Sunday, August 31, 2008

DAEMONHUNTERS versus Chaos Space Marines

Game: Warhammer 40,000 3rd edition
Opponent: Gary
Campaign: Vogen campaign game 8
Mission: Cleanse
1st turn: Daemonhunters
Points: 1000

Daemonhunters
  • Inquisitor Lord Severus, Daemonhammer, Bolt pistol, Psychic Hood, Icon of the Just, 2x Acolytes, Power Armour, Bolt Pistols and Close Combat Weapons, 1x Acolyte with Close Combat weapon and las pistol, 3xCombat Servitor, 3x Mystics, Rhino with Smoke Launchers, Hunter Killer missile, Searchlight
  • Inquisitor Kurven, Psycannon, Power Armour, Emperor's Tarot, Purity Seals, Gun Servitor, Plasma Cannon, Frag Grenades, Krak Grenades, Targeter, 2x Imperial Guard Veteran, Plasma Gun, Frag Grenades, Krak Grenades, Targeter, 2x Sage, Close Combat Weapon, Laspistol, Hierophant, Close Combat Weapon, Laspistol
  • Daemonhost
  • Eversor Assassin
  • Squad Matoso, 7 Stormtroopers, 2 meltaguns, Rhino, Smoke launchers, Extra Armour, Hunter Killer Missile
  • Squad Godirtho, 5 Stormtroopers, 2 plasma guns
  • Squad Seralvo, 5 Stormtroopers, 2 Grenade Launchers
  • Squad Vargas, 5 Stormtroopers, 2 Flamers
  • Squad Devaux, 5 Stormtroopers

Chaos Space Marines
  • Lieutenant with power weapon
  • 8 Khorne Berzerkers
  • 8 Marines in rhino
  • 8 Marines in rhino
  • 5 Havocs with 4 missile Launchers
  • 8 Bloodletters

Vogen Campaign

Gary had lost interest in the campaign when he missed several weeks in a row and suffered some horrendous rolls on the location charts. As a result, he retired his Eldar army and played his Chaos army instead. This meant that he couldn't gain campaign points for this game, but I could.

Terrain and Deployment
The game was played on a 6'x4' table. Terrain was fairly sparse, as this table was generally used for fantasy. We placed two largish woods near the centre and ruled that line of sight couldn't be traced over the low hill which stretched for 2 square feet in the middle of the board.
Gary placed his Havocs first, front and forward in the woods. One rhino went on either flank, completely hidden by the hill. The Berzerkers teamed up with the Lieutenant and set up centrally.

I set up virtually my whole force behind the other forest, carefully layered, with the Stormtroopers up front and Kurven furthest back. I knew the Chaos army would stream forward to engage me in close combat, so I wanted to try and control the combats and get some rapid firing in.

The Game
I won first turn, and because most of my army was out of sight, I didn't shoot at all. I moved Squad Seralvo out wide on my left flank and Squad Godirtho out on my right. Squad Devaux moved into the woods, straight toward the Chaos army.

Both of my flanking squads were reduced to a single model each by the Havocs over the next two shooting phases, and I failed both morale checks so the lone survivors ran off the board. This was to be an omen of things to come.

Things developed nicely as the Bloodletters and Daemonhost arrived. The 'letters were summoned behind the Berzerkers, a long way from the action, while the Daemonhost scattered a long way behind the Havocs.

Combat was joined as the Berzerkers, and Lieutenant slaughtered Squad Devaux and swept into the woods. They were then shot up quite badly and then charged by the Eversor assassin. He should have been joined by Severus but the Inquisitor failed his difficult terrain check. Nevertheless, the assassin took out the Lieutenant and aspiring champion with powerfist in quick succession.

The main Chaos assault hit home now with both rhinos sweeping around the edges of the woods (I had shot both Hunter Killers at them and failed to hurt them). A massive combat erupted, with Inquisitor Severus and squad, and Stormtrooper Squad Vargas, taking on two 8 man Marine Squads.

Severus and his retinue were killed to a man, as were Squad Vargas, but both Marine squads had been taken below half strength. It was at this point I should have shot the survivors to death with Inquisitor Kurven's unit but they had been tank shocked off the board by a rhino! That one bad dice roll for me changed the whole course of the game.

The Eversor got caught by the Bloodletters and only killed one of them before he died.
Meanwhile, in the Chaos deployment zone, the Daemonhost had been slugging it out with the Havocs. After several ineffective rounds he suddenly killed four off them at once.

With only two turns left I started to think about table quarters. I ran Severus' rhino off to my left and it would definitely capture that quarter. Nothing was in the Chaos starting quarter nor could anything reach it, so that could be discounted. I had sent Squad Matoso out to my right flank but that quarter was contested by the Bloodletters and an empty rhino. Gary's last rhino was in my deployment zone uncontested. It was going to be tight.

