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  Topic Review (Newest First)
06-22-10 11:41 AM
Originally Posted by Graf Spee View Post
just bumping my report, since some fav specialist games thread is up and to give people impressions about epic..
'Tis a good idea that
06-21-10 07:24 PM
Graf Spee just bumping my report, since some fav specialist games thread is up and to give people impressions about epic..
06-11-09 07:12 PM
Viscount Vash Great to see this up. Epic need more love.

Good work and good to see that Chaos got the immoral victory by by4 VPs.
06-11-09 10:07 AM
Graf Spee I think i will actually finish it with this post
took me long enough..

round 3 movement phase:

the compulsory moves include only the right hand landraider that failed their moral check. it flees towards th table edge. coward.
the left flank of the imperials is quite battered by now but sits on first fire to kill the last of the pitiful few remains of the rushing chaos horde. some lonely fleshhound some juggers charge the IG tacticals and leftover dreads and finally the bloodletters make it into close combat with the sm tactical protecting the devastators in the fortress.
the lord of battle is still unscathed and lumbers on advance towards the beleaguered left flank to add some more bloodshed after having killed the warhound with one salvo in the previous round. the one lonely imperial knight lancer sneak back around the bunker to shield himself from pesky csm missile launcher shots in order to get a clear line of sight to the last remaining land raider (ex termie transport). the last death dealer lumbers forward to get his weapons into range. on the right hand side of the battlefield the knights paladin advance forward in order to get off some nice shots into the only lightly armoured back of the lord of battles. seen this danger the chaos cultists boldly charge the towering machines to bring them down in close combat before they can use their heavy battle cannons. to make sure chaos plays the bloodrage of khorne card on the csm on the bridge and maddened with bloodlust they join the fray to gang up on the paladins. the cultist riders charge some guardsmen in cover.

letting go of his objective on the bridge chaos follows up with his battered beastmen (church ruins crushing down on them last round, killing most) occupying the bridge saving the objective once more. this leaves the middle of the battlefield quite open and a lonely IG tacticals platoon gets the suicide order to charge past behind the lord of battles to capture the abandoned objective near the churchs ruins. this brings them deadly close to the lord of battles and within range of its hull firethrowers...

first fire phase:

the paladin HQ (always on charge and able to first fire still) in mêlée with the cultist and csm takes his last chance to shoot at the lord of battle but misses. his heavy bolters kill one of the charging cultist stands. the other knights in mêlée manage to hit not a single stand with their bolters (lucky me).
my remaining warhound loses a shield to las fire from the termies landraider. it returns fire at the lord of battle and scores a hit with his plasma blastgun to the engine of the demon engine. it is unable to save and sacrifices a chaos card to negate the damage (cheater).
enraged by the foul trickery the knight baron aims his mastercrafted battlecannon at the lord of battle and scores two clean hits on its head. unfortunately both are saved by the heavy armour.
the last punisher let rip with his assault cannon on one charging juggernaught scoring three killing hits. but the beast is so enraged that it still fights in close combat before succumbing to its wounds (juggers always complete a charge, no matter if they are killed by defensive fire). the rest of both sides scoring some more hits (the lord of battle taking some more and saves all). they bombards kill some csm in the bunker breaking the worl eaters century. all passing theit moral checks. the griffons roast some beastmen on the bridge (Mmmm, yummy..). the devastators degrade to advance fire to butcher the bloodletters after close combat. the deathdealer takes some hits but survives all.

close combat phase:

the sm tacticals get butchered by the bloodletters. no exception. the sm battle company breaks. all pass morale. in the middle all charging chaos units cause some casualties and a jugger kills the last contemptor dreadnought.
my knights paladin in close combat manage to kill nearly all stands of cultists but get finished off by the csm under the influence of the bloodrage. they household breaks and the remaining squad tests moral which it fails. but morale is restored quickly due to the inspiring presence of the knight baron and so they fight on. the cultist riders kill the IG guardsmen mercilessly and contest the objective.
the knight lancer discharges his power lance into the only lightly armoured back of the landraider reducing the vehicle to molten slag.
they Imperium suffered in this close combat phase.

advanced fire phase:

the lord of battles opens up with his deathstorm killing two griffons breaking the battery. it fails morale. the doomburner misses its intended target (bombard). the head cannon destroyes a punisher dreadnought (break, pass morale). the hull fire throwers open up on the suicidal IG tacticals right in its back and fry three stands to crispy snacks.

