Post by cal001 on Aug 11, 2009 22:46:00 GMT 10
Epic Armageddon Battle Report
14,000 Points Space Marines Vs Black Legions
Forces:
Space Marines: Blood Ravens Strike Force
1. Tactical Detachment - TD
+ Librarian
+ 2 x Dreadnaughts (LC)
+ Hunter
2. Devastator Detachment – DD 1
+ Librarian
+ 2 x Dreadnaughts (LC)
+ Hunter
3. Whirlwind Detachment – WW 1
+ Hunter
4. Whirlwind Detachment – WW 2
+ Hunter
5. Landing Craft – LC 1
6. Terminator Detachment - TD 1 + Supreme Commander
+ 2 x Dreadnaughts (AC)
7. Land Raider Detachment - LRD
8. Landing Craft – LC 2
9. Terminator Detachment – TD 2
+ Chaplain
+ 2 x Dreadnaughts (AC)
10. Predator Detachment – PD
4 x Annihilators
+ 2 x Vindicators
11. Thunderhawk Gunship – TH
12. Devastator Detachment – DD 2
+ Librarian
13. Assault Detachment – AD
+ Chaplain
14. Warhound Detachment – WH 1
1 x Lucius Standard
1 x Lucius Inf Config
15. Warhound Detachment – WH 2
1 x Lucius Standard
1 x Lucius Inf Config
16. Reaver Titan – RT
FW Model – Volcano Cannon
- Gatling Blaster
- Missile launcher
17. Thunderbolt Fighters - TB 1
18. Thunderbolt Fighters - TB 2
Design Goals: This force was designed around a number of techniques I wanted to employ in the game. Firstly, it has a holding force that would be garrisoned inside my table half to hold the two Chaos objectives. These forces consisted of TD, DD 1, WW 1 and WW 2.
Secondly I allocated some fast moving heavy hitting support for the garrison forces. There aim is to move quickly from point to point in support of the garrisons and also provide me with a means of defending my Blitz objective. These forces consisted of my Titan compliment with WH 1, WH 2 and RT.
Thirdly I needed a hard striking force with plenty of firepower to take my objectives in the enemy half of the table. To this end I use the following forces; LC 1, TD 1, LR as strike team one. Strike team to consisted of LC 2, TD 2 and PD. Three consisted of TH, DD 2 and AD. Their aim was to take the two Take and Hold objectives with the LC groups and then for the TH to take the enemy Blitz supported by the armour from one of the two proceeding Strike Teams.
Chaos: Black Legion
1. Slaanesh Retinue - 8CSM – RET A
4 Havocs
4 Noise Marines
8 Rhino’s
Warlord
2. Slaanesh Retinue - 8CSM – RET B
4 Havocs
4 Noise Marines
8 Rhino’s
3. Slaanesh Retinue - 8CSM – RET C
4 Havocs
4 Noise Marines
8 Rhino’s
4. Armoured Co. - 8 LR’s - CLR A
5. Armoured Co. - 8 LR’s - CLR B
6. Armoured Co. - 8 Predators - CP
7. Bike Retinue - 8 Bikes – CB 1
8. Bike Retinue - 8 Bikes – CB 2
9. Banelord
10. Slaanesh Chosen - 6 Termies – CH 1
Champion
Icon Bearer
2 Obliterators
Demon pact
11. Nurgle Chosen - 6 Termies – CH 2
Champion
Icon Bearer
2 Obliterators
Demon pact
12. Hell-Talon Fighter Bombers
13. Swiftdeath fighters
14. Demon pool Greater Daemon x2
Drew has only just started playing with his very lovely looking Black Legion, having played a monster game as my ally a month back he has played one other game with Black Legion. For him it is about experimenting with his army and finding what combinations work.
Setup Marines
Marines commence the setup placing Garrison forces within 15cm of the two Chaos objectives. From there the WW detachments are placed creating an interlocking air defence square in the city blocks. Titans take up positions along the roads to make best advantage of the added speed afforded. The remainder of the Marine force is off board and will enter once the majority of the Chaos force has been decisively engaged by the Garrison and Supporting formations. This should allow me a degree of freedom of manoeuvre once I deploy the strike teams.
