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Hey guys. Just starting a thread to share how the tournament at my shop went. Hope you guys enjoy!

List for local tournament
1850 Pts - Blood Angels Roster

HQ: Librarian (1#, 110 pts)
1 Librarian @ 110 pts (...in Power Armour; Shield of Sanguinius; Unleash Rage)
1 ...in Power Armour (Hand Flamer)

HQ: Librarian (1#, 110 pts)
1 Librarian @ 110 pts (...in Power Armour; Shield of Sanguinius; Unleash Rage)
1 ...in Power Armour (Hand Flamer)

Troops: Assault Squad (9#, 235 pts)
6 Assault Squad @ 235 pts (Remove Jump Packs; Meltagun; Rhino)
1 Assault Marine with Meltagun (Remove Jump Packs)
1 Sergeant (Remove Jump Packs; Infernus Pistol x1; Power Fist x1)
1 Rhino (Extra Armor; Searchlight)

Troops: Assault Squad (6#, 196 pts)
3 Assault Squad @ 196 pts (Remove Jump Packs; Meltagun; Razorback)
1 Assault Marine with Meltagun (Remove Jump Packs)
1 Sergeant (Remove Jump Packs; Bolt Pistol; Power Weapon x1)
1 Razorback (Extra Armor; Searchlight; Twin Linked Assault Cannon)

Troops: Assault Squad (6#, 196 pts)
3 Assault Squad @ 196 pts (Remove Jump Packs; Meltagun; Razorback)
1 Assault Marine with Meltagun (Remove Jump Packs)
1 Sergeant (Remove Jump Packs; Bolt Pistol; Power Weapon x1)
1 Razorback (Extra Armor; Searchlight; Twin Linked Assault Cannon)

Troops: Assault Squad (6#, 196 pts)
3 Assault Squad @ 196 pts (Remove Jump Packs; Meltagun; Razorback)
1 Assault Marine with Meltagun (Remove Jump Packs)
1 Sergeant (Remove Jump Packs; Bolt Pistol; Power Weapon x1)
1 Razorback (Extra Armor; Searchlight; Twin Linked Assault Cannon)

Elite: Sanguinary Priest (2#, 175 pts)
1 Sanguinary Priest @ 175 pts (Brother Corbulo; Sanguinary Priest in Power Armour)
1 Brother Corbulo
1 Sanguinary Priest in Power Armour (Melta Bombs; Power Sword)

Fast Attack: Attack Bike Squad (2#, 100 pts)
2 Attack Bike Squad @ 100 pts (Multi-Melta x2)

Fast Attack: Baal Predator (1#, 146 pts)
1 Baal Predator @ 146 pts (Searchlight; Heavy Bolter)

Fast Attack: Baal Predator (1#, 146 pts)
1 Baal Predator @ 146 pts (Searchlight; Heavy Bolter)

Heavy Support: Dreadnought (1#, 120 pts)
1 Dreadnought @ 120 pts (Twin Linked Autocannon; Twin Linked Autocannon)

Heavy Support: Dreadnought (1#, 120 pts)
1 Dreadnought @ 120 pts (Twin Linked Autocannon; Twin Linked Autocannon)

Total Roster Cost: 1850
Game 1
Armies: Flesh Tearers vs. Black Templars
Mission: Capture and Control
Deployment: Pitched Battle
1850 Pts - Black Templars
HQ: Black Templars Chaplain (4#, 166 pts)
1 Black Templars Chaplain @ 166 pts (Reclusiarch)
1 Reclusiarch (Crozius Arcanum; Crusader Seals; Rosarius; Frag Grenades; Power Fist x1; Cenobyte Servitors; Accept Any Challenge, No Matter The Odds)
Rosarius
Terminator Honors
3 Cenobyte Servitors (Close Combat Weapon; Accept Any Challenge, No Matter The Odds)

HQ: Black Templars Chaplain (4#, 166 pts)
1 Black Templars Chaplain @ 166 pts (Reclusiarch)
1 Reclusiarch (Crozius Arcanum; Crusader Seals; Rosarius; Frag Grenades; Power Fist x1; Cenobyte Servitors; Accept Any Challenge, No Matter The Odds)
Rosarius
Terminator Honors
3 Cenobyte Servitors (Close Combat Weapon; Accept Any Challenge, No Matter the Odds)

: Emperor's Champion (1#, 140 pts)
1 Emperor's Champion @ 140 pts (Bolt Pistol; Crusader Seals; Frag Grenades; The Black Sword; Accept Any Challenge, No Matter The Odds)
Armor of Faith
The Black Sword


