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Crusade of Wrath After Action Reports - Post Bat Reps Here!


Acebaur

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Ok brothers, in this thread post your battle reports in this thread with the required info(found in the main thread). Please keep the discussion centered on the reports and anything else CoW related can go in the main thread.

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First battle report incoming:

  • Advancement to claim a foothold in the sub region NX-01
  • Traitor Ultramarines and Traitor Guardsmen
  • Black Templars secured victory with the following points:
  1. BT: 10
  2. Guard: 6
  3. Ultra: 2
  • Mission played was Purge the Alien (I believe is the name, KP no objectives)

This is the game I had questioned about in the CoW main thread. It was 1v1v1. If you want Power Armour>Guard the final score was 10 to 2, however I will of course leave everything up to you as the event organizer.

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Just like a Templar to ZEALously push the boundaries.

 

First of all, congratulations on being the first in the crusade to bring the Emperor's divine light to those who would hide in the shadows.

 

Regarding the points breakdown, the Rules of Engagement are very simple.

 

Are they Templars? Yes, then the points are scored for the Templars. The Argos Nebula is assumed to be in rebellion until pacified. Allies to the Templars are still counted as Templars from the perspective of where to place the points.

 

ONWARDS!

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Which faction your opponent used: Nids
Who won and how many VP’s each side scored: Templar win 5/4
Which mission type you played: Contact Lost
Which section of the map you attacked: NX-01

1000 points "Contact Lost" -moonscape

Templars 996:

Captian (Artificer Armor, Power Sword)

Crusader Squad 8 Initiates (BP/CCW), 1 Initiate (power sword), 1 Sword Brother (2x lightning claw)

LRC w/ multi-melta dedicated transport

Crusader Squad 7 Initiates (bolter), 1 Initiate (plasma gun), 1 Initiate (missile launcher)

Stormtalon Gunship (Skyhammer missile launcher)

Dreadnought (missile launcher, tl lascannon)

Nids 1k:

Flyrant (wings, 2x tl dev)

Hormagaunts x20 (20x scything talons, 20x Toxin Sacs)

Termagants x30 (15x devourer, 15x fleshborer)

Tervigon (scything talons, stinger salvo)

Venomthrope

Zoanthrope 2x Zoanthrope, 1x Neurothrope

Spore Mine Cluster

Templars:

Slay the Warlord

Line Breaker

Secure Objective 4

Secure Objective 4

Hold the Line

Nids:

First Blood

Secure Objective 2

Secure Objective 3

Harness the Warp? <-maybe, I'm not positive

Highlights:

Turn one the Flyrant Infiltrated (thanks to his warlord trait) and liquefied a bolter marine (only had los to one guy :D). This was after he tried to lance my LRC with some witchy nonsense and missed. I killed a Zoanthrope and pinged another.

Turn two the Flyrant continued around behind my position and wiped the dreadnought out (first blood). It fired the witch lance again and missed again. The Zoanthropes fired the witch lance deal also and periled (4 6's) killing itself (rolled a 1) and missing the lance shot also (it was a bad day for witches :D) (Harness the Warp). The stabby gaunts surrounded the LRC, blocking it's forward advance. Top of my turn my Stormtalon came in from reserves and dropped the Flyrant (Kill the Warlord). The LRC backed up a few inches and my stabby squad charged. Meanwhile I dropped about half the gaunts with gunfire from the two Crusader squads and the LRC. I rolled snake eyes for my charge distance of course and just missed my charge dry.png. (Secure Objective 4)

Turn three the nids charged my stabby squad with both their gaunt groups (after killing one guy during their shooting phase) and with the Venomthrope. I lost two others in their assault and they lost... a lot more... 10? It was pretty brutal for them. (Secure Objective 2)

10926411_989522724411041_549045658041783

Somehow I only managed to get one halfway decent picture.

I then popped the Spore Mine and the final Neurothrope. The Stormtalon dropped 3 hits off the Tervigon and took an objective on his side of the table (Line Breaker). Meanwhile the stabby crusaders continued to chew through the gaunts, turning back the stabby gaunts who had fallen out of range for fearless, my lone guy in cc with the Venomthorpe killed it.

Turn 4 not a lot happened. I lost one guy in close combat and in turn I wiped out the shooty gaunts after they broke and I swept them up. The nids got (Secure Objective 3) and I picked up (Hold the Line).

Turn 5 got cut short but with no way for him to secure any more objectives and no way for him to stop me completing my second (Secure Objective 4) card we called it.

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Summary :

  • Advancement to claim a foothold in the sub region NX-01
  • Mission : Maelstrom of War - Contact Lost - Moon-based stronghold - 2 players on each side
  • Opposition : traitor imperial guard and Chaos Space Marines (Death Guard)
  • Allies : Grey Knight
  • Battle status : victory  (4 to 3)

Report :

A strike force of Black Templars from Marshal Remus' fighting company were dispatched under the command of Castellan Aquilon to investigate a loss of contact and suspected betrayal to Chaos of an Imperial Guard garrison on a small moon outpost. 

 

As the Templars approach the outpost, the betrayal is made obvious when fell energies coalesce around a group of cultists within the outpost and a cadre of Death Guard Plague Marines step out of a warp portal followed by a Maulerfiend.

 

The Templars take position on the southern flank of the outpost and make ready for war when they receive a priority Vox signalling that a small strike force of Grey Knights is inbound following the Deamon Engine.

 

(turn 1) The Templars run under the cover of terrain toward the enemy positions while the Grey Knight teleport two squads of Terminators to flank the traitor's line in the center and west. Their nemesis dreadknight is destroyed as it's prescribed line of descent sends it crashing into one of the outposts buildings. Under a witthering hail of fire from both the traitors guardsmen and Death guard, the first squad  of Grey knight terminators - including their Brother Captain - is wiped out (chaos 2 pt, slay the warlord, first blood).

 

(turn 2) The Templars take position within bolter range of the outpost, while the assault squad drops from the skies to the east of the enemy line. The Grey Knight Storm Raven does a strafing run and mows down several traitors. A Death Guard unit secures the outpost's gate (chaos 1 pt, secure objective) while the Maulerfiend charges the remaining GK terminators.

 

(turn 3) The assault squad charges the guard's firing line, challenging and killing the commander (imperium 1 pt, slay the warlord) while the crusader squad sprints toward the Death Guard's position, taking several casualties in the return fire. The Maulerfiend is destroyed but only one GK terminator survives.

 

(turn 4) The assault repositions behind the enemy line, ready to act as anvil to the crusader squad's hammer. The crusaders charge the Plague Marines and kill their champion in a challenge (imperium 1 pt, slay the warlord).  The Storm Raven takes another strafing run which wipes out another guard's squad (imperium 1 pt, overwhelming firepower).

 

(game end) The Black Templar assault squad charges the back of the traitor's line, smashing the cultist coven. (imperium ! pt, linebreaker).

 

Comments and notes :

"Your squad has how many attacks ?" "30-something on the charge, rerolls to hit, and my marshal has AP2 on 6 to wound"

 

 

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Name: Marshal Mattias

Sector: NX01

Mission: Crusade (Assault on Orbital Station)

Opponent: Chaos

Battle size: 500pts

 

Black Templar Victory Points: 5

Oppoment Victory Points: 0

Battle description:

 

 

 

Traitor forces held an orbital station of vital importance - the weapons platforms aboard could hamper our planetfall attempts, and taking the station would disrupt enemy communications and delay reports on our movements. To retain the element of surprise, Honoured Brother Ludovic chose to lead the assault using a specially engineered drop-torpedo. Launched from distance, it would act as a high-speed boarding craft and land the ironclad dreadnought in the heart of the facility. Reclusiarch Mortshtekk would lead a team of Sword Brethren in Tactical Dreadnought Armour in a precision teleport to back up their veteran brother. The plan was to catch the enemy unaware and quickly neutralise them.

Unexpectedly, the enemy had left substantial assets aboard the station. A vile brute born of twisted metal and daemonic energies hulked through the corridors, and it was no pathetic force of cultists that accompanied it, but a full strength unit of the enemies most elite warriors, their power augmented by a pair of foul heretical sorcerers.

(Sorcerer, Thousand Sons, Aspiring Sorcerer w/ MB and Hellbrute w/MM)

 

The enemy detected our arrival too late to seriously prepare, rushing their forces towards the main hub of the station, but only managing to secure one of the weapon platforms.

 

http://i1287.photobucket.com/albums/a628/matzeke/B7720098-64DE-43DD-9EEC-AD3876A7F804_zpsvj3ip2dg.jpg

 

The initial drop was relatively successful, the drop-torpedo arrived only slightly off-target. Unfortunately it was not close enough for the machine spirit to establish a link to either of the nearby control points, but was able to establish clear lines of sight to several critical locations.

Ironclad Ludovic disembarked, the breach in the station caused by his arrival was of little nuisance. He could hear the thunderous approach of enemy units and rapidly moved towards the central landing pad.

 

The traitor forces triggered a malfunction of the consoles as they tried to gain control of the weapon systems, but they were unaffected by the resulting fireworks. They attempted to fire on Ludovic, but were unable to do more than pepper his armour plating with small arms fire as their cowardly sorcerers brought up the rear, followed by the lumbering hellbrute.

 

Crashing through the defences around the platform, the Templar veteran readied his weapons and unleashed a torrent of burning promethium against his foes. Wreathed in arcane energy, they were unusually resistant to the flames, only the closest foe was incinerated. Bellowing his challenge, he charged the group, taking some satisfaction in hearing the 'crack' of his vehicle's stormbolter, another of the traitors dropping to the ground with nothing but a cloud of red mist where his leering face had been but a moment before.