Setup Black Legion
Chaos setup saw the fast moving Bike detachments setting up on the flanks with essentially an armoured and infantry formation set up side by side to advance against the Marine line. The Banelord to pride of place centre field in order to support either east or west flank advances. Drew and I have had long discussions on armour/inf co-operation and what is the real time relationship between the two.
Turn 1 – Initiative Black Legion
Marines roll an outstanding 1 for initiative, so control of the game start goes to Drew and his Black Legion. Having a limited number of units on the battlefield this is not a problem as I am outnumbered in activations and happy to see the Chaos army shake out.
It starts with CLR 1 doubling forward to secure Marine Obj 2. I utilize the time available in Turn 1 to reposition DD 1 back into some cover in anticipation of repelling Chaos forces in Turn 2 and beyond. CLR 2 doubles forward east of the central hill moving towards the ford in the river on the eastern side of the board. This was followed by my WW 1 advancing forward closer to DD1 for added security. At this stage all of the Chaos forces are well outside my indirect fore range so moving the Whirlwinds forward is a sound move.
Chaos reply with CB 1 failing to take their orders so they make a single move forward down the east flank. This seems to be a problem with the Black Legion list, having to roll 2s to take orders over their Loyalist Cousins making an action on 1. TD followed next taking advantage of the close by cover to get better positioning in preparation for Turn 2. CB 2 continues the woes and fails again making a single move towards the Marine table edge.
I take the opportunity to get some air on cover and place TB 1 onto CAP. Drew counters by placing his Swiftdeaths onto CAP just in case. WW 2 takes the time to move closer to TD and make use of some nearby support. Drew’s Predators double forward closing on Marine Obj 1. The Reaver takes advantage of having no one to shoot at it and marches down the road and takes up a position to cover the river crossing in the centre of the board.
RET A marches forward down the western flank and takes up a position in behind the wooded hill, making best use of the cover there. WH 1 marches down the road behind the Reaver, taking up a position in preparation for engaging the Predators and RET A on the western flank. The Banelord activates and marches towards Marine Obj 2 and takes up a position behind CLR 1.
WH 2 doubles forward and takes up a position to support both the Marine garrison positions. RET B moves to the Chaos Blitz and deploys to secure that location against the likely Marine strikes in subsequent turns. TB 2 takes note of the mounted Chaos RET A on the west flank decides to conduct a ground attack. They make an unopposed approach and are pounced upon by the Swiftdeaths on CAP, they take two hits and attempt to jink out of the line of fire. The move fails and both aircraft disintegrate in midair leaving RET A unscathed. HT take the opportunity to take up the air coverage and go on CAP. RET C fails to take orders, the Chaos Warlord fails to rouse them from their slumber and they make a slow move to the south.
Marines at the end of Turn 1
Chaos at the end of Turn 1
Rally Phase: All aircraft escape the board without incident and all Chaos formations remove blast markers.
All in all a fast turn, taking less than an hour to play out. This is common of first turns, more about manoeuvre than combat.
Turn 2 - Initiative – Black Legion
Turn 2, the business turn of any Epic game saw my dice fail me again and I rolled a stunning 1, thus handing control the Black Legion. It began with CB 1 taking orders for a change an marching down the eastern flank taking up a position behind a forest. I counter placing TD on overwatch in preparation for chaos forces coming through the gap in the east.
The Swiftdeaths take up a position above the Helltalons on CAP. DD 1 sensing the imminent arrival of Chaos forces also go onto overwatch. RET A takes advantage of the open western flank and marches in behind the Marine flank. One of the key parts of any good battle plan is making your opponent do something he/she doesn’t want to do. Not wanting to have 30 odd Chaos units running through my flank, I counter with LC 1 strike team. The Landing Craft descends, the Swiftdeaths respond and fail to alter the Marine plans. The Landing Craft hits the ground and combined with the firepower of Land Raiders and Terminators with Dreadnaughts unload un the mounted RET A. The resulting fire sees seven Rhinos explode spewing Chaos Marines everywhere. Eight stands fail to save and the result is a broken Retinue.
Landing Craft 1 Landing
The devastation of RET A
CLR 2 advances and takes up a position in the defences overlooking the eastern ford. WW 2 sustains fire on CB 1 killing three stands. RET C fails to take heed of radio traffic, however the bellowing of the Warlord inspires them to double forward to the eastern ford reading to engage the Marine defenders. The Reaver, sensing prey coming into range goes onto overwatch priming weapons to deal some heavy damage.
