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Happiness is success... (Buddha)
Showing posts with label Batreps. Show all posts
Showing posts with label Batreps. Show all posts
Sunday, March 17, 2019
Custodes vs Admech - 1000 point Batrep
I had a 1000 point game yesterday so it was a good time to test my new Telemon ! We were playing the Eternal War mission from CA2018 where there’s one objective in the center of the table - whoever has the most models with a shrinking distance (18" first turn, 15" second turn, 12" third turn etc.) scores a victory point. First Strike, Slay the Warlord and Line Breaker are also in play as well. Also if you’re within 12" of the objective your units have no invulnerable save... 2+ armor saves and multiple wounds is still good though, right ?
Here’s my army list which was a Vanguard Detachment:
++ HQ ++
Trajann Valoris /Warlord
++ Elites ++
3x Aquilon Terminator - Solarite Power Gauntlets, Misericordia & Lastrum Bolters
Vexilla Praetor - Castellan Axe, Misericordia & +1 A banner
Vexilla Praetor - Guardian Spear, Misericordia & -1 to hit banner
++ Heavy Support ++
Telemon - Cannon, Fist & Bolt Launcher
Here was my opponent’s army list to the best of my memory:
++ Battalion Detachment ++
Forge World Choice: Forge World: Stygies VIII
+ HQ +
Tech-Priest Dominus - Macrostubber - Volkite Blaster /Warlord
Tech-Priest Enginseer
+ Troops +
Skitarii Rangers
Ranger Alpha - Galvanic Rifle
6x Skitarii Ranger
2x Skitarii Ranger - Plasma Caliver
Skitarii Rangers
Ranger Alpha - Galvanic Rifle
6x Skitarii Ranger
2x Skitarii Ranger - Plasma Caliver
Skitarii Rangers
Ranger Alpha - Galvanic Rifle
6x Skitarii Ranger
2x Skitarii Ranger - Plasma Caliver
+ Fast Attack +
Sydonian Dragoons
3x Sydonian Dragoon - Taser Lances
+ Heavy Support +
Onager Dunecrawler - Twin Heavy Phosphor Blaster - Cognis Heavy Stubbed
Helverin
Helverin
Vindicare Assassin (1 CP)
The deployment was Vanguard Strike and my opponent got to go first. I opted to pace my Terminators in deep strike reserve. I deployed the rest of my army just outside of the Null Zone close as possible to the objective with my characters hidden by a ruin and the Telemon in cover and obscured. My opponent deployed his units in a semi circle around the objective with the assassin tucked away safe high up with line of sight across the table top. I then failed to seize the initiative.
-1st Turn Admech
The Dragoons moved towards the objective but still too far away for a first turn charge. The Rangers move towards the objective as well while the Dune Crawler and Helverin hang back. His entire army fires into the Telemon taking it down to just six wounds... the assassin was hot this turn inflicting multiple wounds. My opponent ends the turn with many models in range to score the objective.
-1st Turn Custodes
Time to go to work... the Telemon holds its ground while my characters back up to make a second turn charge for the advancing Dragoons more difficult. The Telemon fires its cannon into the Dragoons inflicting some damage bringing one walker down to half wounds. The bolt launcher shreds one of the Ranger squads... only three remain. My characters fire into another squad of Rangers wasting a couple. Rangers pass their Battle Shock and my opponent scores a victory point.
-2nd Turn Admech
The Dragoons move forward again but will have to pass through a crater to reach any of my units to assault them. The Rangers all move forward again while the other walkers start to close in now. This time their shooting mostly bounces only inflicting a couple wounds on the Telemon. The Dragoons attempt to charge but fail and the Telemon brings one down to a single wound on overwatch with his plasma flamer.
-2nd Turn Custodes
Time to spring the trap now !!! The Telemon closes in right beside the Dragoons while my characters circle around to shoot and charge enemy Rangers. I then burn 3 CP to deep strike my Terminators right beside the Dragoons. Shooting is really good this turn wiping out the remnant squad of Rangers and deleting another... Lastrum bolters are fantastic for clearing chaff. All my units then charge the Dragoons and delete them... two explode bringing the Telemon down to just a couple wounds. I score the objective this turn so we are tied now.
-3rd Turn Admech
The pressure is on now... the remaining Rangers close in along with the remaining walkers. Again the shooting phase does not go well for the Admech as he fails to eliminate the Telemon and the Vindicare who shoots twice fails to destroy any of my characters - I burned a CP to reroll a failed save for one my Praetors which blocked the first shot.
-3rd Turn Custodes
I spread out to multi assault and gun down the last of the Rangers. The Telemon and Aquilon Team up to go after one of the Helverin. One of the Praetors splits off to shut down the dune crawler. Rangers are eradicated in the shooting phase plus one of the Helverin are brought down as well plus the Praetor is able to successfully charge the dune crawler stripping some wounds. I score the objective again and my opponent concedes.
Post Thoughts - The lack of an invulnerable save was not detrimental for me as the 2+ armor save versus mostly -1 AP was still better than the stock 4++. The Telemon surviving through turn 3 was huge as he prevented my opponent from being able to shoot my characters other than with his assassin... plus he dished out lots of damage. I’m really liking Caestus for melee too. The first turn hurt when the assassin really shined and I failed a couple 2+ saves versus the Helverin but then it all started to come together. I’m a big fan of the Aquilon, they really pulled their weight.
Sunday, January 13, 2019
Imperium vs Orks - 2000 pt Batrep
I had a game this weekend and decided to take Blood Angels and Custodes leaving the Deathwatch at home. Here’s my army list:
++ Vanguard Detachment +1CP (Blood Angels) [978 pts] ++
+ HQ [284 pts] +
Captain [124 pts]
Jump Pack - The Hammer of Baal - Storm Shield
+Warlord (Gift of Foresight)
Chief Librarian Mephiston [160 pts]
The Quickening, Shield of Sanguinius, Wings of Sanguinius
+ Troops [110 pts] +
Scout Squad [55 pts]
4x Scout - Bolt Pistol - Combat Knife
Scout Sergeant - Bolt Pistol - Chainsword
Scout Squad [55 pts]
4x Scout - Bolt Pistol - Combat Knife
Scout Sergeant - Bolt Pistol - Chainsword
+ Elites [529 pts] +
Death Company [232 pts]
2x Death Company Marine - Bolt Pistol - Power Fist
2x Death Company Marine - Thunder Hammer
3x Death Company Marine - Bolt Pistol - Power Sword
3x Death Company Marine - Bolt Pistol - Chainsword
Death Company Dreadnought [148 pts]
Furioso Fist (pair) - Heavy flamer (pair) - Smoke Launchers
Vanguard Veteran Squad [149 pts]
Space Marine Veteran - 2x Lightning Claw
Space Marine Veteran - Lightning Claw - Storm Shield
2x Space Marine Veteran - Power Axe - Storm Shield
Space Marine Veteran - Power sword - Storm Shield
Veteran Sergeant - Melta bombs - Thunder Hammer - Storm Shield
++ Vanguard Detachment +1CP (Adeptus Custodes) [1027 pts] ++
+ No Force Org Slot +
Open the Vaults (1 Relic)
+ HQ [345 pts] +
Captain-General Trajann Valoris [185 pts]
Shield-Captain on Dawneagle Jetbike [160 pts]
Auric Aquilis - Hurricane Bolter
+ Elites [682 pts] +
Allarus Custodians [316 pts]
4x Allarus Custodian - 4x Castellan Axe
Custodian Wardens [242 pts]
3x Warden - 3x Castellan Axe - 3x Misericordia
Warden - Guardian Spear - Misericordia
Vexillus Praetor [124 pts]
Castellan Axe - Vexilla Magnifica
++ Total: [1945 pts] ++
My opponent decided to field his new Ork army... here’s his army list:
++ Brigade Detachment +12CP (Orks) [1999 pts] ++
+ No Force Org Slot +
Clan Kultur: Bad Moons
+ HQ [12 PL, 240pts] +
Warboss [90 pts] Kombi-Rokkit - Power Klaw
+Warlord (Ard as Nails)
Big Mek [88 pts]
Kustom Force Field - Power Klaw
Weirdboy [62 pts]
Da Jump, Fists of Gork, Warpath - 2x Warphead (1 CP)
+ Troops [603 pts] +
Boyz [215 pts]
3x Tankbusta Bombs
Boss Nob - Big Choppa - Slugga
29x Ork Boy - Sluggas & Choppas
Boyz [215 pts]
3x Tankbusta Bombs
Boss Nob - Big Choppa - Slugga
29x Ork Boy - Sluggas & Choppas
Boyz [83 pts]
Tankbusta Bombs
Boss Nob - Power Klaw - Slugga
9x Ork Boy W/ Shoota
Gretchin [30pts]
10x Gretchin
Gretchin [30 pts]
10x Gretchin
Gretchin [30 pts]
10x Gretchin
+ Elites [326 pts] +
Nob with Waaagh! Banner [90 pts]
Kustom Shoota - Power Klaw
Painboy [65 pts]
Power Klaw
Tankbustas [171 pts]
2x Bomb Squig
Boss Nob - Rokkit Launcha
7x Tankbusta - 7x Rokkit Launcha
Tankbusta - Tankhammer
+ Fast Attack [388 pts] +
Rukkatrukk Squigbuggy [140 pts]
Shokkjump Dragstas [120 pts]
Rokkit Launcha
Warbikers [128 pts]
Boss Nob - Power Klaw - Slugga - Stikkbombs
4x Warbiker - 4x Stikkbombs
+ Heavy Support [442 pts] +
Battlewagon [157 pts]
'ard Case- 2x Big Shoota - Killkannon - Rokkit Launcha
Deff Dread [115 pts]
4x Dread Klaw
Lootas [170 pts]
10x Loota
++ Total: [1999 pts] ++
We decided the play a custom mission based on one of the new Eternal War missions from CA2018:
There are four objective markers and each player takes turn placing them... they must be at least 12" apart and at least 6" from any board edge. Starting on the second turn each player scores a victory point at the start of their turn for each objective marker they hold. You also can score a victory point for First Strike, Slay the Warlord and Line Breaker.