Yet, the enemy was still protected by sparking warp energy and seemed almost spectral before him. The warrior could only think "Give me something to hit!" as the enemy seemed to evade every strike.

 

The foes closed in all around him, and a terrible scream drowned all other sounds as the brute finally caught up to the battle. "At last!" The creature slammed into the ancient warrior, his armour creaking against the impact. With barely a moments pause, the Knight slammed both fists straight through the torso of the foul warp-beast. "Is this metal or bone?" He thought for a moment before ripping it away and crushing the screeching face in the centre of the mess of wires and pulsing organs.

 

Then, an almost imperceptible 'hum' came from the raised landing pad behind him, "Now you're in for it" thought the veteran as he turned back towards the swarm of heretics, noticing too late the flashing lights of the Melta-bomb in the hand of the fledgling sorcerer, as he ducked below the dreadnought's blow and mag-locked it to his hull. Ludovic had barely enough time to tear the device from his armour before it detonated in his weapon hand. The blast toppled the warrior to the ground, every warning light flashing and systems failing, until his power failed and he was robbed of all senses.

 

http://i1287.photobucket.com/albums/a628/matzeke/271066E2-674C-4500-A7ED-D688B3FB7B75_zpsktdwlbtd.jpg

 

The swordbrethren were already running towards their brother when, with a blinding light, the awful scene was left as a burning afterglow on their displays.

 

"For Ludovic!"

 

Their battlecry heralded a barrage of bolter fire from the traitor forces which simply pinged off the ancient armour worn by the brethren. The foul sorcerer attempted to blast them with a beam of warp energy, but suffered a massive surge of power which he failed to control, wracked with pain he was unable to manifest his attack.

 

The terminators hit the enemy lines like a wave, crashing over them in a flurry of blades and black plate. The champion spotted the wretch who had just felled his honoured brother and marched towards the cretin, swatting aside the few enemies who tried to block his path. There was a flash of movement, then nothing, and the puny witch lay dead at his feet.

 

http://i1287.photobucket.com/albums/a628/matzeke/B76E5BF6-7C85-4227-92F2-384F15A68C8B_zps3vo4fo13.jpg

 

He looked around, his brothers and the Reclusiarch had slaughtered all but two of the enemy, who even now tried to block his path to their overlord sorcerer. This would not do. He began his run towards his foe, and Mortshtekk heard his approach, generously stepping aside to allow the champion his wrathful vengeance. The two bodyguards were dragged away by his brothers and dispatched as he reached his foe. The witch perhaps wanted pity, but he was shown none. His efforts at defending himself were barely a challenge to the champion, and he was brutally put down. The brothers rallied to their chaplain, quickly gaining control of the nearby consoles and moving to check on their fallen brother. There were still signs of life; "Request immediate evacuation, make sure the forge-master is aboard, we will need his expertise."

 

"Understood, but 'Devotio' is slated to accompany Champion Lancel to the moon's surface, their transport vessel will not provide sufficient firepower to- "

 

"Brother Antón may begin his assault, but he can wait for the support of "Devotio." Our honoured brother Ludovic requires immediate attention or we may lose him. Is that clear?"

 

"Aye, Reclusiarch, understood. On route."

 

------------------------------------

 

So we made do with what scenery was available and created an 'interior' style arena, where the 'ruins' functioned as LOS blocking terrain, and the 'pad' sections were 'breached' areas. The landing site of the pod was deemed 'breached' as well. We agreed some reasonable rules for the deep striking of my units, but as it was nothing deep-struck with any issues of terrain/landing outside the station etc.

The first round of combat was a hilarious epic fail as every combatant missed or failed to wound.

The sorcerer had some scary powers - a strength 8 ap 1 beam attack, warp-speed and endurance. (So the unit had 3+, 3++ and a 4+ FNP!)

The brute had a Multimelta too, so I really had to get everything into assault ASAP. I used the dread to 'bottleneck' the corridor and trap his scary characters at the back, meaning that to fire his beam attack at the termies when they came in, he would have to fire through his own unit. ;) It was a shame the second attack with the meltabomb scored a full-on explode result, it made the victory over the hellbrute a rather short lived experience!

 

Still, at the end I had warlord and first blood, and had consolidated onto an objective for 3VP. The other 3 objectives remained uncontested, but it was only turn 5 and we didn't really know if tabling the enemy meant I controlled all the objectives or only the ones I currently stood on :/

 

A very fun game which lead straight into the next scenario, which will follow shortly.

 

 

 

 

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Name: Marshal Mattias

Sector: NX01

Mission: Relic (Moon Base Stronghold)

Opponent: Chaos

Battle size: 1000pts

 

Black Templar Victory Points: 6

Oppoment Victory Points: 1

Battle description:

 

 

 

 

The relic was in the possession of a small Servitor who had defaulted to the nearest cargo pad to wait for extraction. The Templars knew there may be heavy armour on the moon's surface as the traitors had been in the system long enough to prepare for their arrival, however we had not had sufficient time to land our own. A robust unit of crusaders (9 initiates, 4 neophytes and SB, 2PW) would land out of sight with Champion Lancel, (accompanied by a typhoon-class landspeeder for fire support) and make their way towards the landing pad. Should heavy armour be detected, a 10-man tactical crusader unit were on standby for orbital drop with melta weaponry. Our successes aboard the space station meant our air dominance was uncontested, and both the 'Zelus Talus' and 'Devotio' were scheduled to arrive in support. (I had the option of replacing one or both the flyers with further drop-pod units if the previous mission had been tied or lost).

 

Enemy forces consist of: Terminator Lord with Murder Sword and 10 berserkers deployed to the right, 20 black legion deployed on the left with a vindicator w/ havoc launcher, 5 raptors in the centre.

 

Templars gave deployment to Chaos, who spread across their zone. Cautious of a turn-1 large blast, the Templars denied the left flank and positioned far right, opposite the berserkers and lord, out of the vindicator's range and with the large landing pad providing LOS-blocking.

 

http://i1287.photobucket.com/albums/a628/matzeke/9C7F75CB-BFAC-4043-8262-AAF2A86A800C_zps9ix2ggt4.jpg

 

Chaos took the first turn, I actually forgot to try and steal the initiative, although I didn't really want it anyway ;)

 

The berserkers made a bee-line for the large Templar unit, the black legion ran up towards the front lines, making space for the vindicator to pass behind them to position for next turn. The raptors ran and leapt up onto the landing pad to get almost in range of grabbing the relic, using their run move to secure it.

 

http://i1287.photobucket.com/albums/a628/matzeke/0790D03A-470D-4002-BA26-0574DE20B29B_zpsu5clerpr.jpg

 

Templar support arrived in the form of a drop pod, with 5 marines exiting on one side to get a couple of close-range Melta shots off into the side armour of the Vindicator, however the daemonic vehicle seemed to shrug off the hits and suffered only minor damage. The other 5 marines disembarked on the other side, and rapid-fired into the rear of the charging berserkers, to some small effect.

 

http://i1287.photobucket.com/albums/a628/matzeke/7F771446-5C6C-49C8-84C2-A0BA42AC2680_zpsimuk3jab.jpg

 

Slightly disappointing damage, for a clinically precise drop and clever deployment of both combat-squads. (The 5 behind the berserkers were in cover of their drop pod and held linebreaker with it. They were a weak unit, but would be point scorers if either the vindicator or berserkers didn't turn away from their meatier crusader targets).

 

The crusaders saw the vindicator preparing, and the incoming berserkers. Resisting the ZEAL, they veered left and pulled a little short, rather than charge headlong into ordnance. Around half the squad was able to gain some measure of cover from a large crater.

 

http://i1287.photobucket.com/albums/a628/matzeke/8C049CBD-79C7-40C7-B65D-A423B90187CB_zps9pyltuzj.jpg

 

The escort speeder moved back and hard left to circle the platform in anticipation of chasing the raptors, but not without putting a hail of heavy fire into the incoming berserker squad. The enemy warlord stumbled under an impact from the heavy bolter, clearly wounded. The missiles blasted apart the lead berserker in mid-air as he bounded over the rubble in his path, the low gravity allowing the squad to press forward unimpeded.

 

The raptors then claimed their prize, dropping back to the ground behind the platform. The legion held their ground nearby in support, but their tremendous volume of fire proved too much for the brave melta-squad who had dropped into the rear lines. The raptors took the opportunity to pass the relic to the large mob of warriors, hoping their numbers could protect it.

 

The vindicator managed to clear the edge of the platform and fire a long-range shot towards the crusaders in the open. The attempt was slightly off target and only a single unfortunate neophyte bore the brunt of the blast.

The berserkers were closing the gap, but the Templars had baited them into a long range charge. A volley of pistol shots and the sparse open terrain caused even the mindless lunatics of the traitor forces to reconsider and they pulled up short, but catching another unlucky neophyte with a round as he poked his head over the lip of the crater.

 

http://i1287.photobucket.com/albums/a628/matzeke/BF0FC089-19A1-4D8F-B68F-EDB4B427B4EA_zpsumangfzv.jpg

 

The Templar aircraft announced their arrival with a roar of engines, the Blacktalon zooming in on the right flank and the raven 'Devotio' coming in just left of centre. The blast of fire from Devotio tore a hole in the side of the traitor vindicator, and it detonated spectacularly, catching both nearby squads in the blast and claiming a casualty from each.

 

http://i1287.photobucket.com/albums/a628/matzeke/33EFDD13-4AE7-4DCA-8ED5-EFB3C6DD0BD9_zpsp3d1pfxf.jpg

 

The talon let rip into the flank of the berserkers, blasting apart several, as another fell to the support fire of the drop pod initiates.

