Saturday, December 8, 2007

CHAOS SPACE MARINES versus Chaos Space Marines

Game: Warhammer 40,000 4th edition
Opponent:
Gary
Mission: Cleanse
Level: Gamma
1st turn: Chaos Space Marines (Gary)
Points:
1000
Location: Insolitus, The Halasus Marches
Background:
988.M41 A Chaos warband attacks the Exigators renegades on their homeworld of Insolitus, seeking revenge for defeat in an earlier encounter. The Slaanesh influenced traitors wreak havoc upon the civilian population of the town of Stolidus.

Chaos Space Marines (lone pilgrim)
  • Chaos Lieutenant Lamprey - Mark of Chaos Undivided, Bolt Pistol, Daemonic Flight, Power weapon, Infiltrate
  • 2 Obliterators
  • Squad Infractis – 6 Chaos Marines, Mark of Chaos Undivided, Infiltrate, Bolt pistols and Close combat weapons, Aspiring Champion with Power fist
  • Squad Profuge - 5 Chaos Marines, Mark of Chaos Undivided, Infiltrate, Bolt guns, Plasma gun, Lascannon
  • Squad Abraxar - 5 Chaos Marines, Mark of Chaos Undivided, Infiltrate, Bolt guns, Plasma gun, Missile Launcher
  • Squad Krall - 5 Chaos Marines, Mark of Chaos Undivided, Infiltrate, Bolt guns, Autocannon
  • 8 Furies
  • Squad Imber - 6 Havocs, Mark of Chaos Undivided, Infiltrate, Bolt guns, 4 Heavy Bolters
Chaos Space Marines (Gary)
  • Lord with Daemonic Speed, Dark Blade, Combat Drugs, Daemonic Strength, Bolt pistol
  • 6 infiltrating Marines with Bolt pistols and close combat weapons
  • Aspiring champion with Daemonic Talons
  • 5 Havocs with 4 Missile Launchers
  • Defiler with indirect fire and mutated hull
  • 6 Marines with Lascannon and Plasma gun
  • 2 units of 6 Daemonettes
Terrain and Deployment
We played this test game for The Gauntlet tournament straight after our last, and kept the same army lists and the same terrain. We even kept the same dice rolls, as Gary got to choose the starting table quarter (the one with all the terrain again). This time I fronted him out, placing my firebase opposite his own. He had superior terrain and I was out in the open, but I had better numbers and more Special and Heavy weapons. Still, it was a risky tactic, and it was very dependent on winning the first turn.

The game
Gary won first turn.

If my tactic was to outshoot the enemy Marines I failed miserably. Everything he shot at died - even with bolters. He used the Defiler more aggressively to wipe out a couple of my units with direct shot, braving my ineffectual lascannon shots. And Gary kept his Daemons back to counter charge my Obliterators and Lord, who I had thrown forward in a desperate attempt to salvage the game.

The Oblits still managed to drop in and destroy the Defiler, but the Furies disappointed as their attacks bounced off the Marines power armour.

I had been trounced.

Result: Loss - Decisive victory.

Commendations
  • Obliterators.
Learning points
  • Again, my deployment was suspect as I was risking a lot by facing off with Gary's shooty units. If I had won 1st turn I might have had a chance, but it wasn't to be.
  • If our positions had been reversed and I had had the cover it might have been a different story too.
  • This game exposed the one dimensional aspect of my army - I had no real gameplan once I discovered Gary could outshoot me. More close combat units required, I think.

Wednesday, December 5, 2007

CHAOS SPACE MARINES versus Chaos Space Marines

Game: Warhammer 40,000 4th edition
Opponent:
Gary
Mission: Cleanse
Level: Gamma
1st turn: Chaos Space Marines (Gary)
Points:
1000
Location: Insolitus, The Halasus Marches
Background:
987.M41. Following the attack on the Salazar Systems by Chaos Space Marines, the Exigators renegades ran numerous patrols to deter invaders from The Halasus Marches. Slaaneshi traitors ignored the Exigators warnings and landed on Insolitus. The Exigators vowed to make them pay for their insolence.