Troops: Crusader Squad (17#, 255 pts)
10 Crusader Squad @ 255 pts (Bolt Pistol x9; Close Combat Weapon x8; Meltagun; Power Fist; Neophytes; Accept Any Challenge, No Matter The Odds)
7 Neophytes (Bolt Pistol x7; Close Combat Weapon x7)

Troops: Crusader Squad (17#, 255 pts)
10 Crusader Squad @ 255 pts (Bolt Pistol x9; Close Combat Weapon x8; Meltagun; Power Fist; Neophytes; Accept Any Challenge, No Matter The Odds)
7 Neophytes (Bolt Pistol x7; Close Combat Weapon x7)

Troops: Crusader Squad (15#, 493 pts)
10 Crusader Squad @ 493 pts (Bolt Pistol x9; Close Combat Weapon x8; Meltagun; Power Fist; Neophytes; Accept Any Challenge, No Matter The Odds)
4 Neophytes (Bolt Pistol x4; Close Combat Weapon x4)
1 Land Raider Crusader (Extra Armor; Hurricane Bolters x2; Multi-Melta; Power of the Machine Spirit; Twin Linked Assault Cannon; Smoke Launchers; Accept Any Challenge, No Matter the Odds)

Elite: Dreadnought (1#, 113 pts)
1 Dreadnought @ 113 pts (Assault Cannon; Dreadnought CCW; Storm Bolter; Extra Armor; Smoke Launchers; Accept Any Challenge, No Matter The Odds)

Elite: Sword Brethren Terminator Squad (5#, 255 pts)
5 Sword Brethren Terminator Squad @ 255 pts (Power Fist x5; Storm Bolter x3; Assault Cannon x2; Tank Hunters; Accept Any Challenge, No Matter The Odds)

Total Roster Cost: 1843

Deployment: I won the roll for the first turn so I chose the southern side of the table as the northern half had a bit less cover and I wanted to deny cover saves as much as possible. In my deployment zone, there was a tower on a hill on the far left, a tall rock formation toward the middle and a graveyard toward the right. There was also a small hill on the extreme right. I placed my objective directly behind the rock formation figuring that it’d be difficult to get to and fairly easy to hold. I then placed a Dreadnought, Baal Predator and Razorback containing a Librarian wedged in behind the castle ruins. The Razorback stuck out a bit, so I made sure to deploy it so that its back armor was almost hanging off the edge of the board to ensure that it wouldn’t be shot before I took my first turn. The second Dreadnought stood behind the rocks along with the second Razorback, while the Baal Predator peeked around the corner with its turret and single sponson. The last Razorback and Rhino deployed just behind the graveyard close to my table edge. Last, I placed the Attack Bikes in a snug area behind the rock formation. Content that I had decent lines of fire set up, I declared my deployment finished.

My opponent deployed almost directly across from me. Their objective was placed in the open across from mine, maybe four inches from the table edge. They placed one Crusader squad directly across from my objective, another maybe six or eight inches to the east of the first and the last inside their Land Raider, perhaps three inches to the east of the second. The Dreadnought and Terminators set up directly behind their power armored brothers the extra height of their armor suits easily allowing them to draw lines of sight to my units, especially in the Dreadnought’s case. One Chaplain deployed inside each Crusader squad and the Emperor’s Champion joined the unit inside the Land Raider.

After a failed attempt to seize the initiative by my opponent, we started the game.

Turn 1 – Flesh Tearers

Realizing that I was seriously outnumbered, I moved pretty much my entire army slightly forward and to the east. All three Razorbacks moved 12” or less to ensure that they would be able to shoot. Both Dreadnoughts walked out from behind cover, taking aim at the Crusader squad in the middle. The Baal Predators followed suit, moving forward to ensure that the maximum number of guns possible could be brought to bear.

The shooting phase wasn’t quite as devastating as I’d hoped as I’d made a silly mistake and misjudged the distance between the majority of my units and the enemy. Only the Dreadnoughts and Baal Predators were in range to fire and fire they did, all four vehicles aiming at the centermost Crusader squad. Eight twin-linked assault cannon, twelve heavy bolter and eight twin-linked autocannon shots later I’d taken a respectable chunk out of the large unit, gunning down all but two or three of the Neophytes and a couple power armored Initiates as well. I was careful to only target the single unit for fear of triggering multiple Righteous Zeal moves which would pull a large part of the enemy army toward me in the movement phase. As it was, the furious black armored Space Marines consolidated around six or seven inches toward the center of my army. I ended my turn since nobody was in assault range yet.