The speeder pushed further left and fired on the large legion squad, claiming one or two targets.

 

http://i1287.photobucket.com/albums/a628/matzeke/EFA0BBD6-CB1A-4BDB-97AE-FC9F08697E4B_zps8ifww4nw.jpg

 

The Templars rose as one behind their first blade, Antón du Lancel, and roared defiance at their weakened enemy, before throwing themselves forward into the melee.

Spotting The Chaps Lord, the champion launched forward in attack. All around him, his brothers overwhelmed the traitors, losing a few to the ferocity of the enemy. The two captains danced through the noise, blades twirling and clashing, until with a grunt of effort, the champion brought his sword down in an arc the severed the weapon arm of his foe. Even as he prepared to finish him, the enemy's blade glowed with arcane energy, before it moved of its own accord and slammed through the breastplate of the stunned warrior. As his brothers looked on in borrow, their champion dropped to his knees, terribly wounded by the foul demonic weapon. The laughter of the chaos lord was short lived as Sword Brother Chekov stepped forward and swiftly removed the mocking head from its shoulders. The enemy were leaderless, but the relic was slipping from the Templars reach.

"Go..." mumbled Antón over the crackling vox, "get it. Then recover my armour and blade."

The crusaders ran towards the platform, leaping up a whole storey thanks to the low gravity of the moon.

 

(Neophyte Bob took the lead "yeah, let's do this! get some!" He yelled, before realising he had mistimed his jump and slammed face-first into the armour plating surrounding the platform. None of his brothers would miss him, Neophyte Bob had always been a bit annoying). Failed dangerous terrain! :P

 

http://i1287.photobucket.com/albums/a628/matzeke/9B6A7C31-8F4E-4D4F-B55F-31B0B4D1DCDB_zpsrb1xj2nh.jpg

 

The warriors fired at the five Templars from the drop-pod squad, but only felling two of their number at such range. The raptors tried to run interference, leaping back up atop the platform and charging the crusaders. The speed of their assault was such that the raptor champion felled the sword brother before he could land a blow, his weapon immediately beginning to pulse with a strange warp-glow. The crusaders fought back and managed to slay another of the traitors, but they seemed outmatched by such pure rage.

 

The Templars had to act quickly. The initiates moved to close the gap on their enemy, as the talon wheeled overhead and blasted chunks from the enemy mob. The raven dropped altitude and activated its vertical jets, every gun and missile bay blazing as they laid waste to their foes, but the enemy were many and sought shelter in the craters that pocked the moon's surface.

The battle atop the pad continued, with the relic-bearing Servitor (priest) falling along with all but the axe wielding brother.

 

The traitors fired all they could at the raven, a plasma blast scoring a hit which blew part of the tail away, but brother Sterling quickly compensated and the vehicle retained flight. The combat atop the landing pad came to a sad end as the three raptors surrounded the last initiate and finished him off. They consolidated back towards the edge of the pad. The servitor Woodhouse returned fire, along with Zelus Talus and the typhoon speeder, until all that was left of the enemy was smouldering black ruins. The surviving initiates sprinted forward to just claim the relic which had thankfully remained unharmed.

Things were looking tense...

 

http://i1287.photobucket.com/albums/a628/matzeke/E6A08B40-0DF1-489C-ABFC-5DB133114129_zpshtfd7ud8.jpg

 

The raptors leapt from the platform, managing to engage with the weakened initiates. The quickly overwhelmed them, but careful positioning had seen two brethren shielding the relic bearer. As he fell and dropped the relic, the raptors struggled to recover and scrambled towards the object which remained just inches out of reach...

 

(Rolled 1 inch for consolidation and couldn't grab the relic!)

 

The combat was nearing a close... But there was just enough time for a short flurry of activity. (Turn 6 was a go!)

 

The raptors now managed to grab the relic-Servitor, just in time to be thoroughly annihilated by the combined firepower of the Templar vehicles, who closed in to secure the relic having cleansed the moon of the traitor's taint.

 

http://i1287.photobucket.com/albums/a628/matzeke/D647C903-3021-4628-BBFB-630289DDDB65_zpsbe4rec6o.jpg

 

Mission ends:

 

BT - 6 (First Blood, Warlord, Line-breaker, Relic).

 

Chaos - 1 (Warlord).

 

-----

 

A very close game in the end - chaos might have clinched the win with only 3 infantry models on the table, if they had consolidated 2" instead of one, and the game had ended there. Thankfully the Templars prevailed, but with a tragic loss of strength.

(Rest assured that the crews scoured the battlefield for survivors, including the legendary Antón du Lancel. With careful attention from the crusade's apothecaries, he is expected to recover from his wounds, though perhaps not in time for the next engagement...)

 

 

 

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Name: Brother-Initiate Nayvos reporting

Sector: NX 02

Mission: KP (primary),  6 objectives (secondary) [Playing with Assault on Orbital Station Mission rules]

Opponent: Chaos

Size: BT 150pts, Chaos 200pts+

 

Black Templar VP: 8 points (FB, StW, 4 Kp, 2 objectives)

Chaos VP: 6 points (StW, 2 Kp, 3 objectives)

 

Lists

Black Templars:
Crusader squad (5x initiates)
Techmarine Bouw
2x Servitors (1 with HB)

Chaos Space Marines:
Sorcerer (Maleific Powers)
Cultists (10x w/ autoguns)
Chaos marine squad (5x)

 

 

Report :

The main objective of this game was for the small Templar force to quickly strike a recently captured listening post in the Traitors hands. They wanted to strike down as many heretics as possible(KP) with a secondary objective to reclaim whatever resources they could from the once Imperial listening post(objectives).

As the points were so small several special rules were in effect in addition to those preset:
*each objective was counted secured if held the entire turn and units could secure multiple objectives in a turn*
*daemons summoned were to be different each turn (chaos mark wise) because Word Bearers are not devoted to any one god*
*Few to no upgrades per unit to represent the beginning resources of the crusade and the unaware response of the attack*
*turn 6 is the final turn*

First turn:
BT- moving up with the techmarine moving to flank up the side and crusaders up the center to the objectives.
Chaos- moves up and successfully casts sacrifice summoning a Khorne herald

Second turn:
BT- crusaders hold objective and techmarine sets up in long corridor with the servitors.
Chaos- Continue to move to center and attempt to cast sacrifice again but are Denied! and the sorcerer is tortured by the Warp.

Third Turn:
BT Move up taking a secure position to fire upon the Khorne Herald when he turns the corner. HB snaps fire at the Chaos marines running up the corridor at the techmarine.
Chaos- Moves up securing an objective with the cultists. Chaos marines move towards the servitors. The witch gets what is coming to him. Successfully casting sacrifice again to create a tzeetch herald but taking his final wound (FB, StW).

Fourth turn:
BT- the crusaders tear into the Khorne Herald murdering him with their pure bullets. The Heavy Bolter servitor and techmarine fail to wound the Chaos marines.
Chaos- the newly anointed Tzeetch herald summons a group of plague bearers in the face faces of the crusaders. the Chaos marine move fully toward the techmarine killing one servitor.

Turn five:
BT- The crusaders look on as both plague bearers and tzeetch herald will fall upon them this turn if they can't figure something out. Saying a quick prayer they fire upon the witch abomination destroying it with their pure bolter fire(several shots rending because of the breeched walls). Brother Nayvos distinguishes himself when he throws a frag grenade to take both the herald(an extra wound) and a plague bearer out. The techmarine's crew fires on the chaos marine but still penetrating their age old armour.
Chaos- the cultist secure another objective and the marines shoot the with unholy fire and rend the techmarine and servitor. Their lose is heard by the crusaders who are assaulted by plague bearers. The crusaders roll all hits (5) wound 3 and kill 2. Bearers hit back with the assualt but only kill 1! They know the crusaders might and they roll an 11 for instability killing them down to 2 bearers!

Turn six:
BT- The last turn and they finish off the bearers and move to engage and save their fallen techmarine brother, holding what resources they could gather.
Chaos- In desperation the traitors take the lull to grab a last objective and flee as they can not stand to the might of the Templar's holy rage.

 

Templar victory!
In the next game those fallen(techmarine) may return(depending on a roll) and now equipment upgrades are available according to objectives gathered this game(2 for BT, 3 for chaos). Also because of distinguishing work Nayvos is allowed to upgrade to Sword Brother without gear.

 

 

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"Castellan, we have entered realspace in sector NX-02. The strike cruiser is ready for launching the first assault wave, but..."


"But what!? Speak up initaite! We're moving out in t-300 seconds."


"Intell is off the mark, sir. The supposed chaos stronghold is crawling with greenskins, freeboters or perhaps the bad moon clan."


"And your point is? The crusade makes no difference, the Argos Nebula is to be brought back into the imperial fold, be it renegade pirates, or ork freebooters."


"Sir, I just wanted to clear an order with you to swich the assaigned plasma armaments for flamers."


"Of course, now get moving!"


 


Sector: NX-02


Opponent: Orks


Mission: Big guns never tire, moon base stronghold.


Size: 1000 pts.


 


Black Templars VP: 5 (StW, 1 objective, 1 Kp)


Orks VP: 6 (FB, 1 objective, 1 Kp)


 


A narrow loss, but one of the most fun games I've played in a good while. This event is an awesome carrot for getting some games in :)


 


Next report will have more details (and pictures!), we were playing in a hurry (1½ hour) so things had to go rather quickly.