I ran the Daemonhost over to the Bloodletters to try and take them below half strength. Squad Matoso first did a drive by at one rhino, shooting two meltaguns out of the top hatch, but did no damage. In my final turn I dropped Squad Matoso out of their rhino, right next to the chaos rhino. I could potentially pop the rhino and then assault the Bloodletters, along with the Daemonhost. With a bit of luck I could reduce them to half strength and take the table quarter.

I had no luck whatsoever. Squad Matoso missed the rhino with their meltaguns when I rolled a double one. Everyone assaulted the Bloodletters. Three Stormtroopers went down with only one 'letter expiring, and my Stormtroopers routed. This left them within assault range of the remnants of a Marine squad. I took my morale check to receive the charge and failed again, thus taking the models off the table.

But worse was yet to come. The rhino I had missed with the meltaguns moved behind Squad Matoso's rhino and hit it with two storm bolter shots. Both hit, both rolled sixes to glance and another six on the damage table blew it up!

I had lost, only holding one quarter to the Chaos two.

Result: Loss

Campaign effect: None

Campaign results: Played 8, Won 6, Lost 2

Learning points
  • I pretty much had this game in the bag up until about turn 4 when I suddenly started getting poor rolls. In fact, looking back over the entire game, I never passed a single morale check. Most galling of all was Inquisitor Kurven's squad. Regular readers will know that they have failed so many morale checks that I have bought them a Hierophant to increase their leadership and purity seals to modify their fall back. It did no good in this game as I rolled double six and then high on the fallback, despite the seals. The meltagun shots on the rhino and my own vehicle's destruction was outrageous, and earlier in the game Severus' crap difficult terrain roll hit me hard.
  • Gary felt he could have taken the firebase with his Bloodletters anyway, but I disagreed, pointing out that the Hierophant would have forced the Daemons to advance as if in difficult terrain. Even Bloodletters go down under rapid firing plasma guns.
  • A second defeat in the campaign, when I should have at least pulled out a draw. Damn.

Monday, August 25, 2008

DAEMONHUNTERS versus Witch Hunters

Game: Warhammer 40,000 3rd edition
Opponent: Ken
Campaign: Vogen campaign game 7
Mission: Recon
1st turn: Daemonhunters
Points: 1000

Daemonhunters
  • Inquisitor Lord Severus, Daemonhammer, Bolt pistol, Psychic Hood, Icon of the Just, 2x Acolytes, Power Armour, Bolt Pistols and Close Combat Weapons, 1x Acolyte with Close Combat weapon and las pistol, 3xCombat Servitor, 3x Mystics, Rhino with Smoke Launchers, Hunter Killer missile, Searchlight
  • Inquisitor Kurven, Psycannon, Power Armour, Emperor's Tarot, Purity Seals, Gun Servitor, Plasma Cannon, Frag Grenades, Krak Grenades, Targeter, 2x Imperial Guard Veteran, Plasma Gun, Frag Grenades, Krak Grenades, Targeter, 2x Sage, Close Combat Weapon, Laspistol, Hierophant, Close Combat Weapon, Laspistol
  • Daemonhost
  • Eversor Assassin
  • Squad Matoso, 7 Stormtroopers, 2 meltaguns, Rhino, Smoke launchers, Extra Armour, Hunter Killer Missile
  • Squad Godirtho, 5 Stormtroopers, 2 plasma guns
  • Squad Seralvo, 5 Stormtroopers, 2 Grenade Launchers
  • Squad Vargas, 5 Stormtroopers, 2 Flamers
  • Squad Devaux, 5 Stormtroopers

Witch Hunters
  • Shooty Inquisitor with retinue
  • 2 Sister Squads on foot with flamers and melta-guns
  • Exorcist
  • Retributors with 4 Heavy Bolters
  • Repressor vehicle with Heroine and retinue

Vogen Campaign
I knew this game would be tough as Ken was leading the campaign and is a strong player, his army was 75 points bigger than mine, and he had a significant firepower advantage. Additionally, it was the first time I was to face the new Witchhunters and was a bit ignorant of their capabilities. Regardless of the result though, I knew the game would look good as Ken has a very well painted army with some cool conversions.

Terrain and Deployment
We managed to bag a six foot table in the Battle Bunker. There was very little terrain, however, and what there was was strung out along the centre of the board. I had a largish wood to my left, a building in the centre and open plains on my right, facing a second wood.

Ken won the dice off and set his Heavy Bolter toting Retributors up in the wood on my right, completely dominating that side of the board. Consequently I set most of my army up behind the woods on my left, planning to use the cover to get within range of the Sisters. My firebase of Kurven and Squad Godirtho, screened by Squad Devaux, began more centrally, facing off against Ken's Inquisitor and Exorcist.

The Callidus used her special ability to put Inquisitor Kurven's Squad back 6" and up on a hill.