Deployment was Hammer Anvil and I won the rolloff opting to go first and my opponent didn’t seize. The objective markers turned out to be placed roughly in a diamond pattern with one in each deployment zone.
I held my Allarus Custodians, Death Company and Vanguard Veterans in deep strike reserve. I infiltrated one scout squad forward inside of a big ruin in the center of the table and placed the other scout squad at the back of the ruin on the objective marker in my deployment zone. I placed the rest of my units behind the central ruin so they would out of line of sight from the Orks.
My opponent placed his deff dread in deep strike reserve. His lootaz were placed on top of a ruin deep in his deployment zone and spread out the rest of his army across the table with his characters behind all the Boyz.
+ 1st Turn - Imperium
My forward scouts immediately dropped back in the central ruin away from the Boyz. The Custodes moved staying behind the ruin such that they could draw line of sight on the Warbikes. I was able to kill two of the Ork bikers and that was my turn.
+ 1st Turn - Orks
One of the big squad of Boyz spread out to cut off my deep strike zones next turn. The Rukkatruk surged forward jumping on top of one of the central objective markers while the Battlewagon (Tank Bustaz embarked inside) pulled up behind the Warbikes to lend support now sitting on the other central objective marker. The Warphead then buffed the other big squad of Boyz and jumped them over beside my castle. Note our psykers were outside of deny range of each other this turn. The shooting phase saw two Wardens slain along with three of my scouts sitting on my objective marker. He then attempted to charge my castle with the teleporting Boyz; I then promptly burned one of my four command points to toss a tanglefoot grenade subtracting 2" from their charge range which they promptly failed even with the reroll. Overwatch accounted for around five dead Boyz.
Score -> Imperium: 0, Orks: 0
+ 2nd Turn - Imperium
This turn I had three priority goals - eliminate the teleporting Boyz, Warbikes and Rukkatruk. The latter two enemy units had to go in order to prevent my opponent from scoring victory points for holding the central objective markers. My Warlord moved towards the Warbikes, while my Shield-Captain, Praetor and Death Company dreadnaught moved towards the Boyz. Mephiston moved over to charge the Rukkatruk from inside the central ruin. The Wardens moved inside the central ruin. I then ended my movement phase deep striking the Allarus Custodians behind the central ruin. Mephiston first cast Smite dropping two wounds on the Rukkatruk then also successfully cast the Quickening.
My shooting phase was good this turn - the Warlord killed one of the Warbikes with a krak grenade and combined shooting into the Boyz cut them down to a manageable size. Mephiston also dropped another wound on the Rukkatruk not overcharging.
During the assault phase my Warlord cut down the rest of the Ork bikers, Mephiston trashed the Rukkatruk (didn’t explode) and the golden men assisted by the Death Company dreadnaught finished off the Boyz. My Warlord consolidated into the Battlewagon and took no wounds back in return.
+ 2nd Turn - Orks
I knew this could be a painful turn but but so far I had achieved all my goals. My opponent began the turn speeding the Shokkjump Dragsta over to take the place of the wrecked Rukkatruk. The Tank Busta Boyz disembarked from the Battlewagon which then fell back. The remaining big squad of Boyz moved and advanced forward just outside the central ruin. One squad of grots moved over to hold the other central objective marker. Finally the deff dredd teleported in position to charge my Allarus Custodians. Everything else held its ground to the best of my recollection.
The Warphead periled during the psychic phase losing two wounds in the process, teleporting his Lootaz behind my golden men such that the Shield-Captain and Praetor were both the closest targets.
The shooting phase saw my Warlord eliminated by the Tank Bustaz (note the bomb squigs only managed to strip a couple of wounds from my dreadnaught) and I burned another precious command point to make the Shield-Captain my new Warlord; Trajann then used his Moment Shackle to give me back one more command point. The Shokkjump Dragsta dropped a wound on the Lord of the Death then the Lootaz managed to shoot down both my Shield-Captain and Praetor using a stratagem to shoot twice.
The deff dredd just made the charge into my Allarus Custodians with a reroll but whiffed and was cut down in return. The Boyz hurled into my forward scouts obliterating them to the man. Mephiston heroically intervened into the dragsta and destroyed it. Wow that was a painful round on both sides !
We had scored one victory point each for holding an objective (start of player turn respectively), each in our own deployment zones.
Score -> Imperium: 1, Orks: 2 (StWL)
+ 3rd Turn - Imperium
I scored two victory points at the start of my third turn due to Mephiston holding one of the central objective markers and my remaining squad of scouts holding the marker in my deployment zone. Trajann moved straight toward the Lootaz to avenge his fallen brothers. Mephiston moved forward to hopefully assassinate the Warboss, right beside the Boyz in case he wasn’t able to successfully cast Wings. Both the Allarus Custodians and Wardens moved beside the big squad of Boyz in the central ruin to shoot and assault them. The Death Company dreadnaught moved towards the Tank Bustaz. There was just enough space in the back of my opponent’s deployment zone to drop the Death Company while my Vanguard Veterans deep struck on top of one of the central objective markers.
The Lord of Death successful cast Wings of Sanguinius on an 8 but the Warphead just managed to deny it using his last command point for a reroll. He then successfully cast the Quickening.
Everything inside the central ruin that could shot the Boyz doing significant damage. The Death Company dreadnaught flamed to death the Tank Bustaz and Trajann shot down two of the Lootaz.
The Death Company just made the multi-charge into the grots sitting on the other central objective marker and several enemy characters. The golden men along with Mephiston charged the Boyz while Trajann got stuck into the Lootaz taking no damage from overwatch. The Death Company dreadnaught charged the Battlewagon.
The Boyz and Gretchin were both utterly destroyed while Trajann finished off all but two of the remaining Lootaz. My dreadnaught put several huge dents into the Battlewagon. Finally the Ork characters struck back killing several of the Death Company. My opponent conceded then the game at this point.
Game Summary:
This was my first game versus the new codex Orks... they are definitely very good but I felt my opponent made some questionable decisions during the game which cost him such as focusing a lot of his resources on my Shield-Captain. This list of mine was designed primarily to use some old models that have been collecting dust since 5th Edition. The Death Company making the charge was super clutch. I only had four command points and had to use them wisely while my opponent quickly burned though all of his by his final turn.
Sunday, December 23, 2018
Battle on Red Planet 9
This was a very exciting game using a mission from the new Chapter Approved 2018. Here’s the armies:
++ Blood Angels Battalion ++
Captain - Jump Pack (Angel’s Wings) - Thunderhammer - Stormshield
/Warlord: Artisan of War
Mephiston - Wings & Quickening
3x 5x Scout - Bolt Pistols & Combat Blades
++ Deathwatch Battalion ++
Watch Master - Tomes of Ectoclades
Watch Captain - Jump Pack - Storm Bolter - Thunderhammer - Angelis Beacon
Veteran Squad:
Watch Sergeant - Power Axe - Storm Bolter
Black Shield - Stormshield - Power Axe
2x Veteran - Stormshields & Storm Bolters
Gunner - Frag Cannon
Gunner - Infernus Heavy Bolter
Terminator - Power Fist & Storm Bolter
Veteran Squad:
Watch Sergeant - Power Axe - Storm Bolter
Black Shield - Stormshield - Storm Bolter
2x Veteran - Stormshields & Storm Bolters
Gunner - Frag Cannon
Gunner - Infernus Heavy Bolter
Terminator - Power Fist & Storm Bolter
Fortis Kill Team:
Intercessor Sergeant - Auto Bolt Rifle - Power Fist
4x Intercessor - Auto Bolt Rifles & Auxiliary Grenade Launcher
2x Inceptor - Assault Bolters
Aggressor - Bolt Gauntlets & Missile Rack
++ Adeptus Custodes Vanguard ++
Shield Captain on Dawneagle - Auric Aquilas
Vexilla Praetor - Castellan Axe
3x Warden - Castellan Axes
3x Allarus - Castellan Axes
Here’s my opponent’s army list to the best of my memory:
Overlord
/Warlord
Cryptek
Lord
15x Warrior
10x Immortal - Tesla
Ghost Ark
Annihilation Barge
Annihilation Barge
6x Destroyer
6x Destroyer
5x Wraith
Mission:
4 Pillars (from CA2018)
There are four objective markers on the table placed symmetrically around the center of the table each 15" out and only TROOP choices can score them. At the end of each battle round whoever controls the most objectives scores a point. Also whoever kills the most enemy units per battle round scores a point, both are very similar to the ITC Championship Mission format. There is also First Strike, Slay the Warlord (StWL) and Line Breaker (LB) up for grabs.
Deployment:
#1 from Rulebook
I deployed all my army first placing several units in deep strike reserve and my opponent deployed his entire army after me. Terrain favored my opponent as there wasn’t much good line of sight blocking terrain. I deployed most of my units in a ruin to hide them from the brutal xenos fire power and would focus on scoring objectives in the latter part of the game. I wanted to focus on first killing the Immortals and Warriors to prevent my opponent from scoring on objectives as the game progressed.