Turn 1 – Black Templars
Unimpressed with my antics, the Black Templars charged forward. The unit I’d shot up continued on its course toward the center of my army while the western most squad began the long walk to my objective. The Land Raider rolled behind the damaged Crusader squad movingly slowly to ensure it could fire a good number of weapons. Both the Dreadnought and the Terminators advanced as well covering their brethren with their multi-barreled assault cannons.

The majority of my units were too far away to be shot, but this didn’t stop the Templars from trying. The Terminators targeted the Baal Predator on the far right of my deployment zone but failed to harm it. The Land Raider made a similar attempt but didn’t accomplish anything. Both of the footslogging squads ran, the one that I’d shot rolling a six and ending its movement practically inside my deployment zone. No matter how many times I fight these guys, I never get used to how bloody fast they are on foot...

Turn 2 – Flesh Tearers

Knowing that this was the last chance I’d have to engage the Templars at range before they were able to assault, I maneuvered most of my units into a sort of gunline. On the right side of my deployment zone my Baal Predator, two Razorbacks, Dreadnought and Rhino all rolled into position alongside one another, the Attack Bikes moving behind the Predator safely out of line of sight. On the left side of my deployment zone, my other Baal Predator moved twelve inches to bring its twin-linked assault cannon into range of the Crusader squad that was quickly bearing down on me. The Dreadnought on that end of the battlefield moved to draw an optimal line of sight on the Black Templars’ Dreadnought as it walked across the battlefield. I wasn’t interested in dealing with its firepower on top of that of the Terminators and Land Raider, so I resolved to try to deal with it quick.
Now that all of my guns were in range of the enemy I got to really cut loose with my army’s firepower. I’d been concerned that I might have gone a bit overboard on anti-infantry weaponry, but in this game at least, it seemed just right. Three Razorbacks and two Baal Predators unloaded twin-linked assault cannon and heavy bolter sponson shots into the Crusader squad with one Dreadnought adding its weight to the effort as well. Even the Rhino blazed away with its storm bolter. As the smoke cleared, only the Chaplain, one Servitor, about five Initiates and a pair of Neophytes remained. On the other end of the battlefield, my Dreadnought disabled the Black Templars Dreadnought’s assault cannon, effectively removing it as a threat for a couple of turns as it would be forced to attempt to assault. Infuriated at the loss of so many of their Battle Brothers, the Black Templars raged forward with Righteous Zeal coming to a stop about two inches in front of my tank line. Uh-oh... that wasn’t the best formation for me to move into.

Turn 2 – Black Templars

Furious, the battered Crusader squad member shuffled around to set up a multiple charge on my vehicles in the assault phase by spreading out into a line. The Land Raider rumbled into a position where it could draw a line of sight to several of my vehicles at once while the Terminators squeezed in beside the behemoth tank, carefully drawing lines of sight. The as yet untouched Crusader squad continued its long walk across No Man’s land, their ancient Battle Brother inside the Dreadnought matching their pace.
The Land Raider cut loose with its weaponry, tearing the gunner of one Razorback to pieces with machine-spirit aimed assault cannon fire, while the Templar gunners themselves fired their multi-melta at my Baal Predator, immobilizing it on the spot. The Terminators also made another attempt on the Predator, succeeding in tearing its turret clear. The Crusader squad closest to my vehicle line fired its meltagun into my already damaged Razorback, immobilizing it as well.

Tired of wasting time with ranged weapons, the enraged Space Marines charged into close combat with both my Predator and Razorback. The Chaplain put his hand through the front of the Razorback wrecking it and killing the driver while the rest of his squad swarmed over the Baal Predator. Unable to move or draw a bead on its foes due to their proximity, the Baal lost a heavy bolter sponson to frenzied close range attacks before finally being knocked out by an Initiate wielding a power fist. My five-man Assault Squad piled out of their destroyed transport without incident, but it was clear that I wouldn’t be able to keep the Templars at arm’s length any longer. It was time to engage up close.

Turn 3 – Flesh Tearers

Worried that I’d soon be lost under a tide of black armored warriors, I took a moment to analyze the situation. I had one Razorback and a Rhino functional in the middle of my deployment zone with the angry remnants of a Crusader squad practically right in my face. I also had a Land Raider to deal with that would no doubt be unloading a great number of Templars right into my deployment zone. It was time to act.

My Attack Bikes deftly zipped past the Black Templars and charged at the Land Raider at high speed, sidecar gunners taking careful aim. The Assault squad that had lost its Razorback squeezed between their wrecked transport and that of the Assault Squad to their right drawing a bead with their meltagun and pistols. The unharmed Razorback’s doors slid open as my second five-man Assault Squad disembarked, moving around the front of their transport, accompanied by a Librarian and Corbulo. On the left, my Dreadnought and Predator pulled back as the as yet unharmed Crusader squad and damaged Dreadnought drew closer – I didn’t want to risk a fight if I didn’t have to.

