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Saturday, July 16, 2016

30k Batrep: Templars vs. Iron Hands (featuring Rogal Dorn)

30k Batrep - Templars vs. Iron Hands (3250)

I had a game versus another 30k army this week and we decided to play 3250 points so we could bring some more of most favorite new toys.

Here's my army list:

+++ Templars (3242) +++

++ Legiones Astartes: Crusade Army List (Age of Darkness) ++

++ Rite of War: Pride of the Legion ++

+ HQ (580) +

+ Knight-Errant (220)
Jump Pack - Master-crafted Power Fist - Master-Crafted Volkite Serpenta - Narthecium - Iron Halo
Psychic Mastery Level 2
Librarian - Psychic Mastery Level 2
Lore: Librarius - Might of Heroes

By Falsehood Cloaked
Implacable Advance
Oath of Moment
Precision Shot
Precision Strike
Preferred Enemy (Traitors)

Unit Type:Infantry (Character)

Paragon Bolter:
Range: 24" |Strength: 4|AP: 5| Type: Assault 3 - Rending - Master-Crafted|

Volkite Serpenta:
Range: 10" |Strength: 5|AP:5| Type:Pistol - Deflagrate|

+ Legion Centurion (130)
Artificer Armour - Charnabal Sabre - Combi-Weapon - Melta Bombs - Refractor Field

Duellist's Edge

Consul - Primus Medicae

Unit Type:
Infantry (Character)

Needle Pistol:
Range: 12" |Strength: 2|AP: 5|Type: Pistol - Poisoned - Rending|

+ Sigismund (230)
Master of the Legion

Adamantium Will
Death's Champion
Dolorous Fighter
Eternal Warrior

Unit Type: Infantry (Character)

The Black Sword: Range:
|Strength: +2|AP: 2|Type:Melee - Two-Handed|

+ Troops (1487) +

Legion Terminator Squad (542)
9x Legion Terminators
3x Chainfist - Combi-Weapon - Pair of Lightning Claws - 3x Power Fist - 2x Thunderhammer
Iliastus Pattern Assault Cannon - Plasma Blaster
4x Vigil Pattern Storm Shield
Teleportation Transponder

Legion Terminator Sergeant
Thunderhammer - Vigil Pattern Storm Shield

Deep Strike - Implacable Advance - Malfunction

Legion Terminator:
Unit Type: Infantry

Legion Terminator Sergeant:
Unit Type:Infantry (Character)

Vigil Pattern Storm Shield:
Confers 3++ Invulnerable save

Iliastus Assault Cannon:
Range: 24" |Strength: 6|AP: 4|Type: Heavy 4 - Rending - Malfunction|

Plasma Blaster:
Range: 18" |Strength: 7|AP: 2|Type: Assault 2 - Gets Hot!|

Legion Veteran Tactical Squad (360)
9x Legion Veteran Space Marine
Heavy Bolter and Suspensor Web - Plasma Gun
4x Power Weapon

Legion Veteran Sergeant
Artificer Armour - Combi-Weapon - Power Fist

Implacable Advance
Veteran Tactics (Sniper)

Legion Rhino Armoured Carrier
Dozer Blade - Extra Armour


Legion Veteran Sergeant:
Unit Type: Infantry (Character)

Legion Veteran Space Marine:
Unit Type: Infantry

Legion Rhino:
BS:4|Front:11|Side:11|Rear:10|HP:3|Type:Tank, Transport|

Templar Brethren (585)
5x Templar Brethren
5x Combat Shield - Nuncio-Vox - 2x Plasma Pistol

Chapter Champion
Combat Shield - Master-Crafted Solarite Power Gauntlet

Furious Charge

Land Raider Phobos
Armoured Ceramite - Auxiliary Drive - Dozer Blade - Extra Armour

Assault Vehicle - Machine Spirit

Chapter Champion:
Unit Type: Infantry (Character)

Templar Brethren:
Unit Type: Infantry

Land Raider Phobos:

Auxiliary Drive:
A vehicle with an Auxiliary Drive may ignore Immobilised results it suffers on a D6 roll of a 4+

Units arriving via Deep Strike within 6" of a Nuncio-vox do not scatter. When barrage weapons are used by the controlling player, line of sight may be drawn from any model equipped with a Nuncio-vox as well as the firing model itself. Range is still drawn from the firing model. It may not be used inside a vehicle.

