Showing posts with label battle report. Show all posts
Showing posts with label battle report. Show all posts

Tuesday, 15 August 2017

8th Edition 40k game - Flesh Tearers v Deathwing

After 4 wins on the bounce my Flesh Tearers were challenged to a 100 power game against a very elite force - the Deathwing!

This I was not looking forward to as I was running my normal super mobile themed army - remember this is not a power build but a Flesh Tearer army I have slowly painted up over about 3 years that, in my eyes, totally fits their background. Mostly jump pack assault troops with a sizeable death company and a few terminators to bulk it out. The Land Raider and Baal Predator have no long range effectiveness being equipped with flamestorm cannons! Basically the army does what Flesh Tearers do - run at the enemy and hope for the best!!

The problem is that although my army is themed for in your face close combat, it's not particularly good at it. I have got assault marines after all! So coming up against about 30 terminators, a land raider and some knights who will literally walk into my lines and shout "come and have a go if you think you're hard enough!" Scares me rather a lot!
The Deathwing assemble

Friday, 28 July 2017

8th Edition 40k - Flesh Tearers v Orks - comment on the game and rules

Rolling on for my 3rd game of 40k in 8th edition dad Steve challenged me to pit my Flesh Tearers against his Orks. He obviously wanted revenge for the loss his Blood Angels took last time and has put his faith in the dirty xenos greenskins - fool! I think Mephiston will show him the error of his ways!!

Pre-amble

This was going to be interesting. I had only ever faced Orks before in tournaments at Warhammer World where I was running my Emperor's Feth Astra Militarum army. These battles never ended well for the greenskins as 2 Manticores and a bunch of Leman Russ's tended to take care of them by turn 3! Now however I have a smallish more elite army that is mainly assault based - not a good match up for a dedicated assault army with lots of bodies that will effectively run me over.

Saturday, 15 April 2017

"Guns. We need more guns." Astra Militarum v Nurgle Battle Report - Round 2

Having played the first battle (here) and been sent away with my tail in-between my legs as my assault army got out assaulted by a bunch of Plague zombies who are amazing in combat (enough for you yet Mike?!) revenge has always been on my Death Company Chaplain's mind. As he crawled off the battlefield a bloody mess he vowed to take down Typhus once and for all and amassed an Astra Militarum force with a squad of Death Company to lead Typhus and his zombie horde into a trap...
"Guns. We need more guns." Astra Militarum v Nurgle Battle Report - Round 2

The preview for the battle can be found here where I outline how I approached the game and offered up my list.

Thursday, 13 April 2017

"Guns. We need more guns." Blood Angels v Nurgle the rematch - preview

Thrashed
About a month ago I received a proper thrashing from my friend Mike and his Nurgle traitors who proved far too durable for my Blood Angels assault force (see the comments on the battle here).

I made a couple of mistakes in the battle but ultimately the extra bonuses given by papa Nurgle for using a specific formation was too much for my assault force. Extra cover saves, feel no pain, zombie regeneration and, the one that most hurt, reducing my WS, S & T by 1 meant that my - not amazing I will admit - assault focused force just could not get the job done. During this battle I also said that the Nurgle army was not great in combat. Mike has never let me forget this as all of his army demolished me in combat!!! - Gah!

Revenge
However, crawling from the field, covered in blood the Death Company Chaplain vowed to exact revenge upon the foe and take the head of Typhus. In the last month he has been amassing a new force to crush the traitors once and for all.
"Guns. We need more guns." Blood Angels v Nurgle the rematch - preview

Wednesday, 29 March 2017

Comment on a battle - Blood Angels v Nurgle Chaos

Recently I played a game with my Flesh Tearer Blood Angels against a friends Nurgle chaos. I didn't have time to set up a proper battle report and take amazing photographs so I thought that I would just comment on the battle itself seeing as I haven't played for a while and have never played against this army before.

First and foremost the game was a tactical objectives game with objectives numbered 1-6 scattered around the table. We played 1500 points of which the armies were picked to the theme of the army. The Blood angels were fast moving units with jump packs, drop pods and a baal predator and very assault orientated while the chaos nurgle army was a plague zombie army with lots and lots of zombies and a few plague marines and champions thrown in for good measure.

Effectively could the Blood Angels charge the Chaos acolytes and hit hard enough before being swamped and overrun by zombies?