To start, the Librarian aimed his hand flamer at the rage-filled Black Templars. Since they’d moved into a line to enable them to engage several of my vehicles simultaneously they were in an optimal position to be hit by a flame template. My functional Razorback, both Assault squads, Dreadnought and Librarian unleashed hell with their weaponry. A total of four twin-linked assault cannon shots, about five bolt pistol shots, four twin-linked autocannon shots and a devastating burst from my Librarian’s hand flamer accounted for all of the Black Templars bar the single Initiate with the power fist. Realizing that he was in deep over his head, he fell back a mighty 12 inches putting as much distance between himself and my guns as possible. At the same time the Attack Bikes succeeded in wrecking the Land Raider, reducing it to a smoking wreck. The tank’s occupants piled out, none too impressed.

Since my target had fled out of charge range I didn’t get to assault. Unfortunately, there was absolutely nothing I could do to prevent the newly emerged Templars from assaulting me. I braced myself.

Turn 3 – Black Templars

With something finally close enough to hit, the Black Templars Dreadnought sprinted toward the Attack Bikes, flexing its deadly power claw in anticipation. The Emperor’s Champion led the charge from the Land Raider’s wreckage, running toward my Assault Squads. The Crusader squad on the far left continued its advance, no longer accompanied by the Dreadnought but they were extremely close to their target. The lone Initiate with a power fist continued to fall back toward his deployment zone.

Taking careful aim, the meltagunner took a pot shot at the Baal Predator on the far left of my deployment zone and caused it to explode. A couple Templars were caught in the explosion but emerged unharmed. Letting rip with their pistols and meltagun, the new Crusader squad killed one or two members of the Assault Squad containing my Librarian and Corbulo.
Its massive steps causing the ground to shake, the Dreadnought charged the Attack Bikes with a great roar and tore them apart before the drivers had a chance to even try to evade the rampaging monster. I’d more or less expected this to happen, as it seemed a good trade off – lose 100 points of Attack Bikes for a 260+ point Land Raider? Sign me up!

The Emperor’s Champion led his Crusader squad into combat with my Librarian and Assault squad. Calling on the powers of the Warp, the Librarian unlocked the barely restrained madness inside each member of his squad, greatly enhancing their melee abilities. Unfortunately for the Librarian though, the Emperor’s Champion had marked him out as an especially dire threat. The Librarian was cut in half with a single stroke of the Black Sword before he was even able to raise his weapons to defend himself. The rest of the squad attacked with equal fervour, dragging a Flesh Tearer down. Not to be outdone, the Tearers attacked back killing two Black Templars in return, one claimed by the Veteran Sergeant wielding a deadly power axe. With neither side having a clear advantage over the other, both sides piled in eager to continue the slaughter.

Turn 4 – Flesh Tearers

Things had well and truly gone to hell. With one of my Librarains down for the count, I was going to be hard pressed to tip this close combat in my favour. To this end, the Assault Squad I’d had hoping to charge the other Crusader squad moved into assault range of the new arrivals. Unconvinced five men alone could tip the combat in my favour, the Sanguinary Priest disembarked from the Rhino to the right of the chaotic melee and strode purposefully toward the fight, activating the energy field on his power axe and drawing his pistol. The Rhino containing my large Assault squad activated its lucius pattern engines and roared around a large rock formation in the center of the table, keeping its distance from the enemy Terminators and triggering its smoke launchers. On the far left, I’d run out of options as the Templars were about to arrive on my objective. The Dreadnought moved in front of the oncoming Marines as best he could and aimed his weapons, determined to take as many enemies with him as possible. Last but not least, my second Dreadnought snuck around behind the Black Templars Dreadnought.

To start the shooting phase, my Dreadnought blew the Black Templars one to scrap leaving little more than a crater. Similarly, my other Dreadnought cut loose and killed a pair of Neophytes from the oncoming horde of Templars. It wasn’t much, but it’d have to do.

Howling like madmen, the Assault squad charged into close combat to aid their embattled brethren, blood singing in their veins as Corbulo’s Blood Chalice urged them on. The Sanguinary Priest charged into close combat as well. With all six of the new arrivals under the influence of the Furious Charge special rule it was easy to inflict a number of casualties on their enemies. The Sanguinary Priest killed three and the Assault squad dropped a few more, stabbing and slashing in a mad frenzy. Corbulo began to duel with the Emperor’s Champion and caused a single wound only to take one in return from the deadly Black Sword. The Veteran Sergeant of the battered Assault squad dragged yet another Templar down into the dirt. Seemingly caught by surprise, the Templars fared poorly in return. I ended up winning the combat by a fairly large margin and a few more black armored Space Marines were dragged down due to No Retreat! wounds. The combat was starting to tip in my favour.