the tactical company (having suffered 19 losses in total) breaks. one platoon fails morale. the few survivors of the other two prove to have nerves of steel and pass.
the IG tacticals and venerable dreadnought kill the last juggers, cleaning the middle of chaos units. the deathdealer opens up killing two more stands of IG tacticals with his gatling and fails to penetrate the last punishers armour with his battlecannon.
the sm devastators kill nearly all bloodletters and the deathdealer (hah, thats where the name devastators comes from). the IG heavies and commissar take revenge for the paladins and massacre the csm and cultists. the renegade war band breaks. all fail morale.

end phase:

all killed bloodletter fail to regenerate. the horde breaks. no morale though.
that round had seen some massive breaking of companies and units and so it is no wonder that massive victory points were awarded.
it was more easy to count the units that have not been broken than to count the ones shattered.
on the imperial side only the knight baron, one warhound, the venerable dread, commissar and the bombards remain unbroken. on the chaos side its only the androids, cultist riders and the lord of battle.
all else got either completely wiped out or broken. no company on either side survived unbroken. ouch..
objectives got lost during this turn and got recaptured and changed holder.

victory points final was:
Chaos: 52
Imperium: 48

with 45 points needed to win the battle was over. a DRAW! and had it not for the bold move of the IG tacticals to run past behind the lord of battle the objective at the church would still be in chaos hands resulting in a loss of 5 VP to the Imperium and a defeat with only 43vps.
so the match winner is once again the heroic imperial guardsman! hooray!


all in all it was a damn bloody battle. the banelord did not kill a single stand before being brought low. the same goes for the unlucky chaos terminators which got killed by the crashing building. yeah, it was pretty much fucking luck. or the emperor guiding my fire,who knows.. the imperial side did not move that much, but in the face of a Khorne horde that simply would have been suicide.
chaos was capturing all vital objectives at once and holding most of it till the end and denied me the chance to retake them (until much later) by constantly charging into my lines with most of his units. with one more round to play i would have been able to retake the tomb (double VP) since it was only defended by one last stand of world eater marines and my lines were finally clear. chaos had nearly no units left on the table. would have been a decisive victory for the Imperium then. but so it ended with a draw. both sides were happy with that.
as a funny side note: the chaos androids were absolutely disobedient in this game. when trying to give orders to them both players roll a d6. the highest score decides orders (but the androids are still under control of the chaos player). i won every single roll placing them on first fire orders without any line of sight throughout the whole game

one last shot from the devastators holding the fortress:

finished. did it. wow.
cheers to all

sorry for any mistakes.
05-25-09 01:03 PM
Viscount Vash A proper bloody battle.

Good work on the report and don't worry about the time its taking too much as well worth the wait.
05-25-09 07:37 AM
Wolf_Lord_Skoll Nice! Keep up the good work Graf Spee
05-24-09 11:11 PM
Graf Spee i know, this takes really long. but creating the overviews, editing photos and uploading them takes time. and i'm a lazy bum with lots of other work to do. so i'm sorry for this delay.

round 2


the csm stay on their objectives on first fire. pretty everthing else named chaos charges into clos combat or advances forward. the banelord is forced to charge (damage round 1) and ends up right in front of my lovely guns. the lord of battle advances to get his weapons to bear on the imperials.
the imperial side see no chance to achieve something great with moving into the jaws of khorne and stays put on first fire with most units. only the guard tacticals charge forward to secure their objectives and get some better line of sights to the enemy. the only one bold move on my side are my lancers, whch charge around the hill straight into the backs of the pesty deathdealers. lancers are alowed to fire their deadly powerlances with a range of 15cm in the close combat phase just before melee takes place when on charge orders.
oh, yeah i nearly forgot: with his berzerkerbuddies gone kharn decides to wreak some more havoc and charges the space marine captain (hq).

overview of movement:

some shots from the movement phase:

the cultists and riders shortly before they take the generator block

my lancers sneaking up into the backs of the deathdealers

the banelord rushing in bloodlust straight into the imperial guns

first fire phase:

i keep this short. only the most noteworthy things.
the imperials score some casualties on the chaos side. the bombards shot (intended for the csm on the bridge) scatters into the already razed church killing 5 stands of beastmen and reducing the southern part of the church to rubble. i lose two knight lancers (shit) to fire from csm, they break but pass morale. the spacemarine captain aims his bolter at the charging maelstrom named kharn and manages to hit him with one out of two shots. unluckily for me the khornate champion saves after failing his first attempt with an elite reroll. my devastators deplete the shields on the banelord. being so very close my venerable dreadnought aims his multimelter high at the head of the hulking titan. the shot luckily hits and does not scatter on the hitlocation template but fails to pentrate the heavy armour, which is so rediciuosly high by now (1+ normally, modified to 0+ by battlehonour 'heavy armour plate', modified even further to -1 !!!! cause chaos is ahead in victory points) it is no wonder. now there is only one unit left in my army that has a chance to kill it's armour. so my hopes are on my warhound 'lupus ridens - the laughing wolf' with it's plasma blastgun and brutal target save modifier of -4. (it kills some juggernaughts with his vulcan megabolter before).
the plasma fires it's two shots at the unshielded banelord. 2 hits!!! and both land right on target on the head! YES!!! with trembling fingers my buddy rolls his saves. he needs 3+. he saves the first hit. but fails to stop the second. searing plasma burns through the demonic visage. i roll a 4 for damage and added together with prevoius damage from round 1 it adds up to 5 and the banelord crashes to the ground!! die warp filth!!! lupus ridens the laughing joker.

the banelord crashes on the spot (hit on scatter)

heartened by the sight of the burning wreckage the imperials kill some more of the rushing horde with disciplined fire,only suffering minor casualties in return.

close combat:

this one is pretty short and ends in casualties on both sides, breaking my contemptors and one of his rhino squads. some guardsmen and fleshounds die as well.
kharn reduces the space marine captain to minced meat (+8 CAF vs. +4CAF) and spreads some fear to the sorrounding units. but he now stands in the open without any cover, facing some angry guardsmen and punishers with assault cannons. my last knight lancer manages to be in range to fire his power lance and reduces on deathdeler to scrap metal. all broken units pass their morale checks.

advanced fire phase:

since most units remained on either charge or first fire there's not that much. my tacticals kill one stand of bloodletters and the punisher dreadnaughts rake kharn with heavy fire. he suffers three hits. he saves only two of them and uses chaos' last elite reroll to reroll the failed one. which he fails again. the khornat champ goes down in thundering assault cannon fire. the emperor smile at my deeds.
but now luck turns since the lord of battle is in range and opens fire with his heavy cannons. he has one punisher within range of his head cannon and pulverizes it, breaking the squad. even worse, he can draw i direct line of sight to 'lupus cantans' my half shielded warhound. he opens up with his deathstorm, stripping away the shields like nothing and scoring ahit on the armour. he aims for the head, buet the warhounds hit location template is pretty small and the shot scatters into the right weapon. i fail the save and damage comes up with 4, ripping the infernogun from its socket and smashing it into a knight baron, that stands right behind. the knight saves. the wounded warhound is now easy prey and the lord of battle aims his doomburner at the unprotected scout titan. he scores a hit. this time the shot does not scatter and hits head on. i fail my save (which is modified by 3, ouch!). his doomburner is a penetrating weapon and adds +2 to the damage rolls, spelling the death sentence for mywarhound with a 6. crashing to the ground lupus cantans has sang his last song..

the knight baron kills a csm land raider with his battle cannon, braking the squad. the last tank fails morale. the remaining deathdealer kills two tactical marine stands and a rhino.
some more units are killed in advanced fire but nothing of importance.

end phase:

having scored some massive damage this round vp are as follows:

imp : 39
chaos: 29

allright. 45 points are needed to win. imp is ahead, so no more filthy demon engine action.

tough round with quite some casualties on both sides, seeing the destruction of two titans. most of my units are cose to breaking (esp. the sm battle company) and the lord of battle is within weapons range. will get bloody next round, since chaos needs to capture at least one more objective and break one of my bigger units to win. i need to hold on to my objectives, since i can hardly compensate with so few in my hands and allof his bigger unkts already broken. well, let's see..

hopefully i will post the last round within the next two days.
05-15-09 12:57 PM
Graf Spee long time no see now the action starts..

rounds are segmented into
1. orders phase
2. movement phase (1.compulsory, forced moves 2. everything else alternating)
3. first fire phase (alternating by detachments, squads, etc)
4. close combat phase
5. advanced fire phase (alternating by detachments, squads, etc)
6. end phase

i will only post noteworthy things.

