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Bannockburn's BatReps


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A bunch of filthy xenos tried to slip through the lines at Saviour's Landing. 

They were stopped. Unfortunately without pictures.

 

My list:

Vanguard Detachment - 4 CP - 500pts / 28 PL

 

Company Master with single Lightning Claw / Storm Bolter, Warlord trait: +1A

Apothecary

2 Company Veterans, Heavy Bolter / Plasma Pistol + Power Sword

Dreadnought with two Twin Autocannons

Tactical Squad, Plasma Cannon, Plasmagun, Plasma Pistol + Chainsword

 

DrukHarlequins:

 

Troupe Master

5 Harlequins

5 Scourges with 2 Dark Lances

5 Hellions

10 Kabalite Warriors

 

As per the deployment map, I deployed everything in cover, to use the company master's reroll bubble in the center of my deployment zone, in a fortified bunker.

The enemy opted against reserves and deployed all his units.

I rolled a 6 and decided to go first, much to his chagrin.

 

Turn 1:

Rifleman dreadnought moved out of cover and shot down 4 scourges with him. The last scourge had to eat both HB fire and plasma cannon fire to finally die. 

 

He moved forward, harlequins and troupe master out of LOS, hellions on my flank. Warriors also moved forward, for some reason without advancing.

Hellion's fire proved largely ineffective, killing one tactical marine.

 

Turn 2:

Rifleman stays immobile, kills most of the hellions, the rest die to HB shots and plasma cannon shots, as well as one plasma gun shot.

I forgot to try and revive the dead marine. Poor guy, bad general.

 

Warriors move forward. Still not advancing. 

Harlequins and troupe master advance, shoot (ineffective, all saves are made), and go into CC with the veterans after no casualties are inflicted by overwatch fire, binding the tac squad and dreadnought with their pile in. The troupe master also charges, but the veterans die before she can hit.

 

Turn 3: 

Company master moves up to be in charge range to the harlequins. Pistol shooting removes 2 harlequins, and the plasma pistol gives 2 wounds to the troupe master in overcharge mode. The company master charges the harlequins. The tac squad attacks first, wounding a lot, but the harlequins make all their saves. He interrupts the sequence to attack back with the harlequins, wiping out the tac squad, wounding the dread once. Company master stays healthy due to iron halo. Company master fights and kills the rest of the harlequins, freeing the rifleman. The troupe master isn't in range for any CC attacks anymore.

 

At this point we had to cut it short. The 1200pts game before us went on for 12:30 to 17:45, leaving us only about an hour for the game.

We agreed that the troupe master would probably die to the concentrated dread fire, the surviving apothecary and the company master, and that would cost him a VP. 

Instead we finished the game after 2,5 turns giving him 1 VP for being in my deployment zone and me 3 VP for wiping out 3 units.

 

All in all: Solid win for the Dark Angels, even though it was a blood bath. 

This gave 4 VP overall for the Imperium, since all my models were from the Start Collecting Box (doubling the VP for the win and the VP for all my models being painted).

 

You're welcome, Ultramarines.

 

Next week the terminators come out, for the Elites keyword.

Edited by Cpt. Bannockburn
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  • 3 weeks later...

In week two (last saturday) I got to fight Space Wolves on Konor, at the Manufactorum Gamma-Forvech for the right who leads the effort in relieving the Ultramarines.

 

Here are the armies:

1500sw.jpg

 

1500dw.jpg

 

I don't remember the full SW list, but it went something like this:

 

Wolf lord with jump pack

Primaris Lt, with bolt rifle

2 6 man tactical squads (grey hunters, I guess?) with plasmagun / combiplasma and meltagun / combi melta

Primaris Intercessor Squad

1 longfang squad, with 3 missile launchers and 1 lascannon

Stormwolf, transporting 1 Wulfen squad, with 2 TH/SS and assorted fun

Razorback with HB

Land Speeder with MM

 

My List:

Belial

DW Ancient

DW Apothecary

1 Squad tactical DW Terminators, with Assault Cannon

1 Squad DW Knights

Venerable dreadnought with Twin Autocannons

Venerable dreadnought with Plasma Cannon

LRC

 

We rolled off for attacker / defender and he took the attacker role, giving him turn 1.