Flesh Tearers army
DC Chaplain
2 units of DC
5 Terminators
2 Assault squads
2 tactical squads - 1 with a drop pod
Baal Predator

Tuesday, 21 February 2017

Running a narrative-style game

Background
So Dad James and I took the Imperial Fists (IF) and Flesh Tearers (FT) to war on Saturday night - a game of 3,250 points each and lasting an eye watering 5 and a half hours - I can tell you, after getting home at 02:30 on Sunday morning and rising to play with the kids at 06:00, I was experiencing a new kind of hangover for me - "I got (War)hammered last night and feel terrible" I was saying to anyone who would listen on Sunday! (not many people were listening! - James)

Sunday, 11 December 2016

Imperial Fists v Flesh Tearers - Zone Mortalis Report

The Imperial Fists were conducting a boarding action against the might Flesh Tearers...1,000 points....kill points.

The scenario sees the Flesh Tearers set up to defend a break in the ships hull made by a marauding Imperial Fist incursion force lead by the VIIth Legion hero Sigismund. The Flesh Tearers are lead by their incandescent Death Company Chaplain, furious at the VIIths attack on the sanctity of their Battle Cruiser.

Turn 1
After the breach by Sigismund and his spear-tip assault, the Flesh Tearers are first to react and set up a defensive line, covering each corridor as they sweep forward through the outer corridors of the ship, racing to meet the large hangar space where the breach was detected. Sigismund leads his unit to the edge of the hanger space, keeping a watchful eye on the bulkheads for signs of the enemy.


Monday, 26 September 2016

Zone Mortalis - Battle Report


This was a fight to take control of the Imperial Fists Frigate the New Dawn. A boarding assault was conducted by Bjorn Hammerwacker (sorry Dave couldn't remember his name! Edit: that wasn't his name, but it sounds cool so I'll roll with it... Dave) and his spear-tip force of wolfy space marines!

This was our first game of Zone Mortalis and as a result of spending time chatting about how much we liked narrative gaming when we met up earlier we came up with a decent spin on one of the Blood in the Void missions from HH Book III. The mission type was called wrecker and we selected to enact an assault on the bridge of a frigate. Dave wanted to attack (not typical at all of the wolfy fellows eh?) and so I obliged by setting up in defence of an Imperial Fist bridge.

The deployment saw the Imperial Fists take one board quarter (3ft x 4ft board) and the VIth Legion take the opposite one. The game itself indicated we should be dividing our forces into reserves, but we decided we wanted to just get bloody quickly and to engage full forces in a corridor jamming frenzy! So reserves were dispensed with.

However, the game was to start tensely with 'blip counters'. Remember the colonial marines in Aliens tensely scanning and seeing 'multiple' threat signals. Well we re-enacted this (its in the rules as an option to do this) by placing poker chips with a number on them down on the board instead of our units. My units were red and Dave's were white and we set up in our opposing quarters.



The units represented by the chips would not be revealed until they came within line of sight of another poker chip. We also added another twist, only half the 'blips' were real, the others were ghost signals created by the extreme radiation of a nearby star (Edit: it wasn't a star, the leaky radiation was down to the Imperial Fists' poor maintenance regime, not that they'll admit to it! Dave).

This created a cautious and tense start to the game - it really changed the dynamic of the first couple of turns. We were both faced with the challenge of trying to sneak our forces into the best position whilst not giving away which were real and fake. It also has you constantly thinking "am i sneaking up on his tactical marines, or is that blip a bloody dreadnaught!!" As you can see in the next shot we were tip toe-ing around...



Eventually though the poker chips came into view and these two legions were enjoined in combat! The Fists burst around the corner setting up a charge into Dave's Cataphracti - its hammer time! My Breacher Squad lines up to bolter Daves Breachers...

Edit: we also added the rule that breacher shields block line of sight, so you could use a squad to block against the enemy seeing your blip counter, meaning it would remain un-revealed for a little bit longer. This sort of thing summed up the way we tend to play games, if it sounds cool and reasonable then why not do it?! Dave.



Even though the Board isn't painted (it comes black from FW) you can get some really atmospheric scenes. Here my breachers are lead by my Praetor as they hold this corridor against the onslaught ion the Wolves!