round 1



(blue arrows are charge orders, green ones are advance orders, units that did not move or did so but have no arrow are either on first fire or are command units)

chaos wins initiative and decides to move one detachment first.
all chaos khorne units charge. no exceptions. onboard csm and termies disembark on advanced orders thus still being able to fire in the advanced fire phase. csm capture the tomb (shit, i intended to do this with my sm tacticals and assaulters). so i bring my assaulters forward to the ruins and capture that objective instead, hopefully staying out of range of those ugly bezerkers. csm terminators capture intact building, getting in hard cover (wait you bastards). the rest of my marines capture the fortress on the down left side. banelord and lord of battle move up to the center to bring all weapon into range (melters on the banelord are pretty short ranged 25cm). everything else moves up to support. csm capture objective on the bridge. my knights are pretty unsure about what to do, so i move them a bit up to gat an aim on the banelord. i let my lancers flank on the extreme left side in order to get some nice rear shots at the dathdealers in turn two. the bezekers and kharn jump from their rhinos being just within range of 1cm and crash into my assaulters (damn.. they're toast). warhounds advance forward to get their weapons into range of the tomb and the banelord.

first fire phase:

chaos has no first fire this round, so i can o whatever i please with my artillery
my griffons 'direct fire' a large 12cm diameter template over the csm on the left, ignoring cover hitting three marines and one rhino, killing one csm stand an the vehicle. first blood. now the funny part
my bombards 'direct fire' at the termies in hard cover. bombards being one hell of a weapon vs fortifications, since they destroy structures on a single failed save (normally two failes saves are needed) and posses a target save modifier (tsm) of-3. the bombards hit everything with their shot (4xtermies, 1x land raider, 1xbuilding)
here is the pic. you get the idea i think

the building fails his save and crashesinto rubble, normally all infantry would be dead but termies always receive at least an fixed save of 6+ no matter what. he fails all of them. he decides to use elite rerolls for them. once again he fails them all four stands of termi die and a land raiser die without have achieved anything or even having fired a shot!!! the emperor guides my fire.

this is what remained of them:
rest in pieces. my buddy was close to tears.

the rest of my army on first fire degrades to advanced fire..

close combat phase:

there is only one cc. 5x bezerkers and kharn vs 6x sm assaulters

five assaulers die, so does one bezerker (assaulters caf is +3, berzerkers +6, kharn +8).
he plays a chaos card on his berzerkers then. blood rage (not blood rage of khorne), enabling the loonies to charge some further 10cm and fight a second round of cc!!! killing the last assaulter 1 rhino, 2 contemptors losing only one stand of themselves vs a contemptor..
these suckers wreaked maximum havoc and furthermore are contesting the objective i captured with the now dead assaulters.. it sucked. trust me. revenge for the termies i guess..

advanced fire:
pretty much everything (devastators and ig heavys) fires at the banelord causing all six shields to go down.
the warhound on the left fires his inferno cannon into the tomb killing some csm and his turbo laser destructor at the unshielded banelord causing a hit to the head, which it saves easily.

the punishers and venerable dreadnought pretty much kill all but one berzerkers with sustained fire from assault cannons and the venrables heavy melter. the marine hq scores a hit on kharn which he saves.
the paladins kill one dathdealer.
my other warhound fires his vulcan mega bolter at the last berzerker and kharn, killing the berzerker and forcing kharn to take another save, which he succeeds again. the warhounds then fires his plasma blastgun at the charging banelord. big trouble for the big guy (-4 tsm). hitting the head. the banelord fails his save. YES!!! but the roll for damage only comes up with a one, destroying the headmounted weapon and forces the banelord to charge again next turn hehehe, no shooting with you this game big buddy. the knight baron adds some futher fire vs the banelord and manages to penetrate the reactors plating. rolling a 1 for damage the banelords cafis now halved.my mate is really angry by now.

(you can also see the lancers sneaking up the left flank in tis pic)

imperials only suffer minor casualities. the warhound on the left loses all shield due to sustained fire from the csm.

end phase:

warhound raises 2 shields, banelord 3.
chaos is ahead in vp with 21 to 14. shit this means alls his demon engines and greater demons will kick ass (except for the banelord,who will just stupidly charge further on into my guns )

we took a break at this point and drowned some beer..
05-13-09 10:06 PM
Stugmeister This looks really cool sir!

I can't wait to see the rest of the bat rep! :D
05-13-09 02:01 PM
Graf Spee setup:



all chaos space marines, bloodletters and androids are embarked in either rhinos or the deathdealers, so they're not depicted

CSM : chaos space marines
SM: spacee marines
LOB: lord of battle
BL: banelord
KP: knight paladins
KL: knight lancers
M: marine hq
ig: imperial guard hq
C: commissar
VD: venerable dreadnought (covered by punishers in this pic, sorry)
LR: land raider
P: knight paladin hq
B: knight baron
WH: warhound
K: kharn the betrayer
CC: aspiring champion of chaos

buildings in dark grey are intact, buildings in light grey are ruins, golden icons are objectives
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