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Which faction your opponent used: Traitor Marines (I think it was Ultra Tactics)
Who won and how many VP’s each side scored: Templar win 20/5
Which mission type you played: Cloak and Shadows
Which section of the map you attacked: NX-01

750 points "Cloak and Shadows" -moonscape

Templars 750:

Captian (Artificer Armor, Power Sword)
Crusader Squad 3 Initiates (BP/CCW), 1 Initiate (flamer), 1 Sword Brother (Power Sword/Bolt Pistol)
Pod w/ Deathwind dedicated transport
Crusader Squad 3 Initiates (bolter), 1 Initiate (plasma gun), 1 Initiate (plasma cannon)

Razorback w/TL las dedicated transport

Crusader Squad 3 Initiates (bolter), 1 Initiate (plasma gun), 1 Initiate (plasma cannon)
Razorback w/TL las dedicated transport
Stormtalon Gunship (Skyhammer missile launcher)

Traitor Marines 750:

Librarian Mastery level 2

Tac squad, missile launcher plasma and sergeant w/ power sword

Rhino dedicated transport w/hunter killer

Tac squad, las cannon plasma and sergeant w/ power sword
Rhino dedicated transport w/hunter killer

Predator w/ TL las cannon

Predator w/ Autocannon + heavy bolters

Templars:

First Blood (1)
Slay the Warlord (1)

Line Breaker 1
Ascendancy (2)

King Slayer (2)
Hungry for Glory (1)

Secure objective 2 (1+1 for Warlord trait)
Secure objective 2 (1+1 for Warlord trait)

Secure objective 1 (1+1 for Warlord trait)

Secure objective 1 (1+1 for Warlord trait)
Secure objective 1 (1+1 for Warlord trait)

Secure objective 4 (1)

Secure objective 4 (1)

Traitor Marines:

Secure objective 2 (1)

Secure objective 2 (1)

Secure objective 3 (1)
Ascendency (1)

Recon (1)

Highlights:

We were rushing this last night so I didn't take much notes other then what the objectives achieved were and after work today I really don't remember much for details. The big ones I can recall were the first turn assault against his (very poorly placed) libby that saw him killed in a challenge with my Castellian for First blood, Kill the Warlord, and Hungry for Glory laugh.png . He also smoked one of my razors the second turn and he one shotted the Stormtalon in the 4th or 5th turn with a lucky las cannon snapshot. It ended up pretty bloody for the troops though and boiled down to my Castellian running around the map trying to grab objectives and keep his head down with one hit point while my razorback and one of his rhinos kept ramming each other too no effect (except blocking his rhino so it couldn't get at my Castellian) and my pod sitting in the backfield unable to do anything laugh.png. 6 rounds total.

Edit: Oh and I rolled "Lead by example" for my warlord trait, which helped immensely given mission type.

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Marshal Severius, I have my report on our recent engagement in sector NX-02 - Inload here.

 

For the less intrigued:

 

Sector: NX-02

Mission #2 - Moonbase Assault (Purge the Alien; 1000 pts)

 

Opponent: Eldar

 

Final Score: Black Templars 8 (First Blood, Linebreaker, Slay the Warlord) - Eldar 6

 

 

 

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Played a 1k game against Imperial Guard the other day so I could participate in this crusade of wrath. The battle report will be posted to my confessors WIP thread, which I will post a link to-- I cannot get the censored.gif spoilers to cooperate with me today, and I dont want to clog up the thread. Sorry for the inconvenience.

Here is the post with the battle report. I will clean it up and individually spoiler the turns after dinner and a break:

http://www.bolterandchainsword.com/topic/253082-diy-confessors-lrc-update-126/?p=3935469

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Faction of Opponent:  Chaos Space Marines (1163pt)

Mission Type: Purge the Alien

Sector Attacked: NX-01

Victory points score:  5 - 3 in favor of Templars.

 

Going to try and recount this best I can recall as we randomly decided to play after meeting up for beer around 4pm at our favorite bar (Chef/Barkeep also invited us to play DnD but I'll have to take up DMing a bar group some other weeknight) so we played from about 8:15 to midnight.

 

The first turn on both sides saw just positioning and laying up where we were going to hold units as we played on a 4x4 with only a couple buldings. Yet we both seemed to be chomping at the bit to get into CC.  The second turn was much more interesting as one of his rhinos was hit with a lascannon shot from my Las/Plas squad and then burst when I had the LRC fire it's multi-melta at it.  My thunderfire cannon worried his bikers and his spawn weren't in charge range yet. We then moved into the assault phase and 16 Templars came down the ramp and charged right into a group of 10 CSM. 8 of them died including their Aspiring Champ when my Sword Brother slew him in glorious single combat.  On my opponents second turn we saw the spawn head towards the mob of Templars I had, one rhino sneaking about trying to come behind some ruins towards my LRC was in, his bikers trying to get closer to my Techmarine, and my templars somehow failing to kill 2 CSM as they cut down a poor Neophyte.  Third turn the Las/Plas popped the last Rhino and the LRC fired everything it had into a CSM squad to drop 4 of them, my subterranean shot went off course, and my Templars finally put down the last two CSM to stand there and wait for the inevitable spawn charge.  My opponents 3rd saw my LRC lose 1 hull point to a melta-bomb, my Techmarine getting charged by the bikers, and a group of spawn with 29 attacks hitting a 15 man strong Templar squad.  Into my fourth my Stormtalon finally makes it in but after firing with my LRC I forget to use the Stormtalon, my Templars manage to lay some wounds on the spawn but only remove one model, and the spawn take me down to I believe 7 men including the Chap and my proxied Captain w/ Burning blade.  Oh and the Techmarine survives the Bikers.  So on his fourth the Techmarine wounds one and then falls beside his beloved machine, his other group of CSM charge the LRC and do nothing, and my Marines kill the rest of the spawn.

 

By this point it was a little after 12 so we called the game, agreed to 5 - 3, shook hands, and went to Denny's.  No warlords slain but the Templars had air superiority and send the enemy into retreat, or so we agreed.

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As I have yet to own the holy tome of the ## edition of the big battle book of rules (my most recent copy is the fourth edition).

 

I present for you a narrative:

 

 

Reclusiarch Konrad sent our small strike force on a special mission. He had detected a powerful witch on a remote planet in the far corner of the Argos Nebula sector NX-01. Death of the tainted librarian could prove key to winning the entire campaign. 

 

The moment we exited the warp gate we could all feel the greasy taint of a powerful psyker. Its presence left a crawling taint upon our flesh and rising bile in the back of the throat.  We could feel our anger rise in response, my body’s involuntary reaction to a lifetime of war. Shoulders tightened and knees flexed ready to unleash fury. No enemy fleet guarded the battered moon. No atmosphere could be detected, but there was clear evidence massive tunneling. It would be a cold hard mission.

 

The ships auspex noted only light concentrations of life forms below the surface. No vehicles or flyers, this would be an up close and bloody battle. A precision strike of specialty troops in Crusader and Terminator armor would be supported by follow on teams of marines to help hold any side access tunnels as the emperors sword drove straight at our foe.

 

Our landing was unchallenged but we did feel a momentary shift in the witch’s power. The larger entrances had all been collapsed forcing us to use small side tunnels to gain access to what was sure to be a large cavern where the enemy’s presence was most likely located.

 

We couldn’t get a clear reading on any of our scanners so the Crusaders lead the charge. Even with the additional weight and bulky armor it was a challenge for us to keep up with them.  The desire to crush the enemy and relieve us of the pervasive aura of the warp was overwhelming and made it difficult to temper our pace. Sections of wall were thin enough that they crushed through on the most direct approach possible.

 

After the second mile of diving down towards the cavern, our back ranks were starting to thin. Still not contact with the enemy. Sealing off what side passages we could and still cover those we couldn’t fully collapse. Setting up ambush points and counterattack plans on the go. We were attempting to relay fragile communications to keep the cruiser informed of our progress. At wider junctions we began setting up teleport beacons to aid in reinforcements and supply, and creating a quick recovery if required. Our anger seething at the lack of a worthy target.

 

‘NIDS!’ a single word from the front put us in combat mode.

 

The command to reassemble into larger squads was flashed through our ranks. Combat teams would be swallowed whole by even a small swarm in these confined spaces.

 

I could hear the scratching on the walls as the dug towards our group. But the faint noise was instantly overwhelmed by the thunderous roar of hurricane bolters echoing down the shaft from where our lead elements had made contact.

 

Our chaplain’s voice boomed litany’s of hate and vengeance though our comms.

‘Emperor of power and light,

you have made death itself

the gateway to eternal life.

Give us strength to do our duty,

let us find in the spirit of hate and lust for battle

our sense of purpose and duty to purge the galaxy.

Look with joy on our dying brothers

that we may come before you

free from sin.

 

Death to the mutant!’

 

‘DEATH to the mutant!’ we shouted.

 

The wall before me crumbled revealing hundreds of bony spikes and snapping jaws. A smile crept to my eyes as I revved my chainsword, unleashing the fury of blessed rounds from my bolt pistol. Shouting ‘Imperatoris Vult!’ I charged the horde. Slashing and tearing away. I quickly lost sight of my brothers as our small cavern filled with the mutant bugs. I used the bolt pistol as a club to pummel my way as I climbed over the chitinous exoskeletons. A quick glance at my helmet display showed we were still strong and had weathered the attack well. Anything still squirming earned an extra jab from my chainsword. I would have to rev it high to keep it from clogging on the slimy organic matter.

 

Our work here was done, without asking permission or waiting for a command, we charged down the tunnel toward our brothers. We came across several of our brothers who weren’t as lucky, on combat team was buried under a pile of tyranid body parts. A cursory scan revealed none live and we pressed on to the bowels of the moon.