Chaos Space Marines (lone pilgrim)
  • Chaos Lieutenant Lamprey - Mark of Chaos Undivided, Bolt Pistol, Daemonic Flight, Power weapon, Infiltrate
  • 2 Obliterators
  • Squad Infractis – 6 Chaos Marines, Mark of Chaos Undivided, Infiltrate, Bolt pistols and Close combat weapons, Aspiring Champion with Power fist
  • Squad Profuge - 5 Chaos Marines, Mark of Chaos Undivided, Infiltrate, Bolt guns, Plasma gun, Lascannon
  • Squad Abraxar - 5 Chaos Marines, Mark of Chaos Undivided, Infiltrate, Bolt guns, Plasma gun, Missile Launcher
  • Squad Krall - 5 Chaos Marines, Mark of Chaos Undivided, Infiltrate, Bolt guns, Autocannon
  • 8 Furies
  • Squad Imber - 6 Havocs, Mark of Chaos Undivided, Infiltrate, Bolt guns, 4 Heavy Bolters
Chaos Space Marines (Gary)
  • Lord with Daemonic Speed, Dark Blade, Combat Drugs, Daemonic Strength, Bolt pistol
  • 6 infiltrating Marines with Bolt pistols and close combat weapons
  • Aspiring champion with Daemonic Talons
  • 5 Havocs with 4 Missile Launchers
  • Defiler with indirect fire and mutated hull
  • 6 Marines with Lascannon and Plasma gun
  • 2 units of 6 Daemonettes
Terrain and Deployment
As this was a test game for The Gauntlet tournament we took most of the terrain off the table (to better simulate the Warhammer World tables). Gary won the choice of deployment zone and took the only one with any real cover in it. He castled with most of his army in and around some low ruins we classified as area 2 terrain. Gary also won the dice off to place infiltrators and stole my only bit of cover; a small wood in the right centre. I put my Heavy bolter Havocs way out on the right and spread the rest of my army out in a wide semi circle stretching right across the board.

The game
I got pummeled in the early turns and lost several squads to shooting (Squad Abraxar, Squad Krall and Squad Profuge) and in return I only managed to kill Gary's infiltrating close assault unit that had advanced out of the woods.

I won the game on turn 3. The Furies and Obliterators both appeared and that meant I could launch a devastating co-ordinated attack. The Furies assaulted Gary's small Havoc squad and completely wiped them out in the charge, taking no casualties in return. The Obliterators dropped in between the Defiler and the Lord. They instantly killed the Lord with their twin-linked meltaguns and then received a charge from the Defiler. The Chaos vehicle took one of my Obliterators out of the fight but his buddy blatted the overgrown bug with a strength 10 powerfist.

The remainder of the game was just mopping up Gary's daemonettes. He had brought one squad out on the right where they did for my own leader and finished off squad Infractis but that left them wide open to my heavy bolter Havocs. Scratch one unit of daemons. The second squad arrived late, scattered badly and were then mauled by the Furies.

Game over.

Result: Win - Decisive victory.

Commendations
  • It's a toss up between the Obliterators and Furies but the Oblits win by a whisker. They pulled in nearly 400 points in enemy kills, in both close combat and shooting and then took a table quarter. Outstanding.
Learning points
  • I deployed poorly in this game with my models too dispersed to support each other properly. The Havocs in particular were way out on a limb.
  • Having no cover meant I took heavy casualties from shooting (losing 1st turn didn't help either). This exposes the main weakness of my army; it's small size. Still, it hit back hard despite the pummelling I took.

Tuesday, December 4, 2007

CHAOS SPACE MARINES versus Tau

Game: Warhammer 40,000 4th edition
Opponent:
Wayne
Mission: Cleanse
Level: Gamma
1st turn: Tau
Points:
1000
Location: Sarawak
Background: 999.M41 The Third Sphere Colonists of Kauyon Vral make a surprise landing on Sarawak in Sub-Sector 2, The Halasus Marches. Although the planet is a largely insignificant agriworld Imperial observers believe the invasion could be a bridgehead for an attack on Manil, a neighbouring Forgeworld. Before the Imperium can react, the Tau invaders are engaged by mysterious Space Marines in black armour. Could they really be the remnants of the Exigators chapter?