Here my terminators are making short work of the Cataphracti but Dave's units are setting up for a counter assault!


In the end...
After several turns Dave managed to kill my Warlord (Ships Captain) which was the Primary Objective, and he nearly achieved the secondary objective of getting aboard the bridge (represented by the tile below and the large dice cube) with his sneaky sneaky units creeping around the edge of the conflict.



So what do we think of ZM?
The close quarter nature of ZM turns units that are ordinary on the big open battlefields into absolute killers in the confines of battleship and the fights were very quickly bloody affairs. I have to say this was a great entrance to the world of Zone Mortals and I can't wait to get painting the board and playing some more!

We played two games, the second of which was 500points and we finished in 45mins - this is really adding the chance to play atmospheric games, using your usual 30k/40k units in quick games. As we did, its possible to play these in an evening and have them influence a bigger game the following day!

Also for you modellers our there, FW dont produce much in the way of additional scenery so if you've ever wanted to do a 'bridge' scene for a cruiser this is your chance, and you get to bring it into your game.

Happy hobbying


Sunday, 1 May 2016

Mission Review/Battle Report: Maelstrom of War - Cleanse & Control

So Dad James and I have played three games recently and we are working these up into a bit of a narrative campaign with a thread flowing throughout. Basic storyline is that during the Heresy a force of Blood Angels break away from the Legion naming themselves the Flesh Tearers. They are considered to be traitors by a force of loyalist Imperial Fists and well you can guess the rest!

First a bit of narrative...
Battle of Phater Minor (made up name and made up mission!)


Early on in this expanding campaign a heretical splinter group of Flesh Tearers took the opportunity of easy prey and attacked a landing zone where the remains of a downed Imperial Fist starship lay. Their mission was to recover as much information as possible through accessing computer data from working machines that lay strewn across the crash site. The Imperial Fists responded deploying a force into the now wrecked city but the Flesh Tearers beat the VIIth Legion back and drained the recovered hard drives of all data including sensitive information and codes.
Flesh Tearers won this one.

Conclave of the Lost (Legendary Mission HH Book 6)

Using this info the traitors masqueraded as a loyal chapter using official codes and channels and lured two Imperial Fist officers into a temple separating the hierarchy from their support troops. This was an effective ambush as the Flesh Tearers pounced leaving the 2 commanders isolated. Fortunately even though 1 commander died the attempt was ultimately unsuccessful as the assassination of the loyalists officers was thwarted by dogged resistance and the rogue marines were almost wiped out. During this battle a traitor was captured and mind-swept which revealed where the traitors had set up their base. It also turns out that an Astra Militarum (I know we are mixing 40k and 30k a lot here!) regiment had turned with the Tearers calling themselves the Emperors Feth.

Imperial Fists win this one

Battle of the Fort of Nine Towers (Maelstrom of War Cleanse & Control Mission)With the planetary base known to the IF an old fort town was identified as being a suitable place to plant a stronghold in order to mount a suitable invasion to wipe the heresy from the Galaxy. In this town several places were marked for the IF to secure such as an infirmary, communications station etc. Resistance was expected and encountered through the AM splinter group commanded by a Sanguinary Priest and his retinue of terminators. In the end the IF were beaten back and withdrew from the area taking heavy casualties but not before securing vital information regarding further landing areas and another group of astartes who seem to be tangled in this web of heresy....

Mission Review - Cleanse & Control

I have to say this mission is one of the best I have tried. The Primary Objective is to build up your Victory Points by securing objectives each game turn. There is a D100 list of objectives and at the start of the game you roll off with two dice to get yourself 3 of these objectives.

You must always have three objectives and once you have achieved one it is discarded and another drawn at the next turn. You may also discard objectives at the start of you turn and draw new ones if you don't think they are achievable.

 The objectives include some to hold an objective point so we laid out 6 of these at the start of the game, randomly numbered. Other objectives were things like 'wipe out 3 units in one turn for a point', 'take down a flyer for a point' etc in addition to plenty of 'hold objective number 3 this turn for a point'.

This made for a really interesting game and the changing and unpredictable objectives made for a battle that swung in each armies favour until the last turn.

