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  1. #1
    Eryx_UK's Avatar
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    Cool Campaign Report: Salamanders vs Black Legion

    For a while now I've been collating all the missions I have for 40K into a single document for my club, including updating a few from the 4th edition rulebook and Cities of Death.One or two club members (mainly my nephew who whines even when he wins) have commented that some missions don't translate to 5th edition very well. I fail to see how since there isn't that much mechanical difference.

    Anywho, other than playing at the club I have a friend who pops round once a week for a game of 40K. I figured it would be fun to play a different mission, one a week. I figure it'll be fun (though it'll take about a year and a bit to play) and we can test out the older missions as we go.

    We started last night and it was only half way through that we thought to write them up and post them somewhere for discussion, critique and so forth. Next time I'll have my camera ready and have a couple shots of each game.

    Rules were simple: 1500pts for each game, though the list can change depending on the mission. Codex only.

    Hopefully I'll get better at writing these as we go along.

    Space Marines (Salamanders). W 23 / L 98 / D 28.
    Last Opponent: Blood Angels, 2000pts, Loss!

    St. Neots (Cambs UK) Primarchs games club: http://snprimarchs.weebly.com/

    My 40K Blog: Musings of a Wargamer
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  2. #2
    Eryx_UK's Avatar
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    The Forgefather's quest to find and recover the lost artifacts of the Primarchs has finally led him to a world of the edge of the Eye of Terror. A mining colony on a planet called Arisia. The legends he has followed suggest that this world holds one of the nine artifacts. Upon his arrival the Forgefather's ship detected the presence of enemy forces on the ground engaged with the local Planetary Defence Forces. The foul Black Legion would soon overwhelm the beleaguered guardsmen and there were too many for the Forgefather's forces to take alone. Word was transmitted back to Nocturne. The Black Legion must not be allowed to hold this world and deny the chapter it's most holy of relics!
    The Forgefather led his forces down to the surface of Arisia and started a purge of the surrounding countryside, forcing the enemy back in order to secure the landing site.


    Mission #1: Cleanse.
    Deployment: Spearhead.
    Objective: The objective is to control as many table quarters as possible. To control a table quarter there must be no enemy units (scoring or otherwise) and at least one scoring unit of your own in the quarter. A unit can only occupy one quarter – if one is spread over two quarters roll randomly to see which they are attempting to hold. The player who controls the most table quarters is the winner.
    Special Rules: None.

    Salamanders:
    Vulkan He'stan.
    10 man Tactical Squad: meltagun and multimelta. Sarge has combi-melta and powerfist.
    10 man Tactical Squad: meltagun and multimelta. Sarge has combi-melta and powerfist.
    10 man Tactical Squad: flamer and multimelta. Sarge has combi-melta and powerfist.
    3x Rhino transport.
    5 man Assault Terminators with thunder hammer and storm shields.
    Land Raider Redeemer: multi-melta and hunter-killer missile.
    Vindicator.

    Black Legion:
    2x Daemon Prince: wings and mark of Khorne.
    10 man Khorne Berserkes: 2x plasma pistol. Champion has plasma pistol and power fist.
    10 man Khorne Berserkes: 2x plasma pistol. Champion has plasma pistol and power fist.
    10 man Khorne Berserkes: 2x plasma pistol. Champion has plasma pistol and power fist.
    10 man Khorne Berserkes: Champion has plasma pistol, power weapon, and meltabombs.
    4x Rhino transports.

    The table was set up with an area of blasted woodland in the centre, with tall ruins on the short table sides. Four smaller ruined walls were set up in a square pattern around the centre to provide cover for troops in whichever quarters they were deployed.
    My opponent, Gary, won the roll off and picked his quarter. And set up everything in Rhinos ready to speed forth. The Daemon Princes were set behind the woods.
    I likewise set up my troops in their Rhinos, and Vulkan with the Terminators inside the Redeemer.