Here’s the running score with in-game notes per battle round:
T1: 0 [Imperium] - 3 [Necrons]
Necrons - 1 (First Strike), 1 (Objectives held), 1 (Units killed - Scouts)
Fairly lack luster turn for me - I had infiltrated one scout squad on an objective in my deployment zone to bait out his barges and Destroyers... sure enough the Barges came out to play.
T2: 0 [Imperium] - 4 [Necrons]
Imperium - 0 (Units killed - both Barges)
Necrons - 0 (Units killed - Mephiston & Veterans), 1 (Objectives held)
Mephiston and the Smash Captain came out to deal with the two barges. I deep struck my Fortis Kill Team and Watch Captain in range of the Warriors and used the beacon to bring in one of my Veteran Kill Teams. I just managed to kill both barges. The Warriors took some damage but not nearly enough. The Vets got nuked and only the Aggressor managed to survive enemy return fire power for the Fortis Kill Team... the Aggressor went onto to be one of my MVPs shooting down lots of Immortals and Warriors as the game progressed. Mephiston also got nuked by a squad of Destroyers. Again I wasn’t able to score any points this turn while the Necrons are running up their score.
T3: 0 [Imperium] - 6 [Necrons]
Imperium - 0 (Units killed - Immortals)
Necrons - 1 (Units killed - Watch Captain & Allarus), 1 (Objectives held)
My Praetor advanced forward and used the teleport homer stratagem to bring the Allarus into range to charge the Immortals which were decimated. I lost both the Allarus and the Watch Captain in return. The Wardens deep struck beside the Aggressor and were able to make an 11" charge into the Warriors... didn’t quite finish them off but they took heavy losses this turn. My other squad of Veterans, Watch Master and Shield-Captain began marching up the battlefield to lend some fire support.
T4: 0 [Imperium] - 8 [Necrons]
Imperium - 0 (Units killed - Warriors)
Necrons - 0 (Units killed - Smash Captain), 1 (Objectives held), 1 (StWL)
I lost my Warlord this turn... while he didn’t inflict a lot of damage he did manage to stick around for quite awhile and was quite the annoying pest. Combined shooting and a charge by the Shield-Captain removed the remaining Warriors.
T5: 2 [Imperium] - 8 [Necrons]
Imperium - 1 (Units killed - Cryptek & Wraiths), 1 (Objectives held)
Necrons - 0 (Units killed - Wardens)
Both scout squads pop out of the ruin this turn to hold the objective in my deployment zone while the rest of my forces start their killing spree. I really need two more turns to get back into the fight.
T6: 4 [Imperium] - 8 [Necrons]
Imperium - 1 (Objectives held), 1 (Units killed - Destroyer Squad)
Up pops a 3 on the dice - Turn 6 is on and my remaining forces are dominating now but there’s only so many points left on the table... Sure enough there’s a seventh final turn.
T7: 8 [Imperium] - 8 [Necrons]
Imperium - 1 (Objectives held), 1 (Units killed - bunches) StWL, LB
So the game ended in a draw with close to tabling for my opponent... all he had left was a Ghost Ark and a single Destroyer with one wound. I still had my Shield-Captain, Praetor, one Veteran squad, the Watch Master, two Scout squads and the lone Aggressor.
The surviving Veteran squad tanked a lot of high AP rending shots over the latter course of the game... wow those stormshields are solid gold for sure ! I’m liking the power fists for the terminators as they help to quickly clear out multi wound enemy units. This game was tough for me due to lack of enough line of sight blocking terrain. I played it cagey with some of my units like the scouts and they were able to score in the latter game. I really needed the two last turns to even have a chance to scrap a draw. I’d like to have squad of jetbikes but would have to get rid of both the Allarus and Wardens whom got the job done helping to eliminate several key enemy units.
Saturday, September 29, 2018
Sunday, August 19, 2018
2k Batrep - Imperium vs Imperium
Had a game yesterday versus Blood Angels-Guard-Salamanders; I was running Blood Angels-Deathwatch-Custodes. My opponent has three battalions and I have two ballations (BA & DW) and a Vanguard (Custodians). We were playing one of the ITC Missions with five objectives - one in the center of each table quarter and one in the center of the table. Deployment was diaganol table quarters and you couldn’t deploy with 9" of the table center.
Here’s my abbreviated list:
-BA-
Captain - Angel’s Wings (relic) Stormshield - Thunderhammer /WLT Artisan of War /Death Visions of Sanguinius
Captain - Jump Pack - Stormshield - Hammer of Baal (relic)
5x Scout - Bolt Pistols & Combat Blades
5x Scout - Bolt Pistols & Combat Blades
5x Scout - Bolt Pistols & Combat Blades
-DW-
Watch Master - Tome of Ectolclades (relic)
Watch Captain - Jump Pack - Thunderhammer - Storm Bolter - Bane Bolts (relic)
4x Intercessor - Bolt Rifles & Auxiliary Grenade Launcher
Intercessor Sergeant - Bolt Rifle & Power Sword
2x Plasma Inceptor
2x Veteran - Storm Bolters & Chainswords
Black Shield - Storm Shield & Power Sword
Watch Sergeant - Storm Bolter & Power Axe
Veteran - Deathwatch Frag Cannon
Veteran - Infernus Heavy Bolter
2x Veteran - Storm Bolters & Chainswords
Black Shield - Storm Shield & Power Sword
Watch Sergeant - Storm Bolter & Power Axe
Veteran - Deathwatch Frag Cannon
-Custodes-
Shield-Captain on Dawneagle - Auric Aquilas (relic)
4x Allarus Custodian - Castellan Axes
4x Warden - 3x Castellan Axe & Guardian Spear
Vexilla Praetor - Guardian Spear - Vexilla Magnifica
My opponent had the following (best guess from memory):
-BA-
Captain - Angel’s Wings (relic) Stormshield - Thunderhammer /WLT Gift of Foresight /Death Visions of Sanguinius
Mephiston
5x Scout - Bolt Pistols & Combat Blades
5x Scout - Bolt Pistols & Combat Blades
5x Scout - Bolt Pistols & Combat Blades
9x Death Company Marine - Jump Packs - 4x Chainsword - 5x Power Sword
15x Death Company Marine - Jump Packs - Chainswords & Thunderhammers
-IG-
Commander
Commander
9x Guardsman & Mortar Team
9x Guardsman & Mortar Team
9x Guardsman & Mortar Team
Wyvern
-Salamanders-
Captain - Bike - Thunderhammer
Librarian - Force Stave
4x Tactical Marine - Lascannon
Sergeant - Bolter
4x Tactical Marine - Lascannon
Sergeant - Bolter
4x Tactical Marine - Lascannon
Sergeant - Bolter
4x Devastator - 2x Missile Launcher - 2x Lascannon - Armored Cherub
Sergeant - Bolter - Signum
I finished deploying first, won the roll off and chose to go second. There was a big piece of line of sight blocking terrain right in the middle of the table so I wasn’t too worried about the lascannons and rockets deploying everything out of line of sight; I held the following units in deep strike reserve:
BA Captain - Hammer of Baal
Watch Captain
Fortis Killteam (Primaris)
Allarus Custodians
Wardens
I knew I had to get rid of those two Death Company squads... my opponent held the Thunderhammer squad in reserve along with his Captain and deployed the Power Sword squad as close as possible. I deployed my scouts to Wall off my Deathwatch units from a first turn charge. Deathwatch Vets and Watch Master were inside a building and the Praetor was behind them. My opponent deployed his Devs on top of a building in the rear of his deployment zone with the Wyvern behind a building, sprinkling the guardsmen and Marines all around to block out deep strikes. Mephiston deployed up front too. His Salamander characters deployed back to the rear.
I did not attempt to seize. My opponent used a strategem to scout move the Death Company moving past the big building in the middle of the table.
-1st Turn Opponent
Death Company moved up surrounding my Scouts. Mephiston first cast Wings and moved up on top of the building then attempted to cast a psychic power on the Death Company for +1 attack but failed. Mortars and Wyverns fired killing a few scouts opening up a couple holes so his Death Company could assault into the building with my Deathwatch inside. His charge was around 6-7" so he couldn’t get into base contact with much of my Vets. He didn’t roll that well to hit and wound... a few scouts survived and he only killed a couple Vets. My counter assault was much better taking out 7 Death Company then the last two fled the battle due to morale. One down and one to go.
-1st Turn Me
I moved up my Vets to shoot Mephiston and the Shield-Captain flew up behind the building so he could shoot some guardsmen. I brought in the Fortis Killteam and Watch Captain to lend some more fire power into Mephiston. I positioned my surviving scouts to screen and block off deep strikes as best as possible for the next turn. My Praetor ran into the little building in the back moving up to the second level. Mephiston got blown out of his boots but it took the Fortis Killteam to finally finish him off. The Shield-Captain killed 5-6 guardsmen.
I was up on points at the end of the turn having killed more units and scored two secondaries.
-2nd Turn Opponent
The guard that got shot up moved back and the other units held still. In came the big Death Company plus his Captain... ouch. There was some more artillery barrage from the mortars and Wyvern... they may have killed a couple scouts collectively. Note my Vets and Fortis Killteam were in cover for the sweet 2+ save. :)
So onto the big assault phase... the Captain failed his charge and took a couple wounds for his troubles lol - my Vets were able to drop around five to six Death Company on overwatch... gotta love those frag cannons !!! The Fortis Killteam was slaughtered to the last Marine but again I only lost a couple Vets thanks to the storm shields and my Watch Captain also got smashed to death. My Watch Master was able to heroically intervene and overall follow up attacks from the survivors accounted for several more Death Company. My opponent’s dice were pretty bad again but he finally did some damage. The last of Death Company lost a couple more to morale only leaving two to three left.