Chaos Space Marines
  • Chaos Lieutenant Lamprey - Mark of Chaos Undivided, Bolt Pistol, Daemonic Flight, Dark Blade, Daemonic Strength, Furious Charge
  • 2 Obliterators
  • Squad Infractis – 6 Chaos Marines, Mark of Chaos Undivided, Infiltrate, Bolt pistols and Close combat weapons, Aspiring Champion with Power fist
  • Squad Profuge - 5 Chaos Marines, Mark of Chaos Undivided, Infiltrate, Bolt guns, Plasma gun, Lascannon
  • Squad Abraxar - 5 Chaos Marines, Mark of Chaos Undivided, Infiltrate, Bolt guns, Plasma gun, Missile Launcher
  • Squad Krall - 5 Chaos Marines, Mark of Chaos Undivided, Infiltrate, Bolt guns, Autocannon
  • 8 Furies
  • Squad Imber - 6 Havocs, Mark of Chaos Undivided, Infiltrate, Bolt guns, 4 Heavy Bolters
Tau
  • Ethereal A un El Porva
  • Shasui Myen Thorn, XV8 crisis suit, Plasma, twin missile pod, Team leader, Hard wired multi tracker, Hard wired drone cont + 1 gun drone
  • Team Sa'cea, 3 XV8 crisis suits, 2 x twin linked plasmas, 2 x drone controllers + 2 gun drones, Team Leader Shasui Sacea Mesme Strider, Plasma, twin missile pod, Hard wired multi tracker
  • Team J'Karra, 3 XV 15 stealth suits
  • 10 Fire Warriors, Shasui Tau Montyr
  • 8 Fire Warriors
  • 11 Kroot Mercenaries, Flak armour/leadership upgrade, Shaper Elexo Khan
  • Hammerhead Gunship, Railgun, multi tracker, Decoy launchers, Burst cannons
  • Shasui Sacea Montka, XV88 Broadside, Team Leader, Twin Plasmas, Multi Tracker, Hardwired drone cont + 1 gun drone
Terrain and Deployment
As this was a practice game for The Gauntlet tournament we tried to set up the tables as we might find them at Warhammer World - with very little terrain. Two table quarters had low, ruined shrines, while the other two had small woods in the corners. The majority of the board was flat and open, like a pool table.

Wayne won the dice off to choose the starting quarter and wisely picked one with ruined buildings, where he could set up a firebase. I had an all infiltrating army so Wayne was free to set up his army as he pleased.

As we both had infiltrators, we had to dice off to see who set up first. Wayne won again and placed his Kroot in the second building. I placed the Havocs in the small wood right in the corner of my starting quarter to oppose the Kroot. Wayne put his Stealth Team in the woods in the last free quarter. I could now just set up the remainder of my army but I had very little space to do so. I put the assault squad and Lieutenant front and forward to try and get to the firebase, with the rest of my army strung out to provide covering fire. The Furies and Obliterators were in reserve.

The game - Chaos Space Marines (by lone pilgrim)
It soon became clear that I had bungled my deployment severely in this game. The assault squad Infractis and Lieutenant Lamprey got hosed down by massed pulse rifle fire as they tried to attack Wayne's firing line. That meant the Furies had to be summoned deep in my own lines. In turn, that meant they couldn't assault on their arrival and they were then shot to pieces.

On the right my Havocs comfortably won the shoot out with the Kroot and wiped them out by turn four. Unfortunately for me it meant they had no targets for the rest of the game.

Things weren't going too well on my left, either. The Stealth Team began to roll up my lines, taking out several Marines. The Hammerhead pushed forward here, too, and soon I had lost the table quarter. I dropped the Obliterators here and they duly blatted the Hammerhead, but they couldn't see the Stealth Team who scooted away quickly.

In the final turns Wayne used the Tau's mobility well to capture two table quarters and win the game comfortably.

The game - Tau (by Wayne)
I won both dice rolls for the deployment and the first turn. I deployed my firebase (two fire warrior teams, broadside, ethereal) central to my table quarter, with the plasma totting crisis team behind them to react to where the inevitable assault was going to come from. I also won the roll to deploy infiltrators (Kroot and Stealth team), so therefore had my army spread over three table quarters whilst lone pilgrim had his pinned into one. This gave lone pilgrim no choice but to attack straight into the jaws of my firebase. Still I would only succeed if my dice rolling managed to kill everything assaulting.

