. A riptide will tie them  up for a long time, 10 lamprey bites, 5 hits, 2 wounds and its got a 5++ or a 3++ and maybe a fnp. And with it tieing up the screamer star the rest of the tau army obliterates the rest of the daemon army. And thanks maximvs, I need to finish up his model... And pods are scary but this list was really low on bodies, and I have been toying with a 64 man 9 pods lisit for a 1500 :)


Iron Hands battle reports

 

"To not accept Forge World is to blaspheme against the Emperor and to disgrace the Omnissiah"

 

"Look up a rule for a 40k player and he will know the rule for a day, teach a 40k player to look up the rules and he will know [most of them] for life"


#21
Axagoras

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Pictures are done, just need to type it up now. Will hopefully be up before I go to work, if not then itl be up after I get off work.


Iron Hands battle reports

 

"To not accept Forge World is to blaspheme against the Emperor and to disgrace the Omnissiah"

 

"Look up a rule for a 40k player and he will know the rule for a day, teach a 40k player to look up the rules and he will know [most of them] for life"


#22
Axagoras

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Final post is up, just gotta edit some weird code the popped up in it.


Iron Hands battle reports

 

"To not accept Forge World is to blaspheme against the Emperor and to disgrace the Omnissiah"

 

"Look up a rule for a 40k player and he will know the rule for a day, teach a 40k player to look up the rules and he will know [most of them] for life"


#23
Axagoras

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Im thinking of starting a blog for bat reps and general 40k posts. Still would need to come up with a name, and who knows maybe posting pictures of my WIP models will motivate me to get painint whistling.gif


Iron Hands battle reports

 

"To not accept Forge World is to blaspheme against the Emperor and to disgrace the Omnissiah"

 

"Look up a rule for a 40k player and he will know the rule for a day, teach a 40k player to look up the rules and he will know [most of them] for life"


#24
greggles

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something with throwing down the gauntlet.

Sky fists! hahaha

sounds good, love the battle reports. Appreciate how much time they take to do. I tried to do them for mine and got sick and tired of doing it after assaults started smile.png.

#25
Axagoras

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Thanks man, I appreciate it. And during the assault phase I usually just wing it to an extent, most of my combats involved low attack characteristic models with a 3+ save so nothing happened most of the time, but then Maugan Ra and the spirit seer wiped out the marines in 1 go i just moved them to their consolidated position and killed the marines


Iron Hands battle reports

 

"To not accept Forge World is to blaspheme against the Emperor and to disgrace the Omnissiah"

 

"Look up a rule for a 40k player and he will know the rule for a day, teach a 40k player to look up the rules and he will know [most of them] for life"