-2nd Turn Me
My Shield-Captain and Warlord both moved to tangle with my opponent’s Captain while my Praetor moved in to finish off the last of the Death Company. Vets fell back so I could shoot them with other units. I opted to keep the rest of my reserves off the table. I wiped out both the Captain and Death Company increasing my lead on points. I really felt like I was in a good position now having eliminated all the major threats.
Summary of remaining turns:
The third turn I brought in my reserves over on my opponent’s left flank and they pretty much rolled right up it by the end of the game for a commanding win.
Saturday, May 05, 2018
Escalation League 2nd Mission Batrep (500 pts) - Ultramarines vs. Necrons
Narrative
An apothecary (Teclis) has been dispatched to Captain Tieko’s kill team to replace their Lieutenant whom was recently recalled by the Deathwatch. Accolades from their Primarch were received for achieving their last mission goal slaying a Tzneetch Daemon Prince but now they must once again fight in the name of the Emperor. A new objective has been issued. Their bolt rifles are all primed and ready.
Tieko’s kill team has been retrieved from the Eye and redeployed, sent to a secret new location. Tieko has been informed his team will be fighting one of their most hated foes the Necrons.
ULTRAMARINES
Warlord - Captain Tieko
+Warlord Trait: Storm of Fire
Relics -
Santic Halo (Captain Tieko)
Teeth of Terra (Apothecary Teclis)
Psychic Powers (Librarian Thoth) -
Might of Heroes - Null Zone - Smite
Army List (Battalion, 8 CP):
Primaris Captain (Tieko)
+Plasma Pistol - Power Fist
Librarian (Thoth)
+Bolt Pistol - Force Stave
Apothecary (Teclis)
+Teeth of Terra
4x Intercessor - Bolt Rifles - Auxiliary Grenade Launcher
Sergeant - Bolt Rifle
4x Intercessor - Bolt Rifles - Auxiliary Grenade Launcher
Sergeant - Bolt Rifle
4x Scout - Bolt Pistols - Combat Blades
Sergeant - Chainsword
NECRONS (Patrol, 3 CP)
Dynasty - Sautekh
Overlord
+The Abyssal Staff (Relic) /Warlord
Warlord Trait - Enduring Will
5x Immortals
+Gauss Blaster
12x Necron Warrior
Triarch Stalker
+Heat Ray
Mission:
Ultramarines are the attackers and Necrons are the defenders. Ultramarines score a victory point for each enemy unit destroyed and Slay The Warlord. Necrons score a victory point for each unit wholly within the Ultramarines’ deployment zone and Slay the Warlord.
Deployment:
Area is 4’ x 4’.
Ultramarines can deploy up to midway (24") while Necrons can deploy up to 12" from their table edge.
Necrons deploy everything up to the edge of their deployment zone in cover in the middle. I deploy everything except the scouts in a crater just outside of rapid fire range of the Immortals and Warriors. The scouts deploy beside a building away from the Necrons on the right to flank them.
Necrons go first and I fail to seize.
Turn 1:
Necrons-
The xenos all move towards the Ultramarine line.
Necrons elect to focus fire on one squad of Intercessors and Kill three.
Ultramarines-
The scouts move and run (6") forward behind another building and remain out of sight from the xenos. The rest of the Kill team moves up into rapid fire range. Teclis revives one of the fallen Intercessors.
Thoth generates a super Smite and strips 6 wounds from the Triarch Stalker, then successfully casts Might of Heroes on Tieko.
The Ultramarines focus fire on the warriors and drop five of them.
Turn 2:
Necrons-
The Triarch Stalker regenerates one wound. Again the xenos move towards the Ultramarine line inside rapid fire range.
Focused fire destroys the wounded Intercessor squad.
Ultramarines-
The scouts pop out from behind the building in position to shoot and charge the Immortals. The remaining Intercessor squad moves up to rapid fire and charge the Immortals. Thoth moves to the left so that the Triarch Stalker is the closest enemy unit. Tieko moves next to the Triarch Stalker so he can shoot and charge it. Teclis moves behind the Intercessors to support them.
Thoth casts Smite for two mortal wounds and casts Might of Heroes on Tieko.
Tieko supercharges his plasma pistol and strips two wounds from the Triarch Stalker. The rest of the shooting is focused on the Warriors dropping three more.
Tieko charges the Stalker and destroys it. All other charges go into the Immortals, bringing them down to just two remaining. The Immortal losses are pulled such that they are out of combat then the Intercessors consolidate back into them.
Turn 3:
Necrons-
None of the Immortals are reanimated but three Warriors repair. The two Immortals fall back towards my deployment zone while the Overlord and Warriors converge upon Tieko.
Focused fire kills Captain Tieko (Slay the Warlord).
Ultramarines-
All units except Teclis move back towards the Warriors.
Thoth casts Smite and drops two more Warriors. He then casts Might of Heroes on Teclis.
Shooting is focused on the Warriors and drops two more.
Teclis charges the Immortals and destroys them. All remaining units charge the Warriors and kill two more.
Turn 4:
Necrons-
Five Warriors are reanimated then they fall back reaching my deployment zone. The Overlord moves into position to shoot and charge Teclis.
Teclis takes one wound from the Overlord’s staff.
The Overlord charges into Teclis but whiffs and the apothecary inflicts two wounds with the Teeth of Terra.
Ultramarines-
Thoth, the Intercessors and scouts chase after the Warriors. Teclis elects to remain in combat and heals himself back to full health.
Shooting drops three Warriors.
Thoth, the Intercessors and scouts all charge the remaining Warriors bringing them down to five remaining. Teclis then destroys the Necron Overlord for Slay the Warlord and consolidates towards the Warriors.
Turn 5:
Necrons-
Three Warriors are reanimated and they fall back deeper into my deployment zone.
Ultramarines-
All units move towards the last of the Warriors to shoot and engage them. Only two are left standing at the end of the turn.
We roll for a Turn 6 and the game ends.
Game Summary:
I scored one victory point for Slay the Warlord and three more for destroying the Overlord, Triarch Stalker and Immortals. My opponent scored one victory point for Slay the Warlord and another for the Warriors inside my deployment zone. We both also score victory points for having at least 40 percent troops and bringing fully painted armies. I also scored another victory point for lore.
It hurt to lose my Captain but he was my best option to deal with the Triarch Stalker... I failed a bunch of 3++ saves during the next Necron shooting phase after Tieko destroyed the Stalker, even one reroll using a command point. The Apothecary really picked up the slack though destroying two Necron units in melee - Teeth of Terra is legit. Being able to revive wounds was very helpful as well - I’ll keep him for sure.
Sunday, April 29, 2018
Batrep (500 pts) Ultramarines vs. Thousand Sons
I played my first game in an escalation league yesterday fielding a 500 point Ultramarine battalion detachment:
Primaris Captain (Warlord) /forgot to choose a Warlord trait
+Power Fist - Plasma Pistol
+Santic Halo (relic)
Librarian
+Force Stave - Bolt Pistol
+Tome of Malcador (relic)
+Might of Heroes - Psychic Fortress - Smite - Veil of Time
Primaris Lieutenant
+Master-Crafted Stalker Bolt Rifle
4x Scout
+Bolt Pistol - Combat Blade
Sergeant
+Bolt Pistol - Chainsword
4x Intercessor
+Bolt Rifles - Auxiliary Grenade Launcher
Sergeant
+Bolt Rifle - Power Sword
4x Intercessor
+Bolt Rifles - Auxiliary Grenade Launcher
Sergeant
+Bolt Rifle - Power Sword
Background
Primarch Roboute Guilliman has tasked Captain Tieko with leading a newly formed cadre of veteran Ultramarines to take to the field in order to gain more battle experience and develop into a tightly knit team. A Librarian (Ancient Escobar) has been assigned to Tieko to act as an adviser and report back to Ultramar on their progress. Also Lieutenant Cato asked permission to join them which was duly granted by Guilliman. Depending upon their initial success more squads will be deployed to strengthen the battalion. Their Primarch dispatches them to a krone world on the very edge of the Eye to eliminate an ancient threat for their very first mission !
My opponent was fielding a Thousand Sons patrol detachment.
Daemon Prince (Warlord)
+Wings - etc.
+Smite - etc.
Shaman
+Disc
Smite - etc.
15x Tranzagor (sp?)
Vortex Beast
Mission and Deployment
The mission is a special one from Games Workshop. I was the attacker and scored victory points for each unit I killed plus Slay the Warlord. My opponent was the defender and scored victory points for each of his units that ended the game in his deployment zone plus Slay the Warlord. Deployment was adjacent table quarters on a 4’ x 4’ table.
I deployed everything in a forest outside of range from any first turn Smites except for my scouts which I deployed beside a building towards the center of the table to act as a distraction.
My opponent deploys his Tranzagors far back with the Prince, Beast and Shaman towards the front.
I got to go first and there was no Seize.
T1:
Ultramarines - Marines hold their ground while the scouts shuffle to the far side of the building to hide.
kSon - The Daemon Prince, Shaman and Vortex Beast move forward but are outside range to Smite any visible enemy units.
T2:
Ultramarines - The Marines all target the Vortex Beast and strip off six wounds.
kSons - Combined Smites take down all of the scouts.