    The first two turns were unusual for any game I've ever played of 40K. Turn 1 saw us both move Rhinos towards the quarters either side, holding one in back to keep our own quarters. No shots fired by either of us. On turn 2, Gary moved three Rhinos to advance on my one moving up the side . I fired the H/K missile at one Chaos Rhino but it missed. That was the only shot fired for the first two turns!

    Turn 3: Gary pulled two Rhinos back into his quarter, and sped his fourth into the quarter on my left. His DP's moved through the woods fearful of getting shot by the Vindicator and the Redeemer.
    On my turn, the Land Raiders assault cannon immobilised the Rhino to my left. Vindicator fired at a Chaos Rhino but the woods provided adequate cover.

    Turn 4: The Rhino passes it's repair roll and can move next turn. Gary's shooting plasma from fire points at my rhino's is ineffective. One DP leapt from the woods and assaulted the Land Raider. Six attacks and only one did anything, immobilising it.
    My turn starts, and my rhinos move closer to their objectives. Vulkan and his Terminators exit the Land Raider. Assault cannons prevent the repaired Rhino from moving next turn. A multi-melta shot takes out one Rhino on my right, the explosion killing two occupants. Vulkan and his boys assault the Daemon Prince, pass all their invulnerable saves and squish the Daemon Prince! Oh yeah!

    Turn 5: This was the turn that crushed my hopes of victory. The Berzerkers who just lost their Rhino open fire with plasma pistols, and scoring a lucky hit explode my Rhino in return. I lose one marine.
    Vulkan the Terminators have no target at this distance so move towards my opponent's starting quarter to contest. My marines on the right flank gun down all but three Berzerkers, including the PF champion. By not being successful in killing them all, this was the turning point in hindsight.
    End of turn roll, and we continue the game.

    Turn 6: The remaining DP leaps into cover to assault my marines along with the Berzerkers. I lose my entire squad. The Berzerkers consolidate into cover and hold the quarter.
    My turn consists of preparing to counter attack should the game go to turn 7, scoring a direct hit with the Vindicator on a Chaos Rhino (Bang!), and immobilising the Rhino in front of my Land Raider, again!
    End of turn roll, and we enter turn 7.

    Turn 7: DP and Berzerkers in front of my Vindicator move forwards and gain a foothold in my starting quarter.
    I consider counter attacking but in order to do so would have required a flatout movement and I wouldn't have been able to fire, so I was stuck.
    End of Game.

    Three quarters contested, and one firmly in the hands of the Black Legion

    Gary: 1 Win.
    Me: 0 Wins.
    No Draws.

    Last edited by Eryx_UK; 23rd June 2011 at 13:39.
    Space Marines (Salamanders). W 23 / L 98 / D 28.
    Last Opponent: Blood Angels, 2000pts, Loss!

    St. Neots (Cambs UK) Primarchs games club: http://snprimarchs.weebly.com/

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  3. #3
    Lord of the Pit Baragash's Avatar
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    I haven't read it (cos I'm at work and just skimming stuff), but it would look much better/less painful if you broke up the big wall'o'text that's the report itself, just by adding a few spaces between lines


    If a topic is in the wrong place or has been Necro'd use the report button, don't spam the topic.
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  4. #4
    Eryx_UK's Avatar
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    Originally Posted by Baragash View Post
    I haven't read it (cos I'm at work and just skimming stuff), but it would look much better/less painful if you broke up the big wall'o'text that's the report itself, just by adding a few spaces between lines
    No worries. Hows that? The reply window is so tiny to see it all.

    Next time I'll be able to take some photo's and it'll be nicer than just a wall of text.

    Space Marines (Salamanders). W 23 / L 98 / D 28.
    Last Opponent: Blood Angels, 2000pts, Loss!