CB 2 doubles forward and takes up a position in the defences and thus claiming Marine Obj 1. WH 1 seeing the lightly defended targets advance and fire on the bikes, five hits amounts to three kills. The Predators advance in support of the Bikes, firing on the two exposed Warhounds managing to remove a single shield. WH 2 move east down the road orientating themselves for the coming Chaos horde.
CLR 1 doubles forward from Marine Obj 2, overwatch fire from the Reaver kills a single Land Raider, the resulting fire from the Land Raiders strips three shields from the Reaver. Aiming to capitalize on the blast markers already on CLR 1, WW 2 sustains fire on the Land Raiders, four hits are achieved yet non penetrate and a single BM results. The Banelord doubles forward behind CLR 1, it fires on the Reaver and for all its firepower removes a shield.
Noticing the Swiftdeaths all alone in the air, TB 1 descends from its CAP to intercept, the Helltalons respond, jinking, the pilots manage the manoeuvre and get away. RET B on the Blitz attempts to go on overwatch and fails, regrouping in their current position seems to be the best move according to the commander. The Thunderhawk takes the CAP free airspace as a good opportunity to conduct a ground attack and strafes the Blitz objective, two infantry stands are shredded in the fire.
Seeing the advantage now in the skies above the battlefield, LC 2 ceases the opportunity to strike a big blow. Landing west of the Blitz objective Predators, and Terminators pour from the Landing Craft and line up to deal death. Three Rhinos explode and another three infantry are gunned down.
Blitz Landing
End Turn 2 from the eastern flank looking at Chaos half
End Turn 2 from the western flank looking at Marine half
Rally Phase: All aircraft exit the board, no additional fire comes from their movement. Chaos Bike 2 fails to rally along with the Reaver Titan.
Turn 3 – Initiative Blood Ravens
Teleports arrive and two formations of Chosen with Obliterators arrive on the battle field. The first CH 1 arrives behind Strike Team 2 deep west of the Chaos Blitz in an attempt to catch the Marines in a deadly crossfire. The second CH 2 arrives deep in the Marine half in the buildings behind the Reaver, both take BM for the arrival.
Teleport Chosen 1 Chaos Blitz
Teleport Chosen 2 Marine Flank
Finally my dice decide I should have a crack and in good time too. The Predators west of the Blitz sustain fire, at this stage I wish I had taken a mixed formation as I had more infantry targets than vehicles, the fire does the job and four more Rhinos pop and the Vindicators claim two more stands causing the formation to break and flee to the east. This is followed by the Terminators engaging the Chosen formation to their rear. Three stands a piece are cut down in the fighting. Dice are against the Chosen and the result is 11 – 6 to Marines, all but the Obliterators are cut down and the formation breaks. Someone has to explain to me why Terminators and Chosen are not Fearless.
Chaos reply with CLR 1 sustaining fire on the Reaver, one shot penetrates and causes a critical. Chaos retain with CH 2 who engage the wounded Reaver Daemons are called forth, however not enough warp energies are present to call forth the Greater Daemon. Overwatch fire from DD 1 east of the Reaver kills two of the Chosen. The remaining formation goes into close combat with the Reaver. Three more hits are scored, the Reaver rolls a score a massive three 1s and 2s. The result is 6 – 3 in favour of the Chosen, the Reaver takes the opportunity to secure the Blitz.
Chosen 2 after Chaos Assault on the Reaver
WH 1 sustains fire on the Chaos Predators, killing five and breaking the formation, they retreat to the cover of the defences to their rear. Marines retain and the Terminators follow up RET a doubling forward and firing at them, killing a single stand. On advice as part of the gentlemen game that it always is RET A attempts after failing to activate. They are pounced upon by TB 1, the resulting fire kills another stand and breaks the formation again.
Chaos reply with Helltalons targeting the close knit formations of Terminators and Predators near the Blitz, one stand and one Predator are destroyed in the fire. Chaos retain and once again the Swiftdeaths go on CAP, this will prove to be a key move on behalf of the Chaos Warlord. Looking to secure the victory, LC one conducts a ground attack on CH 2 causing one KIA and breaking the formation.