The Game
I won the first turn and gambled on getting some early shots in with the Hunter-Killer missiles on my Rhinos. A couple of ones later and I knew I would pay. Squads Vargas and Seralvo, along with the Eversor Assassin, pushed through the woods on my extreme left. Inquisitor Kurven moved back into his original position.

Return fire from the Sisters killed the Eversor Assassin (shot down by bolters - oh the shame!) and most of Squad Godirtho, along with a couple of Inquisitor Kurven's retinue. Ken had moved his Retributors forward on my right as they had no targets at all, and his Repressor pushed forward toward my firebase.

Turn two, and my Daemonhost arrived from reserve. I placed him on the table, rolled ANOTHER double one for deep striking and took him straight back off the table. Squad Matoso raced forward and unloaded two meltagun shots at the Repressor. Two misses. Squad Seralvo shot two Krak grenades into the side armour of the Exorcist. No damage. Kurven and co shot at the Repressor. Nothing.

I was screwed.

Ken quickly mopped up most of my army in the following turns. He disposed of my firebase with the Callidus Assassin, and his Sister firing squads mowed down Squads Vargas and Seralvo. I briefly rallied when Severus assaulted the Heroine's squad who had dismounted from the rhino, but Ken used faith points cleverly to control the combat. I won easily but that left Severus hanging in the breeze with an entire Witchhunters army shooting at him.

Result: A convincing defeat.

Campaign effect: None

Campaign results: Played 7, Won 6, Lost 1

Learning points
  • Let me get this straight. I lost a Daemonhost during deep strike in two games, one straight after the other? I've played seven campaign games and lost the Daemonhost THREE times? Did I say that is UNBELIEVABLE?
  • I was worried by the firepower of the new Witchhunters, especially their heavy bolters, and let this dictate my set-up. The lack of scenery on the table didn't help much either. Wait until I've got my Guardsmen up and running.
  • I wonder what would have happened if I had destroyed the Exorcist on turn 1 and popped the Repressor on turn 2? If the Daemonhost had appeared? If the Eversor had gotten a charge off? Damn it, I need to change my dice.

Tuesday, August 19, 2008

DAEMONHUNTERS versus Black Templars Space Marines

Game: Warhammer 40,000 3rd edition
Opponent: Kyle
Campaign: Vogen campaign game 6
Mission: Cleanse
1st turn: Daemonhunters
Points: 1000

Daemonhunters
  • Inquisitor Lord Severus, Daemonhammer, Bolt pistol, Psychic Hood, Icon of the Just, 2x Acolytes, Power Armour, Bolt Pistols and Close Combat Weapons, 1x Acolyte with Close Combat weapon and las pistol, 3xCombat Servitor, 3x Mystics, Rhino with Smoke Launchers, Hunter Killer missile, Searchlight
  • Inquisitor Kurven, Psycannon, Power Armour, Emperor's Tarot, Purity Seals, Gun Servitor, Plasma Cannon, Frag Grenades, Krak Grenades, Targeter, 2x Imperial Guard Veteran, Plasma Gun, Frag Grenades, Krak Grenades, Targeter, 2x Sage, Close Combat Weapon, Laspistol, Hierophant, Close Combat Weapon, Laspistol
  • Daemonhost
  • Eversor Assassin
  • Squad Matoso, 7 Stormtroopers, 2 meltaguns, Rhino, Smoke launchers, Extra Armour, Hunter Killer Missile
  • Squad Godirtho, 5 Stormtroopers, 2 plasma guns
  • Squad Seralvo, 5 Stormtroopers, 2 Grenade Launchers
  • Squad Vargas, 5 Stormtroopers, 2 Flamers
  • Squad Devaux, 5 Stormtroopers

Black Templars Space Marines
  • Emperor's Champion
  • Chaplain with retinue including Techmarine with servo-arm
  • Large tactical squad
  • Small Tactical squad with Heavy bolter
  • Small Tactical squad with lascannon
  • Assault squad
  • 5 Terminators

Vogen Campaign
Well, I thought that this was the last week of the campaign but arrived at the shop to find there was still another week to go. I was struggling to keep my enthusiasm up as I was too far behind the leaders to challenge them, and I am building up my Imperial Guard army so I was hoping to get them into action soon. Never mind, I made my target to remain unbeaten throughout the campaign.

Kyle challenged me to another game against his Black Templars (you can read the previous report here) so I agreed as long as we didn't play on the Lord of the Rings table again. We got the Cityfight table instead. Aaarrrrgghhhh!

The more observant among you will notice a small tweak to my army list. Since I have padded out Severus' retinue with combat servitors I have tended to kill everything before he got a chance to use his Holocaust power. So for the end of the campaign I have dropped the power in favour of a psychic hood. I hope I won't regret it.

Terrain and Deployment
I won the roll off and picked the one relatively clear table quarter, which has a small trench system in it. I knew the Templars would be advancing and I wanted clear lines of sight for my shooting phases.