    St. Neots (Cambs UK) Primarchs games club: http://snprimarchs.weebly.com/

    My 40K Blog: Musings of a Wargamer
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  5. #5
    Eryx_UK's Avatar
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    Mission #2: Secure & Control.
    Deployment: Pitched Battle.
    Objective: The items to be secured are represented by D3+2 objective markers. Each player takes it in turns to place one objective marker. They may not be placed in impassable terrain nor closer than 12’’ to a table edge or another objective. At the end of the game you control an objective if you have a scoring unit in base contact and no enemy unit within 6’’ of it. At the end of the game the player that controls the most objectives wins.
    Special Rules: None.



    Salamanders:
    Librarian (Epistolery): terminator armour, storm shield and force weapon. Powers: Smite and Gate of Infinity.
    10 man Tactical Squad: meltagun and multimelta. Sarge has combi-melta and powerfist.
    10 man Tactical Squad: meltagun and multimelta. Sarge has combi-melta and powerfist.
    10 man Tactical Squad: flamer and multimelta. Sarge has combi-melta and powerfist.
    3x Rhino transport.
    5 man Assault Terminators with thunder hammer and storm shields.
    Land Raider Redeemer: multi-melta and hunter-killer missile.
    Vindicator.

    The only change I made to my list for this game was to swap Vulkan out for a Librarian. I think the list was fine for this mission but I fancied playing a Librarian for a change.

    Black Legion:
    2x Daemon Prince: wings and mark of Slaanesh.
    7 man Chaos Marine squad: Champion had power fist and plasma pistol.
    7 man Chaos Marine squad: Champion had power fist and plasma pistol.
    7 man Chaos Marine squad: Champion had power fist and plasma pistol.
    7 man Chaos Marine squad: Champion had power fist and plasma pistol.
    7 man Chaos Marine squad: Champion had power fist and plasma pistol.
    2 Chaos Rhino transport with combi-melta and havoc launcher.
    3 Chaos Rhino transport with combi-melta.
    Predator: Lascannons on turret and sponsons.

    I was not expecting that. My opponent has realised that transports are very worth it now and has copied me in hiding troops inside until they need or have to disembark. Still, I wasn’t so keen on being outnumbered.



    We rolled off to place objectives, with my opponent getting first pick. The objectives were placed in a “V” pattern across the table. Rolling for first turn and deployment my opponent won and set up his army first on the side with two objectives. Three chaos rhinos to claim one objective, and the rest of his army to claim the other.
    I set up one rhino to move swiftly to contest one objective and hopefully hold off the three rhinos. Everything else was set to defend my objective.

    Turn 1.
    For both us turn one was used to manoeuvre to response to deployment and my opponents moves. My opponent managed to get a lascannon shot on my land raider but it did nothing, and I managed to get a H/K missile on his predator but it also did nothing. My assault cannon took a wound of one DP.

    Turn 2.
    My opponent retreated both DP’s back behind his lines. Not sure why as my assault cannon shot was a lucky hit. Havoc launchers fire but do nothing. Three lascannon shots wreck my land raider. The terminators and librarian jump out.
    Librarian uses Gate of Infinity, taking the terminators with him towards the main objective. They scatter back but I don’t lose anyone. I move my vindicator up to get with range of his rhinos surrounding the objective. The lone Rhino to my right pops smoke to save it from possible incoming on my opponents next turn.

    Turn 3.
    Both DP’s leap forward to get within assault range of my terminators. He disembarks two CSM squads to add fire support. Vindicator comes under lascannon fire and can’t shoot in my turn. I lose two terminators to bolter fire, but my opponent loses a champion when his plasma pistol explodes. I then loose two more terminators to the DP’s.
    Start of my turn, the Librarian uses Gate of Infinity to exit combat with the remaining terminator. He then finishes the wounded DP off with Smite.

