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Showing posts with label Battle Reports. Show all posts
Showing posts with label Battle Reports. Show all posts

Saturday, August 13, 2011

Black Templars Vs. Dark Eldar 1500 points

Today my buddy Scott wanted to try out his newly purchased Dark Eldar force. I hadn't played 40K in awhile and my Black Templars in even longer so I was more than willing to give it a go.

The battle was Annilation with the Spearhead deployment. Scott got first turn and I failed to seize initiative. I knew I needed to survive the first round and get lucky with my Drop pod reserves or this was going to be a long day. I managed to make it through the first round and even did well in my phase, losing only 3 Assault marines compared to his loss of 6 Scourges and a unit of Warriors and a loss of his Dark Lance off of his raider.

Unfortunately my luck didn't hold up as neither drop pod showed up in round 2 leaving High Marshal Helbrect and his command group and the Emperor's Champion and his Marines stuck in space and out of the battle.

Scott wasted no time capitalizing on my misfortune and with just shooting managed to finish my two small Crusade Squads sheltered in building as well as knocking oout my Land Speeder Typhoon (Melta/Heavy Flamer).

Turn 3 saw both drop pods show up for much needed support and through shooting I was able to kill off  half a unit of Wyches and half a unit of Hellions. His Succubus Tried to assault my dreadnought with a grenade but failed. I caused a wound in return, but she negated it with an invulnerable save.

Turn 4 saw Helbrect and his squad attack the remaining Wyches and Hellions, killing off the Hellions and a few more Wyches, but they held their ground. The Emperor's Champion and unit attacked the now lanceless Raider destroying it and 6 of it passengers with a nice power fist attack. The Dreadnought killed the Succubus.

Turn 5 Saw my dread dying to Ravanger fire in the rear armor and the Emperor's Champion and unit shot to pieces by the other Hellion group. Finally though Helbrect and his team finished off the Wyches, but it was too little too late the battle came to a close and I lost 8 to 7 victory points.

All in all it was a fun game and I learned I really like the new Dark Eldar, and I think Scott likes his new army as well.. Slide show below of some of the pictures I took during the game!.

As always, thanks for stopping by and let me know what you think of the report!

- Meatball


Tuesday, February 1, 2011

Battle Report: Sisters of Battle Vs. World Eaters

My buddy Scott and I got in a game of 40K over the weekend, so I thought I would put up a battle report. All the images can be enlarged by clicking on them.

Order of the Valorous Heart Vs. World Eaters
Mission: Seize Ground (5 Objectives)
Deployment Type: Dawn of War
Points Limit: 2000


This was the look of the board at the start of the game. We both had our two Troops and 1 HQ. The Sisters set up in the south with one unit of Battle Sisters guarding an object in the SW Building and another Battle Sisters unit guarding an objective in the center ruins. My Palatine and her retinue were encased in their Immolator behind the cover of a building on the East. The World Eaters had a unit of Berzerkers in a Rhino in the NW corner and a unit of Berzerkers with a Chaos Lord in a Rhino on the NE corner of the board. I kept Celestine and my Seraphim in reserve while Scott had 2 units of lesser Daemons and a Greater Daemon. Scott tried to seize the objective but failed.


Turn One:  Not a whole lot happened on the first turn, mostly we just moved our remaining forces onto the board. We both kept the mass of our forces towards the center. I did throw my Sisters Repentia backed by a Priest on the right flank to deal with the Rhino.


Sisters of Battle Turn Two: On the second turn Saint Celestine and the Seraphim successfully deepstruck onto the roof of the SW building. I moved the Inquisitor and the unit of Battle Sisters he was with towards the chaos Rhino in the center. I moved my Sisters Repentia closer to the Rhino on the right flank but could not get off a charge. The other units continued moving forward as fast as possible. In the Shooting phase my Exorcist managed 4 shots at the Rhino in the center, two of which were blocked by a cover save, but the two that got through were able to destroy the vehicle. Amazingly none of the Bezerkers inside took damage from the blast, obviously Khorne was with them. The Inquisitor ordered that the Traitor Marines be cleansed, so my Battle Sisters opened up with a heavy flamer, flamer and bolters, but only managed to kill off three of the traitors, this would cost them soon!