Inquisitor Kurven deployed in the trench system with Squad Seralvo and Squad Godirtho screening them. Squad Devaux were my push back unit in the centre, behind cover with Squad Vargas behind them ready to counter flame any attackers. My two rhinos stayed central and to my rear, to keep Kyle guessing.

The Templars bunched most of their army up in the relatively clear ground between two buildings, with only the lascannon squad set up high in cover. They chose the vow which would give them a 6+ invulnerable save throughout the game.

The Game
I won first turn and took it, hoping to get some licks in before the Templars were all over me. Unfortunately most of my units were either out of range or rolled poorly, so I only killed a couple of models. I swung my rhinos out to my left to stretch the Templars lines a bit and keep them on their toes. In fact, my plan was to bring them back to my right the next turn and reinforce that flank. But it was not to be.

I had failed to silence the lascannon and it popped Severus' rhino, then a single Heavy Bolter glanced Matoso's rhino twice and immobilised it. The Templars Assault Squad charged Squad Seralvo and wiped them out. They swept toward Squad Godirtho but fell short.

I ran Squad Matoso and Inquisitor Severus out of their wrecked rhinos and hung them behind Squad Devaux and Vargas, ready to counter charge as necessary. Everybody else shot at the assault marines and despite Squad Godirtho losing both plasma guns to overheats, I killed the squad. More ones were to follow as the Daemonhost got lost in the warp. A double one on a deep strike. Unbelievable!

The Templars continued to advance and killed Squad Devaux in the shooting phase, leaving them with no-one to assault. Nevertheless they were now very close to my lines.

I sent my Stormtroopers over the top and Squads Vargas and Matoso rushed straight at the Templars in the centre, while the survivors of Squad Godirtho ran up the right flank to contest the table quarter.

The meltaguns of Matoso, along with the plasma of Kurven completely wiped out the Terminators, while Vargas' flamers toasted several of the large tactical squad. My Eversor assassin, who had been lurking around the centre, charged out at the now exposed Emperor's Champion and the two killed each other over a couple of rounds of combat.

The tactical squad in the centre assaulted Squad Vargas and got stuck in combat just long enough for me to get Severus' squad stuck in. I won the fight handily and stood back to weigh up the battle before I decided to sweep or consolidate.

Kyle had two units in his starting quarter, the small lascannon and heavy bolter squads, and he controlled the adjoining quarter to my right with his Chaplain and retinue. I was running Squad Godirtho toward the Chaplain's quarter but the were a distance away and just one more casualty would take them below half strength. Kurven held my starting quarter and no-one had troops in the quarter to my left.

I swept Severus toward Kyle's starting quarter and successfully contested it. Squad Matoso consolidated left to take the empty quarter and Squad Godirtho raced forward. Now I just had to endure the Templars last shooting phase.

Fortunately the Templars were unable to reduce Severus' squad to below half and they didn't even kill a single Stormtrooper elsewhere.

Totting up the quarters we found that Kyle held one (with his Chaplain) and contested another (against Inquisitor Severus) while I held one with Kurven, one with Squad Matoso and contested one.

Result: A narrow win for the Daemonhunters.

Campaign effect: None

Campaign results: Played 6, Won 6, Lost 0

Learning points
  • A second game against Kyle and a second Daemonhost lost in the warp. What are the odds of that happening? And then my next dice were for the plasma guns for which I rolled two ones and failed both their armour saves!
  • My screening tactic with the Stormtroopers worked yet again. A seventy point unit gets slaughtered in combat in order to wipe out a one hundred and fifty point unit. I like that equation.
  • Kyle plays this game like no-one else I've ever seen. In our two games he has hidden very powerful and expensive units just to ensure he gets the table quarters. This should be suicidal but he has actually won some games doing it (and we have had close games too). I guess it's a lesson to remember the mission objectives at all costs.

Sunday, August 17, 2008

DAEMONHUNTERS versus Eldar

Game: Warhammer 40,000 3rd edition
Opponent: Gary
Campaign: Vogen campaign game 5
Mission: Recon
1st turn: Eldar
Points: 1000

Daemonhunters
  • Inquisitor Lord Severus, Daemonhammer, Bolt pistol, Holocaust, Icon of the Just, 2x Acolytes, Power Armour, Bolt Pistols and Close Combat Weapons, 1x Acolyte with Close Combat weapon and las pistol, 3xCombat Servitor, 3x Mystics, Rhino with Smoke Launchers, Hunter Killer missile, Searchlight
  • Inquisitor Kurven, Psycannon, Power Armour, Emperor's Tarot, Purity Seals, Gun Servitor, Plasma Cannon, Frag Grenades, Krak Grenades, Targeter, 2x Imperial Guard Veteran, Plasma Gun, Frag Grenades, Krak Grenades, Targeter, 2x Sage, Close Combat Weapon, Laspistol, Hierophant, Close Combat Weapon, Laspistol
  • Daemonhost
  • Eversor Assassin
  • Squad Matoso, 7 Stormtroopers, 2 meltaguns, Rhino, Smoke launchers, Extra Armour, Hunter Killer Missile
  • Squad Godirtho, 5 Stormtroopers, 2 plasma guns
  • Squad Seralvo, 5 Stormtroopers, 2 Grenade Launchers
  • Squad Vargas, 5 Stormtroopers, 2 Flamers
  • Squad Devaux, 5 Stormtroopers