Chaos respond with CLR 2 doubling across the ford in the eastern part of the table. Overwatch fire from TD in the buildings causes a BM as not all of the valiant Marines are in range. The Land Raiders fire, removing a void from the closest Warhound. RET C retains and doubles forward deploying its compliment of infantry who take aim at the Warhounds. The fire from the Chaos forces is poor and a single void shield is removed. Finally the Warhounds get their chance and unleash a torrent of fire on the Land Raiders, three explode shaking the close by infantry.
The Banelord doubles forward and fires at WH 1, again a single shield is all that is damaged. They are very lucky Warhounds, but it will not last forever. WW 2 sustains fire on the massed infantry and vehicles in the east, two Rhinos and seven stands evaporate in the firestorm. CB 1 advances on the western flank taking up a position on Marine Obj 1. WW 1 sustains fire on the same target as WW 2, the resulting fire destroys another two Rhinos and seven more infantry stands. I have to say at this point that I have never had such success with Whirlwinds ever. Looking to arrest all forward movement on the western flank LC 2 retains and conducts a ground attack on CB 1, causing a BM.
CB 1 marshals and moves to the defences to the rear of Marine Obj 1. Marine LR doubles and takes advantage of the road leading to Marine Obj 1 closing on the objective and getting within the magical 15cm. At this point Marines are poised to win the game with a possible three victory points. Ceasing on the opportunity, the Thunderhawk launches to land on the undefended Marine Obj 2. It makes it approach and is set upon by the Swiftdeaths. Their aim is true and the Thunderhawk is destroyed along with the Assault and Devastator detachments within it.
The turn ends with Marines holding Blitz, but for a luck roll on CH 2, They Shall Not Pass would also have been achieved and the game would have ended. Rallying is another story and the majority of the broken Chaos formations remain that way.
Marine Half Turn 3 End
Chaos Half Turn 3 End
Turn 4 – Initiative Black Legion (Draw)
The Banelord starts the turn and fires on the Land Raiders to its west, one is destroyed and the formation is no longer close enough to Marine Obj 1. Marines respond with WW 1 sustaining fire on the CLR 1, causing a single BM. CLR withdraws and defends the unprotected Marine Obj 2, careful to avoid the wreckage of the Thunderhawk.
Turn 4 Start from the centre West
Looking to change the strategy after the loss of the Thunderhawk, the Land Raiders sustain fire at the Banelord, the voids flicker and only two remain. The Chosen in the Marine half call forth the power of the warp and summon a Greater Daemon, although easy on the eye, she packs a punch and spurs the Chosen on to engage WH 1. The Greater Daemon kills a Warhound with a flurry of first strikes, the Chosen follow her lead and score three hits on the second. The Warhound’s armour fails and it too falls.
WW 2 responds to the movement of CH 2 and sustains fire on them back in the cover of the building. One stand is killed and the formation is broken again. Chaos Helltalons swoop on the Land Raiders and cause a BM. DD 1 doubles forward and secures Chaos Obj 1, firing on CLR 1 they cause a BM. Attempting to push the Marines away from Obj 1, the Predators advance and fire on the Land Raiders, a BM is all that results.
The Reaver continues to withdraw and secures the Marine Blitz. The Swiftdeaths sensing the Marine battle plan swoop on Chaos Obj 1 and kill four stands from DD 1. TB 1 conducts a similar attack on CH 2 killing four stands ensuring that the Greater Daemon will return to the warp at the end of the turn. LC 1 strafes CB 1 killing another stand and making it harder for it to make a move. CB 1 makes its move and marches into Marine territory. LC 2 conducts a ground attack to finish it off but fails to do any damage.
WH 2 sees the threat and moves to the west and fires on CB 1. They kill one and break the formation. TD advances and secures Chaos Obj 2. TD 1 again doubles and fires on RET A, scoring another three kills and breaking the formation. PD marshals and moves towards the Chaos Blitz assisting TD 2 in that location.
Turn 4 End Marine Half
Turn 4 End Chaos Half
Rally Phase: Again all aircraft make it off the battlefield. CB 2 the only unit in the Marine half fails to rally and the Black Legions fate is sealed.
Marines win with Blitz and They Shall Not Pass.