 

A massive cavern opened before us, the scene was chaotic and horrifying. The entire floor of the cavern moved with carpet of gaunts.  Small islands of brothers in their heavy armor were slowly making their way toward a massive carnifex trapped in the collapsed wall of one side of the cavern. The mutants were desperately trying to free the massive beast.

 

No sign of the witch. We were lead into a trap.

 

I massed a group of brothers and joined the fray. It was long hard work, my body growing tired from the continuous exertion. The chronometer ticked away hours as we hacked through the mass of mutant bugs. My chainsword chugged to a halt deep in the cavity of a huge brood guard. It was a blunt instrument now.

 

Then it was over. I watched as our chaplain and his two remaining terminators challenge the monster. Its squealing bellow shaking the entire cavern. A swift step to the side and our chaplain avoided being crushed to death by the massive claw. He leapt forward with a swing of his holy maul tearing a doorway through the scaly hide. I witnessed our chaplain step through that fleshy door to march straight into the soul of the beast to crush it with his bare hands. The swarm about us lost all sense, some convulsing on the floor, some fleeing, and others dashing themselves upon our wall of hate and fury. I watched without realizing I had held my breath to await our chaplain’s exit from the putrid tomb. And there from the top of the beast, came a glow at the base of the creatures skull. The brightness flashed and he emerged.

 

Victory of this small battle.

 

But our true foe had escaped. I don’t remember during the battle when the sensation left us, so absorbed in our hate for the mutant that the witch had slipped away. The cruiser had neither track nor trace of how he escaped.

 

Kill the mutant..we had won.

 

The mission continues.

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Summary :

  •     Advancement to claim a foothold in the sub region NX-01
  •     Mission : Eternal war - Purge the Alien - Moon-based stronghold
  •     Opposition : Chaos daemons
  •     Battle status : crushing defeat  (3 to 7)

Report :

 

 

 

Following last week's battle, Castellan Aquilon's forces attempt to cleanse the area around the base secured in the previous engagement from the taint of chaos following the departure of the Grey Knights strike-force. Little did they know however, that prior to being routed, the traitor had summoned a Demon Prince of Khorne that patiently awaited the departure of the Grey Knights to reveal himself and attacking the outpost.

 

"Brothers, ready your weapons and purge the unclean ! We shall prevail" (Castellan Aquilon, famous last words)

 

The Templars gain the initiative and deploy on the fortifications of the base.

 

(Turn 1) The templars open fire on the bloodcrushers of Khorne and three beasts of Nurgle, killing one of the khornate daemons, and the crusader squad let by the castellan and chaplain walk out of the defence ring to meet the warp aberrations. The daemon prince flies from his hideout and  moves toward the Templar's lines, and summons 30 bloodletters. The bloodcrushers charge the crusader squad and are sent back to the warp with minimal casualties (templars 2 pt, first blood, 1 character).

 

(Turn 2) The crusader squad moves toward the Daemon prince  while the static defenders open fire on the daemon prince. However, both the lascannon and multi-melta fail against the creature's invulnerable save. The reserve assault squad fails to enter the fray. The beasts of Nurgle charge the crusader and challenge the Chaplain, Castellan and Sword Bretheren, with no casualties. The Daemon prince charges the melta defence squad, which denies his Witchfire breath but is unable to prevent him from summoning a Herald of Khorne behind them. Half of the squad falls to the claws of the creature. The bloodletters move toward the melee.

 

(Turn 3) Castellan Aquilon fells one of the beasts of Nurgle but the chaplain and bretheren are lost to the other two. The remainder of the crusader squad only manages to inflict minor wounds to the beasts (invul. + FnP is ugly). The assault squad lands in the middle of the melee and unloads their bolt pistols, thinning the ranks of one of the bloodletter packs. The daemon prince finishes off the remaining brothers of the melta squad. The bloodletters charge the crusader squad, slaying 5 brothers, and the Herald charges toward the Castelan (chaos 2 pts, 1 character, 1 unit).

 

(Turn 4) Castellan Aquilon slays another beast, but is wounded. The las squad opens fire on the daemon prince but fails to inflict significant damage (warp storm 10, 4++ save on all daemon units sigh). The assault squad charges one of the bloodletter packs and decimates it. The Daemon prince flies behind the defensive wall and wipes the las squad. The Herald of khorne slays the wounded Castellan and the bloodletters and remaining beast finish of the crusader squad (templars 1 pt, 1 unit ; chaos 1 character, 1 unit).

 

(Turn 5) Despite some true heroics, the daemon crush on the remaining crusaders and assault marines, wiping them off the table (chaos 3 pts, 2 units, linebreaker).  

 

 

 

 

Comments on strategy :

 

 

I'm not sure what I could/should have done differently. Maybe i should have not gotten bogged down in challenge against the beasts of Nurgle (losing the chaplain was a huge blow). But even then, having every enemy model spending half of the game with a 4++ invul save was really a pain.

 

 

 

 

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Summary :

  •     Advancement to claim a foothold in the sub region NX-01
  •     Mission : Eternal war - Purge the Alien - Moon-based stronghold
  •     Opposition : Chaos daemons
  •     Battle status : crushing defeat  (3 to 7)

Report :

 

 

 

Following last week's battle, Castellan Aquilon's forces attempt to cleanse the area around the base secured in the previous engagement from the taint of chaos following the departure of the Grey Knights strike-force. Little did they know however, that prior to being routed, the traitor had summoned a Demon Prince of Khorne that patiently awaited the departure of the Grey Knights to reveal himself and attacking the outpost.

 

"Brothers, ready your weapons and purge the unclean ! We shall prevail" (Castellan Aquilon, famous last words)

 

The Templars gain the initiative and deploy on the fortifications of the base.

 

(Turn 1) The templars open fire on the bloodcrushers of Khorne and three beasts of Nurgle, killing one of the khornate daemons, and the crusader squad let by the castellan and chaplain walk out of the defence ring to meet the warp aberrations. The daemon prince flies from his hideout and  moves toward the Templar's lines, and summons 30 bloodletters. The bloodcrushers charge the crusader squad and are sent back to the warp with minimal casualties (templars 2 pt, first blood, 1 character).

 

(Turn 2) The crusader squad moves toward the Daemon prince  while the static defenders open fire on the daemon prince. However, both the lascannon and multi-melta fail against the creature's invulnerable save. The reserve assault squad fails to enter the fray. The beasts of Nurgle charge the crusader and challenge the Chaplain, Castellan and Sword Bretheren, with no casualties. The Daemon prince charges the melta defence squad, which denies his Witchfire breath but is unable to prevent him from summoning a Herald of Khorne behind them. Half of the squad falls to the claws of the creature. The bloodletters move toward the melee.

 

(Turn 3) Castellan Aquilon fells one of the beasts of Nurgle but the chaplain and bretheren are lost to the other two. The remainder of the crusader squad only manages to inflict minor wounds to the beasts (invul. + FnP is ugly). The assault squad lands in the middle of the melee and unloads their bolt pistols, thinning the ranks of one of the bloodletter packs. The daemon prince finishes off the remaining brothers of the melta squad. The bloodletters charge the crusader squad, slaying 5 brothers, and the Herald charges toward the Castelan (chaos 2 pts, 1 character, 1 unit).

 

(Turn 4) Castellan Aquilon slays another beast, but is wounded. The las squad opens fire on the daemon prince but fails to inflict significant damage (warp storm 10, 4++ save on all daemon units sigh). The assault squad charges one of the bloodletter packs and decimates it. The Daemon prince flies behind the defensive wall and wipes the las squad. The Herald of khorne slays the wounded Castellan and the bloodletters and remaining beast finish of the crusader squad (templars 1 pt, 1 unit ; chaos 1 character, 1 unit).

 

(Turn 5) Despite some true heroics, the daemon crush on the remaining crusaders and assault marines, wiping them off the table (chaos 3 pts, 2 units, linebreaker).  

 

 

 

 

Comments on strategy :

 

 

I'm not sure what I could/should have done differently. Maybe i should have not gotten bogged down in challenge against the beasts of Nurgle (losing the chaplain was a huge blow). But even then, having every enemy model spending half of the game with a 4++ invul save was really a pain.

 

 

Correct if I'm wrong and misreading this, but did your opponent summon units and charge you in the same turn? And behind your units? The first model for 2 of the powers MUST be within 12" of the psyker summoning the unit, heralds within 6" of the psyker. Then they follow all deepstrike rules, including scatter unless on Cursed Ground. That means that any summoned unit from Malefic Daemonology CAN'T attack or move the turn they arrive.

 

Any daemons from Codex: Chaos Daemons arriving from reserves enter the board deepstriking as well, with the same prohibitions giving you a full turn to unload some lead into them+Overwatch.

 

Also remember that if the Daemon Prince(Or any flying monstrous creature) actually flew at you turn one, he has to use all of turn two to swap from swoop to glide, meaning he can't charge until turn three after a full turn of being in 'glide' mode.

 

If by 'fortifications of the base' you mean there were walls/battlements/ruins you were using you probably should have stayed put. Daemons lack grenades, and forcing them to attempt a charge through difficult terrain(Over a small hedge counts as difficult when you charge) means forcing them to attack at Initiative 1. Worse case scenario: One full round of you shooting, then you get to Overwatch, finally you get to punch them in the face before they strike you at last initiative step. Best case: After you Overwatch they fail their charge because of the difficult terrain and give you another turn to shoot them.