Eldar

  • Farseer with Guide and Witchblade
  • Wraithlord with Starcannon
  • 2 War Walkers with Bright lances and Scatter lasers
  • Wave Serpent with Starcannons carrying 7 Howling Banshees and Exarch
  • 8 Dire Avengers with Exarch
  • 3 Scouts
  • 5 Swooping Hawks with Exarch

Vogen Campaign
My second campaign game of the night was against Gary's Eldar. Gary had missed several weeks of the campaign, like myself, so neither of us had any real chance of making it to the top. Nevertheless I was keen to keep my unbeaten record in the campaign against a very tough player. I did have a materiel advantage to help me; I had 1075 points while Gary had 950.

Terrain and Deployment
This was played on the same table as my previous game against the Chaos Space Marines. It was covered in terrain of either medieval type buildings or woods. Gary set up first and pushed me back fairly centrally with his Wraithlord. He placed his War Walkers nearby, along with the Scouts and the Farseer. They were all in the cover of a building and were effectively his firebase. His Wave Serpent started deep in his deployment zone toward my left flank, behind a wood. His Dire Avengers threatened my right flank, looking to advance through a building.

I set my shooty units up on my right in a wood. They had decent lines of sight into the building hiding the Eldar firebase. Squad Vargas started on my extreme right so I could push them forward unopposed to claim the bonus 200 victory points. Squad Matoso were hiding behind a building on my left to threaten the Wave Serpent and Wraithlord, and Squad Seralvo was in the centre screening the Eversor assassin. Severus lurked about behind Kurven's unit in the woods to counter-charge and confer the mystic ability upon them if those Swooping Hawks appeared nearby.

The Game
I won first turn and Squad Vargas began their long trudge up the right flank. Virtually everyone else stood still except for Squad Seralvo and the assassin who pushed through the wood in my centre, directly opposite the Wraithlord. My shooting disposed of the Scouts, who were the only unit I could get to shoot clearly.

The Eldar responded by revealing their guided War Walkers and killing Squad Devaux in a volley of scatter laser shots. The Wave Serpent surprised me by sneaking over the woods on my extreme left and taking a crafty shot at the rear armour of Matoso's rhino. True to form it was destroyed and the surviving Stormtroopers were left stranded deep in my deployment zone with short-ranged weapons.

Most of the Eldar hung back to pepper my lines with shots and Squad Seralvo was driven off but I passed numerous saving throws and was largely unharmed. In return Kurven took out a War Walker and then turned their attentions on the Dire Avengers. Between the Inquisitor and the Stormtrooper Squads Vargas and Godirtho, the Aspect Warriors were wiped out.

The Banshees hacked Squad Matoso apart in combat and then jumped back into their Wave Serpent. The Eldar convincingly held my left flank. I controlled my right but Gary dropped in the Swooping Hawks to shoot up Kurven's squad. I forgot to use the Mystic's ability but fortunately the Inquisitor's retinue emerged with light casualties. Severus now had something to assault and they finished off the Hawks in short order.

We were down to the last couple of turns in the game now and it was finely balanced. My Daemonhost finally arrived and I brought him in behind the Farseer and the last War Walker. After rolling Warp Strength he ripped apart the Eldar construct and got stuck into the Farseer. Severus and Squad Vargas pushed up on my right to get into the Eldar deployment zone and bag me a hatful of victory points.

That move left my firebase unprotected and Gary took advantage of this by wiping out Squad Godirtho and Squad Kurven with his Banshees. But I've saved the best combat to last.

In the centre the Wraithlord was moving slowly toward my deployment zone, advancing through cover. The only thing opposing him was the Eversor assassin who had lost his screening unit and was down to one wound. Thinking he was just going to get blasted apart by Starcannon fire anyway I charged him forward at the Eldar Dreadnought. Because it was in cover the Wraithlord went first. Two threes and a one. So I would get a chance to attack. I rolled a six, the maximum number of bonus attacks. Hitting on a three plus I got eight blows on target. And then, using his neuro-gauntlet, I wounded it four times, more than enough to kill it. Outrageous!

That pretty much sealed the game for me as I was ahead on victory points.