I set up the tactical terminators and the apothecary in a ruin, since I couldn't use deep strike rules.

LRC with DWK and the rest inside, and 'noughts huddled up, as seen in the picture.

 

He concentrated his full fire power on the visible DW squad and wiped it out in turn 1, leaving me severely on the back foot.

 

In my turn 1, the surviving apothecary (having nothing to revive) got into the LRC and I drove it forward and fired all I had on the Storm Wolf, bringing it down to 1 wound, due to heavy fire from both dreadnoughts as well.

 

His turn 2 saw my LRC brought down to 2 wounds from his shooting, and he assaulted both the LRC and the plasma dread with his wulfen. Both models died ignominiously, even though I saved a number of wounds with the ven dread ability.

In turn, my rifleman dread annihilated the wolf lord with his autocannons and then I struck back and made my first tactical errors, pulling Belial out and assaulting the primaris intercessors and the wulfen with the DWKs.

This did two things, one of which was losing his rerolls on the DWKs and the Ancient. I knew this, but I wasn't aware of how tough the wulfen were.

I killed my first models, and then realized why they're so (rightly) feared. Their death frenzy is just plain evil. Next time, I'll have to shoot them before they get into melee. The only consolation was that during the protracted CC with them, I killed them all, although only 1 DWK and the Ancient survived this.

 

His turn 3 made me realize the other tactical error. Models in CC are not safe from fire anymore. He pulled back the surviving intercessors and shot Belial dead. At this point I realized that I'd lost, and badly at that.

The game went on until turn 5 in which I was tabled and lost 19:9 VP.

 

I took the lesson home that pure Deathwing doesn't work at 1500pts with a LRC. Next time, I'll remember that:

- You can be exposed when in CC, by the enemy pulling back. I knew this intellectually, but having last played in 5E, I didn't take it to heart.

- Wulfen are awful. Shoot them dead before they can be even awfuller.

- More bodies at 1500pts

 

This was the first game where the apothecary was basically useless. I'll have to keep an eye on him.

Edited by Cpt. Bannockburn
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This weekend I got to play a Necron friend twice, not FoK related, but still the most fun I've had yet in 8E.

On saturday, we played a 2000pts match. Unfortunately we forgot to take pictures of the armies and only took a few during the course of the game.

 

Necron list:

 

1 Vanguard Detachment, 1 Outrider Detachment

Orikan the Diviner

Overlord with Rez orb and staff of light

Deceiver

Nightbringer

Triarch Stalker

2 units of 10 Immortals, one with gauss blasters, one with tesla carbines

2 x 6 canoptek scarabs

1 unit of 5 destroyers + heavy destroyer

Canoptek Spyder with particle beamer

Annihilation Barge

 

My list:

2 Vanguard Detachments

Belial

Interrogator Chaplain in Terminator Armor

DW Ancient

DW Champion

DW Apothecary

1 Squad of DW Knights

1 Squad of tactical terminators with chainfist and assault cannon

1 squad of mixed terminators, plasma cannon, th/ss, tlc

Venerable dreadnought with twin autocannons

Venerable dreadnought with plasma cannon

LRC with multimelta and storm bolter

 

We played the maelstrom of war mission Cloak and Shadows, with Dawn of War deployment.

1 objective each was placed on my far right and left, on the short end of the board

1 objective was in the center of my deployment zone

1 objective in the center of the board

1 objective on the left of my opponent's deployment zone

1 objective in the center of his deployment zone

 

I finished setting up first and won the roll-off (using the new and improved +1 method) for going first. I elected to go first.

My deployment was setting up the LRC (with ancient, champion, IC and DWKs inside) and the dreadnoughts right of the center of my deployment zone and in cover.

The rest was in the teleportarium, waiting for their cue.