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Summary :

  •     Advancement to claim a foothold in the sub region NX-01
  •     Mission : Eternal war - Purge the Alien - Moon-based stronghold
  •     Opposition : Chaos daemons
  •     Battle status : crushing defeat  (3 to 7)

Report :

 

 

 

Following last week's battle, Castellan Aquilon's forces attempt to cleanse the area around the base secured in the previous engagement from the taint of chaos following the departure of the Grey Knights strike-force. Little did they know however, that prior to being routed, the traitor had summoned a Demon Prince of Khorne that patiently awaited the departure of the Grey Knights to reveal himself and attacking the outpost.

 

"Brothers, ready your weapons and purge the unclean ! We shall prevail" (Castellan Aquilon, famous last words)

 

The Templars gain the initiative and deploy on the fortifications of the base.

 

(Turn 1) The templars open fire on the bloodcrushers of Khorne and three beasts of Nurgle, killing one of the khornate daemons, and the crusader squad let by the castellan and chaplain walk out of the defence ring to meet the warp aberrations. The daemon prince flies from his hideout and  moves toward the Templar's lines, and summons 30 bloodletters. The bloodcrushers charge the crusader squad and are sent back to the warp with minimal casualties (templars 2 pt, first blood, 1 character).

 

(Turn 2) The crusader squad moves toward the Daemon prince  while the static defenders open fire on the daemon prince. However, both the lascannon and multi-melta fail against the creature's invulnerable save. The reserve assault squad fails to enter the fray. The beasts of Nurgle charge the crusader and challenge the Chaplain, Castellan and Sword Bretheren, with no casualties. The Daemon prince charges the melta defence squad, which denies his Witchfire breath but is unable to prevent him from summoning a Herald of Khorne behind them. Half of the squad falls to the claws of the creature. The bloodletters move toward the melee.

 

(Turn 3) Castellan Aquilon fells one of the beasts of Nurgle but the chaplain and bretheren are lost to the other two. The remainder of the crusader squad only manages to inflict minor wounds to the beasts (invul. + FnP is ugly). The assault squad lands in the middle of the melee and unloads their bolt pistols, thinning the ranks of one of the bloodletter packs. The daemon prince finishes off the remaining brothers of the melta squad. The bloodletters charge the crusader squad, slaying 5 brothers, and the Herald charges toward the Castelan (chaos 2 pts, 1 character, 1 unit).

 

(Turn 4) Castellan Aquilon slays another beast, but is wounded. The las squad opens fire on the daemon prince but fails to inflict significant damage (warp storm 10, 4++ save on all daemon units sigh). The assault squad charges one of the bloodletter packs and decimates it. The Daemon prince flies behind the defensive wall and wipes the las squad. The Herald of khorne slays the wounded Castellan and the bloodletters and remaining beast finish of the crusader squad (templars 1 pt, 1 unit ; chaos 1 character, 1 unit).

 

(Turn 5) Despite some true heroics, the daemon crush on the remaining crusaders and assault marines, wiping them off the table (chaos 3 pts, 2 units, linebreaker).  

 

 

 

 

Comments on strategy :

 

 

I'm not sure what I could/should have done differently. Maybe i should have not gotten bogged down in challenge against the beasts of Nurgle (losing the chaplain was a huge blow). But even then, having every enemy model spending half of the game with a 4++ invul save was really a pain.

 

 

Correct if I'm wrong and misreading this, but did your opponent summon units and charge you in the same turn? And behind your units? The first model for 2 of the powers MUST be within 12" of the psyker summoning the unit, heralds within 6" of the psyker. Then they follow all deepstrike rules, including scatter unless on Cursed Ground. That means that any summoned unit from Malefic Daemonology CAN'T attack or move the turn they arrive.

 

Any daemons from Codex: Chaos Daemons arriving from reserves enter the board deepstriking as well, with the same prohibitions giving you a full turn to unload some lead into them+Overwatch.

 

Also remember that if the Daemon Prince(Or any flying monstrous creature) actually flew at you turn one, he has to use all of turn two to swap from swoop to glide, meaning he can't charge until turn three after a full turn of being in 'glide' mode.

 

If by 'fortifications of the base' you mean there were walls/battlements/ruins you were using you probably should have stayed put. Daemons lack grenades, and forcing them to attempt a charge through difficult terrain(Over a small hedge counts as difficult when you charge) means forcing them to attack at Initiative 1. Worse case scenario: One full round of you shooting, then you get to Overwatch, finally you get to punch them in the face before they strike you at last initiative step. Best case: After you Overwatch they fail their charge because of the difficult terrain and give you another turn to shoot them.

 

 

I wrote the report  from memory a day later, I believe rules were by and large obeyed. If anything seems untoward it's probably the retelling. And yes, I should probably have waited behind cover and fired, but that does not seem very zealous.

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Name: Marshal Mattias

Sector: NX06

Mission: Crusade (Phase Two - Planetfall)

Opponent: Renegade Astartes (Relictors)

Battle size: 1330pts (left my sternguard on the coffee table at home - oops!)

 

Black Templar Victory Points: 5

Oppoment Victory Points: 3

Battle description:

 

 

 

 

Black Templar:

Ironclad Dual-HF, Drop, Deathwind.

Castellan TH-SE, Artificer.

Inquisitor w/Liber, Rad, Psych, 2 Skulls, Pistol/CCW, Power Armour.

Crusader Squad in LRC wMM.

9/4 split with 2 power mauls, bombs and Meltagun.

Vindicator

Storm Raven w/MM+AC

5 Neophytes with CCWs

 

Relictors:

 

Libby with Telepathy (dominate and something else).

3x 10-man tactical squads.

1x 5-man squad attached to Libby.

6x Devastators with Flak missiles

10x assault marines with fist sergeant and plasma pistol.

5x Tactical terminators with assault cannon.

6(?) Cloaked sniper scouts

 

3 objectives: one central, one in enemy front lines and one as far towards the centre as possible while maintaining 12" separation.

 

Templars deploy first, claim the objective-less deployment half (short end of 6x4). Servo skulls set up to prevent enemy infiltrating into centre.

Enemy scouts deploy on top of an abandoned bastion out to the right, in front of his zone.

 

LRC is full to the brim and takes a central position as far forward as possible. Vindicator takes position to its left in some ruins.

 

Enemy deploys Devastators huddled in a crater to the rear, two tactical squads spread nearby with Libby in the small 5-man unit. Melta-tacticals, assault and termies are all held in reserve. Templars hold the initiative and take first turn.

 

Turn 1:

 

Ironclad drops in with a precision landing to the side of the enemy and their home objective. Disembarks and burns the entire Devastator team to ash :) (First Blood)

The Deathwind launcher scores a few kills from the heavy bolter tacticals on their objective.

The LRC rides up to the centre objective and holds, keeping impassable terrain to its right side. The vindicator moves through the ruins but is still out of range.

 

Librarian tried to dominate the Dread, then realised he can't. Plasma fire was non-effective against it. Other units had nothing really to fire on and simply claimed the objective in front of him.

 

Turn 2

 

Ironclad turns on the heavy bolter team and burns several to a cinder.

The Deathwind scores another hit with one kill. The vindicator fires on the scouts in the fortified building, damaging it and killing a couple foolish enough to poke their heads out for a look.

The LRC drives up and takes aim on the heavy bolter team through the gap in some buildings, killing some more.

The vindicator fires on the scouts in the fortified building, damaging it and killing a couple foolish enough to poke their heads out for a look.

The Stormraven flies in and also fires at the scouts, which drops them to two survivors.

The ironclad charges into combat with the heavy bolter team and kills the last of them, before consolidating back up the hill towards the next unit, keeping his back to his pod for protection.

 

Some enemy reserves arrive, the terminators deep striking far enough to get behind the vindicator and score a glance and immobilised result, limiting the threat to firing on the scouts. (I forgot to claim a cover save from the ruins obscuring a third or so of the rear armour).

 

Enemy tacticals walk in from his board edge, firing their Melta and MultiMelta at the ironclad but failing to score that critical rear-armour shot.

The enemy librarian squad falls back behind the plasma cannon team, who fire at the pod again but miss.

 

 

Turn 3:

 

The ironclad responds by turning on the new arrivals and burning several tacticals to a crisp, before charging them and splatting three more. The power fist swings back at it and manages a glance.

 

The LRC crashed through the ruins to fire at the plasma team and managed a kill, while the immobilised vindicator tried another shot at the scouts but missed.

http://i1287.photobucket.com/albums/a628/matzeke/C14E3E2A-9750-43B1-B810-0D5118F14140_zpsdepz8dwj.jpg

The Deathwind was now out of range, but the storm raven flew up alongside the scouts bastion and killed several more from the plasma team.

 

The enemy assault marines arrive, deep striking and scattering straight onto the central objective, behind the LRC. The termies move up and finish wrecking the vindicator with their assault cannon.

The librarian retreats with his squad behind the bastion to try and stay out of sight of the Stormraven.

The combat ends with the Ironclad obliterating the last marines and consolidating across the crater towards the surviving couple from the plasma squad.

 

Turn 4:

 

The LRC spins and drives straight back through the ruins, the massive squad hopping out the front and side to contest the centre objective.

The dreadnought strides towards the couple of survivors of the plasma squad, but he can only gently warm the nearest marine with his gouts of flame, barely in range.

The Stormraven drops its engines into vertical mode and circles the bastion, looking to bring its guns to bear on the enemy witch. The angle is too tight, so the ZEALous neophytes charge down the assault ramp, firing their pistols and shotguns and killing a traitorous tactical marine. Meanwhile, the large Crusader squad and their Castellan open fire on the enemy assault marines, killing four of them in a hail of bolt-shells and shotgun blasts. However, as they prepare to charge, the cowardly enemy flees and abandons their wounded. Their jump-packs allow them to leap over the squad and the LRC, landing awkwardly on the other side.