    Turn 4.
    My rhino survives (thanks to poor dice rolling) two combi-melta shots, and the Vindicator survives yet again from lascannons but still can’t shoot. Which is annoying to say the least. More shooting from the CSM and I lose the last assault terminator. DP assaults the librarian and cuts him down.
    My turn starts with my back up rhinos moving on to the objective I have, and the other moving forward on a last ditch effort to contest one of his. The rhino on my right does likewise, leaping out and immobilising one enemy rhino.

    Turn 5.
    Game ends with a huge fight on my right as two squads of CSM engage my marines, cutting them down with too much ease. On my left I don’t get close enough to contest as my opponent boxes his rhinos up around that objective.

    Victory once again goes to the Black Legion.



    A good game but not as fun as last weeks. Even my opponent said that having just three objectives and outnumbering me as he did made the game too easy for him and to tough for my army, and that it would have been more fun if we had rolled more objectives. We both suffered some bad rolls (lots of shaken and stunned but not much else for the vehicles) and that didn’t help. Next mission at leat is going to force me to make up a completely new list.

    Score:
    Gary: 2.
    Me: 0.
    Draws: 0.

    Last edited by Eryx_UK; 2nd August 2011 at 19:26.
    Space Marines (Salamanders). W 23 / L 98 / D 28.
    Last Opponent: Blood Angels, 2000pts, Loss!

    St. Neots (Cambs UK) Primarchs games club: http://snprimarchs.weebly.com/

    My 40K Blog: Musings of a Wargamer
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  6. #6
    Bodopo's Avatar
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    some fun sounding games, thanks for the read

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  7. #7
    Eryx_UK's Avatar
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    Thanks for reading. Hopefully my write ups will improve as I go along.

    Space Marines (Salamanders). W 23 / L 98 / D 28.
    Last Opponent: Blood Angels, 2000pts, Loss!

    St. Neots (Cambs UK) Primarchs games club: http://snprimarchs.weebly.com/

    My 40K Blog: Musings of a Wargamer
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  8. #8
    Eryx_UK's Avatar
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    Two weeks ago we didn't get to play as real life got in the way and last week's game was a bit of a rushed set up on the day. I never got to write down our lists or turn sequence but I'll do my best.

    Mission #3: Seek and Destroy.
    Deployment: Pitched Battle.
    Objective: At the end of the game, each player receives 1 kill point for each enemy unit that has been completely destroyed. If a character has a retinue, the character and his unit are worth 1 kill point each. The player with the highest total of kill points wins.
    Special Rules: None.

    Salamanders:
    Vulkan He'stan.
    10 man Tactical squad: Meltagun and multimelta. Sarge has powerfist and combi-melta.
    10 man Tactical squad: Meltagun and multimelta. Sarge has powerfist and combi-melta.
    2 Rhino Transports.
    5 man Sternguard squad: All had combi-melta. Sarge also has power weapon.
    Razorback with TL-lascannon.
    5 man Assault terminator squad with thunderhammer and stormshield.
    Land Raider Redeemer. No upgrades.
    Dreadnought with multimelta and stormbolter.
    Drop Pod (for dreadnought).

    Black Legion:
    2x Daemon Prince, both with wings, mark of Slaanesh and Doombolt.
    2x 20 man chaos marine squad. Champion has powerfist.
    10 man Chosen squad with four meltaguns.
    3x Rhino Transports.
    Predator tank with lascannons sponsors and TL-lascannon turret.

    Unfortunately I can't give a turn by turn rundown for this battle but I'll do my best.

    My opponent won the roll off and deployed first. He chose one side of the table and block deployed his entire force so I had to deal with all of it at once. In hindsight I should have done something similar but I decided to put the rhinos behind the land raider on the side he had claimed, and the razorback to one side with a clear line of sight to his predator. I gambled on my usual luck of seizing the initiative but it didn't come up.