T3:
Ultramarines - The Marines again all target the Vortex Beast and strip off another two wounds leaving it with only six remaining.
KSons - The daemon prince heals One wound on the Vortex Beast and it regenerates another bringing it back up to eight wounds. All attempts to Smite are denied.
T4:
Ultramarines - All units hold their ground forcing the issue. A Smite from the Librarian gets through and drops the Vortex Beast to five wounds remaining. Combined shooting strips another wound from the Vortex Beast - its bleeding.
kSons - Combined Smites only manage to bring down one Intercessor.
T5:
Ultramarines - All units move so that the Prince is the closest unit. The Librarian inflicts heavy wounds into Daemon Prince with Smite then the Marines follow up with Bolt Rifles and Krak !
kSons - Smites are denied again then the Daemon Prince attempts a desperate charge but the Intercessors destroy it during overwatch for two Victory points (Kill a unit and StWL).
Game ends.
My opponent scores three victory points for having three units within his deployment zone (Shaman, Vortex Beast and Tranzagors). I score another two points for having a fully painted army and lore. I should mention Psychic Fortress worked very well versus enemy Smites and other enemy abilities to inflict mortal wounds.
Friday, March 23, 2018
Nü Order batrep vs Nidz
I had the following game last nite versus Tyranids:
Swarmy w. dropspore
2x Trygon
20x stealer
30x devilgaunt
Flyrant - dual devourers
3x Hive Guard brood (full)
Ripperswarm
etc.
I had the following army:
[Smurf Battalion]
Tiggy
Primaris Lt.
2x Intercessor squad
Scout squad
Hellblasters
Inceptors (plasma variant)
[Aux]
Culexus
[AC Vanguard]
Trajann (beastmode !!!)
ShieldCaptain on Dawneagle (3++)
Wardens
Allarus
Vexillus Praetor (5++ Imperialis bubble)
Mission 3 (Nexus Control) from ITC with 3rd deployment zone (Hammer and Anvil) from the rulebook. Good luck scoring that mission objective - lol.
My secondaries were Old School, Gang Busters and Reaper. My opponent selected Old School, Recon and Headhunter.
Tiggy had Might of Heroes, Veil of Time and Smite. Might of Heroes always came in handy when I was able to successfully cast it. Nidz had Catalyst, Horror, Onslaught, Psychic Scream and Smite.
I put a lot of my army in reserve including Trajann - Allarus, Wardens, Inceptors, and Culexus.
My castle was Shield-Captain, Tiggy, Lt., one Intercessor squad, Hellblasters and Praetor.
Bugz go first and I fail to seize... ouch !!!
First turn in drops Swarmy and one Trygon with stealers popping up from the tunnel and double moving thanks to Swarmy. Flyrant plops down too. Hive Guard all inside a central ruin... I was careful to deploy outside their range even with movement. Nid shooting kills like one Intercessor thanks to 2+ with cover... then stealers assault Intercessors and Bike Cpt - Praetor and Lt. both intervene. I lose the Intercessor squad but the characters shred most of the stealers. My turn I drop in everything to clear out my DZ. Shooting kills Trygon and wounds Flyrant - Allarus finish off the stealers... Wardens make the long charge into Flyrant and finish it off for the Warlord kill. I scored a lot of points this turn but there are still five more battle rounds left to go and I suddenly realize I am really out of position now.
Over the course of the game I am able to keep scoring some points every turn to maintain my slim lead... kill a unit here, grab an objective there - you know the drill. You can't afford to get behind on the primary objectives for ITC missions. Eventually the Nid player had to get very aggressive which ended up costing him but really there was no other choice. Allarus and Trajann had to foot slog it a couple turns in a row to get back into position for end game. His Hive Guard really choked versus the Custodes this game. Wardens were MVP absorbing several turns in a row all the shooting from the Hive Guard... amazing !!!
Really tough game... all the Nidz had left were two HG squads and the rippers.
Sunday, February 04, 2018
8th edition Battle Report - Ultramarines vs. Dark Eldar (rematch)
I had a 2000 point game yesterday versus dark eldar. This was a rematch from the recent FLG league here in San Diego. I lost the original game.
Here’s my new army list featuring Ultramarines(Battlation), Eversor Assassin and Adeptus Custodes (Vanguard) -
++ Battalion Detachment (Imperium - Space Marines) ++
**Chapter Selection**
Ultramarines
+ Fast Attack [236 pts] +
Inceptor Squad [236 pts]:
3x Inceptor
Inceptor Sergeant
-Plasma Exterminator
+ HQ [330 pts] +
Chief Librarian Tigurius [130 pts]
Null Zone - Might of Heroes - Smite - Veil of Time
Marneus Calgar [200 pts] /Warlord
-Terminator Armour
+ Troops [255 pts] +
Intercessor Squad [95 pts]
4x Intercessor
-Auxiliary Grenade Launcher - Bolt Rifles
Intercessor Sergeant
-Power sword
IIntercessor Squad [95 pts]
4x Intercessor
-Auxiliary Grenade Launcher - Bolt Rifles
Intercessor Sergeant
-Power sword
Scout Squad [65 pts]
Scout Sergeant
-Bolt pistol - Chainsword
3x Scout
Combat Knifes - Bolt Pistols
Scout
-Heavy Bolter
+ Heavy Support [198 pts] +
Hellblaster Squad [198 pts]
5x Hellblaster
Hellblaster Sergeant
-Plasma Incinerator
+ Elites [206 pts] +
Redemptor Dreadnought [206 pts]
-2x Fragstorm Grenade Launchers
-Heavy Onslaught Gatling Cannon
-Icarus Rocket Pod
-Onslaught Gatling Cannon
++ Auxiliary Support Detachment (Imperium - Officio Assassinorum) ++
+ Elites [70 pts] +
Eversor Assassin [70 pts]
++ Vanguard Detachment (Imperium - Adeptus Custodes) ++
+ HQ [126 pts] +
Shield-Captain [126 pts]
-Eagle's Eye (Relic)
-Guardian Spear
-Misericordia
+ Elites [575 pts] +
Allarus Custodians [264 pts]
3x Allarus Custodian
-Castellan Axe
-Ballista Grenade Launcher
-Misericordia
Custodian Wardens [195 pts]
3x Warden
-Guardian Spear
-Misericordia
Vexillus Praetor [116pts]
-Guardian Spear [12pts]
-Misericordia
-Vexilla Defensor
Total:
1996 pts
8 CP
Secondary Objectives:
Old School
Head Hunter
Death by 1000 Cuts
Unfortunately I don’t have my opponent’s army list so here’s what I remember:
Lelith
Archon
Tantalus
3x 5 man True Born Squads (3 Blasters each)
5 man Scourge Squad (Heat Lances)
20 man Wyche Squad
Several squads of Warriors
4x Venoms
Ravager (Dark Lances)
Secondary Objectives:
Old School
Head Hunter
Recon
ITC Mission 6 - Precious Cargo
Deployment 1 (Rulebook)
My opponent embarks all of the True Born, Archon and a Warrior squad in the Tantalus. He also place Lelith and the Wyches in the webway (deepstrike reserve).
I place the following units in deepstrike reserve:
Marneus Calgar
Shield Captain
Eversor Assassin
Inceptors
Allarus Custodians
I split the rest of my forces to guard the two objectives in my deployment zone:
-Group A
2x Intercessors
Wardens
-Group B
Tiggy (deployed inside tower)
Praetor (deployed inside tower)
Hellblasters (deployed inside tower)
Redemptor (deployed behind tower)
Scouts make a ballsy move infiltrating into the central building.
My opponent wins the roll to go first (+1) and I fail to seize.
DE 1st Turn:
Archon and Warrior squad disembark into central building around 8” away from scouts. Lelith and the Wyches deep strike 9” from my Group A. I use Auspex scan to shoot the Wyches with an Intercessor squad killing two.
DE shooting strips some wounds from the Redemptor but the 5++ from the Vexilla help keep him at 8 wounds. The Warriors in the building manage to kill one scout.
Both Lelith and the Wyches fail their charge even with one reroll... a couple more Wyches drop to overwatch. The Archon and Warriors both make the charge into the scouts and wipe them out.
Hold 1 Objective (1)
Kill scout squad (1+1) First Strike
Recon (1)
Ultramarines 1st Turn:
Wardens and both Intercessor squads move up into rapid fire range of Lelith and the Wyches. Hellblasters move up into rapid fire range of the Tantalus. Redemptor comes around as well to Target Tantalus.
Eversor Assassin and Inceptors both drop by opponent’s primary objective which is guarded by the Scourges and a squad of Warriors. Marneus drops behind the Intercessors while the Shield Captain drops 9” away from Wyches and Lelith.
Tiggy casts MoH on Redemptor then smites Tantalus inflicting 3 mortal wounds.
Combined shooting from both Intercessor squads, Wardens, Calgar and the Shield Captain destroys the Wyches. Inceptors target the Scourges and destroy them. Redemptor and Hellblasters super charging bring the Tantalus down to 6 wounds.
Shield Captain makes the charge into Lelith - they trade some wounds but both stick. Both the Inceptor and Assassin make the charge into the Warriors. Only 3 Warriors survive since Assassin kills enough striking first so the Inceptors are out of range to strike. The Warriors pass their morale check. I am holding my opponent’s primary objective.
Hold 2 Objectives + Primary (3)
Kill 2 units (Wyches & Scourges) (2)
1st Strike (1)
Dark Eldar: 4
Ultramarines: 6
The game continued to the third turn then my opponent conceded with only a couple units left (Warrior squad and Venom). My dice were burning hot this game, getting all those first turn charges really put the dark kin on the back foot and they just couldn’t get back into the game.