The neophytes have a clear run to their prey, and slam into the foes. The more experienced enemy soldiers are able to hold their ground without sustaining casualties, but they struggle to strike back at the Templars. One plucky neophyte manages to dodge through the crowd and tackle the witch directly, managing to plunge his combat knife right up to the hilt in an armour joint, which caused the witch to bellow in pain before blasting the poor squire with a wave of psychic energy that sent him tumbling away. The vicious combat continued regardless.

 

The terminators skirted the ruins and fired on the now-exposed crusaders, felling a knight and squire, while claiming the nearby objective.

The assault marines moved to support their warlord by firing plasma at the rear of the raven, but couldn't make a mark. They managed to assault it, but even the power-fist only managed to glance the vehicle.

The combat below reached a peak as the witch and its minions failed to dish out any damage, while the ZEAL of the neophytes saw them drag down three of the heretics and force the enemy to turn and run!

 

At this point, we ended the game (started late and my friend was waiting for me to go to the pub :P)

With first blood, linebreaker and one objective, the Templars were winning 5-3, but it wasn't as close as the scores make it seem. Going in to turn 5, I had my warlord/inquisitor/crusaders ready to move/shoot/charge the termies and was quite confident in wiping them through number of attacks, rad grenades and hatred. The scouts had routed the warlord and his last tactical escort and now had the numerical advantage. The ironclad was moving in aggressively and the 'raven was free to skim away to claim the empty objective and fire on the assault marines. At the very least, I would be able to claim both central objectives with ob-sec units. Best case scenario, the dread and scouts could have knocked the last wound off the enemy warlord for another point, while the raven is big enough to claim the last objective while blocking access for any assault marines who survived. Still, who knows? A win is a win ;)

 

 

 

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Name: Marshal Zaccheus

Sector: NX06

Mission: Cleanse & Control (Phase Two - Planetfall)

Opponent: Necrons

Battle size: 1250pts

Black Templar Victory Points: 11

Oppoment Victory Points: 2

Battle description:

 

While en route to exterminate a Chaos Space Marine faction in the NX-06 region, Marshal Zaccheus and the Hurricanes of Fire Crusade encountered a Necron presence that had awakened in an abandoned Imperial stronghold just outside of the western section of the Laerdium Forest. Under the Marshal’s orders, the crusade split into two detachments. The first detachment was dedicated to eradicating the Necron presence and recovering Predator weapons that were spread out around the stronghold. The second detachment would continue to advance upon the looming Chaos faction. The Marshal’s chosen would be led by Chaplin Levithicus who eagerly accepted his task. “My Lord, it is my honor to dispose of these enemies of the Emperor! Our bolters will rain terror and our chain swords will dismantle their bleak existence.” Marshal Zacchues and the remainder of the crusade marched around the outskirts of the stronghold to continue the pursuit of the Chaos faction. With a strong hand Chaplin Leviticus and his detachment laid waste to the unprepared Necron army while taking on few casualties. All of the salvageable weaponry was recovered and the Chaplin and his unit quickly rendezvous with the Marshal. Onward the Crusade advanced to pummel the traitors ahead.

 

This is a brief account describing The Battle of the Laerdium Forest and the units involved:

 

Black Templar: 1250

 

HQ

Chaplin Levithicus Embarked in LRC

 

Troops

Crusader Squad-

Sword Brethren Power Sword/BP

7 Initiates 6x BP/CCW Power Axe/BP

7 Neophytes 7x BP/CCW

Land Raider Crusader

 

Crusader Squad-

5 Initiates 3x BG, 1x Plasma Gun, 1x Las Cannon

Rhino

 

Elite

Ironclad Dreadnought HF, MG, PF, Seismic Hammer

Drop Pod Locator Beacon

 

Fast

3 Bikers 3x TL Bolters

 

Land Speeder Multi Melta

 

Heavy

Vindicator

 

Predator Annihilator

 

Necron: 1240

 

HQ

Trazyn the Infinite (Warlord) attached to Warrior squad

 

Necron Lord Warscythe, Sempiternal Weave, Resurrection Orb, attached to Immortal squad

 

Necron Lord Warscythe, Sempiternal Weave, Resurrection Orb, attached to Immortal squad

 

Troops

10 Immortals 10x Tesla Carbine

 

20 Warriors 20x Gauss Flayer

 

Elite

Triarch Stalker Heat Ray

 

Fast

3x Canoptek Scarabs

 

Heavy

Canoptek Spyder TL Particle Beamer, Fabricator Claw Array

 

Doomsday Arc

 

Turn 1: Black Templar 1 – Necrons 0

Black Templar – Ironclad Drednought drop pod scatters directly behind the Doomsday Arc. The Ironclad fires his Melta gun and cause the Doomsday Arc to explode. 1st Blood… The Triarch Stalker is immobilized by an orbital bombardment. The Predator Annihilator is immobilized attempting to move into a better position while driving into difficult terrain.

 

Necron – The enemy was unprepared for the Alpha strike and was left to gather its forces. The Warriors managed to strip 1 hull point off of the Land Raider Crusader.

 

Turn 2: Black Templar 1 – Necrons 1

Black Templar – The detachment advances toward the stronghold. The Chaplin and his unit disembark the Land Raider Crusader and move into a ruin to engage Trazyn the Infinite and his unit.

 

Necrons – The Warriors secure a tactical objective by firing their Gauss Flayers at the Land Raider Crusader and remove all of its remaining hull points.

 

Turn 3: Black Templar 5 – Necrons 2

Black Templar – Chaplin Levithicus and his unit obliterate 17 warriors, a Necron Lord, and Trazyn the Infinite (Slay the Warlord) in close combat. The remainder of the Necron unit is destroyed by a sweeping advance. The Templars retrieve a Heavy Bolter and control objective 1 gaining a victory point. An Initiate in the Rhino fired his Las Cannon at the Triarch Stalker causing it to explode gaining another tactical objective for killing an enemy vehicle. In turn 3 all Mysterious objectives were revealed giving the Templars another victory point.

 

Necrons – The Necron force is now crippled but manage to complete a tactical objective by destroying an enemy unit in turn 3. The Necrons muster up enough firepower to wreck the Templar Land Speeder which was holding objective 2.

 

Turn 4: Black Templar 7 – Necrons 2

Black Templar – The Vindicator moved into position to retrieve an Auto Cannon turret and secured objective 2. In addition, the Vindicator blasts the remaining Immortals from the ruin they were cowering in. The Bike Squad retrieved a Heavy Bolter by moving into a position to seize objective 3.

 

Necron – The Necron force has dwindled to a few Immortals, a Canoptek Spyder, and 3 Canoptek Scarabs. The Scarabs managed to remove 3 points off of the AV on the Ironclad in close combat.

 

Turn 5: Black Templar 11 – Necrons 2

Black Templar – The Rhino moves into position to grab another Heavy Bolter and in doing so secures objective 5. The Templars gain another victory point for killing the Necron Warlord in a previous turn. The Ironclad scores another victory point for killing an enemy unit, the Scarabs in turn 5.

 

Necron – The Canoptek spyder attacks the Ironclad and destroys it in close combat. The remainder of the Templar force swiftly advances causing the Immortals and the Canoptek Spyder to flee the battlefield. The Templars retrieve the fallen Ironclad and move to rendezvous with the Marshal.

 

In addition the Templars get a victory point for Line Breaker.

 

Final Score Black Templar 11 – Necrons 2

 

http://i1129.photobucket.com/albums/m503/ejcrawford2010/20150208_131100.jpg

 

http://i1129.photobucket.com/albums/m503/ejcrawford2010/20150208_131205.jpg

 

http://i1129.photobucket.com/albums/m503/ejcrawford2010/20150208_144337.jpg

 

http://i1129.photobucket.com/albums/m503/ejcrawford2010/20150208_152339.jpg

 

http://i1129.photobucket.com/albums/m503/ejcrawford2010/20150208_152403.jpg

 

http://i1129.photobucket.com/albums/m503/ejcrawford2010/20150208_160955.jpg

 

http://i1129.photobucket.com/albums/m503/ejcrawford2010/20150208_161021.jpg

 

http://i1129.photobucket.com/albums/m503/ejcrawford2010/20150208_160749.jpg

 

http://i1129.photobucket.com/albums/m503/ejcrawford2010/20150208_164147.jpg

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Which faction your opponent used: Traitor Marines (Imperial Fists ironically) 
Who won and how many VP’s each side scored: Templar win 11/8
Which mission type you played: Tactical Escalation
Which section of the map you attacked: NX-02 <- Moving my forces along to purge a new area.

 

1850 points Tactical Escalation

 

Templars 1850:

Marshal - CM w/ TH + SE 

Crusader Squad SB w/ BP + PW, PW Initiate, Flamer Initiate, 7x BP + CCW 

2x Crusader Squad Plas cannon Initiate, Plas rifle Initiate, 3x Bolter Initiates

3x Dedicated LRC w/ MM + SB

Land Speeder squadron 2x w/ HB + TML

Stormtalon w/ Skyhammer

Dreadnought w/ ML + TLL

Dedicated Drop Pod w/ DWML

 

Traitor Marines 1850: (I don't recall exactly, but I think this is pretty close)

Chapter Master w/ TH + SE

Tacs (10 w/ HB, Plas rifle?)