Pilgrim attacked piecemeal, leaving units behind to shoot, deep striking his obliterators next to my speedy Hammerhead (but not a threat to the rest of my army). I only had to deal with a Chaos Lt, some marines and some furies, easy for a strong firebase to contend with. It was then just a case of picking off his remaining army bit by bit and claiming what table quarters I could.

Although it was an easy win, after deployment it became apparent that the game was going to be a lot harder for the Chaos, had lone pilgrim won the deployment, he would have had more cover to launch an attack from. The first turn would have meant getting some of his units into combat, or winning the infiltrators roll would have penned me in, forcing me to fight off an assault from 2 or maybe 3 directions. These three factors might have made the game different.

If I were commanding the Chaos army I would have deployed the Havocs around thirty inches away from Tau firebase (instead of in the far corner where the expendable Kroot could only be targeted) and attacked en masse with everything I possessed, culminating in the obliterators deep striking behind the firebase to destroy the stealth, crisis teams or ethereal.

Pilgrim's army is looking good again (the bastard!) as he is going for the best painted at The Gauntlet. I promised to play him again, but this time give him the choice of both deploying first and the first turn, to try and test my army out when the luck is going against it.

Result: Loss - Victoriously slaughtered.

Commendations
  • Obliterators
Turning point
Deployment.

Learning points
  • My strategy with this army was to use infiltrate to pick my fights and capture two table quarters right from the start. It didn't work. That was because Wayne had two infiltrating units of his own. He set up his main army up against the outside of his starting quarter, which pushed me back. Then he won the dice off to place infiltrators first, and promptly grabbed another quarter. I put my Havocs in the wrong place, which compounded my mistakes, then Wayne pinched a third quarter with his Stealths. Finally, I could only set my army up in a narrow deployment area, so I couldn't pick my fights at all. Back to the drawing board, I think.

Monday, December 3, 2007

CHAOS SPACE MARINES versus Orks

Game: Warhammer 40,000 3rd edition
Opponent:
Gary
Mission: Cleanse
1st turn: Orks
Points:
1000
Date: 10/06/2003

Chaos Space Marines
  • Daemon Prince Lamprey - Mark of Chaos Undivided, Daemonic Stature
  • Squad Hotep – 9 Chaos Space Marines, Mark of Tzeentch, Aspiring Champion, Bolt pistol and close combat weapon, Bolt of Change, Talisman of Tzeentch
  • Squad Surculus - 5 Possessed, Mark of Chaos Undivided, Daemonic Talons
  • Squad Infractis – 7 Chaos Marines, Mark of Chaos Undivided, Bolt pistols and Close combat weapons, 2 x Plasma Pistols, Aspiring Champion with Power fist
  • Squad Profuge - 7 Chaos Marines, Mark of Chaos Undivided, Bolt guns, 2 x Plasma guns
  • Atrocitor - Dreadnought, Twin-linked Lascannons
  • Squad Imber - 5 Havocs, Mark of Chaos Undivided, bolt guns, 3 x Heavy Bolt guns
Orks
  • Warboss in mega armour + 5 Nobz in eavy armour in Wartrukk
  • 3 Killer Kanz
  • 5 Warbikes
  • 16 slugga boyz
  • 16 shoota boyz
  • 5 Tankbustas
Terrain and deployment
This was a warm up game for the gauntlet convention so was played on a 6’x4’ table. What a difference it made. Each of my shooty units was a good 10” apart preventing most sweeping advances, never mind consolidates into combat! I concentrated all of my assault units together as near to the Ork deployment zone as possible.

The game
Winning the dice off for first turn I elected to go second to the surprise of the other players gathered to watch. It seemed like a bad choice when my Dread was destroyed by a lucky Rokkit shot and four of squad Infractis were blown away by the warbikes. My own return fire was ineffective and the Orks were in assault range.

The Warbikes finished off squad Infractis and the Warboss and retinue piled out of the Wartrukk to take on squad Surculus. The possessed killed a single Nob, causing two wounds, and only took two casualties themselves. The Orks failed the dice off, failed their morale check, failed their Mob-size check and then rolled three inches for their fall back. Once I had stopped laughing the Possessed pursued them and killed them all.