Friday, December 22, 2017
8th edition Battle Report: Black Legion vs. Blood Angels
Mission:
No Mercy (Eternal War)
Objectives -
Kill Points, First Blood, Slay the Warlord (StWL), Line Breaker
Deployment:
Dawn of War
This was a 1500 point game, my Black Legion lead by Abbadon versus the new Blood Angels lead by Commander Dante.
Here’s my army list:
++ Vanguard Detachment ++
(Chaos - Chaos Space Marines) [1317 pts]
+ HQ +
Abaddon the Despoiler [240 pts]
Sorcerer in Terminator Armour [132 pts]:
Combi-Bolter - Force Axe
Psy Powers: Death Hex - Warp Time - Prescience
Eye of Tzeentch
Mark of Tzeentch
+ Heavy Support +
Chaos Land Raider [367 pts]:
Havoc Launcher - Twin Heavy Bolter - 2x Twin Lascannon
+ Elites +
Chaos Terminators [303 pts]:
Icon of Wrath - Mark of Khorne
Chaos Terminator Champion:
Chainfist - Combi-Bolter
3x Terminator: 2x Lightning Claw
Terminator: Combi-Melta - Power Axe
Terminator: Chainfist - Heavy Flamer
Chaos Terminators [275 pts]:
Icon of Excess - Mark of Slaanesh
Chaos Terminator Champion:
Combi-Bolter - Power Axe
3x Terminator: Combi-Melta - Power Axe
Terminator: Chainfist - Heavy Flamer
Note I had permission to run only two elite choices.
++ Auxiliary Support Detachment ++ -(Chaos - FW Heretic Astartes) [164 pts]
+ Elites +
Hellforged Contemptor Dreadnought [164 pts]:
Havoc Launcher - 2x Kheres Assault Cannon
++ Total: [1481 pts] ++
My opponent had the following units:
Dante
Librarian Dreadnaught
10x Death Company - assorted melee weapons
5x Sanguinary Guard - assorted melee weapons
5x Tactical Marine - meltagun & combi-melta
10x Tactical Marine - Power Fist & Heavy Flamer
Rhino
Stormraven
I finished deploying first but lost the roll off to go first which was fine and did not roll to seize. There was some really classic dice rolls this game !
The report is a simple summary covering gaming highlights. I held my Khorne terminators, Sorcerer and Abbadon in teleport reserve. Slaneesh terminators embark in the transport beside the dreadnaught, both behind line of sight blocking terrain.
My opponent held Dante and his Sanguinary Guard in deep strike reserve.
Turn 1 - Black Legion
Roll 3 hits for the landraider to hit the Stormraven with Prescience. I then roll two 1s to wound with the VotW strategem, spend command point to reroll one wound and roll another 1. My opponent then rolls a 6 to save the one wound.
Turn 2 - Black Legion
I drop the Khorne unit to assault the Death Company along with the Sorcerer. If I can wipe them out it’ll be First Blood and one kill point. The Sorcerer Warp Times them straight towards the waiting Death Company.
During the shooting phase I again roll only one hit with the landraider versus the Stormraven with Prescience... I manage to wound it and my opponent rolls a 6 again to save.
During the assault phase I reduce the Death Company to a single model. I pop the strategem to assault again and kill them for 1 KP and 1st Blood.
3rd Turn - Blood Angels
BA kill the Khorne terminator unit in return for 1 KP. The melta toting tactical squad hops out from the flyer to shoot my Sorcerer but he survives and kills two tactical Marines in the ensuing assault phase.
3rd Turn - Black Legion
Abbadon finally decides to join the party !!!
I kill the melta tactical squad during the shooting phase with the dreadnaught firing every weapon into them (Sorcerer had fallen back) for another KP. My landraider finally manages to drop 8 wounds on the Stormraven.
Turn 4 - Blood Angels
BA kill my Sorcerer in shooting phase for their first KP. The Librarian dreadnaught then kills my Contemptor in the assault phase for another KP.
Turn 4 - Black Legion
The Slaneesh terminator unit disembarks and kills the Stormraven with a well aimed shot coming from a combi-melta.
Abbadon slays both the Libby dread and Dante in melee for 2 more KP and StWL. The Slaanesh terminators slay the Sanguinary Guard in melee as well for another KP. Only the BA tactical squad is left along with their rhino and my opponent concedes.
Saturday, November 18, 2017
Ultramarines vs. Space Wolves (2000 pts) Batrep
I had my second league game last night and made a few tweaks to my army list:
Switched out Primaris Ancient for a Primaris Apothecary
Switched out Primaris Librarian for Tigurius
Guilliman is still the go to unit for Space Marines in general but Marneus Calgar is a Chapter Master and quite good in melee as well so I chose him instead to shore up some points for Aggressors. It’s fun to go against the meta a bit and see what you can do. I decided to take Tiggy because of his power to make a unit -1 to hit, casting Might of Heroes for +1T combined with -1 to hit makes a Redemptor or Repulsor very hard to destroy.
Here’s the new army list:
Bound +3CP
1st Detachment: Battalion +3CP
(Imperium - Space Marines) [106 PL, 1909pts]
+ No Force Org Slot +
Chapter Selection: Ultramarines
+ HQ +
Chief Librarian Tigurius [7 PL, 130pts]
Psychic Powers:
Smite, Might of Heroes, Null Zone, Veil of Time
Marneus Calgar [12 PL, 235pts]:
Artificer Armour
+2CP
Primaris Chaplain [6 PL, 85pts]
+ Troops +
Intercessor Squad [5 PL, 105pts]:
Auxiliary Grenade Launcher, Bolt Rifles
4x Intercessor
Intercessor Sergeant - Power Sword
Intercessor Squad [5 PL, 105pts]:
Auxiliary Grenade Launcher, Bolt Rifle
4x Intercessor
Intercessor Sergeant - Power Sword
Scout Squad [10 PL, 111pts]:
5x Camo Cloak
Scout Sergeant - Bolt pistol, Sniper Rifle
Scout - Heavy Bolter
4x Scout - 4x Sniper Rifle
+ Elites +
Aggressor Squad [6 PL, 129pts]:
2x Aggressor
Aggressor Sergeant
Flamestorm Gauntlets
Primaris Apothecary [4 PL, 68pts]
Redemptor Dreadnought [10 PL, 201pts]:
2x Fragstorm Grenade Launchers
Icarus Rocket Pod
Macro Plasma Incinerator
Onslaught Gatling Cannon
+ Heavy Support +
Hellblaster Squad [16 PL, 205pts]:
Plasma incinerator
5x Hellblaster - Plasma Incinerator
Hellblaster Sergeant - Plasma Incinerator
Predator [9 PL, 189pts]:
Predator Autocannon - 2x Lascannon
+ Dedicated Transport +
Repulsor [16 PL, 346pts]:
Ironhail Heavy Stubber
4x Fragstorm Grenade Launchers
Icarus Rocket Pod
2x Krakstrom Grenade Launcher
Lastalon
Onslaught Gatling Cannon
2x Lascannon
Auxiliary Support Detachment -1CP
(Imperium - Officio Assassinorum) [5 PL, 90pts]
+ Elites +
Vindicare Assassin [5 PL, 90pts]
++ Total: [111 PL, 1999pts] ++
7CP total
I don’t have my opponent’s army list so going by memory he had Bjorn the Fellhanded as his Warlord, a Wolf Lord on a Thunderwolf mount with a Frost Axe and stormshield, Iron Priest on Thunderwolf mount, Venerable Dreadnaught with Frost weapon and stormshield, five razorbacks with assault cannons, several six man squads of Grey Hunters riding in the transports and a Stormwolf flyer.
We played mission 6 from the ITC Champions Mission Pack, What’s Yours is Mine. Here is a link to the mission pack:
https://docs.google.com/document/d/1ltQMdeDqYRXOhvdYT3dtUSji3AISvZRM8gDlhOXDaF8/mobilebasic
These are some excellent missions, were used at the recent SoCal Open here in San Diego and are designed specifically for eighth edition. I highly recommend you check them out !
There are two objectives...
Each Player places 1 Take and Hold Objective wholly within their deployment zone, 9” from a table edge. Take and Hold Objectives are controlled by having the most units within 9” of the objective. Note that Objective Secured units gain no benefit in holding Take and Hold Objectives.
What’s Yours Is Mine Bonus Point - If a player controls both Take and Hold objectives at the end of their player turn, he/she gains 1 point.
This is a mission that can turn into a major slugfest over the course of the game going for those two objective markers!
Deployment was table quarters and I got to go first. Note I deployed mostly in a castle around my objective with the scouts and Vindicare far back from the puppies up on a high piece of cover. My opponent chose to spread out his forces.
Here were the secondaries I selected:
Big Game Hunter
King Slayer (Bjorn)
Headhunter
Here is a turn by turn breakdown of the game with some commentary:
Turn 1
Ultramarines
Destroy Enemy Unit - Razorback, Grey Hunter Pack
1 Primary
(3)
SW
Destroy Enemy Unit - Scouts
Secondary - Recon
(2)
Turn 2
Ultramarines
(0)
My opponent’s Venerable dreadnaught was quickly closing the gap and would be able to probably assault either my Redemptor or Repulsor this turn if I didn’t bring it down so I opted to pour all of my firepower into the metallic behemoth. My lascannons all bounced so I had to chip away with everything else and managed to bring it down to just two wounds remaining. Dreadnaughts are not typically bracketed by wound reduction so there is was staring my gunline in the face.