World Eaters Turn Two: Scott had an excellent 2nd turn almost to the point I thought the game may be over. First hed had a unit of Lesser Daemons spawn in the center of the board then the Greater Daemon decided to make his presence known as well. The Champion was still inside a Rhino and we were not sure how that was handeled but since we were there to have fun and Scott was dismounting anyway, we played it off that he jumped out of the Rhino, then began twisting and scream until the Greater Daemon burst from his body. During the shooting phase the Havocs blew the heavy flamer off of the Palatines Immolator and then managed to immobilize it s well. In the assault phase the Daemon and Berserkers made short work on the Sisters Repentia, but it came at a cost. The Chaos Lord's Daemonic weapon turned on him causing a wound and the Repentia managed to kill a Berserker and cause a wound on the Greater Daemon. The Inquisitor and Sisters in the center did not fair as well, causing only a single wound on the Berserkers before being wiped out!



Sisters of Battle Turn Three: Going into turn 3 I was very concerned then I saw some thing I could do to wreak some havoc on Scott. I moved my Sisters guarding the SW objective up to confront the Berzerkers I then move my 2nd Immolater up to the newly arrived Daemons. Saint Celestine and the Seraphim flew towards the Chosen in the ruins and my Palatine and her Celestians left the immobilized Immolator moving towards the Choas Dread. Finally I had my Penitent Engines move towards the Defiler. In the shooting phase My Sisters opened up on the Berzerkers in the center with flamers and bolters killing all but one. The Immolater, a Battle Sister Squad and the Retributor Squad opened fire on the Daemons sending them screaming back into the warp. Then my dice failed me as both the Celestian melta gun and the Palatine's Inferno Pistol missed the Dreadnought at point blank range. The final Batlle Sister squad took pot shots at the Greater Daemon inflicting another wound. Lastly the Exorcist fired 6 missiles at the Greater Daemon blowing it howling back to the aether. Saint Celestine and the Seraphim charged the chosen killing them all and losing two of their own. The Sisters attacked the last Berzerker in the center killing him but not before two of them were felled. The Palatine attacked the Dreadnought with her Eviscerator but failed to do any damage, in return the dread killed off two of the Celestian retinue who then failed their leadership and were wiped out while attempting to run away. The final assault was the Penitent Engines attacking the Defiler, they attacked simultaneously and managed to all get immobilized. It was a good turn for me, but I took some losses I could not afford.



World Eaters Turn Three: Scott's other Lesser Daemon unit spawned in off the Berzerkers in the middle then proceeded to move towards my Sisters who were retreating back to their objective. The Berzerkers then fired a plasma at my Immolator shaking the crew. The Dreadnought assaulted my immobilized Immolator and managed to tear it to pieces. The Havocs managed to kill off two Seraphim, it would have been more but I finally managed to get off an act of faith giving them 3+ invulnerable saves. Laslty the Lord left his unit to single-handedly charge the Sisters of Battle unit while his Berserkers moved into secure an objective. In the Assault the Lord killed 4 sisters but also took another wound himself. The unit failed its leadership but still managed to escape the Lord and run away! I almost forgot the Penitent Engines managed to destroy the Defiler, but now just stood as useless immobilized hunks of metal. It was becoming dire both armies as our numbers continued to dwindle.



Sisters of Battle Turn Four: I moved my Sisters of Battle up to intercept the Daemons and managed to kill 3 to shooting. I took Celestine and the remaining Seraphim off to intercept the Berzerkers in the Center. My Exorcist fired at the Dread but he made all of his cover saves. My Retributors fired at the Chaos Lord leaving a burn hulk of flesh and armour where the warriors of the Dark Gods once stood. The Battle Sisters who were running away managed to rally while the final squad of sisters in the ruins fired on the Bezerkers killing 3. The Assault phase is where my dice turned against me. I assaulted the Daemons but failed to cause a single wound while taking 2 in return. I then failed my leadership test and got wiped out completely! That was definitely a loss I could ill afford!


World Eaters Turn Four: The Daemons attacked Saint Celestine killing off her remaining 2 Seraphim before the Living Saint returned them to the warp. The same did not hold true for the Battle Sisters in the ruins. Even with a faith point spent to get them an invulnerable save, they could not withstand an assault by both the Berserkers and a Dreadnought. The remaining Rhino opened up on the other Battle Sisters causing 2 wounds but they passed their panic test.



Sisters of Battle Turn 5: There was very little for me to do this turn. I moved Celestine to charge the Berzerkers and this would cost me later. Then the Retributors shot at the Berzerkers killing them to a man. This left Celestine out in the open and too far away to assault the dreadnought. The Exorcist fired two missiles at the Dread but it made both cover saves. Lastly the Melta gun in the final Sisters unit destroyed the Chaos Rhino.


World Eaters Turn 5: The Havocs blew the weapon off my Exorcist. Then a spawn amtacked Celestine who easily destroyed the beast. The dreadnought assaulted my Retributor squad chopping each member to bits as I failed another Faith Point roll so no invulnerable saves. Things were looking grim but the game continued into turn 6 so I still had a chance!