    First turn my opponent spent a couple minutes deciding on targets as he wanted to be rid of both the razorback and the land raider. He ultimately decided that the lascannon razorback was more of a threat, and turned all his Predator shots on it. Three failed cover saves later and my strenguard vacated from the burning wreck. He then decided to pull his Rhinos back a few inches. Not entire sure why. My turn saw the drop pod come down a short distance from his predator and the dreadnought opened fire, but all I managed was to remove the TL-lascannon turret. My only other shooting came from the assault cannon on the LR which stripped a wound from one DP.

    The next couple turns were a real mess. The predator and my dreadnought stood face to face but couldn't take one another out. I was immobilised but all I kept managing on him was a can't move or shoot result, which was frustrating for us both. The DP's attacked my land raider immobilising it (every game it seems the damn thing just gets immoblised!). Once combat was joined, Vulkan took down one DP in his first round of combat. But the second took Vulkan and his squad down with minimal wounds inflicted to himself.

    The problem we both faced from this point on was that our dice just failed us both. Point in case was turn 4. My opponent's Chosen charged across the table and engaged my Sternguard. He fired upon them with his meltaguns and killed one man. I returned fire with the combi-meltas and... killed one Chosen. It took a subsequent turn of shooting and then assault for him to wipe the rest out, and I killed... yep, one Chosen.

    Meanwhile, turn 5 I lost my Dreadnought finally and still all I had inflicted on the Predator was the loss of it's turret. Disappointing. I then lost both Rhinos leaving my tactical squads stranded in the open. Game went to turn 6 and they were assaulted by huge numbers of chaos marines. One squad was annihilated by sheer numbers. The other reduced to five men by shooting.

    Turn 6 I pulled my five marines back but still got shot. Ten enemy bolter rounds, all hit and all wound. I roll armour saves... every single one, all ten dice, rolled either 1 or 2. I don't know the odds of that but it was annoying.

    The game went to turn 7 but all my opponent had to take out was the Drop Pod.

    My opponent wiped out everything I had, and I scored just two kill points.

    This was a really frustrating game. We both had terrible dice rolls but the luck factor was with my opponent. He went for smaller numbers to deny me many kill points but I found I couldn't do that (though I could have shaved two off I guess).

    Score:
    Gary: 3.
    Me: 0.
    Draws: 0.

    Next game is tonight. Send me your good rolls please.

    Space Marines (Salamanders). W 23 / L 98 / D 28.
    Last Opponent: Blood Angels, 2000pts, Loss!

    St. Neots (Cambs UK) Primarchs games club: http://snprimarchs.weebly.com/

    My 40K Blog: Musings of a Wargamer
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  9. #9
    To Big to be a Badger Arlins's Avatar
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    Turn 6 I pulled my five marines back but still got shot. Ten enemy bolter rounds, all hit and all wound. I roll armour saves... every single one, all ten dice, rolled either 1 or 2. I don't know the odds of that but it was annoying
    [/QUOTE]

    You have offended the dice gods , go sacrifice a kitten or better still get a herd of smelly adolescents that inhabit Saturday Games workshops ,
    Stuff them in a wicker man and set light to them ( we could have a BBQ , id bring the beer ) to appease the gods of Dice .

    Seriously i enjoy reading these reports , good on you for taking the time .
    Good luck tonight ( don't forget about the wicker man , i think it would work )

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  10. #10
    Eryx_UK's Avatar
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    Thanks for reading them. I'll see if I can get a wicker man built before tonight's game.

    Space Marines (Salamanders). W 23 / L 98 / D 28.
    Last Opponent: Blood Angels, 2000pts, Loss!

    St. Neots (Cambs UK) Primarchs games club: http://snprimarchs.weebly.com/

    My 40K Blog: Musings of a Wargamer
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  11. #11
    Eryx_UK's Avatar
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    After tonight's game, I really should have used a wicker man. Bah!

    I'll write it up either tonight or tomorrow.

    Space Marines (Salamanders). W 23 / L 98 / D 28.
    Last Opponent: Blood Angels, 2000pts, Loss!