Chaos Blitz, firmly in Marine Hands
14,000 Points Space Marines Vs Black Legions
Forces:
Space Marines: Blood Ravens Strike Force
1. Tactical Detachment - TD
+ Librarian
+ 2 x Dreadnaughts (LC)
+ Hunter
2. Devastator Detachment – DD 1
+ Librarian
+ 2 x Dreadnaughts (LC)
+ Hunter
3. Whirlwind Detachment – WW 1
+ Hunter
4. Whirlwind Detachment – WW 2
+ Hunter
5. Landing Craft – LC 1
6. Terminator Detachment - TD 1 + Supreme Commander
+ 2 x Dreadnaughts (AC)
7. Land Raider Detachment - LRD
8. Landing Craft – LC 2
9. Terminator Detachment – TD 2
+ Chaplain
+ 2 x Dreadnaughts (AC)
10. Predator Detachment – PD
4 x Annihilators
+ 2 x Vindicators
11. Thunderhawk Gunship – TH
12. Devastator Detachment – DD 2
+ Librarian
13. Assault Detachment – AD
+ Chaplain
14. Warhound Detachment – WH 1
1 x Lucius Standard
1 x Lucius Inf Config
15. Warhound Detachment – WH 2
1 x Lucius Standard
1 x Lucius Inf Config
16. Reaver Titan – RT
FW Model – Volcano Cannon
- Gatling Blaster
- Missile launcher
17. Thunderbolt Fighters - TB 1
18. Thunderbolt Fighters - TB 2
Design Goals: This force was designed around a number of techniques I wanted to employ in the game. Firstly, it has a holding force that would be garrisoned inside my table half to hold the two Chaos objectives. These forces consisted of TD, DD 1, WW 1 and WW 2.
Secondly I allocated some fast moving heavy hitting support for the garrison forces. There aim is to move quickly from point to point in support of the garrisons and also provide me with a means of defending my Blitz objective. These forces consisted of my Titan compliment with WH 1, WH 2 and RT.
Thirdly I needed a hard striking force with plenty of firepower to take my objectives in the enemy half of the table. To this end I use the following forces; LC 1, TD 1, LR as strike team one. Strike team to consisted of LC 2, TD 2 and PD. Three consisted of TH, DD 2 and AD. Their aim was to take the two Take and Hold objectives with the LC groups and then for the TH to take the enemy Blitz supported by the armour from one of the two proceeding Strike Teams.
Chaos: Black Legion
1. Slaanesh Retinue - 8CSM – RET A
4 Havocs
4 Noise Marines
8 Rhino’s
Warlord
2. Slaanesh Retinue - 8CSM – RET B
4 Havocs
4 Noise Marines
8 Rhino’s
3. Slaanesh Retinue - 8CSM – RET C
4 Havocs
4 Noise Marines
8 Rhino’s
4. Armoured Co. - 8 LR’s - CLR A
5. Armoured Co. - 8 LR’s - CLR B
6. Armoured Co. - 8 Predators - CP
7. Bike Retinue - 8 Bikes – CB 1
8. Bike Retinue - 8 Bikes – CB 2
9. Banelord
10. Slaanesh Chosen - 6 Termies – CH 1
Champion
Icon Bearer
2 Obliterators
Demon pact
11. Nurgle Chosen - 6 Termies – CH 2
Champion
Icon Bearer
2 Obliterators
Demon pact
12. Hell-Talon Fighter Bombers
13. Swiftdeath fighters
14. Demon pool Greater Daemon x2
Drew has only just started playing with his very lovely looking Black Legion, having played a monster game as my ally a month back he has played one other game with Black Legion. For him it is about experimenting with his army and finding what combinations work.
Setup Marines
Marines commence the setup placing Garrison forces within 15cm of the two Chaos objectives. From there the WW detachments are placed creating an interlocking air defence square in the city blocks. Titans take up positions along the roads to make best advantage of the added speed afforded. The remainder of the Marine force is off board and will enter once the majority of the Chaos force has been decisively engaged by the Garrison and Supporting formations. This should allow me a degree of freedom of manoeuvre once I deploy the strike teams.