Turns 6 and 7: M plan for Turn 6 was to use my melta gun to and hopefully destroy the dreadnought. This failed epically as my melta gunner missed another close shot on the dread. The Living Saint killed the remaining Spawn. On Scott's turn the dread assaulted the Sisters and thanks to faith points finally working again I had 3+ invulnerable saves. This saved the unit and kept it in game for Turn 7.The only thing I did Turn 7 was attempt another shot at the Dreadnought which again went sailing past it. I then conceded the game as I had no way of pulling a draw let alone a victory.

This was a really hard fought battle that kept swaying back and forth with each passing turn. Scott played his army well and got to me quickly before I could really do a number on him with the Sister's shooting. I really can't believe how many Faith point tests I failed, but my blog didn't get its name out of thin air :). I would say the best performer for me was Saint Celestine and her Seraphim as they really did some damage on several units during the battle. All in all the game was a blast and I had a great time playing. Scott is always fun to play with and the game ran so smoothly we were done in just over 2 hours. I am looking forward to our next match up, hopefully soon.

As always thanks for stopping by and please feel free to leave a comment.

- Meatball

Tuesday, January 11, 2011

Crusade of Alamodia IV: The Last Stand

This is a battle report from the recent Campaign my friend Jason and I played, for more details you can view the following posts right here on My Dice Hate Me!

Crusade of Alamodia IV Campaign: An Introduction
Crusade of Alamodia IV Campaign: Battles 1 thru 3
Crusade of Alamodia IV Campaign: Battles 4 thru 6






Battle Briefing:

This battle represents the final major battle in the conflict. This winner of this battle will secure the planet for themselves.

Playing the Battle:

- Mission Type: Annihilation
- Deployment: Victor of Battle 4 may choose
- 2500 pts per side, Spearhead FOC
- SpearHead formations are available

Special Rules:

The Victor will be the attacker in the battle 6.

The Victor may add 50 points to his army list for every VP above the loser for Battle 6

The final battle for Alamodia IV is here. Both armies are committing everything they have to decide the fate of the planet. Only one side can arise victorious!

Since I won the last battle I got to choose the deployment, so I went with the Pitched Battle.
Jason got first turn which I immediately stole the initiative from him and moved all of my forces as far forward as I could, Annihilation is an orky type of mission if you ask me and my boyz were ready to get into combat.

TUrn one was mostly uneventful until The Templars blew up my prized veteran Looted Vehicle, but that was ok with 2500 points to spend Grubak made sure to bring a second one to the battle!

Turn two saw a good round of shooting for Waaagh! Skulzbasha, The Tank Busta fired 5 rockets into the Predator on the west flank managing to stun it. Then the lucky shot of the game happened as my only Killa Khan with a rokkit launcha managed to glace the Land Raider Crusader immobilizing it, this set up a charge on the Land Raider by both the Deff Dread and Khans, in which I destroyed the Crusader and managed to kill one of the Assault Terminators cargo during the explosion.

The Templars had their revenge by Stunning one of my Trukks and immobilizing my Battlewagon; apparently Grubak was going to have to walk his way into combat! The rest of the turn was pretty uneventful.

 Turn 3 Started with Gruback bellowing a WAAAGH! ensuring as many of his Boyz as possible made it into combat. On the west flank the two Turkk mobs charged charged the Emperor's Champion and his Crusade Squad. In the Center of the field the Deff  Dread managed to kill a Terminator before being taken out by the units Thunder Hammers. The killa Khans also managed to take our one of the armoured behemoths, before one of their own fell as well. On the right flank a mob of boyz took a crusade squad down to two Templars, while another Crusade squad managed to kill off most of my Storm boyz who then failed their leadership test and were the slaughtered in a sweeping advance. Several of my Tank Hunters fell to the Crusade squad with the Plasma Cannon and gun


The Carnage continued in the 4th round as the Emperor's Champion and his squad were cutting down the two units of boyz, that charged them last turn. I charged in the Large unit of Shoota Boyz to back them up. In the center of the field a unit of boys attacked the dreadnought and the Nob managed to immobilize the ancient machine, but not before 3 of his boys were crushed to a pulpy green and red mess. Gruback and his ladz charged the Crusader unit that a group of boyz was struggling to eliminate. Over all at this point the battle seemed pretty even with both of us just on the brink of losing battle points in critical areas of the field. One great moment for the Orks came when the 2nd looted vehicle managed a direct hit on the Templar Squad with the Plasma and managed to wipe them out.