 

His deployment was 1 squad of destroyers, accompanied by scarabs, on a landing platform in the center of his DZ, one squad each of immortals on the left and right, accompanied by Orikan and the Overlord respectively

Nightbringer, Triarch Stalker and Spyder supported Orikan and his squad of immortals on the left of his DZ. Annihilation barge supported the other immortals. He was very spread out, all in all.

 

The aforementioned cue came even before turn 1 commenced: The deceiver and one bubblewrap squad of scarabs teleported into the center of my deployment zone to take the objective there.

I answered by advancing my LRC towards the big mob of big, juicy models, then popping smoke.

Belial and both terminator squads, accompanied by the apothecary dropped right in the Deceivers face. I shot down the scarabs (First Blood), exposing him to a bit more fire from the rifleman dread, which he weathered with a very bloody nose.

 

Then I charged the deceiver and killed him dead, costing me a number of mortal wounds when reality unravelled.

Afterwards, I stood around a bit on the objective, giving me another VP for one fulfilled mission card.

 

Necron turn 1 turned out to be a bunch of return fire towards the LRC, reducing it to 12 wounds. Thank you, smoke launchers.

I also lost a bunch of terminators to fire from the immortals and Annihilation barge, reducing 1 squad to 2 terminators.

 

In turn 2, the DWKs got out, before the LRC cruised up a bit to get a better field of fire. The DWKs and accompanying characters moved up to be in perfect charge setup for the Nightbringer and the Immortals.

At the end of the movement phase, the apothecary revived one terminator.

My fire was desultory on one flank, only stripping 2 wounds from the stalker (both of which were healed next turn), and killing a bunch of immortals.

The other flank was more successful and a number of immortals went down.

 

dw-nec_1.jpeg

 

dw-nec_3.jpeg

 

In the charge phase the Nightbringer and the Immortals suffered critical existence failure at the hands of the DWKs. The knight master died due to reality unravelling, but with both C'than shards down, reality was safe once more.

 

Turn 2 for the necrons reduced my damaged terminator squad down to the AC guy, with 1 wound left; the other squad took two a casualty. The DWK ate a lot of destroyer fire, but were basically unharmed.

Both dreadnoughts took some wounds from the stalker and the spyder.

Orikan died after unwisely assaulting the DW Champion.

 

Turn 3 started out well for me, and the Knights moved up to assault the destroyers on their platform. The apothecary moved with the 4 man terminator squad and revived the TLC terminator, just in range to assault the Annihilation Barge.

My firing destroyed the stalker and damaged the spyder, thanks to the rifleman, mostly, and some overcharged plasma from the other dread, which had moved up a bit by then.

The LRC managed to down some of the destroyers.

 

Here's the situation before the charge of the light brig... DWKs, I mean.

 

dw-nec_2.jpeg

 

Two charges went well, and the spyder fell to the venerable dreadnought Brother Lazarus, while the Annihilation Barge was destroyed by the terminator squad.

The DWKs took a bunch of damage in overwatch and failed to make the charge, even with a re-roll. That left the destroyers to do whatever they pleased in the following Necron turn.

I took another few mission cards home, for killing units in melee, holding an objective, and killing another unit.

 

The destroyers got back up and used the exposed position of the knights to good effect and shot everything at them, reducing them to 1 model. At this point I knew that I had the game in the bag, even though the surviving immortal squad almost managed to wipe out the terminator squad.

He had failed to pull the destroyers out of reach and bubble wrap them with the scarabs on top of the landing platform. Next turn, barring horribly effective overwatch fire, they'd die.

 

At this point we went out for sushi and beer.

 

Turn 4 followed exactly what I'd prophesied before dinner and I managed to assault the surviving immortals and their overlord with Belial and the surviving terminators (after the apothecary resurrected another dude). The destroyers fell victim to the combined efforts of the champion and the last knight (the IC and ancient being too short on their charge, but close enough to give their bonuses).

The CC dreadnought killed scarabs and went towards the immortals and the overlord.

The LRC took another objective and I fulfilled another mission card.

 

Now the turns went pretty quickly.

In turn 5, the dread failed to charge the overlord, but the CC with the immortals was mostly played out. In turn 6 the Necrons were tabled, and even with VPs, I had drawn my cards well and was far ahead with I think 13:7

 

All in all, the game was very enjoyable and we both readily saw our small number of mistakes.