Setup Black Legion
Chaos setup saw the fast moving Bike detachments setting up on the flanks with essentially an armoured and infantry formation set up side by side to advance against the Marine line. The Banelord to pride of place centre field in order to support either east or west flank advances. Drew and I have had long discussions on armour/inf co-operation and what is the real time relationship between the two.
Turn 1 – Initiative Black Legion
Marines roll an outstanding 1 for initiative, so control of the game start goes to Drew and his Black Legion. Having a limited number of units on the battlefield this is not a problem as I am outnumbered in activations and happy to see the Chaos army shake out.
It starts with CLR 1 doubling forward to secure Marine Obj 2. I utilize the time available in Turn 1 to reposition DD 1 back into some cover in anticipation of repelling Chaos forces in Turn 2 and beyond. CLR 2 doubles forward east of the central hill moving towards the ford in the river on the eastern side of the board. This was followed by my WW 1 advancing forward closer to DD1 for added security. At this stage all of the Chaos forces are well outside my indirect fore range so moving the Whirlwinds forward is a sound move.
Chaos reply with CB 1 failing to take their orders so they make a single move forward down the east flank. This seems to be a problem with the Black Legion list, having to roll 2s to take orders over their Loyalist Cousins making an action on 1. TD followed next taking advantage of the close by cover to get better positioning in preparation for Turn 2. CB 2 continues the woes and fails again making a single move towards the Marine table edge.
I take the opportunity to get some air on cover and place TB 1 onto CAP. Drew counters by placing his Swiftdeaths onto CAP just in case. WW 2 takes the time to move closer to TD and make use of some nearby support. Drew’s Predators double forward closing on Marine Obj 1. The Reaver takes advantage of having no one to shoot at it and marches down the road and takes up a position to cover the river crossing in the centre of the board.
RET A marches forward down the western flank and takes up a position in behind the wooded hill, making best use of the cover there. WH 1 marches down the road behind the Reaver, taking up a position in preparation for engaging the Predators and RET A on the western flank. The Banelord activates and marches towards Marine Obj 2 and takes up a position behind CLR 1.
WH 2 doubles forward and takes up a position to support both the Marine garrison positions. RET B moves to the Chaos Blitz and deploys to secure that location against the likely Marine strikes in subsequent turns. TB 2 takes note of the mounted Chaos RET A on the west flank decides to conduct a ground attack. They make an unopposed approach and are pounced upon by the Swiftdeaths on CAP, they take two hits and attempt to jink out of the line of fire. The move fails and both aircraft disintegrate in midair leaving RET A unscathed. HT take the opportunity to take up the air coverage and go on CAP. RET C fails to take orders, the Chaos Warlord fails to rouse them from their slumber and they make a slow move to the south.
Marines at the end of Turn 1
Chaos at the end of Turn 1
Rally Phase: All aircraft escape the board without incident and all Chaos formations remove blast markers.
All in all a fast turn, taking less than an hour to play out. This is common of first turns, more about manoeuvre than combat.
Turn 2 - Initiative – Black Legion
Turn 2, the business turn of any Epic game saw my dice fail me again and I rolled a stunning 1, thus handing control the Black Legion. It began with CB 1 taking orders for a change an marching down the eastern flank taking up a position behind a forest. I counter placing TD on overwatch in preparation for chaos forces coming through the gap in the east.
The Swiftdeaths take up a position above the Helltalons on CAP. DD 1 sensing the imminent arrival of Chaos forces also go onto overwatch. RET A takes advantage of the open western flank and marches in behind the Marine flank. One of the key parts of any good battle plan is making your opponent do something he/she doesn’t want to do. Not wanting to have 30 odd Chaos units running through my flank, I counter with LC 1 strike team. The Landing Craft descends, the Swiftdeaths respond and fail to alter the Marine plans. The Landing Craft hits the ground and combined with the firepower of Land Raiders and Terminators with Dreadnaughts unload un the mounted RET A. The resulting fire sees seven Rhinos explode spewing Chaos Marines everywhere. Eight stands fail to save and the result is a broken Retinue.
Landing Craft 1 Landing
The devastation of RET A
CLR 2 advances and takes up a position in the defences overlooking the eastern ford. WW 2 sustains fire on CB 1 killing three stands. RET C fails to take heed of radio traffic, however the bellowing of the Warlord inspires them to double forward to the eastern ford reading to engage the Marine defenders. The Reaver, sensing prey coming into range goes onto overwatch priming weapons to deal some heavy damage.