Solarite Power Gauntlet:
Range: - |Strength:x2|AP:1|Type: Melee - Master-crafted - Unwieldy|

+ Elites (390) +

Contemptor Dreadnought (230)
Extra Armour - Plasma Blaster - Twin-Linked Lascannon


Contemptor Dreadnought:
|WS:5|BS:5|S:7|Front:13|Side:12|Rear:10|I:4|A:3|HP:3|Type: Walker|

Atomantic Shielding:
Gains 5++ Invulnerable save from shooting attacks and explosions, and a 6++ Invulnerable save in close combat. In addition, add +1 to the range of explosions from the Reactor Blast rule.

Legion Quad Launcher Support Battery (160)
2x Legion Rapier
Shatter Shell - Splinter Shell

Extremely Bulky

Legion Rapier Weapons Battery (Rapier Carrier):
Unit Type: Artillery

Legion Rapier Weapons Battery (Space Marine Crew):
Unit Type: Infantry

Frag Shell:
Range: 12" - 60" |Strength: 5|AP: 5|Type:Heavy 4 - Barrage - Blast|

Shatter Shell:
Range: 36" |Strength:8|AP:4|Type:Heavy 4 - Sunder|

Splinter Shell:
Range: 12" - 36" |Strength:2|AP:4|Type:Heavy 4 - Barrage - Blast - Rending|

+ Heavy Support (400) +

Leviathan Siege Dreadnought (400)
Armoured Ceramite - Grav-Flux Bombard - Phosphex Discharger - 2x Twin-Linked Volkite Caliver

Crushing Charge - Move Through Cover - Reinforced Atomantic Shielding
Crawling Fire - Deflagrate - Lingering Death (VC)
Graviton Collapse - Severing Cut - Torsion Crusher (GFB)

Legion Dreadnought Drop Pod

Assault Vehicle
Burning Retros
Drop Pod Assault
Inertial Guidance System

Leviathan Siege Dreadnought:
WS:5|BS:5|S:8|Front:13|Side:13|Rear:12|I:4|A:4|HP:4|Type: Vehicle (Walker)|

Grav-Flux Bombard:
Range: 18" |Strength: *|AP: 2|Type: Heavy 1 - Large Blast - Ignores Cover - Pinning - Graviton Collapse - Torsion Crusher|

Leviathan Siege Claw:
Range: - |Strength: X2|AP:2|Type:mMelee - Wrecker - Severing Cut|

Phosphex Discharger:
Range: 6" - 18" |Strength: 5|AP: 2|Type: Heavy 3 -One Use - Barrage - Blast - Poison (3+) - Crawling Fire - Lingering Death|

Volkite Caliver:
Range: 30" |Strength: 6|AP: 5|Type: Heavy 2 - Deflagrate|

Legion Dreadnought Drop Pod:
BS:4|Front:12|Side:12|Rear:12|HP:3|Type:Open-Topped - Transport (Special)|

+ Legion +

Legion Astartes [Loyalist - VII: Imperial Fists]

+ Lord of War (385) +

Rogal Dorn (385)
Master of the Legion - Primarch

Adamantium Will
Eternal Warrior
It Will Not Die
Reaping Blow
Sire of the Imperial Fists
Sundering Blow
Unshakable Defence

Unit Type:Infantry (Character)

Teleport Homer:

The Auric Armour:
Provides 2+ armour and 4++ invulnerable save. Additionally, no attack may wound Rogal Dorn on better than a 3+ regardless of its Strength or special rules. D weapons not affected.