    St. Neots (Cambs UK) Primarchs games club: http://snprimarchs.weebly.com/

    My 40K Blog: Musings of a Wargamer
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  12. #12
    The Dark Pwner's Avatar
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    Hey man. Some nice Batreps your making. You know, i'm looking for a few more games and I dont live that far away from you im sure. Wanna have a few games on the same lines as gary?

    Remember people, Basilisk'''s are my friends

    But sadly, not yours
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  13. #13
    Eryx_UK's Avatar
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    Mission #4: Recon.
    Deployment: Pitched Battle.
    Objective: Both players must attempt to get as many scoring units into the enemy deployment zone as possible. The player with the most scoring units in the enemy’s deployment zone at the end of the game is the winner.
    Special Rules: Night Fighting for turn 1.

    Salamanders:
    Master of the Forge with conversion beamer.
    3x 10 man tactical squad with meltagun and multi-melta. Sarge has powerfist and combi-melta.
    3x Rhino transport.
    5 man assault terminator squad with thunderhammers and stormshields.
    Landraider.
    Dreadnought with multi-melta and stormbolter.
    Drop Pod.

    Black Legion:
    2x Daemon Princes with wings, mark of Slaanesh and doombolt.
    6x 5 man chaos marine squads, champions have power weapon and plasma pistol.
    3x Vindicator.
    Dreadnought with multi-melta.

    This game went against me from the start. Partly my fault in list building as I had completely forgotten about the Night Fight on turn one otherwise I wouldn't have taken the conversion beamer. But aside from that my dice failed me big time yet again and my opponent's dice were on fire with everything he did.

    Turn 1.
    Gary won the roll off and set up first, and took the first turn. Normally his dreadnought does my job of killing his troops and vehicles but it this game it was in control. I was shocked that he didn't take rhino's and even more shocked that he had 3 vindicators! Everything he had moved up but no shots were fired.

    My turn, the drop pod came down with the dreadnought, and I placed it a short distance from his dreadnought. The one time all game where my dice were rolling in my favour and it landed spot on. Multimelta to the chaos dreadnought and took it down with one shot. This was the extend of my good luck. Master of the Forge tried to open fire on the vindicator furtherest away but I rolled 4 on the dice for night fighting distance. Landraider hit one vindicator and it did nothing. The dice were against me from this point.

    Turn 2.
    My opponent moved his troops across the table, running during the shooting phase. One vindicator scored a direct hit on my land raider and destroyed it. The other two scored direct hits on my rhinos and took out both. I lost a couple marines from each squad inside.
    Without landraider support and two transports down I was pushed right to the defensive. I knew from this point that I was not going to win, so I would try to cause as much trouble as possible. That didn't work. All turn I took out one chaos marine.

    Turn 3.
    Chaos marines push forward. Vindicators take out two more tactical squads. That's five direct "hit" on the scatter dice in a row for my opponent. I was beginning to lose my cool a bit here. Lots of sighing and despondent glares at my opponent. One DP assaults my dreadnought and smashes it to the ground. The other has reached the Master of the Forge and takes him out. A chaos marine squad assaults my terminators, and I lose one but fail to inflict any casualties back.
    Didn't have much to do on my turn, as all I had left were one squad and the terminators. Terminators take out one chaos marine and that's it.

    Turn 4.
    Vindicator scores another direct hit without scatter on my tactical squad and blows them into little bits. DP joins the assault with the terminators and wipes them out. I concede.


    Aargghh!!! I needed to reconsider my list and double check the special rules for the mission. I also need to replace my damn dice! I also didn't expect a footslogging army and three vidicators. Hell, I didn't even know he had three vindicators. Those DP's are also causing me major headaches every game. I really don't know what to do about them. I know Gary is wary of my assault terminators but they are too expensive to take more than a five man squad. Suggestions?

    Score:
    Gary: 4.
    Me: 0.
    Draws: 0.

    Space Marines (Salamanders). W 23 / L 98 / D 28.
    Last Opponent: Blood Angels, 2000pts, Loss!