Things went from bad to worse for the Orks. My Daemon prince assaulted the Killer Kanz, a potentially risky move considering they could kill him outright with just a single wounding hit, but he destroyed two and the last Kan could only fight with a supporting attack. In the next assault phase the Daemon prince killed the remaining Kan and then took on the Tankbustas, whittling down the squad over subsequent assault phases.

Meanwhile, the possessed charged into the Shoota boyz, and although they were eventually dragged down by sheer weight of numbers, the Orks were reduced to below half strength and were unable to contest a table quarter.

The warbikes had swept into the Thousand Sons and were brought down by volley fire from squad Profuge and squad Hotep leaving the Chaos right flank open. The only threat was the slugga boyz but they were shot to pieces as they advanced and then they had to turn and take on the daemon prince as he was chewing up their rear.

Result: Win. A decisive victory for Chaos.

Commendations
  • The Possessed.
Turning point
The Possessed seeing off the Warboss and retinue.

Learning points
  • I got very lucky with the possessed vs the Warboss and this won me the game. Past battles have shown that the Ork leader and retinue is a mega tough unit and they usually munch through anything they touch, but the possessed hung in there with 5+ invulnerables and ended up my men of the match.
  • The Daemon prince did far better in this game, easily recouping his points back. Maybe playing him more bravely was the key.
  • The larger table gave some advantage back to shooting units as the assaulters had far more ground to cover (compared to our regular 4’x4’ tables).

Sunday, December 2, 2007

CHAOS SPACE MARINES versus Feral Orks

Game: Warhammer 40,000 3rd edition
Opponent:
Steve
Mission: Cleanse
1st turn: ?
Points:
1000
Date: 03/06/2003

Chaos Space Marines
  • Daemon prince Lamprey - Mark of Chaos Undivided, Daemonic Stature
  • Squad Hotep – 9 Chaos Space Marines, Mark of Tzeentch, Aspiring Champion, Bolt pistol and close combat weapon, Bolt of Change, Talisman of Tzeentch
  • Squad Surculus - 5 Possessed, Mark of Chaos Undivided, Daemonic Talons
  • Squad Infractis – 7 Chaos Marines, Mark of Chaos Undivided, Bolt pistols and Close combat weapons, 2 x Plasma Pistols, Aspiring Champion with Power fist
  • Squad Profuge - 7 Chaos Marines, Mark of Chaos Undivided, Bolt guns, 2 x Plasma guns
  • Atrocitor - Dreadnought, Twin-linked Lascannons
  • Squad Imber - 5 Havocs, Mark of Chaos Undivided, bolt guns, 3 x Heavy Bolt guns
Feral Orks
  • Warboss + retinue in squiggoth
  • 120 Orks!
Terrain and deployment
Fortunately for Steve he won the deployment roll because it allowed him the space to set up his army – even then it covered his entire deployment zone.

The game
The Orks simply ploughed forward regardless of casualties and in a flurry of good shooting took out my dreadnought and daemon prince. Although I poured fire into the squiggoth it survived with one remaining wound and it ran forward to deliver the Warboss into combat with my Possessed. The possessed were destroyed to a man and then the Warboss and squiggoth hit the Tzeentch squad, locking both units in combat.

On my other flank I was simply swamped by Boyz who, with a BS of 3, were out-shooting my havocs. Despite three heavy bolters and numerous bolters I couldn’t even dent the horde and they wiped the survivors out in close combat. A panelling!

Result: Loss

Commendations
  • None.
Turning point
Not downing the Squiggoth.

Learning points
  • The Feral Ork army is tough! Conventional wisdom says that maxing out on heavy support can win you the battle before playing the game but this army shows how effective an all troop based army can be.
  • I tried a right hook with my close combat elements to leave the left flank clear for my shooting elements but I was hammered on both fronts. Maybe better mobility would have allowed me to launch an attack on my terms, or at least let me stay out of the Ork clutches.
  • My Daemon prince went down to three slugga shots. Doh! I knew there was a reason I bought him the 2+ save in previous games. Oh well, I’ll persevere in at least one more game and see if he is any luckier.