Now some will find this annoying because the randomness of the objectives can negate great generalship. So if you are an uber completive player this probably isn't the game for you. Nevertheless both armies have to cope with the randomness and are faced with the ongoing tactical decisions as to whether or not to blow stuff up or go for objectives.
We had a blast playing this mission and it was enormous fun. I would well recommend trying it out.
Battle Report

So onto the battle itself...
The armies:

Imperial Fists - this force was lead by Sigismund himself. Joining him were ...

- 5 THSS Terminators
- Spartan
- Primus Medicae
- 15 Boarding Marines
- 10 Boarding Marines
 - 7 Lascannon Heavy Squad
 - Sicarian
- Contemptor Mortis
- Leviathan (Storm & Grav)

Flesh Tearers & IG

Commander
5 Termies PF/Bolter
Drop Pod w Tac Squad
Company Com'd Squad (in Chimera)
Platoon Cmd Squad w Plasma (in Chimera)
20man blob w commissar
Lots of Lascannon and auto-cannon squads
 Leman Russ Punisher
Leman Russ Demolisher
Leman Russ Executioner
Manticore
Vendetta
Vendetta



Boarding marines awaiting the onslaught

Set-up
Playing these rules meant we had to remain flexible so we both positioned near to objectives expecting we might capitalise in turn 1. James won the roll-off for first turn. However, the dice gods corrected this anomaly (James never goes first agaisnst me!) by allowing me to seize the initiative - Imperial Fists to attack first!


Turn 1


We both used forward a little, not much happening and I set up my Spartan to charge into the centre of his line. I take out a chimera and claim first blood!

James drops his Drop Pod tight next to my Lascannon team, an act that would see the Lascannons pretty much tied up all game - boo!

Turn 2 

My Spartan unloads its cargo of Sigismund and Terminators and destroys the Leman Russ Executioner. I take a pop at his other units with everything else and manage to immobilise another Leman Russ with the Graviton Pulse.
James manages to knock out my Sicarian and shoots every other gun in his army at my Terminators. One falls down laughing cos it tickles but that is all!
I am holding a couple of scoring Objs and get another couple of points 3-0 at this point to IF!

Turn 3
This turn I knock out another Leman Russ, Knight Commander Pask shows his true colours and hits reverse! James's Imperial Guard shoot everything again at my terminators and I am reduced to 1 Termie, Primus Medicae and Signismund...

I manage to grab another obj, and so does James. 4-1 to the VIIth Legion!



Turn 4
James wipes out my Lascannon Squad with his marines, I foolishly engage them with my Mortis Contemptor and get stuck in combat all game. James also kills my last termie, and Primus Medicae. Sigismund charges into his Blob Squad and starts scything through them. The vendettas take out my Leviathan too.

James is making a comeback and he has the lead 5-4 at this point.


Turn 5

Flesh Tearers Termies plough into the combat with Sigismund and kill him - boo! The Imperial Fists are reduced to just the Boarding Marines now but I am scoring still. 7-6 to James.

Turn 6

No more killing but James takes another couple of Obj's and its game over. 

Flesh Tearers for the win at 9-6!


Post-battle de-briefing


This was a fun game so I wasn't playing too tactical. Nevertheless there were some take-home points for me:


1. Protect the Sicilian - thats two games in a row I have left it exposed and lost it early on, needs careful placement in future.

2. When a challenge is refused, if there is another IC in a squad Sigismund (or any challenger) can choose to fight them instead.


In summary, great game and great mission. I can't recommend the tactical objectives enough.


Happy gaming...

Monday, 18 April 2016

Battle Report

Don't let the title fool you, I'm not great at writing battle reports. Mainly because I forget what has happened almost as soon as the game is over! (probably why I never win, I forget why I lost).

In any case, Dad Rich and I had a game at the weekend, and as he has been in internet blackout for a month it is down to me to tell you all about it. For me, this was the first test run of the army I am going to take to the Horus Heresy Throne of Skulls in July. For Rich, this was about me trying to persuade him he wants to come along too! :-)

Ok, on with the show. What follows is a bunch of pictures from the game in roughly chronological order, with some text to try and explain the awesome bits about what is going on. I won't bore you with the boring bits.

Set Up
We both play 30k these days, and as Book 6 has recently come along we thought we'd give it a go. Rich selected the 'Hunter - Hunted' mission, we played 3000pts a piece and the set up was the diagonal deployment zone set up. Rich had his Imperial Fists (IF), I had my Vlka Fenryka (W)

 
There was nothing super special about this mission other than that each player had to select 50% of their units to hold in reserve at the beginning, and a bunch of special victory point bonuses, but we'll worry about those at the end.