    St. Neots (Cambs UK) Primarchs games club: http://snprimarchs.weebly.com/

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  14. #14
    The Dark Pwner's Avatar
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    Ouch, i dont think this game was lost due to your list, its very sensible all things considerd. This game was just dice, it happens. But those DP do appear to cause a lot of havoc. I think it may be worth getting plasma cannons on your squads instead of meltas. tbh when youe not using vulkan, those multi meltas are pretty much usless. I also dont think the master of the forge is worth his points. I suggest going with a librarian. If you have him maybe shrike may be a good idea. having them TH and SS terms fleeting will cause problems for you opponant. And sending him off alone to deal with a few squads would work well. i've had that done against me and it was awful for me.

    Remember people, Basilisk'''s are my friends

    But sadly, not yours
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    Eryx_UK's Avatar
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    Originally Posted by The Dark Pwner View Post
    Ouch, i dont think this game was lost due to your list, its very sensible all things considerd. This game was just dice, it happens. But those DP do appear to cause a lot of havoc. I think it may be worth getting plasma cannons on your squads instead of meltas. tbh when youe not using vulkan, those multi meltas are pretty much usless. I also dont think the master of the forge is worth his points. I suggest going with a librarian. If you have him maybe shrike may be a good idea. having them TH and SS terms fleeting will cause problems for you opponant. And sending him off alone to deal with a few squads would work well. i've had that done against me and it was awful for me.
    I always play with fluff in mind so the only special weapons tac squads will get are flamers, meltaguns and multimeltas. As for the MotF I have had games where the conversion beamer has been more than worth the points.

    Space Marines (Salamanders). W 23 / L 98 / D 28.
    Last Opponent: Blood Angels, 2000pts, Loss!

    St. Neots (Cambs UK) Primarchs games club: http://snprimarchs.weebly.com/

    My 40K Blog: Musings of a Wargamer
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  16. #16
    Ugh's Avatar
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    I think your list is pretty decent tbh .... I run a similar list as Gary ... 2 princes, tons of Rhino csm, 3 vindies and if points allow some chosen. I can tell you from experience that my regular opponent is very lucky with getting first turn and that usually means a world of difference. Try considering reserving more and outflanking etc. if missions allow. Gary seems very straightforward in his deployment manners. Use that to your own advantage. He leads 3 or 4 to nil ... use it against him. Make him doubt his tactics and Waaagh! his butt. ( sry got carried away there )
    Cheers

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  17. #17
    Eryx_UK's Avatar
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    Mission 5: Take & Hold.
    Deployment: Pitched Battle.
    Objective: The centre of the table must be secured. At the end of the game, the player with the most scoring units within 12'' of the centre of the table is the winner.
    Special Rules: Night Fight in effect for turn 1.

    Salamanders:
    Captain of the 3rd company (Kantor counts as).
    5 man honour guard squad with relic blades.
    2x 5 man scout squads with sniper rifles.
    5 man assault terminators with thunder hammers and storm shield (in land raider).
    5 man assault terminators with lightning claws (in reserve).
    Land Raider Redeemer.
    5 man sterguard squad with combi-meltas. Sarge has power weapon (in drop pod).
    Drop Pod.
    Dreadnought with multi-melta and storm bolter.

    Black Legion:
    2x Daemon Princes with wings, mark of Slaanesh and doombolt.
    2x 10 man plague marine squads with 2 plasmaguns. Champion has plasma pistol and power weapon.
    10 man Berzerker squad. Champion has plasma pistol and power weapon.
    8 man chaos marine squad.
    Land Raider.



    For this game I made some changes to my usual list as an attempt to throw off my opponent's expectations. I also changed my dice and this time they did me better than my usual dice. I think my dice went against me because I use them for both space marines and my Nurgle chaos warriors.

    My attempt here was not to win as I expected lots of berzerkers but to at least try and force a draw. Minimal troops so that I could focus on some more hard hitting units.