SW
Secondary - Recon
(1)
Wow I got really lucky after the piss poor shooting phase. My opponent rushed up with two razorbacks to charge my Repulsor along with his dreadnaught. Overwatch on the first transport managed to strip some wounds and it failed the charge. Overwatch on the second transport stripped some more wounds and it also failed the charge. I then overwatched the dreadnaught and only managed to strip one wound... Jebus. Luckily it also failed the charge as well by a single inch. Tiggy then it popped it next turn with a juicy Smite in the face. My opponent’s 3++ saves had been just incredible... I was very fortunate to keep my big grav tank intact. Those fragstorm grenade launchers are so deadly !
Turn 3
Ultramarines
Destroy Enemy Unit - Dread, Flyer & RZB (3 secondary)
(5)
This turn the Primaris Apothecary, Aggressors and Primaris Chaplain launched an assault on the Wolf Lord (disembarking from the Repulsor) but couldn’t get through his stormshield... however they did later take him down but he killed my Primaris Apothecary and an Aggressor in return.
SW
Destroy Enemy Unit (Apothecary, Assassin, Redemptor)
Secondary - Headhunter (Apothecary, Assassin)
(4)
Turn 4
Ultramarines
Destroy Enemy Unit - Grey Hunter Pack, WOf Lord, Razorback
Headhunter (WL, RZB)
(4)
SW
Destroy Enemy Unit - Intercessors
(1)
Turn 5
Ultramarines
Destroy Enemy Unit - Grey Hunter Pack, Iron Priest, Razorback, Bjorn (+1)
Headhunter (Iron Priest)
Big Game Hunter (Razorback)
King Slayer (3)
Take and Hold Main Primary (1)
+1
(6)
That ended the game since I had tabled my opponent. The final score was 18-7. My firepower faltered during the second turn, then I got lucky with the failed charge from the Venerable dreadnaught... I’m sure it would have destroyed my Repulsor in melee. As the game progressed the Chaplain and remaining Aggressors were able to reach my opponent’s objective and finally secure by the final turn. Melee is still my favorite phase but long range firepower is still the king of the game.
Wednesday, November 15, 2017
40k Batrep 8th Edition - Ultramarines vs. Eldar (Samhain)
Here is my second battle report for eighth edition. I am playing in a local league and this was my first game. It is also my first game playing a tournament style list incorporating some of my current concepts for Primaris Space Marines. In my opinion the new Space Marine codex has plenty of great rules for various Chapters besides Ultramarines such as Ravenguard and Salamanders. One of the reasons I chose to play Ultramarines is because I think their Chapter tactics are quite versatile such that you can design an army that’s well balanced between melee and shooting. I still think Space Marines are top tier and have the tools to beat any other army. Sure they aren’t so shiny now but they are very well designed.
Here’s my current ~2000 point army list I used:
++ Battalion Detachment - (Imperium - Space Marines) [106 PL] ++
+ No Force Org Slot +
Chapter Selection:
Ultramarines
+ HQ +
Marneus Calgar [12 PL, 235 pts]:
Artificer Armour
Primaris Chaplain [6 PL, 85 pts]
Primaris Librarian [7 PL, 105 pts]:
1) Psychic Fortress, 2) Might of Heroes, 3) Null Zone
Force Sword, Tome of Malcador
+ Troops +
Intercessor Squad [5 PL, 105 pts]:
Auxiliary Grenade Launcher, Bolt Rifles
4x Intercessor
Intercessor Sergeant - Power Sword
Intercessor Squad [5 PL, 105 pts]:
Auxiliary Grenade Launcher, Bolt Rifles
4x Intercessor
Intercessor Sergeant - Power Sword
Scout Squad [10 PL, 111 pts]:
5x Camo Cloak
Scout Sergeant - Sniper Rifle, Chainsword
Scout w/Heavy Weapon: Heavy Bolter
4x Scout w/Sniper Rifle
+ Elites +
Aggressor Squad [6 PL, 129 pts]:
2x Aggressor
Aggressor Sergeant
Flamestorm Gauntlets
Primaris Ancient [4 PL, 69 pts]:
Standard of the Emperor Ascendant
Redemptor Dreadnought [10 PL, 201 pts]:
2x Fragstorm Grenade Launchers, Icarus Rocket Pod, Macro Plasma Incinerator, Onslaught Gatling Cannon
+ Heavy Support +
Hellblaster Squad [16 PL, 211 pts]:
Plasma Incinerator
5x Hellblaster
Hellblaster Sergeant: Plasma Pistol
Predator [9 PL, 189 pts]:
Predator Autocannon, Two Lascannons
+ Dedicated Transport +
Repulsor [16 PL, 352 pts]:
2x Fragstorm Grenade Launchers, 2x Fragstorm Grenade Launchers, Icarus Rocket Pod, Ironhail Heavy Stubber, 2x Krakstrom Grenade Launcher, Las-Talon, Onslaught Gatling Cannon, Twin Lascannon
++ Auxiliary Support Detachment (Imperium - Officio Assassinorum) [5 PL] ++
+ Elites +
Vindicare Assassin [5 PL, 90 pts]
++ Total: [111 PL, 7 CP, 1981 pts] ++
Note I’m planning to soon drop the Ancient for an Apothecary - he will synergize well with the Primaris Chaplain and Agressors riding around in the Repulsor.
Here are a couple things I really like about Primaris Space Marines ...
Why Intercessors rock - The sergeant rocks a power sword with three base attacks, one Marine can pack an auxiliary grenade launcher firing krak -> S6 AP1 d3 damage 30” range; the bolt rifle is 30” range and AP1... that’s your special weapon right there This is currently one of the best troops in the game and highly underrated... versus a 10 man tactical squad they win out hands down with better overall range and higher overall damage output. Intercessors can sustain more damage (2 wounds apiece) - sure there are plenty of ranged weapons that spit out 2 damage or more per shot but there’s this thing called line-of-sight blocking terrain... use it !
Plasma all day 24/7 - Space Marines can proliferate an amazing amount of plasma weapons - supercharging equates to AP4 and 2 damage per shot cutting straight through any armor with a flat damage of 2. Fielding a Captain or Chapter Master to reroll 1s greatly negates the risk of overheating. The basic plasma incinerator for Hellblasters is 30" range (rapid fire S8 AP4 2 damage) which equates to a total range of 36" with movement... they are very hard to ignore if your units have to come out in the open. A Redemptor dreadnaught rocking a Macro Plasma Incinerator is heavy d6 S9 AP4 2 damage at 36" range (maximum effective range 44").
So onto the Battle Report... We played Scenario 3 - Nexus Control from the new ITC mission pack that was used at the recent SoCal Open last month right here in San Diego ...
https://docs.google.com/document/d/1ltQMdeDqYRXOhvdYT3dtUSji3AISvZRM8gDlhOXDaF8/mobilebasic
I highly recommend you follow the link above if you’d like to know the specifics in regards to these particular mission rules.
Here’s my opponent John’s army list:
Eldar (Samhain)
1st Outrider Detachment
+ HQ +
Autarch Skyrunner:
Jetbike, Power Sword
+ Fast Attack +
3x Windrider:
2x Shuriken Catapult
4x Shining Spears:
2x Shuriken Catapult, Laser Lance
Exarch:
2x Shuriken Catapult, Star Lance
2x Vyper:
Bright Lance, Shuriken Cannon
2nd Outrider Detachment
+ HQ +
Farseer Skyrunner:
2x Shuriken Catapult, Singing Spear
Warlock Skyrunner:
2x Shuriken Catapult, Singing Spear
+ Fast Attack +
5x Windrider:
2x Shuriken Catapult
4x Shining Spears:
2x Shuriken Catapult, Laser Lance
Exarch:
2x Shuriken Catapult, Star Lance
2x Vyper:
Bright Lance, Shuriken Cannon
3rd Outrider Detachment
+ HQ +
Warlock Skyrunner:
2x Shuriken Catapult, Singing Spear
+ Fast Attack +
3x Windrider:
2x Shuriken Catapult
5x Windrider:
2x Shuriken Catapult
2x Vyper:
Bright Lance, Shuriken Cannon
+ Flyer +
Crimson Hunter Exarch
2x Bright Lance, Pulse Laser
+ Elite +
5x Fire Dragon
Fusion Gun
+ Dedicated Transport +
Wave Serpent:
Serpent Shield, 2x Shuriken Cannon, Spirit Stones, Vectored Engines, Star Engines
I won the roll to go first and John failed to seize. I deployed in a castle with the Repulsor ready to move out and go hunt some pointy ear xenos.
Here were my secondary objectives:
- Kings Slayer
- Headhunter
- Big Game Hunter
John spread out his forces using a large ruin in the center of the table to hide the best he could... The Vindicare Assassin had an absolute field staging a fell handed shooting clinic throughout the course of the game.
