Titan Legions Battle Imperials vs. Chaos
finally did it. as announced a 4000pts per side battle report. this game took place nearly a year ago and was very well documentated,though no pictures were taken. i rearranged the battle setup after correspondence with my gaming buddy with my own armies and terrain in order to be able to take some quality pics to post here. we used the netepic 5.0 rules which are basically improved titan legions / space marine rules and can be found online. we added two characters of our own development (kharn and venerable dreadnought), that have been playtested and adjusted several times and found to be save by now.
i will post this battle in several steps since the last pics are still to be taken and edited. so keep checking back.
first i will post the army list of each side and a pic of every unit thats worth being depicted. so just the specials.
i played imperials in this battle. my buddy ordered the khornate loonies.
1.company: space marine battle comp 850
1support: punisher dreadnoughts 150
2support: contemptor dreadnoughts 100
special : venerable dreadnought (melta, lighntning claw, banner of victory) 200
Attachment 2703Attachment 2712Attachment 2711
2.company: adeptus mech knight paladin household 600
1support: knight lancer detachment 200
special : knight baron 200
3.company: imperial guard tactical company 600
1support: bombard battery 200
2support: griffon battery 200
3support: heavy infantry plattoon 200
special : warhound scout titan squadron (480-->)500
(lupus ridens:the laughing wolf armed with vulcan mega bolter and plasma blastgun) / (lupus cantans:the singing wolf armed with inferno gun and turbolaser destructor)
+ free commissar and rhino
Attachment 2706Attachment 2707
lupus ridens / lupus cantans
1.company: world eaters century 600
1support: world eaters terminator detachment 350
2support: land raider squadron 250
3support: rhino squadron 50
4support: rhino squadron 50
special : kharn the betrayer 150
2.company: chaos renegades warband 600
1support: cultist riders 100
2support: chaos androids 50
special : -
3.company: lord of battle (armed with deathstorm, doomburner) 400
1support: fleshhounds of khorne 100
2support: bloodletters of khorne 150
3support: demon engines of khorne (deathdealers) 300
4support: juggernaughts of khorne 150
special : khorne banelord titan (fixed weapons. many) 700
Attachment 2710Attachment 2709
for any one interested, i will put more higher resolution pics in the gallery section.
so far for now.will post battlefield, setup and battleplans tomorrow (hopefully ;) )
OMG Ive just creamed myself, Epic, Chaos Ahhhhh.....
Look forward to seeing the report and those gallery pics. :)
Sounds cool sir - looking forward to seeing the bat rep!! :D
allright there you go. next part.
the battle field:
closer look at objectives 1,2,3,4:
1 the crusaders tomb
we decided this one would be the major goal in the chaos' incursion and decided to award double VP (10) for the player who holds it
2&3 industrial sector and bridge
the indstrial district of the town was also of interest for the imperials to keep intact so two objectives were placed in 25cm distance of each other.
4 the razed cathedral
yeah, don't mind the washed clothes in the background :whistle:
Least we know you have clean clothes.:)
Nice looking setup, nice scenery.
before i post setup some words to our battle plans. first thing to say is this was the fourth game in a campaign and we lost quite a good deal of troops in the previous battles with chaos leading the count of won matches with 2:1.
i lost two out of three titans from my reaver battlegroup,so the mechanicus decided not to risk the last of the precious machines and sent an knight paladin household with knight lancer and a baron as support instead. mr. chaos had virtually no demon engines or greater demons left except for the lord of battle and the deathdealers. i fortunately also managed to kill his heavy attilery (cannons of khorne) in the game before. unfortunately he also did this to my artillery and leman russ company. so i picked what i got for reserve. my dark angels hadn't made their apperance before in this campaign so the were fresh with dreadnought support. the plan was to support the assault marines with my contemptors and the venerable dreadnought euipped with banner of victories was to improve the close combat skill of those troops even futher. not that i took big hope in standing a melee vs the khornate loonies.
the plan was to deny the chaos troops as many objectives as possible. this would be crucial, cuz if chaos was ahead in victory points (vp) the death dealers, the lord of battle and the friggin banelord would gain an extra +1 to all their saving throws, to hit rolls and would add an extra D6 in close combat. and that would simply be a pain in the ass. all the more because the banelord had aquired the battle honour 'heavy armour plating' in the game before, so he would be all but unstoppable if chaos was ahead in vps.
the good thing about the demon engines and greaer demons of khorne is that they're not allowed to take first fire (ff) orders. they always must have at least advance (ad) orders and move towards the enemy. so the fire inbound in my direction would be only light rain in the first fire phase, but all the more heavy in advanced fire. so my artillery, devastators and ig heavys had to dish out generously in ff.
back to the point of denying objectives to chaos. this would prove difficult since he was fielding bezerkers and kharn the betrayer mounted in rhinos. paired with the blood rage of khorne card i had nothing that could match their speed and brutality in close combat. not even the paladins on charge (knights double their close assault factor (caf) on charge), so moving up to the tomb with my assaulters would end in carnage with all the losses on my side. so i was anxious how this would turn out.
mr.chaos recieved four chaos cards (3 for the lord of battle and one for the chaos renegades) the world eaters century recieved their fixed blood rage of khorne card. the chaos cards enables non mechanical chaos units to warp during the game with differnt effects from incrasing caf to forcing morale checks of the opponent. they can also be used for saving greater demons when they suffered a killing blow. since he had only four of them i knew he would need them to keep his lord of battle intact and running. so i was relativly save of being harassed with even further card boosted crazyheads.
a nice thing for me also was that when i rechecked his points it turned out that he actually forgot to pay for the lord of battles weapons. he didn't want to withdraw any of his units to compensate for this, so i was allowed to buy some more stuff until we were even again. sneaky (bastard) me decided to go for a battle honour for each of my warhounds. picking 'increased shielding' i boosted their defence qualities quite nicely, adding two void shields to a total of four to each one:ok: needles to say he didn't like it at all.
so, i'm tired for now. tomorrow i will post setup and sketches and the rest of da plan.. sorry for any mistakes.
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
KP: knight paladins
KL: knight lancers
M: marine hq
ig: imperial guard hq
VD: venerable dreadnought (covered by punishers in this pic, sorry)
LR: land raider
P: knight paladin hq
B: knight baron
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
This looks really cool sir!
I can't wait to see the rest of the bat rep! :D
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.
(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:http://i306.photobucket.com/albums/n...ie_remains.jpg
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..
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.
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..
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