Saturday, December 1, 2007

CHAOS SPACE MARINES versus Ulthwé Eldar

Game: Warhammer 40,000 3rd edition
Opponent: ?
Mission: Patrol
1st turn: ?
Points: 1850
Date: 22/04/2003

Chaos Space Marines

  • Daemon Prince Bellicus - Mark of Chaos Undivided, Daemonic Stature, Daemonic Armour, Daemonic Aura, Daemonic Resilience, Dreadaxe, close combat weapon, Daemonic Spawn
  • Squad Surculus - 5 Possessed, Mark of Chaos Undivided, Daemonic Talons
  • Squad Hotep – 9 Chaos Space Marines, Mark of Tzeentch, Aspiring Champion, Bolt pistol and close combat weapon, Bolt of Change
  • Obliterator
  • Squad Infractis – 7 Chaos Marines, Infiltrate, Mark of Chaos Undivided, Bolt pistols and Close combat weapons, 2 x Plasma Pistols, Aspiring Champion with Power fist
  • Squad Profuge - 7 Chaos Marines, Infiltrate, Mark of Chaos Undivided, Bolt guns, 2 x Plasma guns
  • Squad Krall – 5 Chaos Marines, Mark of Chaos Undivided, Bolt guns, Lascannon
  • Squad Brakar – 5 Chaos Marines, Mark of Chaos Undivided, Bolt guns, Heavy Bolter
  • Squad Abraxar – 8 Chaos Marines, Mark of Chaos Undivided, Bolt pistols and Close combat weapons, Aspiring Champion with Power fist, Rhino
  • Squad Scrementor – 5 Raptors, Flamer, Aspiring Champion with power weapon, Mark of Chaos Undivided
  • Squad Imber - 5 Havocs, Infiltrate, Mark of Chaos Undivided, bolt guns, 3 x Heavy Bolt guns
  • Torius - Predator, Twin-linked Lascannons, Heavy Bolt gun sponsons, smoke
  • Atrocitor - Dreadnought, Twin-linked Lascannons
Ulthwé Eldar
  • Seer council
  • 3 large Guardian squads (2x star cannons, 1x scatter laser)
  • Dire Avengers
  • Howling Banshees
  • 2 Wraithlords (bright lances)
  • 5 Wraithguard
Terrain and deployment
His strategy was based upon a large firebase of Black guardians and the wraithlords protected from incoming fire by the Wraithguard (who were in turn protected by fortune from the seer council). A small assault contingent was present in the form of dire avengers and Banshees.

The game
My largest solo game so far at GW was a complete disaster. This was largely due to my poor reserve rolls (although his weren't great either). I only got 4 squads (out of 12) onto the table in my second turn, then 3 of the remainder on my third turn. My Tzeentch unit did not reach the table until turn 5! To add insult to injury they entered the table slowly and purposefully 1” (snake eyes) and then got a combined total of 5” on the three turns they were on the table.

I suffered terribly from star cannon and scatter laser fire in the early turns; as quick as a unit entered the table they were blown into oblivion. Squad Profuge were killed without firing a weapon, my Raptors got hit by 5 scatter laser shots over two turns and I failed five consecutive 3+ saves, and squads Imber and Hotep both lost half their number to enemy fire.

I tried to execute attacks on both the left and right flanks but the late arriving reserves meant that instead of a concentrated assault I simply had to rush units forward in the hope of getting into assault range.

On my left squad Infractis were halved in number by the banshees and got stuck in a drawn out combat with the Wraithguard, only to be struck down by the Seer council. My Daemon Prince was killed by the Wraithguard shooting. The only success was the Possessed who killed off the Dire Avenger Exarch and the Howling banshees then assaulted and killed an unwounded Wraithlord. The Seer council finally did for them and any chance of a win on this flank died.

Eventually squad Hotep and Squad Brakar got embroiled in a scrap with the Seer Council and were destroyed, leaving the whole left flank deserted.

On the right the Raptors fell to scatter laser fire leaving squad Abraxar to take on a Wraithlord. The Wraithlord barrelled into the Rhino, blew it up and guess who the only casualty was? Yep, the aspiring champion with a powerfist. The squad were in close combat with the Wraithlord for several turns until they finally broke and ran 9”. The Wraithlord rolled a 10 on the sweeping advance.