    Turn 1.
    Neither of us did much. My opponent moved his troops forward but forgot to run them, and didn't remember until he had handed the game over to me. My drop pod came down near his DP's and my sternguard opened up on one with their combi-meltas, stripping all but 1 wound from it. Called in an orbital strike against the Land Raider, hoping that if it did deviate it might get some of his troops, but it moved almost full distance away from everything he had. Other than that no shooting.

    Turn 2.
    Everything in my opponent's army moved forward, and the DP's used the central building as cover. The wounded one assaulted my sternguard and took them down but reducing it to 1 wound last turn had been worth it as far as I was concerned. I think I lost one scout to heavy bolter fire from the Land Raider but that was it.
    On my turn, the LC terminators dropped down next to his troops and I saw a hint of worry on my opponent's face. The Redeemer moved up to get my TH/SS terminators in range of his other DP, and I moved my HQ and retine forward to engage the DP and remove that last niggly wound. Redeemer took down some berzerkers with the assault cannon and I dropped one or two with sniper fire.

    Turn 3.
    My opponent's movement was halted as he turned every bit of fire on my LC terminators and though it took all three squads to do it, I lose the entire unit. His Land Raider scored a direct hit on my Redeemer and wrecked it. Terminators got out. The wounded DP attempted to doombolt my HQ squad, periled of the warp and took himself out of the game. The second DP flew over and positioned itself within assault range of my Dreadnought and gutted it.
    This turn my terminators moved closer but I judged that there were not in assault range yet. Snipers took out a couple more berzerkers. The honour guard squad assaulted the DP and knocked a couple wounds off.

    Turn 4.
    Berzerkers moved to assist the DP and the plague marines advanced forward. They then assaulted my terminators and took one out and I only managed to kill one. DP managed only one kill on the honour guard as his dice turned against him for a change.
    I moved my scouts closer to the objective in the hopes that the game would end next turn as his berzerkers were just out of the control distance. More close combat with one or two deaths on both sides.

    Turn 5.
    Gary deploys his CSM squad from within the Land Raider and they advance to within assault range of my terminators. No shooting, and I cause enough wounds with my terminators that his CSM squad runs away back towards his land raider. My honour guard taken down but they strip a half dozen berzerkers down. "Kantor" is left on his own against them and the DP.
    At this stage all I can do is continue the combat on my turn and my captain is smacked down by the DP.

    We roll and the game continues... damn.

    Turn 6.
    CSM rally and return to the fray. Berzerkers gun down one of the scout squads and are now well within control range of the central point. My terminators finally fall to the plague marines.

    Whatever happened now I had 4 scouts left alive and they wouldn't be enough so I concede. It was a much more fun game then we've had since we started this campaign, though I'm still finding that his DP's are still too much of a resource drain to take down but I likewise can't allow them to roam.

    Score:
    Gary: 5.
    Me: 0.
    Draws: 0.



    Last edited by Eryx_UK; 1st August 2011 at 11:54.
    Space Marines (Salamanders). W 23 / L 98 / D 28.
    Last Opponent: Blood Angels, 2000pts, Loss!

    St. Neots (Cambs UK) Primarchs games club: http://snprimarchs.weebly.com/

    My 40K Blog: Musings of a Wargamer
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  18. #18

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    Really enjoying your battle reports!

    Those Daemon Princes really do sound like a bitch to deal with, I've got no recommendations as I don't play Marines but just keep trying!

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  19. #19

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    Aw, I wanted salamanders to win.

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  20. #20
    Woggie_666's Avatar
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    For DP control up your stern squad but take him down with masses of poisoned shots so Ds and rf using hellfire shells, should get job done

    **He's the Christmas rapist, he rapes people on Christmas. Dammit is nothing sacred anymore!**

    I WAS IN THE RECORD OF 20 PEOPLE ON CHAT ON 05/01/09
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