Result: Win

Campaign effect: None

Campaign results: Played 5, Won 5, Lost 0

Learning points
  • What a combat by the Eversor Assassin! I'll remember that for many a year. Gary was absolutely flabbergasted by it while I was leaping around like an idiot. I was making such a fuss that many other gamers came over to see what was happening (I, of course, filled them in on every detail).
  • This game was close, with either army capable of pulling out a win in the final turns. I struggled to get to grips with the Eldar shooting but the heavy terrain coupled with some decent saving throws helped me out. If I had remembered the mystic when the Swooping Hawks arrived I could have won a bit more convincingly but in the end it was a humble 60 point squad that made all the difference. Squad Vargas were virtually unharmed throughout the game, and were so inconsequential that they were ignored by the Eldar, but they bagged me an extra 200 victory points. Nice.
  • Another win for the campaign to give me a very good record so far. In order to test myself further I challenged the current campaign leader to a game next week. Watch this space!

Tuesday, August 12, 2008

DAEMONHUNTERS versus Chaos Space Marines

Game: Warhammer 40,000 3rd edition
Opponent: Wayne
Campaign: Vogen campaign game 4
Mission: Cleanse
1st turn: Chaos Space Marines
Points: 1000

Daemonhunters
  • Inquisitor Lord Severus, Daemonhammer, Bolt pistol, Holocaust, Icon of the Just, 2x Acolytes, Power Armour, Bolt Pistols and Close Combat Weapons, 1x Acolyte with Close Combat weapon and las pistol, 3xCombat Servitor, 3x Mystics, Rhino with Smoke Launchers, Hunter Killer missile, Searchlight
  • Inquisitor Kurven, Psycannon, Power Armour, Emperor's Tarot, Purity Seals, Gun Servitor, Plasma Cannon, Frag Grenades, Krak Grenades, Targeter, 2x Imperial Guard Veteran, Plasma Gun, Frag Grenades, Krak Grenades, Targeter, 2x Sage, Close Combat Weapon, Laspistol, Hierophant, Close Combat Weapon, Laspistol
  • Daemonhost
  • Eversor Assassin
  • Squad Matoso, 7 Stormtroopers, 2 meltaguns, Rhino, Smoke launchers, Extra Armour, Hunter Killer Missile
  • Squad Godirtho, 5 Stormtroopers, 2 plasma guns
  • Squad Seralvo, 5 Stormtroopers, 2 Grenade Launchers
  • Squad Vargas, 5 Stormtroopers, 2 Flamers
  • Squad Devaux, 5 Stormtroopers

Chaos Space Marines
  • Lieutenant with Darkblade
  • 6 man assault squad in rhino with warp amp
  • Havoc squad
  • 2 6 man squads
  • 2 units of Daemonettes
  • Mutated hull Dreadnought

Vogen Campaign

After a two week absence I managed to get another campaign game in. Wayne was in the same boat and hadn't played in a while, so with no chance of troubling the leaders we set about to have a fun game.

The previous game in the campaign gave me another 25 points to spend and after some deliberation I took two more Stormtroopers for Squad Matoso and Purity Seals for Inquisitor Kurven.

Terrain and Deployment
The table was 6'x4' and was covered in dense terrain. There were numerous 'fantasy' type buildings, making it more like a Cityfight table, and several patches of forest toward the centre of the board. Wayne won the roll off and started to set up first, placing his Havocs in a central wood to push me back. They would also have excellent fields of fire for the rest of game. His Dreadnought occupied the same wood with his two regular squads to either side ready to dash into different table quarters. His rhino, with the Lieutenant on board, hung back near my right flank.

I set up a formidable firebase on the relatively open terrain on my left flank with Squads Devaux, Godirtho and Kurven deployed in 3 firing lines. Severus' rhino, along with Squad Matoso in their rhino, started behind a central building in a good reserve position to plug any gaps. Squads Seralvo and Vargas screened the Eversor assassin on my right flank.

The Game
Wayne won the first turn and his Dreadnought ran 11" straight out of the wood as it raged. Squad Matoso took its chance and raced forward, turning it into molten slag with its meltaguns. They paid the price for their boldness however as they were reduced to a single model by the Chaos shooting, and he fell back. He would play a vital part in the game but I'll come back to him later.

My firebase shot up Wayne's Havoc squad over two turns of deadly fire (he just couldn't pass an armour save). They did virtually nothing else during the game as Wayne avoided them like the plague. The 6 man squad facing Kurven et al skulked around behind a wood, afraid to face the five plasma weapons in my firebase.

Wayne attacked my right flank with his second 6 man squad and the rhino squad with the Lieutenant. He got a lucky long range shot off at Severus and popped his rhino, leaving them footslogging at the back of my army. Squads Vargas and Seralvo took some casualties but still managed to screen the Eversor assassin. This is where things got cagey.

Wayne was waiting for the Daemonettes to arrive but I had set up the Stormtrooper squads such that they would receive the charge first, meaning I could counter-charge with Severus and the assassin on my right, or rapid fire with Squads Kurven and Godirtho on my left. I made up his mind for him with that stray member of squad Matoso with his meltagun. Remember him?