CB 2 doubles forward and takes up a position in the defences and thus claiming Marine Obj 1. WH 1 seeing the lightly defended targets advance and fire on the bikes, five hits amounts to three kills. The Predators advance in support of the Bikes, firing on the two exposed Warhounds managing to remove a single shield. WH 2 move east down the road orientating themselves for the coming Chaos horde.
CLR 1 doubles forward from Marine Obj 2, overwatch fire from the Reaver kills a single Land Raider, the resulting fire from the Land Raiders strips three shields from the Reaver. Aiming to capitalize on the blast markers already on CLR 1, WW 2 sustains fire on the Land Raiders, four hits are achieved yet non penetrate and a single BM results. The Banelord doubles forward behind CLR 1, it fires on the Reaver and for all its firepower removes a shield.
Noticing the Swiftdeaths all alone in the air, TB 1 descends from its CAP to intercept, the Helltalons respond, jinking, the pilots manage the manoeuvre and get away. RET B on the Blitz attempts to go on overwatch and fails, regrouping in their current position seems to be the best move according to the commander. The Thunderhawk takes the CAP free airspace as a good opportunity to conduct a ground attack and strafes the Blitz objective, two infantry stands are shredded in the fire.
Seeing the advantage now in the skies above the battlefield, LC 2 ceases the opportunity to strike a big blow. Landing west of the Blitz objective Predators, and Terminators pour from the Landing Craft and line up to deal death. Three Rhinos explode and another three infantry are gunned down.
Blitz Landing
End Turn 2 from the eastern flank looking at Chaos half
End Turn 2 from the western flank looking at Marine half
Rally Phase: All aircraft exit the board, no additional fire comes from their movement. Chaos Bike 2 fails to rally along with the Reaver Titan.
Turn 3 – Initiative Blood Ravens
Teleports arrive and two formations of Chosen with Obliterators arrive on the battle field. The first CH 1 arrives behind Strike Team 2 deep west of the Chaos Blitz in an attempt to catch the Marines in a deadly crossfire. The second CH 2 arrives deep in the Marine half in the buildings behind the Reaver, both take BM for the arrival.
Teleport Chosen 1 Chaos Blitz
Teleport Chosen 2 Marine Flank
Finally my dice decide I should have a crack and in good time too. The Predators west of the Blitz sustain fire, at this stage I wish I had taken a mixed formation as I had more infantry targets than vehicles, the fire does the job and four more Rhinos pop and the Vindicators claim two more stands causing the formation to break and flee to the east. This is followed by the Terminators engaging the Chosen formation to their rear. Three stands a piece are cut down in the fighting. Dice are against the Chosen and the result is 11 – 6 to Marines, all but the Obliterators are cut down and the formation breaks. Someone has to explain to me why Terminators and Chosen are not Fearless.
Chaos reply with CLR 1 sustaining fire on the Reaver, one shot penetrates and causes a critical. Chaos retain with CH 2 who engage the wounded Reaver Daemons are called forth, however not enough warp energies are present to call forth the Greater Daemon. Overwatch fire from DD 1 east of the Reaver kills two of the Chosen. The remaining formation goes into close combat with the Reaver. Three more hits are scored, the Reaver rolls a score a massive three 1s and 2s. The result is 6 – 3 in favour of the Chosen, the Reaver takes the opportunity to secure the Blitz.
Chosen 2 after Chaos Assault on the Reaver
WH 1 sustains fire on the Chaos Predators, killing five and breaking the formation, they retreat to the cover of the defences to their rear. Marines retain and the Terminators follow up RET a doubling forward and firing at them, killing a single stand. On advice as part of the gentlemen game that it always is RET A attempts after failing to activate. They are pounced upon by TB 1, the resulting fire kills another stand and breaks the formation again.
Chaos reply with Helltalons targeting the close knit formations of Terminators and Predators near the Blitz, one stand and one Predator are destroyed in the fire. Chaos retain and once again the Swiftdeaths go on CAP, this will prove to be a key move on behalf of the Chaos Warlord. Looking to secure the victory, LC one conducts a ground attack on CH 2 causing one KIA and breaking the formation.