Storm's Teeth:
Range: - |Strength:User|AP:2|Type: Melee - Shred - Rampage -mReaping Blow|

The Voice of Terra:
Range: 24" |Strength: 5|AP: 4|Type:Salvo 3/5, Rending|

Unfortunately I don't have a copy of my opponent's army list so I'll give an abbreviated version to the best of my memory.

Iron Hands (3250)

++ Legiones Astartes: Crusade Army List (Age of Darkness) ++

+ HQ +

Legion Centurion
Primus Medicae
Artificer Armour - Cyber-Familiar - Refractor Field

Legion Centurion
Forge Lord

Legion Praetor
Artificer Armour - Cyber-Familiar - Digital Lasers - Iron Halo - Power Weapon

Iron Father: Father to the Brethren of Iron - Servo-Arm
Battlesmith - Feel No Pain (6++)

+ Troops +

Legion Tactical Squad
19x Legion Tactical Space Marine
Legion Tactical Sergeant

Legion Tactical Support Squad
4x Legion Space Marine
Legion Sergeant
Melta Guns

+ Elites +

Apothecarion Detachment
Legion Apothecary

Contemptor Dreadnought
Carapace Mounted Havoc Launcher - 2x Dreadnought Close Combat Weapon - 2x Melta Gun - Extra Armour

Gorgon Terminator Squad
4x Gorgon Terminator
4x Power Fist - Reaper Autocannon
Gorgon Hammerbearer

Medusan Immortals
9x Medusan Immortal
9x Volkite Charger
Veteran Sergeant
Artificer Armour - Single Breaching Charge

Land Raider Phobos
Blessed Autosimulacra

Volkite Charger:
Range: 15" |Strength: 5|AP: 5|Type:Assault 2 - Deflagrate|

+ Heavy Support +

Achilles-Alpha Pattern Land Raider
Blessed Autosimulacra

Legion Vindicator Siege Tank Squadron
Legion Vindicator Tank
Blessed Autosimulacra - Machine Spirit

Legion Vindicator Tank
Blessed Autosimulacra - Machine Spirit

Leviathan Siege Dreadnought
Grav-Flux Bombard - Leviathan Storm Cannon - Phosphex Discharger - 2x Twin-Linked Volkite Caliver

+ Legion +

Legion Astartes [Loyalist - X: Iron Hands]

+ Lord of War +

War Machine Detachment
Legion Malcador Assault Tank
Blessed Autosimulacra - Demolisher Cannon - Heavy Bolters - Space Marine Legion Crew - Twin-Linked Lascannon

Purge the Alien

Vanguard Strike

Psychic Powers
I rolled on the new Space Marines Librarius lore - the one psychic power worth noting was Might of Heroes.

Warlord Traits
Dorn was my warlord and he got the trait where he and the squad to which he is attached re roll 1s to wound in melee. My opponent's warlord was his Iron Father - I forgot which trait he got and it didn't really matter.

Deployment and 1st Turn
My opponent won the roll to choose his deployment zone and also to go first. He deployed his entire army as shown in the picture below.

I chose to deploy only Dorn-Sigismund-Consul-Templar Brethren in their landraider, the mortar team and Contemptor dreadnaught. My Knight Errant was attached to my terminators (deep striking) and the veteran tactical squad would outflank. The Leviathan dreadnaught would arrive via drop pod.

I deployed the landraider behind the one big piece of line of sight blocking terrain in the middle of the table with the Contemptor running behind it. The mortar team is tucked far away and out of line of sight from all those guns... They'll be nothing more than a nuisance at best.

I failed to seize the initiative.

Night Fight - Yes

Pre Game Analysis
Wow that's a lot of fire power on the other side of the table and I'm way outnumbered. I'll have to weather at least turn of shooting before I even have a chance to engage the enemy in melee... If the landraider is taken out first turn its game over for the Templars. At least I've got night fight for once which could be huge. I don't expect my Contemptor to last long and hopefully he will draw some fire away from my landraider.

1st Turn - Iron Hands
I get a bit lucky the first turn... One of the Vindicators immobilizes itself moving through terrain as does the landraider Achilles transporting the tactical support squad. The rest of the enemy tanks move up to make sure those that can target my landraider are in range. His Contemptor also shuffles forward as well.