He was the last surviving member of the squad and had fallen back for several turns, only to find himself facing a smoked rhino. One six on a glancing hit and he popped the Lieutenant's ride, and then he promptly left the table.

Wayne had no choice but to assault with his Lieutenant and 6 man assault squad but brought the Daemonettes out on my left flank, from the icon in the squad hiding in the woods. Wayne regretted it almost immediately as they were stuck cowering behind the woods. In one turn he stuck his head out of cover to make an assault on my lines but I killed several Daemonettes and he quickly retreated.

Meanwhile, his Lieutenant and squad carved through my Stormtroopers in short order but were wiped out in return by my Assassin and Severus' squad. The Daemonettes might just have swung it if they had appeared down here.

My Daemonhost arrived in Wayne's starting quarter and rolled a succession of useless powers. He got caught in combat by a unit of Daemonettes and was so badly wounded I teleported him back into my deployment zone. Useless.

The last couple of turns we scrambled for table quarters. Wayne basically hid everything he had and I couldn't even get into shooting range, never mind assault range, so the game was a draw.

Result: Win. Draws aren't allowed in the campaign and the co-ordinator had finally come up with a way to determine a winner, so we totalled up our victory points and I came out on top.

Campaign effect
I rolled no positive effect for the game.

Campaign results: Played 4, Won 4, Lost 0

Learning points
  • Wayne always gives me a tough game and this was no exception. I had a much tougher army than usual, however, and I also had a 75 point advantage. In our previous games it has been me umming and ahhing as I've had to choose between two courses of action, but this time Wayne was having to do that. This was largely due to me playing a tougher list and also because I stood off until the Daemons arrived. The larger board allowed that, as well as my numerous Stormtrooper units dedicated to screening my more valuable troops. In the end Wayne had to decide between fighting an assault on my terms or keeping his units safe. Tough choices.
  • Boy was I glad I took out the Dreadnought in the first turn. My army is weak against very tough vehicles and when I found out the Dreadnought had mutated hull my heart sank. I went hell for leather to wipe it out and this time it paid off. Oh, and that stray meltagun shot - priceless!
  • Severus' retinue proved their worth again in this game as they took out the lieutenant and his assault squad without breaking sweat. When their rhino was shot out from under them I could have been in trouble but fortunately the Chaos Marines came to me.

Monday, August 11, 2008

DAEMONHUNTERS versus Daemonhunters

Game: Warhammer 40,000 3rd edition
Opponent: Steve
Campaign: Vogen campaign game 3
Mission: Recon
1st turn: Grey Knight Daemonhunters
Points: 1000

Daemonhunters
  • Inquisitor Lord Severus, Daemonhammer, Bolt pistol, Holocaust, Icon of the Just, 2x Acolytes, Power Armour, Bolt Pistols and Close Combat Weapons, 1x Acolyte with Close Combat weapon and las pistol, 3xCombat Servitor, 3x Mystics, Rhino with Smoke Launchers, Hunter Killer missile, Searchlight
  • Inquisitor Kurven, Psycannon, Power Armour, Emperor's Tarot, Gun Servitor, Plasma Cannon, Frag Grenades, Krak Grenades, Targeter, 2x Imperial Guard Veteran, Plasma Gun, Frag Grenades, Krak Grenades, Targeter, 2x Sage, Close Combat Weapon, Laspistol, Hierophant, Close Combat Weapon, Laspistol
  • Daemonhost
  • Eversor Assassin
  • Squad Matoso, 5 Stormtroopers, 2 meltaguns, Rhino, Smoke launchers, Extra Armour, Hunter Killer Missile
  • Squad Godirtho, 5 Stormtroopers, 2 plasma guns
  • Squad Seralvo, 5 Stormtroopers, 2 Grenade Launchers
  • Squad Vargas, 5 Stormtroopers, 2 Flamers
  • Squad Devaux, 5 Stormtroopers

Grey Knight Daemonhunters
  • Grand Master
  • 5 Terminators with 1 incinerator
  • 3 5 man Grey Knight squads with 1 psycannon or 1 incinerator
  • 5 Stormtroopers

Vogen Campaign

This was to be my third game of the campaign and it was also the third game against an Imperial army (I'm not called radical for nothing!). Obviously Severus' exploits have come to the attention of that other branch of the Daemonhunters, the Grey Knights, and they have come to sort him out. Should make for an intriguing and fluffy game.

The previous game had given me the advantage of having another 50 points to spend and after some deliberation I chose a naked 5 man Stormtrooper squad. I figured they'd be handy as charge bait and table quarter grabbers. At only 50 points they are barely worth the enemy's attention.

Set up and Terrain
The board was 6x4 and (unusually for the store) was densely packed with terrain. My right flank in particular was covered in large patches of woods, the centre had a large, two storey ruined building and some connecting walls, and only my left was fairly open where I had a hill in my deployment zone (although my opponent had a small wood to set up in).