Turn 4 – Black Templars

Unwilling to be denied their target any longer, the Crusader squad surged toward the Dreadnought as the Terminators moved to draw a bead on my Rhino making a dash for the Black Templars objective. The lone Initiate moved onto the Black Templar objective.

The Terminators opened up with their assault cannons but succeeding only in Shaking the gunner and destroying the Rhino’s storm bolter. On the other side of the board, the Crusader squad annihilated the Dreadnought with their meltagun. Without my Dreadnought to contest my objective, the Black Templars had it firmly under their control.

The fight on the right side of the board continued, but it was clear that the
Templars had lost heart. Corbulo and the Emperor’s Champion continued to fight but neither wounded the other while the Sergeant of one the Assault squads and Sanguinary Priest tore into the remainder of the Crusader squad, assisted by the few remaining survivors of their squads. The second Veteran Sergeant attacked the Emperor’s Champion but missed three times. Figuring that Corbulo was probably going to die any second, I decided to use his once-per-game reroll. This allowed the Sergeant’s blow to hit home and kill the Emperor’s Champion. The last of the Templars were laid low by No Retreat wounds, freeing up both Assault squads to attempt to push the huge unit of Templars off of my objective, or at least contest it.


Turn 5 – Flesh Tearers

Not having much choice, my Razorback near my objective disgorged its cargo of five Assault Marines and my second Librarian who dashed toward the Crusader squad. My other Assault squads did their best to reach as well, but the distance was considerable. My last Dreadnought turned toward the Crusader squad as well and moved forward. The Rhino moved at full speed again, but wasn’t able to get within three inches of the Black Templars objective.

Combining fire with the Assault squads, the Dreadnought managed to kill a few Black Templars but since they were Fearless because of the presence of their Chaplain there was no hope of causing them to fall back off of my objective.

The Assault squad with the Librarian and Dreadnought both charged, the Librarian casting Unleash Rage on the way and greatly enhancing himself and his squad. Unfortunately I only managed to contact the Templars with a couple members of the Assault squad so I didn’t get to make as many attacks as I had hoped. I killed a few of them, but I simply didn’t have the numbers to kill so many enemies. My squad took a bunch of losses in return and the Dreadnought exploded, killing five Black Templars. As the Templars made their pile-in move, they were forced to move off of my objective. Now all I needed was one more turn...

Turn 5 – Black Templars

The Terminators moved as fast as they could and covered two of the three exits on the Rhino. They let loose with their guns and immobilized the Rhino. Hefting their power fists, they assaulted it as well but failed to hit completely due to the great speed at which the Rhino had moved in my turn. The combat continued between my Librarian and Assault squad and the Crusaders. Only my Librarian was left standing, along with a bunch of Templars at the end of the Assault phase.
The die tumbled and rolled across the tabletop as we rolled for random game length. I couldn’t help but curse loudly when the die came up as a one, meaning the game ended. At first I thought I’d managed a draw, but the damn last member of the first Crusader squad was standing right beside the objective, doubtlessly with a smug smile on his face. My blood boiled, but I couldn’t help but laugh and shake my opponent’s hand for a well fought game.

I'll post up games 2 and 3 later on. Hope you guys enjoyed the first report!
 

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Grand Lord Munchkin
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Nice, good read. Looking forward to the proceeding reports.
 

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468 Posts
very nice report, how did you're army play? it's very similer to what i had in mind to build, lots of medium power shots with some cheap tank poping units.
 

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They let loose with their guns and immobilized the Rhino. Hefting their power fists, they assaulted it as well but failed to hit completely due to the great speed at which the Rhino had moved in my turn.
Yikes. What really sucks is the fact that once you immobilized it with shooting..... you auto hit it in assault, regardless of how fast it moved the turn before.
 

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Discussion Starter #5
Yikes. What really sucks is the fact that once you immobilized it with shooting..... you auto hit it in assault, regardless of how fast it moved the turn before.
Oh yeah? We were under the impression that they still counted as mobile until the start of their next turn. Oh well, I don't think it would've mattered much anyway - I still could've disembarked from the Rhino had it gone up in flames and the game still would've ended without my ability to do anything about the last Marine on the enemy objective. Thanks for the heads up, though. :)
 

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Grand Lord Munchkin
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Yeah.... Just make sure that next time you give them a good ass whooping. Lol
 
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