We knew round 5 was going to be the decisive round, the question was who was it going to be decisive for? Well the dice gods decided to smile on Waaagh! Skulzbasha from the get go. It started with my Grot Oil Rigger repairing the immobilized Battlewagon. Then another direct hit from the boomgun managed to stun the Predator thus eliminating it again from doing any damage this turn. Then my 3 units of boyz managed to wipeout the Emperors champion and his unit.. In the center of the field Gruback and his nobz charged the other predator and turned it into a wreck, then consolidated towards the Dreadnought that the unit of boyz and their nob were struggling with. The Battle wagon tank shocked a lone crusade unit who then failed their morale test and ran.


The Dice gods decided that there would be a turn 6 and I have to commend Jason as I looked over the battle field and saw the last remnants of his beleaguered army. But in true Templar fashion they fought on like the Champions of the Emperor that they are.

The battle wagon moved up to the Crusade squad it had tank shocked forcing it to run off the battlefield. The Chaplain in Terminator armor managed to finish off the Khans, but not before losing the rest of his unit. The boomgun fired at the one of the last Crusade squads, and even though the shot scattered it still hit the unit and caused some casualties trigger their righteous fury and forcing them to charge Grubak and his nobz. The battle was short lived for the Templars and the Ork warboass and his retinue chopped them to pieces. The 3 units of boyz who had previously killed the Emperor's champion charged the remain dilapidated crusade squads, one unit of Templars managed to make a unit of boyz flee but failed to catch them in a sweeping advance. The other squad was wiped out to a man by the other two units of boyz. The dice prevented a game 7 which probably would have led to me tabling Jason so I was grateful that the bloodbath came to an end with the Orrks of Waaagh! Skulzbasha claiming victory over Alamodia IV!

Like I said this battle was a complete blood bath which I learned several things from.
  1. 2500 points take way too long to play, we never made it to 6th Battle of the campaign because this battle took most of a day!
  2. Campaigns are a blast and really sparked my waning interest in 40K, I just need to find more people interested in playing for the story instead of practicing with their next tournament list.
  3. My Warboss and his Nobz will never, ever leave home without a pain boy.
  4. I don't care what the net pundits say, I love the Looted wagon and will field two whenever possible!
Jason and I had a blast running through this campaign and are already talking about having another the next time we can get together, maybe this time adding in a kill team mission and a game of Battle Fleet Gothic. Overall this campaign is the most fun I have had since 5th edition came out and I hope to continue playing this type of game at my local FLGS.

As always thanks for stopping by the blog and please feel free to leave a comment. I am including a slideshow of all the pic below I hope you enjoy it.

- Meatball



Wednesday, January 5, 2011

Crusade of Alamodia IV: Siege of Saint Antonius

This is a battle report from the recent Campaign my friend Jason and I played, for more details you can view the following posts right here on My Dice Hate Me!

Crusade of Alamodia IV Campaign: An Introduction
Crusade of Alamodia IV Campaign: Battles 1 thru 3
Crusade of Alamodia IV Campaign: Battles 4 thru 6


Battle Briefing:

This battle represents an all out city fight for control of Saint Antonius, the victor here will have a major advantage going into the final battles.

Playing the Battle:

- Mission Type: Firesweep (Cities of Death)
- Deployment: As per scenario
- 1750 pts per side, Standard FOC
- OMEGA size battlefield

Special Rules:

The Victor of this battle has gained a major strategic advantage and may choose  the deployment for Battle 5 


With the Hill Country secured, fighting has now moved into the city of Saint Antonius. Marshal Haas' victory was short lived as Waaagh! Skulzbasha quickly re-organized, the launched an attack on the city, where both sides now must fight for control of the city and its star-port.

Once the board was set up we both picked our Stratagems. Jason took Tank Traps, Combat Engineers and a Wrecker for his Dreadnought. I chose the sufficiently Orky stratagems of Sewer Rats, Booby Traps and Demolition which I placed on the Administratum building with round 3 as its target round to blow!




Marshal Haas deployed his forces in the northeast corner near a chemical factory, many of them taking cover in the canal system. Grubak Skulzbasha deployed his mounted forces  along with a few foot sloggers in the southwest  corner where he was immediately able to claim two buildings.  The rest of the army was going to be moving through the city's sewer system.


The Templars moved first sending crusade squads toward several buildings, but only claiming one. They also took a few potshots at my vehicles but caused no problems. Then my turn came and I realized that Jason had done an excellent job of blocking my vehicles into my deployment zone by creative placement of his Tank Traps! This did not deter Grubak as he just ordered the trukks to drive through the ruined buildings. 