+ Turn 1 - Ultramarines
Destroy Warlock (Headhunter) <- Vindicare
Primary - Hold an Objective and destroy an enemy unit (Warlock)
Secondary - Headhunter (Warlock)
+ Turn 1 - Eldar
Primary - Control an Objective
+ Turn 2 - Ultramarines
Destroy jet bike unit <- Scouts (Hellfire stratagem) plus sniper rifles & Vindicare support
Primary - Destroy Enemy Unit (Windriders)
+ Turn 2 - Eldar
Primary - Destroy Unit +1 (Repulsor, Predator, and Aggressors)
+ Hold an Objective
+ Destroy more enemy units this turn
+ Turn 3 - Ultramarines
Primary - Destroy Enemy Unit +1 (2xShining Spears and Vyper squadron) <- Scouts & Intercessors
+ Hold an Objective
+ Turn 3 - Eldar
Primary- Destroy Units (Marneus & Chaplain)
Hold 2 Objectives +1
+ Turn 4 - Ultramarines
Primary - Destroy More Enemy Unit +1 (Fire Dragons, Flyer and Farseer)
Hold an Objective
King Slayer - Farseer (secondary)
Big Game Hunter (secondary)
+ Turn 4 - Eldar
Primary - Destroy Enemy Units (Librarian and Intercessors)
Hold More Objectives (2) +1
+ Turn 5 - Ultramarines
Primary - Destroy Enemy Unit (Windriders)
Hold an Objective
+ Turn 5 - Eldar
Primary - Destroy Enemy Unit (Intercessors)
Hold 2 Objectives +1
That ended the game and the final score was a minor win for the Eldar, 20-15. So I lost but it was very close throughout the entire game. Obviously Samhain is much more mobile but I was still able to grab objectives while destroying the lion’s share of John’s army. I’m happy with how my army performed overall. I think if I could have gotten the Aggressors into a ruin following the demise of my Repulsor I could have won but at least they served as a very effective meat shield for my melee characters. Calgar was a true beast rampaging through enemy units until he was finally gunned down my mass Shuriken firepower... rending is still a big deal.
Wednesday, September 20, 2017
1st 8th edition 40k Batrep * Black Legion vs. Bad Moons
This is my first 40k batrep for eighth edition. I'm playing in a local league to meet other gamers here in San Diego; this was a practice game played during the past weekend. I decided to go with a single faction - Black Legion - from the new Chaos Space Marine codex, depicting their first company, Justearin terminators lead by Abbadon the Despoiler. I like the concept of playing a single faction, designing an army that fits its background. The army is very elite using the Vanguard detachment so I can field Chaos terminators for my infantry. It might not be the most competitive army out there but its relatively easy to play with some decent fire power and is very good in melee (the assault phase is still my favorite). The Legion traits for Black Legion are okay but Abbadon is what really makes this army work... the Despoiler really buffs the entire army if you keep all your units close to each other.
The mission was the new Eternal War No Mercy with First Blood, Slay the Warlord and Line Breaker for secondary objectives. Deployment was Spearhead Assault. My opponent was playing Bad Moons featuring a large squadron of Killa Kanz and a Morkanaught. He also had two large mobs of Boyz, some Gretchin, plenty of characters and some shooty ranged units such as zapp gunz and lobbaz.
Thursday, April 13, 2017
Horus Heresy Campaign Report - Sons of Horus go to Southampton
I traveled over to the UK a couple of weeks ago to play in a Horus Heresy campaign played down in Southampton. I really wanted to see what it's like to play there and it was well worth the time and money to travel back and forth. Everyone was very friendly and I enjoyed every game.
The event was run by Escalation Painting and they did a fantastic job. You received a set of objective cards and a special trait for registering which were mailed to you. The objective cards were you're secondary goals each game and you could use the trait for one unit one turn each game. There were objective cards and traits for both loyalists and traitors which made it even more interesting. Some of the tables also had special missions which kept you on your toes. There were five rounds and the overall goal was for your side (loyalist or traitor) to score the most victory points over the course of the weekend.
I decided to bring my Sons of Horus first company which included the Warmaster himself, Horus. The army uses the Pride of the Legion rite of war and is composed of several Justearin terminator squads mounted in land raiders and a Spartan, some support characters and also special units such as Mortis Contemptor dreadnaughts and a rapier laser destroyer battery to round out my army list. Army lists were 3500 points and there were no restrictions. I saw several super heavies over the course of the weekend and there were plenty of other Primarchs as well.
Every army there was beautiful. The weekend turned out to be more about the narrative and making friends rather than a hard core competitive tournament like we are so used to in the US. This type of format is a lot more appealing for me and I see a lot of hobbyists headed in this direction. There was never any issues about rules or any disputes that I know of so it was pretty much a perfect weekend in many ways. All of the tables were awesome as well with plenty of nice looking terrain.
Game 1 vs. Imperial Fists
My first match was versus Imperial Fists lead by none other than Sigismund for the old school Templar theme. Imperial Fists just happen to be my favorite loyalist Legion and the army I am currently building so I know all their tricks. My opponent had a solid list composed of many tanks including several land raiders Proteus and the dreaded Typhon super heavy siege tank. I hid Horus and his retinue in their Spartan behind a big piece of terrain along with another squad of Justearin in a land raider Phobos along with the laser destroyer battery. The pictures below tell the story of the game... my dice were smoking hot and I was able to quickly pop one enemy tank after another over the course of the game. Sigismund lead a valiant charge versus Horus and company supported by a large squad of Breachers but the first Emperor's Champion was no match for the Warmaster. It was nice to win the first game then it was time for some lunch and cold British beer.
Game 2 vs. Blood Angels
My second match was versus Blood Angels fielding the special rite of war called Day of Revelation. As it turns out Blood Angels are my favorite Legion and I'm also very familiar with their rules as well. This rite of war perfectly suits Blood Angels featuring lots of deep striking assault squads. My opponent's army was beautifully painted with lots of really cool conversions and he ended up winning one of the highly coveted painting awards for his Warlord. This was an absolutely bloody brutal game with lots of melee throughout the course of the game. Horus was up to the challenge issuing a challenge to the non existent Sanguinius, Primarch of the Blood Angels. Many a good Marine died in his place for the Imperium and I ended the game with another win (2-0). This game was one of the special missions and the primary objective was to rescue a Seneschal and his crew so they could be returned to his Knight Titan. The first turn of the game Horus ordered his rapier battery to blow them to dust. One of the TOs asked me why and I said "Horus isn't here to rescue anyone, he's here to kill the enemy." I was awarded with a special objective card for this bit of our narrative.
Game 3 vs. Iron Hands
The final third game of the first day was versus a very tough foot slogging Iron Hands army lead by Ferrus Manus and included three Leviathan dreadnaughts plus a squad of six Castellax from the loyal side of the Mechanicum. I knew this would be a tough match and it was. Some of the Iron Hands characters are battle smiths and can restore lost hull points and even wounds. I lined up on my back line and kept firing lascannons and destroyer lasers into the ever advancing tide. I was really concerned about the Leviathans since they strike at initiative and can quickly mince terminators. I'd strip some hull points then the Iron Hands battle smiths would restore them again and again. I kept the majority of my fire power trained on the dreadnaughts and was finally able to one shot two of them right before they were ready to charge into my battle line. My Mortis Contemptor dreadnaughts were able to strip the last three hull points from the last Leviathan on Overwatch. This game you had to control sections of the battle field and it was looking like I'd lose since my entire army was parked on the back line most of the game. One land raider Phobos transporting a squad of Justearin survived a late game smash attack from the Castellax and managed somehow to make its way to the other side securing a victory the last turn of the game. Horus and his retinue then made short work of the six Castellax finishing them all of on a savage charge from their Spartan to secure the middle of the battle field. Ferrus Manus was very much alone towards the end of the game and another squad of Justearin ripped through a large squad of enemy tactical Marines to secure my side of the battle field. This in turn meant I was 3-0 at the end of the first day.
Game 4 vs. Ultramarines
My first game of the second day was versus Ultramarines lead by a Praetor. The army also had a full squad of Fulmentarus terminators and a Shadowsword super heavy tank. There was also a Siege Breaker tucked away with a quad mortar battery slinging barrages of the deadly Phosphex. You had to deploy in a triangle along a short edge of the table and there was not much terrain in the middle. Luckily I was able to seize the initiative... Horus and his crew surged ahead in their Spartan then flatted out racing straight at the enemy. Sure enough the Shadowsword destroyed the Spartan... the Warmaster and his retinue leapt out from the burning wreck straight ahead again. They were then hit by a Phosphex barrage from the quad mortars but were able to come out largely intact. The next turn Horus split off solo to hunt down the enemy Warlord while his retinue made short work of the Fulmentarus. The Shadowsword then one shot Horus only to be destroyed by my pair of outflanking Mortis Contemptors the following turn. The quad mortars rained Phosphex down upon the large squad of Justearin again but to no avail... they were gutted as well the following turn. It was then a simple matter of chasing down the Ultramarine tactical squads racing forward in their rhinos in a lost attempt to reach my deployment zone. So I was 4-0 going into the final fifth round. I've never lost with this army and wanted to continue the streak.
Game 5 vs. Blood Angels
The last game was versus another Blood Angels force also featuring the Day of Revelations rite of war. This army featured a Warhound Titan that was also destroyed by my outflanking Mortis Contemptors. The ensuing explosion went super critical and the gigantic blast marker just missed Horus and his retinue by less than an inch! The only survivor on the enemy side was a lone Fire Raptor tasked with reporting the battle upon its return to their orbiting battle barge. Power armor seems to be not much of a match versus terminator armor and my second day ended with a perfect 5-0 record versus the loyalists.
Best Units
The Mortis Contemptors and laser destroyer battery always pulled their weight versus enemy super heavies and flyers. Obviously Horus and his posse was my best unit slaying many loyalist enemies over the course of the campaign. I was hoping to see how the Warmaster would have fared versus Leman Russ, Primarch of the Space Wolves but that battle will have to be fought another day. I did happen to see him versus a supped up Magnus the first day... there were lots of amazing battles for everyone there and plenty of other stories to be told.
In conclusion I'd recommend attending a campaign if you're into the Horus Heresy. You won't be disappointed!
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