The Deathwing list was very successful, and at the end of the match we realized that the Necrons hadn't managed to completely kill even one unit. All terminator squads and the knights had 1 terminator left.

 

I was pretty pleased, needless to say! :smile.:

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This was our sunday game, done accompanied by a great breakfast in beautiful weather. My table is outside, under a pergola.

A little bit smaller at 1500pts.

 

My list:

 

Batallion Detachment and Super Heavy Auxiliary Detachment

Azrael

Primaris Lt with Power Sword

1 5 men Tactical Squad with Plasma Gun, Power Sword / Plasma Pistol

1 5 men Tactical Squad with Lascannon

1 10 men Tactical Squad with Plasma Cannon, Plasma Gun, chain sword / Plasma Pistol

Land Raider with Storm Bolter

Knight Paladin with Rapid Fire Battle Cannon, Reaper Chainsword

 

da-nec_1.jpeg

 

Necron list:

 

Outrider Detachment

Orikan

Destroyer lord

20 Necron Warriors

2 x 6 Scarabs

6 Wraiths

Monolith

Ghost Ark

 

da-nec_2.jpeg

 

We used the same table setup, but moved around the objectives a bit.

Mission was Maelstrom of War: Cleanse and Capture, with, fitting badly, Search and Destroy deployment.

 

I chose my quarter and he deployed his first unit, a monolith in reserves. I set up the two 5 man squads in a ruin, accompanied by Azrael and the Lt, the LRC next to the ruin (in 6" bubble) and the Knight in cover.

His warriors were accompanied by Orikan and the Ghost Ark, the scarabs were in front of them and the wraiths which were in position for an assault near the center, accompanied by the destroyer lord.

 

He won the roll-off for going first, but I stole the initiative.

In turn 1, the knight moved forward to assault the wraiths and promptly pumped 12 shots out of the 2D6 battle cannon, vaporising a scarab unit.

The LR shot at the ghost ark, same went for the lascannon on the ruin, spelling its doom.

The rest of the firing phase was more or less uninteresting.

The knight charged into the wraiths and killed 3 with big stompy feet (which are, incidentally, almost always better to use than the reaper chain sword).

 

The destroyer lord fell back to avoid being drawn into the CC with the knight, the remaining wraiths fell back as well.

The monolith came down near my small tac squads and proceeded to fire at them.

This and the warrior's return fire stripped a few wounds off the knight and the land raider, but nothing special happened. No melee either.

 

da-nec_3.jpeg

 

Turn 2 started by having one part of the combat squadded tac squad leaving the LR to secure an objective and set up a firing position.

The land raider and knight fired at the Monolith, together with the lascannon.

Azrael killed himself through overcharged plasma (even with his re-roll). So ... That bummed me out a bit.

On the other hand, the Knight charged the monolith AND the warriors, losing a few wounds to overwatch, but killing the monolith in turn.

 

The rest of the game was pretty intense, and I can't really tell what happened in which turn from memory anymore, so here's a highlight reel.

The destroyer lord was killed by lascannons.

The combat squads ran around taking a bunch of objectives.

The knight stomped on a squad of scarabs like the pests they are.

The wraiths made ALL their saves for the rest of the game, and killed the 5 man squad with the special weapon.

Orikan went super sayajin in turn 3, and almost died subsequently to concentrated fire. Surviving with 1 wound, the knight still failed to kill him for another turn.

The 20 warriors with Orikan were super durable, and almost killed the knight before they were wiped out once Orikan died.

 

In the end, it was a much closer game with fun lists, but I won 9:6.

 

Lessons learned:

- NEVER OVERCHARGE LION'S WRATH!!!

- Seriously: Never do that.

- A Lt. is good on paper, but not as good if all your rolls failing to wound are 2+.

- Don't overcharge Lion's Wrath.

- Stompy mechs are great fun, even if they're less durable than their 24W and 3+/5++ imply.

Edited by Cpt. Bannockburn
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