Tacs (10 w/ Plas cannon, Plas rifle?) <- Dedicated Rhino (Combat Squaded)

Ironclad? <- Dedicated pod

Termy CC w/ 3x SH + TH 2x LC <- Dedicated LRC

Thunderfire <- Dedicated pod

Sternguard w/ meltas + combi meltas? <- Dedicated pod

Centurions w/ grav

 


Templars: 11

First Blood (1)
Slay the Warlord (1)
Line Breaker (1)
Recon (1)

Secure objective 1 (1)

Secure objective 3 (1)

Secure objective 3 (1)

Secure objective 5 (1)

Ascendancy (1)

No Prisoners (1)

Assassinate (1)

Traitor Marines: 8
Secure objective 4 (1)
Secure objective 4 (1)
Secure objective 6 (1)
Ascendency (3)

Behind Enemy Lines (1)

Big Game Hunters (1)

Highlights:

I need to remember to take pictures before we're packing up stuff. There really wasn't too much of note. They did have their Ironclad scatter off the board which allowed me to put it in the faaaarrrr off corner where it did precisely nothing till my Stormtalon came on the table and it died. Ummm.... ya that was really it, it was actually a pretty uneventful game. I was hoping for an epic clash of beatsticks, but he avoided my CC squad and ended up getting hosed by massed firepower. I doubt I'm going to get another game for a while, I really need to finish my painting challenge! :D

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Name: Marshal Mattias

Sector: NX-06

Opponent: (Traitor) Guard

Battle size: 1500pts

Mission: Maelstrom 'Tactical Escalation'

 

Black Templar Victory Points: 10

Oppoment Victory Points: 0

Battle description:

 

 

 

 

My opponent actually brought a list I have faced before, although it wasn't what I was expecting. Broadly:

-2 veteran squads and command squad, all in Camo cloaks, with a mix of snipers/heavy bolters/grenade launchers and psyker with divination, a warlord, a master of the fleet and master of ordnance.

-platoon of deep-striking tempestus scions with a paired meltas/flamers, split into 3 squads, plus a larger squad aboard a Valkyrie with missiles/laser/heavy bolters

-3 lascannon equipped walkers

 

I brought a list based on my intended one in my crusade thread, with a couple of minor alterations.

 

Fairly ruins-heavy board for LOS blocking, enemy won the roll-off but made me deploy first.

 

I deployed my LRC a little to the right of my centre behind some ruins, with the speeders tucked in just behind it and out of sight. The enemy deployed his veterans spread around his command squad in the far opposite corner, trying to negate the impact of flamer templates. His sentinels were deployed among the ruins directly opposite my forces.

 

Taking first turn, I zoomed my skimmers up to grab objective 6 for a point among the ruins.

The LRC went left towards centre and smashed through some ruins to get a bead on the bulk of the enemy forces. The ironclad dropped smartly into a narrow gap between the enemy and a large LOS blocking ruin, burning up 7 veterans who fall back a little. The Deathwind claims a couple of command squad mooks (and the pod sits in the zone for linebreaker).

 

The enemy moves his command and second unit away from the dread, and moves the rallied survivors to block his path. Attempting to target the ironclad, the psyker uses 'misfortune' to try and score some rending hits against the vehicle with his other units many heavier weapons.

 

http://i1287.photobucket.com/albums/a628/matzeke/F9F04812-DFA2-48BA-8475-7A3E3D15F062_zpsqm8iytd0.jpg

 

Denied! :P

 

He then tries to call in an ordnance attack which skims past the ancient dreadnought, missing him by half an inch. (The Emperor Protects!)

 

The sentinels are the only units with a target, stepping out from their ruins to fire everything at the LRC's broadside... And miss. With all shots. :/

 

Turn 2:

 

The second pod comes in but scatters to the wrong side of the building, forcing the small squad to disembark and move round the left of the large ruin to score a line of sight with their flamers. Several of the second veteran squad fall to fire and pistol rounds, and suffer another casualty from the second pod.

The ironclad burns up the three remaining first squad veterans, claiming first blood but remaining fairly non-offensively out of range of the rest of his foes.

 

The blacktalon arrives overhead as the landraider turns back to face towards the exposed sentinels, with the speeders to his flank. Under a combined close-range barrage of fire from the Templar's heavy weaponry, all three enemy vehicles are torn apart with a satisfying detonation from the lead walker. Unfortunately I couldn't quite finish off a third unit, so had to settle for 1vp from the tactical objective.

 

The enemy reacts to the sounds of explosions by bringing their own; despite a failure by their psyker to harness the power of the warp, their master of ordnance succeeds in bringing down a thunderous blast from a long-range asset, which strikes accurately on the 5-man squad of Templars and demolishes the unit. :(

 

The Valkyrie fails to appear, but the deep striking platoon does, yet not entirely as planned... One unit drops slightly off-target behind the LRC, their meltaguns just shy of their deadly close-range potency, and their shots harmlessly bouncing from the thick armour. The second and third squads' drop-beacons both scatter wildly and the units are forced to delay their insertion or risk crashing down atop the Landraider itself.

 

Turn 3:

 

The land raider spins 180* and slams into reverse, rolling away from the melta-carrying scions and claiming objective 5 for a victory point. Bringing its guns to bear once again, with the support of the typhoon speeders, the scions are annihilated to a man.

The stormraven comes in along the leftmost board edge straight to fire on the enemy command unit, as the blacktalon also banks left and launches it's own assault from its long-range missiles. The combined firepower kills off all but the enemy commander, but the Stormraven holds back on launching its valuable high-impact missiles incase the enemy flyer decides to ever show up!

The ironclad uses the distraction to run to objective 1 and scores another tactical objective point.

 

The enemy Valkyrie comes screaming onto the board behind the landraider, but is too close to open fire on it, instead shooting at the talon. (I foolishly decide not to jink, then realise quite how many dice he has! I get lucky and suffer a single penetrating hit which leaves me snap-firing next turn... Probably should have jinked :P)

The remaining scions manage to drop in this time, the second squad again falling short of the magic 6" range and the third landing on the upstairs of a nearby ruin. Neither can succeed in getting a good shot at the LRC.

 

Turn 4:

 

The ironclad moves up towards the fleeing veterans and the commander trying to join up with them. Deciding to get rid of the warlord and worry about the unit next turn, the dread hefts his heavy flamers, but only wounds the warlord. Before he can start his charge, the pilot of the talon hurtles past, barrel-rolling and firing everything he has simultaneously. The enemy warlord disappears in a cloud of fire and dirt, and the ancient interred warrior can only grumble over the vox "bloody flyboy, that was mine!"

The stormraven races overhead in the opposite direction, engines pushed to the maximum, closing on the enemy flyer. Below, the LRC moves flat-out straight through the ground floor of a three-storey manufactorum tower and out the other side, to reach a critical location and objective 3 for another point. The speeders blow away most of the second squad of scions, including the melta-gunners, and claim objective 2 for a point. (The only one I haven't had a card for now is number 4!)

 

The stormraven's guns flare and the Valkyrie dives to escape, shaking from an impact but still flying, till a stormstrike missile blows a massive chunk from the tail, causing the pilot to lose all control. (Immobilised). With bated breath, we watch for the result: Crash and Burn. With my opponent looking fairly despondent, I suggest we can call the match there as we are running short of time, and he agrees. He has only about 5 veterans left, waiting to get incinerated by the dread next turn, and maybe 12 scions left, with hotshot lasguns and a flamer, but no way to crack any of the armour, and the unit onboard the Valkyrie is now likely toast.

 

A storming victory for the Templars, with minimal casualties and a dead witch... But... Wait, can it be? NO ASSAULTS? WHAT HAPPENED!?

 

Horror of horrors, the infantry aboard the raven/LRC never even got time to get out and engage in a glorious turn 5 charge to slaughter the remaining enemy... Perhaps for the best given the almost entirely ap3 small arms fire out there ;) Also in my fluff I was doodling before the game, Antón did seem to feel it was beneath him - perhaps this was a deliberate choice on his part? Who knows :P

Final scoreboard:

Templars 10 -

First Blood,

Warlord,

Linebreaker,

Secure Objectives- 1,2,3,5,6, Scour the skies,

Overwhelming firepower.

 

My opponent was quite unlucky in not scoring any points, and did an impressive job of coming up with a 'plan-b' every time something didn't quite go his way. He would likely have benefitted from his Valkyrie coming in before his tempestus, and he thought he would get the choice - he had a +1 to reserve rolls as well as a power which required a leadership test to gain a re-roll on reserves. He failed his Ld every time, and my warlord trait negated his +1 anyway. That's some bad luck right there :/

 

 

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Name: Sword Brother Nayvos reporting

Sector: NX 02 (game played on 2/7)

Mission: Killteams Headhunt Mission (Primary) Leave no man behind(Secondary)

Opponent: Chaos

Size: BT 100pts, Chaos 200pts

 

Black Templar VP: 5 points (FB, Break the enemy, Outmanned, 1 objectives, 1 KP)

Chaos VP: 4 points (Break the Enemy, 3 KP)

Black Templar Victory

 

Lists:

BT:
5 man crusader squad
1x bolter (Brother Titus)
1x bolter with split fire (Brother Guere)
1x bolter with Hammer of Wrath (Brother Ludus)
1x Plasma gun with Preferred Enemy (Brother Tael)
1x Sword brother with stormbolter (Sword Brother Nayvos) WL

Chaos:
18 Chaos cultist with autoguns (obviously unnamed) All with mark of Tzeetch
1 Cultist with Heavy stubber and Relentless (unnamed)
1 Cultist with Heavy Stubber and Preferred Enemy (unnamed)
1 Chaos cultist Champion with autopistol (++name redacted++) WL
1 Mutilator with Hatred (++name redacted++)

 

 

 

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