Chaos respond with CLR 2 doubling across the ford in the eastern part of the table. Overwatch fire from TD in the buildings causes a BM as not all of the valiant Marines are in range. The Land Raiders fire, removing a void from the closest Warhound. RET C retains and doubles forward deploying its compliment of infantry who take aim at the Warhounds. The fire from the Chaos forces is poor and a single void shield is removed. Finally the Warhounds get their chance and unleash a torrent of fire on the Land Raiders, three explode shaking the close by infantry.
The Banelord doubles forward and fires at WH 1, again a single shield is all that is damaged. They are very lucky Warhounds, but it will not last forever. WW 2 sustains fire on the massed infantry and vehicles in the east, two Rhinos and seven stands evaporate in the firestorm. CB 1 advances on the western flank taking up a position on Marine Obj 1. WW 1 sustains fire on the same target as WW 2, the resulting fire destroys another two Rhinos and seven more infantry stands. I have to say at this point that I have never had such success with Whirlwinds ever. Looking to arrest all forward movement on the western flank LC 2 retains and conducts a ground attack on CB 1, causing a BM.
CB 1 marshals and moves to the defences to the rear of Marine Obj 1. Marine LR doubles and takes advantage of the road leading to Marine Obj 1 closing on the objective and getting within the magical 15cm. At this point Marines are poised to win the game with a possible three victory points. Ceasing on the opportunity, the Thunderhawk launches to land on the undefended Marine Obj 2. It makes it approach and is set upon by the Swiftdeaths. Their aim is true and the Thunderhawk is destroyed along with the Assault and Devastator detachments within it.
The turn ends with Marines holding Blitz, but for a luck roll on CH 2, They Shall Not Pass would also have been achieved and the game would have ended. Rallying is another story and the majority of the broken Chaos formations remain that way.
Marine Half Turn 3 End
Chaos Half Turn 3 End
Turn 4 – Initiative Black Legion (Draw)
The Banelord starts the turn and fires on the Land Raiders to its west, one is destroyed and the formation is no longer close enough to Marine Obj 1. Marines respond with WW 1 sustaining fire on the CLR 1, causing a single BM. CLR withdraws and defends the unprotected Marine Obj 2, careful to avoid the wreckage of the Thunderhawk.
Turn 4 Start from the centre West
Looking to change the strategy after the loss of the Thunderhawk, the Land Raiders sustain fire at the Banelord, the voids flicker and only two remain. The Chosen in the Marine half call forth the power of the warp and summon a Greater Daemon, although easy on the eye, she packs a punch and spurs the Chosen on to engage WH 1. The Greater Daemon kills a Warhound with a flurry of first strikes, the Chosen follow her lead and score three hits on the second. The Warhound’s armour fails and it too falls.
WW 2 responds to the movement of CH 2 and sustains fire on them back in the cover of the building. One stand is killed and the formation is broken again. Chaos Helltalons swoop on the Land Raiders and cause a BM. DD 1 doubles forward and secures Chaos Obj 1, firing on CLR 1 they cause a BM. Attempting to push the Marines away from Obj 1, the Predators advance and fire on the Land Raiders, a BM is all that results.
The Reaver continues to withdraw and secures the Marine Blitz. The Swiftdeaths sensing the Marine battle plan swoop on Chaos Obj 1 and kill four stands from DD 1. TB 1 conducts a similar attack on CH 2 killing four stands ensuring that the Greater Daemon will return to the warp at the end of the turn. LC 1 strafes CB 1 killing another stand and making it harder for it to make a move. CB 1 makes its move and marches into Marine territory. LC 2 conducts a ground attack to finish it off but fails to do any damage.
WH 2 sees the threat and moves to the west and fires on CB 1. They kill one and break the formation. TD advances and secures Chaos Obj 2. TD 1 again doubles and fires on RET A, scoring another three kills and breaking the formation. PD marshals and moves towards the Chaos Blitz assisting TD 2 in that location.
Turn 4 End Marine Half
Turn 4 End Chaos Half
Rally Phase: Again all aircraft make it off the battlefield. CB 2 the only unit in the Marine half fails to rally and the Black Legions fate is sealed.
Marines win with Blitz and They Shall Not Pass.
Chaos Blitz, firmly in Marine Hands