We both forgot to pick Warlord Traits (although Rich had Sigismund so his traits are pre-defined). We rolled to see who went first. I won but made Rich set up first. I later tried to seize the initiative but failed.




Rich and I both have the limited edition Breacher Sergeant, but they both look very different these days!


Turn 1
We set up 50% of our units, both placing our heavy weapons squads at the back and tanks to the fore.
Rich sent his Spartan down the middle and I set up anticipating a flanking manoeuvre .

My Long Fangs took out the IF scicarian. The IF lascannon armed heavy weapons squad took out a Rhino-mounted tactical support squad, which was the highlight of their game... Pretty much everyone else was in cover or out of range due to the cross-ways deployment.


Turn 2
The IF Spartan-mounted thunderhammer-wielding terminators dismounted and took out the Wolves’ Spartan, which was attempting a flanking manoeuvre up the right hand side. This saved the Wolves’ breacher squad from a close encounter with a thunderhammer but hey stormed in to combat with Sigismund and his squad in the next turn.

The Space Wolves jetbikes arrived in style, zoomed across the board, failed to shoot anything, lost two men then Hammer of Wrath-ed their way in to close combat. Whereupon they failed to hit and failed to save their wounds… points well spent then!



Turn 3
The last of the reserves made an entrance on both sides. The Space Wolves' Master of Signal brought down his orbital bombardment, and killed precisely nothing!

The IF terminator squad round the bend and take on the remaining Wolves Breacher Squad. Both these squads contain their respective army's Warlord. Sigismund and the Wolves’ Praetor, Hrodger Ironblade, challenge each other to a duel. Both hold their own, neither losing a wound, but as the Wolves’ unit as a whole lost combat he was killed in the ensuing sweeping advance.



Turns 4 – 6 – Increasing levels of combat as the sides ground each other down. The IF Templar Brethren was hacked away by a 20 man Blood Claw squad, whilst the IF terminators continued to pound everything in their path with their Thunderhammers and Power Fists.
I brought everything I could to crush Sigismund, even two Contemptors joining the fray at one point, but he and his squad weathered everything I could throw at them.



A nice picture of the Scicarian which unfortunately died to 9 krak missiles in the first turn. I'm not that great a tactician but always taking missiles launchers has never failed to pay off. The choice of krak or frag missiles means they can stop men or vehicles, and it's a cheap upgrade. Both my squads died in the game but not before they earned their points back. Meanwhile, Rich's mega expensive las-cannon squad killed a rhino and a couple of men, killing absolutely nothing in a couple of the turns.



A 20 man tactical squad armed with close combat weapons decide they'll have a crack at Sigismund, hoping they can succeed where everyone else has so far failed... they died to a man over the last 3 turns...




The combination of Sigismund's leadership value and an apothecary in the squad mean that this terminator became the un-killable blades in a 6-turn meat grinder. If I face them again I will just run rather than pouring 3 or 4 squads in just for the slim chance of beheading a legendary character. 



Although I lost, it's not to say I had all the bad luck of the game. Rich’s spectacular dice roll of 6 1’s in one round, where he only required 2’s to hit, has now made it in to his Saga forever more…



The Imperial Fists won the day, but mainly due to several squads cowering at the back of the board and failing to get their hands dirty… (That might just be my interpretation…). We didn’t count up victory points but at the end, the wolves had one remaining full unit on the board and the IF’s had only lost one full unit, so it seemed pretty clear in our minds.

The game was fun, Rich's board and scenery were great backdrops to the battle and I was amply supplied with tea throughout. So, all in all it was a good day even if I did lose.

What would I change about my army before the tournament? I'm not sure yet. I have tried to have a pretty balanced force; two heavy support, 2 fast attack and 4 troop choices to try and cover all bases. The Jetbikes really didn't get their points back, despite looking cool. Neither did the Spartan, but I didn't take the 'flare shield' upgrade like Rich did (meaning his survived where mine didn't). Everything else worked pretty well. The Master of Signal is my favourite, bestowing a +1 BS to any squad within 6" and granting an orbital bombardment once per game.

Hope you enjoy the photos.

Dave