The game finally ended on turn 8(!) with only the predator surviving for Chaos and all the Guardians and most of the Seer Council fighting for the Eldar.

Result: Loss

Commendations
  • The Possessed were once again my men of the match, showing their flexibility by taking out the banshees and then the Wraithlord.
Turning point
Poor reserve rolls.

Learning points
  • Eldar can cope with bad reserve rolls better than Chaos due to their inherent mobility (fleet of foot).
  • The Wraithguard screen were very effective, soaking up most of my heavy bolter fire which would have been better off hitting the guardians.
  • I had to use Gary’s models to pad out my army for this game and he has been complaining of bad luck for several games; well this definitely continued for me (the raptors were his models). Oh the fickle Gods of Chaos!
  • I think the Chaos army in its current form is not inspiring me. Essentially I have only collected them in order to play the Daemon Prince model and in his current incarnation he is a bit too powerful for a 1000pt game. Really, what I need is a lieutenant and one or two more troops choices to make the list more balanced. But then the Daemon Prince won’t be in the list and the whole reason for the army won’t be there. I might drop this list in favour of my Nurgle army for a while.

Wednesday, November 28, 2007

CHAOS SPACE MARINES versus Emperor's Children

Game: Warhammer 40,000 3rd edition
Opponent:
Colin
Mission: Cleanse
1st turn: ?
Points:
1000
Date: 15/04/2003

Chaos Space Marines (lone pilgrim)

  • Daemon prince Bellicus - Mark of Chaos Undivided, Daemonic Stature, Daemonic Armour, Daemonic Aura, Daemonic Resilience, Dreadaxe, Close Combat Weapon
  • Squad Surculus - 5 Possessed, Mark of Chaos Undivided, Daemonic Talons
  • Squad Infractis – 7 Chaos Marines, Infiltrate, Mark of Chaos Undivided, Bolt pistols and Close combat weapons, 2 x Plasma Pistols, Aspiring Champion with Powerfist
  • Squad Profuge - 7 Chaos Marines, Infiltrate, Mark of Chaos Undivided, Bolt guns, 2 x Plasma guns
  • Squad Imber - 5 Havocs,Infiltrate, Mark of Chaos Undivided, bolt guns, 3 x Heavy Bolt guns
  • Torius - Predator, Twin-linked Lascannons, Heavy Bolt gun Sponsons
  • Atrocitor - Dreadnought, Twin-linked Lascannons
Emperor's Children
  • Lord with daemon weapon in rhino with assault squad and Asp Champ with powerfist
  • Dread
  • Havocs
  • Shooty squad
  • 2 units daemonettes
Terrain and Deployment
Playing on the new ice world board with light/moderate cover. Our heavy support set up opposite each other and began to duke it out.

The game
I targeted both the rhino and the enemy dread; by the end of my second turn (after 5 twin-linked Lascannon shots, 2 plasma pistols and a round of combat with my powerfist) I had only immobilised the rhino.

Meanwhile my firebase had taken a hammering. My Havocs were lost to a string of bad dice rolls (3 failed saves out of 4 dice rolls), the dread was immobilised then destroyed, and the Emperors Children were looming.

It was down to my possessed and Daemon Prince to save the day. The possessed were charged by the Lord et al and were cut down to a man before they could strike back. The Daemon prince then waded in, missed all of his attacks and was promptly spannered!

To add insult to injury the daemonettes appeared on target and rolled six sixes against squad Profuge and then had to roll the rest of their attacks. By the end of the fourth turn I was down to the predator, and unsurprisingly I conceded.

Result: Lose

Commendations
  • None
Turning point
Failing to effectively stop the Rhino.

Learning points
Colin argued it was all down to good luck on his part.
  • The two firebases were evenly matched; it could have gone either way. He got the damage in early on and that meant I couldn’t do as much damage back, that meant he could do more damage, etc, etc.
  • The Daemon Prince and possessed were wiped out by a string of good rolls for my opponent and a string of bad rolls for myself. Ah well, my good fortune with these units had to end sometime.
  • Slaaneshi armies are awesome against other marine armies due to their initiative special rules.