The mobile Vindicator drops its ordnance landing on both my landraider and Contemptor but no damage is done as I pass both cover saves. The Malcador also whiffs versus my landraider as I pass my cover saves again. The immobile Achilles fires it's shatter shells from the mortar against my landraider but can't inflict any damage either. I got lucky with some solid cover saves this turn !

1st Turn - Templars
The Leviathan arrives via its drop pod landing in the central ruin to screen my landraider and drifts back just enough I wasn't able to completely hide the tank from my opponent's Vindicators.

My shooting phase is minimal... The Contemptor does manage to shake the mobile Vindy and My mortars combine to kill four Marines from the tactical squad and with that the first turn is over.

2nd Turn - Iron Hands
Not too much movement this turn however his Contemptor does move closer towards my drop pod and the tactical support squad disembarks from the immobilized Achilles. The Forge Lord also remobilizes the Vindicator.

My opponent makes a mistake this turn first concentrating his fire power versus my landraider instead of focusing on the drop pod first to remove its cover. A shot from the Malcador's lascannon does however destroy my Contemptor for First Blood. Finally towards the end of my opponent's shooting phase his Contemptor gets a lucky shot through that wrecks the drop pod. My landraider makes it through intact.

2nd Turn - Templars
Both the terminators with the Knight Errant attached arrive and my veteran tactical squad. Unfortunately the vets come in on my short table edge. The terminators deep strike in a position to provide cover for my landraider which punches through the terrain... Dorn and company disembark ready to assault my opponent's landraider carrying the Medusans. The Leviathan crashes through the terrain ready to assault the Iron Hands Contemptor.

Combined shooting from my landraider and terminators stun one of the Vindicators as well as destroying its ordnance. My mortars then take out five more enemy tactical Marines.

My Levithan destroys the enemy Contemptor in melee but is immobilized in return. Dorn and company destroy the landraider but the Medusans suffer no damage from the ensuing explosion and pass their morale checks.

Iron Hands - 2 KP & FB
Templars - 2 KP

3rd Turn - Iron Hands
Again the enemy line surges forward seeking optimal firing ranges.

My opponent finally has a great shooting phase... His Malcador one shots my Leviathan and the rest of his combined fire power finishes off Dorn, my Consul and all of the Templar Brethren... I rolled five 1s in a row to see Dorn go down from the Medusans... Only Sigismund managed to survive and took two wounds. A very painful turn for me. Q_Q

3rd Turn - Templars
This will be the final turn as it was getting quite late at the gaming store. I really need to pull off some of the old magic to get back into this fight !

Sigismund joins the Knight Errant and terminators who all surge towards the nearby enemy Forge Father and Gorgons. My landraider pivots for an optimal lane of fire versus one of the Vindicators. My vets move in to secure Line Breaker.

The Knight Errant just manages to successfully cast Might of Heroes and I'll really be needing it too ...

The vets manage to wreck one of the two Vindicators with a lucky shot from the plasma gun from the hatch and the landraider finishes off the other one... Each now counts as a separate kill point since the mobile Vindy split off from the squadron the turn after the other one was immobilized.

The Knight Errant then leads the charge and Sigismund issues a challenge which is accepted by the Forge Father. Every attack hits and wounds but the enemy warlord manages to pass each and every save then finishes off Sigismund. All the power fists strike next... When the dust settles all that is left is the Knight Errant and most of my terminators.

Final Score
Iron Hands - 7 KP + FB + StWL (9)
Templars - 6 KP + StWL + LB + * (9)

*Note that the Knight Errant scores one additional victory point for securing his secret objective which was to end the game in the enemy deployment zone.

So the game ends in a draw. Had it gone another turn I may have been tabled by all that Iron Hands fire power staring at me... It was a great game indeed !