Steve set up first with Stormtroopers in the wood to push back my deployment in the open left flank. In reply I put Squad Vargas as far forward as I could on my right flank to push his deployment back. They were deep in the woodland so I thought the flamers might come in handy. One Grey Knight squad was placed opposite Squad Vargas and with that Steve declared his deployment complete! Everything else was to deep strike.

I set up Inquisitor Kurven, Squad Godirtho and Squad Devaux on my left as a firebase and put the Eversor assassin near them to counter charge any attackers. Severus and Squad Seralvo were placed fairly centrally so they could redeploy as the Grey Knights appeared. My Daemonhost was to arrive by deep strike too.

The Game
I won first turn and all I could do was target the Stormtroopers in the wood with my firebase. Only two died though and they passed their morale check. Squad Devaux moved forward on this flank to better screen Inquisitor Kurven. On the right Squad Vargas pulled back out of the woods away from the Grey Knight squad.

The Grey Knights now had no targets so they moved forward toward the wood, and Steve's Stormtroopers pulled back behind their wood.

My Daemonhost arrived behind the enemy Stormtroopers and Squad Seralvo moved up and Squad Matoso drove forward to threaten them too. Even after two meltagun shots out of the rhino and two Grenade launcher shots all three were still standing and they moved back into the woods to get away from the Daemonhost.

The game developed dramatically this turn as all but one of Steve's Grey Knight units teleported in. The Terminators and one squad of Knights landed in the centre, near the woods and the Grand Master landed inside the ruined building. The Knights had a poor round of shooting as they couldn't see many Stormtroopers and had to target a rhino, but the Terminators killed Squad Vargas to a man.

I was worried at this point because Steve effectively had three full size Grey Knight squads out on my right flank, almost beyond my firebase range and if they survived the game he would net 600 bonus victory points. All I had on that flank were two 5 man Stormtrooper squads (1 in a rhino) and Inquisitor Severus. The Daemonhost and Assassin were well away from the action and would take at least two or three turns to redeploy. I just hoped my opponent would forget the victory conditions and come after my army (so I could bring some of my other units into play).

Severus rushed forward and took on the Grandmaster in combat. Two acolytes went down but I then got 14 S6 powerfist attacks in reply and the Grey Knight commander was smashed into pieces. The Stormtrooper squads redeployed to face off the Terminators. Predictably, Squad Matoso didn't kill a single Terminator even with their meltaguns, but Squad Seralvo took one out with a hellgun shot(!). The main thing I had accomplished, though, was to place the Stormtroopers about 6" in front of Severus as a screen and charge bait.

The Terminators bit and completely annihilated both squads through shooting and assault. This left them sitting ducks in front of Inquisitor Severus. Severus shot at the Terminators on the way in and killed one with a bolt pistol shot! They were down to just 3 models now. In Severus charged again, and despite the mystics going down I still got off 14 powerfist attacks. I rolled appallingly, though, and only killed one. As the combat continued I lost the remaining Acolyte and a combat servitor but wiped out the two Terminators.

Now Severus swept toward the Grey Knight squad that had been moving slowly up to the woods for the entire game. Although the Inquisitors squad was reduced to Severus and a single servitor they slaughtered the entire Grey Knight unit in one turn. Ouch.

While all this was going on I had shot down the Stormtroopers in the wood with my firebase, and Squad Devaux had pushed on into my opponents deployment zone. The Daemonhost was still in this area and miles away from the action (I rolled maximum power warp strength three turns in a row!). And I had my two rhinos parked in the Grey Knight deployment zone.

The only chance for the Grey Knights was the last squad to teleport in and cause some mayhem while bagging bonus victory points but they deviated nearer my firebase and I squeezed in some shots at 34" range. Between the plasma cannon and the psycannon I killed them all in one lucky shooting phase.

Severus went down to the only surviving Grey Knights as they hacked him apart but there was little doubt I had taken the game.

Result: Win.

Campaign effect
The bonus I gained from this game was another 25 points, taking my army up to 1075 points in total.

Campaign results: Played 3, Won 3, Lost 0

Learning points
  • A tense, exciting game. I was really struggling early on as I had no enemy to target and didn't know where they would appear. What I should have done is deployed my firebase more centrally (despite the more restricted firelanes) and kept the rest of my army on hand to counter charge. Instead I spread out some units wide right and the Grey Knights dropped in to take advantage of my sloppy deployment. The only saving grace for me was Severus' squad who dealt with the whole right flank on their own.
  • Wow! That is the first game where I have managed to get all of the combat servitors into combat without taking casualties. At just under 300 points this unit is awesome as they accounted for well over 500 points of Grey Knights, including a Grand Master and a unit of Terminators.
  • Severus wouldn't have been anywhere near as effective without the Stormtroopers, though. I'm having great success with 5 man squads of these guys at the moment and I'm working hard to use them to screen my shooting elements or use them as charge bait to get my close combat units in.