APPENDIX - Selection Rules

Burning Retros:
Legion Dreadnought Drop Pods have the Shrouded special rule on the game turn that they arrive (also applying to interceptor fire or similar effects). Upon landing, the doors open automatically, but the Dreadnought does not have to deploy. In this case, the Dreadnought benefits from the effects of Shrouded, as do any units whose line of sight passes through or over the Drop Pod on the game turn of its arrival.

By Falsehood Cloaked:
Knights-Errant may deploy via Deep Strike, and when doing so does not roll to scatter. On the controlling player’s turn that he deploys, and throughout the opposing player’s following player turn, any shots made against a Knight-Errant having deployed in this manner are made as Snap Shots. In addition, any charges made against Him during this time count as Disordered.

Crawling Fire:
After the blast marker is placed for a weapon with this rule, the firer may move the marker up to 2" in any direction so long as this would cover more models than previously.

Crushing Charge:
When charging, the model inflicts 2 Hammer of Wrath attacks and gains +1 Initiative in the Assault phase of any turn in which it has charged.

Death's Champion:
Sigismund and any unit he joins gain +1 initiative when they charge and may re-roll both charge distance and sweeping advance rolls. Additionally, allows Templar Brethren to be taken as troops.

After normal attacks by this weapon have been resolved, count the number of unsaved wounds caused on the target unit. Immediately resolve a number of additional automatic hits on the same unit using the weapon's profile equal to the number of unsaved wounds - these can then be saved normally. Models must still be in range in order for the additional hits to take effect. These additional hits do not themselves cause more hits.

Dolorous Fighter:
Must always issue/accept challenges when able - takes precedence over the usual rules for the Legion. When fighting in a challenge, Sigismund's attacks have the Instant Death special rule and successful invulnerable saves against his attacks must be re-rolled.

Duellist's Edge:
When fighting a challenge, the user of this weapon gains +1 to their initiative value.

Graviton Collapse:
Instead of rolling To Wound normally with this weapon, any model caught in its blast must instead roll equal to or under their Strength on 2D6 or suffer a wound. Against targets with an Armour value, roll 3D6 for armour penetration instead. After the graviton pulse weapon has been fired, leave the Blast marker in place. This area now counts as both difficult terrain and dangerous terrain for the next turn thanks to the gravity flux.

Implacable Advance:
Unit is always counted as a scoring unit where Troops are also counted as scoring units.

Lingering Death:
When a blast weapon is used with this rule, leave the blast marker in play for the rest of the game. This area is now treated as dangerous terrain for all models with a Toughness value and open-topped vehicles.

When rolling to hit, if three or more results of "1" are rolled, a malfunction has occured and the weapon may not be used for the rest of the game.

Reaping Blow:
Models using a weapon with this special rule fight at -1 Initiative in assault. Additionally, if the wielder is in base contact with more than one enemy model at the Initiative step in which they fight, they gain +1 Attack.

Reinforced Atomantic Shielding:
A Leviathan Dreadnought has a 4+ invulnerable save. In addition, if the Leviathan suffers a Vehicle Explodes damage result, add +D3 Str and +D3" to the radius of the blast.

Sire of the Imperial Fists:
Rogal Dorn and any unit he joins have Crusader and Furious Charge. All models with Legiones Astartes (Imperial Fists) in the same army may use his leadership for Morale checks and Pinning tests while he is in play. Rogal Dorn and any model with Legiones Astartes (Imperial Fists) may add D3 to their assault results while he is in play.

Phalanx Breacher squads and Legion Terminator squads may be taken as troops in an Imperial Fists primary detachment if Rogal Dorn is the warlord.

Attacks with this rule may re-roll failed Armour Penetration rolls.

Sundering Blow:
At the cost of halving his number of attacks (rounded down after any bonus attacks are added), may increase the Strength of his attacks by +2 and gain Instant Death.

Torsion Crusher:
When a target with an Armour value is struck by this weapon, the amount of Hull Point damage caused by the weapon is doubled.

Unshakable Defence:
After deployment, before the game starts, the controlling player may select up to three fortifications or pieces of terrain that provide a cover save. Cover save rolls of a "1" and Pinning tests taken by models protected by these may be re-rolled.


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