The Templars then decided to make the push. While his smaller squads were running to claim buildings, his sent his heavy hitters straight through the center of the board at my line. This meant I was now staring down a unit of Assault Terminators with Thunder Hammers and Storm Shields as well as a Dreadnought and the Emperor's Champion with a large Crusade squad.


The Templars then opened up their shooting and managed to wreck Gruback's trukk. 

The Orks turn started off really well as all of my reserves decided to find their way through the sewers on the first attempt. One unit of Boyz came up deep in the Templars deployment zone right near the chemical factory. The other came up on the North side of the board just outside the only building the Templars currently had claimed. THe final unit of Boyz came up in the Northwest corner to claim  and defend a building that a Templar Crusade squad was heading towards. The Boys in the other trukk who had claimed the Administratum Knew they didn't want to be in that building next turn so they charged the Sword Brethren squad just outside where they were efficiently butchered. The Sword Brethren squad then consolidated into the doomed building, not knowing the fate that lay ahead :)


My plan with the Sewers did exactly as I hoped it would, Jason immediately began pulling back his Crusade Squads to deal with my new Units. I truly believe this is where the game turned too the Orks favor. The Templars moved into assault range but were not able to destroy either mob of Boyz, which is exactly what I needed to happen.


The momentum continued for the Ork as Turn 3 started with explosive charges bringing the Administratum down on top of the Sword Brethren killing all but 3 of the veterans. Further shootinf from a large unit of Shoota boyz put their numbers down to 2. The good luck with shooting continued as my Tank Bustas launched 5 rockets into the Dreadnought turning the ancient warrior of the Emperor into nothing more than a crater in the road. This left the Terminators very alone in the middle of the battlefield, but that didn't last long as Grubak (this time donning Mega Armour) and his Nobz (with a painboy) assaulted the Terminators, along with the Deff Dread who just couldn't help himself.


The Templars were able to finish off the Orks near the Chemical Factory as well as the other Boyz in their deployment zone but not without sustaining some heavy casualties in the process and pulling The emperor's Champion and his unit from the center where the fighting was. The remaining Sword Brethren crawled through the rubble of the now ruined Administratum. Then Jason's dice began to abandon him at the worst time. 


In the battle with Grubak and the Dread, he starting failing 2+ armour saves. This only got worse as he then failed to cause any wounds with the remaining Thunder Hammers. His one saving grace was that his Chaplain was able to off two nobz with his attacks. The Templars could feel the tide of the battle shifting out of their favor but remained true to the Emporer and fought on, attempting to gain victory from and inevitable defeat!


On my turn Gruback was able to finish off the Terminators and their Chaplain. Now free to look for more carnage, The warboss moved towards the Emperor's Champion. For the first time in the game my Boom gun had line of sight and was able to launch a direct hit on the large Crusade squad led by the Emperor's champion, inflicting almost 50% casualties to one of only two complete squads left for the Templars.


The other was about to fall to the oldest trick in the book against a Templar Player. The was a full crusade squad that had been methodically moving from building to building along the northern edge of the board. It had finally come to the last building which I occupied with a mob of Boyz. I had managed to also get my Kans to slip away from the main battle heading on a cross street to intercept the squad. In my shooting pahse I blasted away with my bi shoots and rocket. I only killed one Templar but that is all it took to trigger their Righteous Zeal, forcing them to charge into the Killa Khans, a unit the had no hope of defeating.




The game was winding down now. My Kans finished off the crusade Squad. Furthing shooting from my Shoota Boyz and the Boom Gun reduced the Emperor's squad even further and forced them to charge Gruback, his Nobz and the Dread. By the end of the round the rest of the squad was dead including the Emperor's champion. The Orks were able to claim one of the Templars buildings and as if the Dice Gods felt pity for the Templars the game ended with a merciful roll of 2 and the end of the 5th round. Final Tally Orks = 6 buildings, Templars  = 1. 


Jason and I both had a blast during this City fight. He realized that my use of the sewers really threw off his plan, as he took units that were committed to other duties, back to deal with the new arrivals. Then the bad dice rolls for the Terminators didn't help and then my boom gun put the final nail in the coffin.


This was easily the most fun battle we have had thus far in the campaign. I contained moments of comedy, moments of drama, some spine tingling action and epic battles. This will be in my memory as one of my all time favorite games of 40K for years to come.


As always, thanks for stopping by and taking the time to read my blog. Please feel free to leave a comment and I will be posting a slide show below of all the pics from this Cities of Death game.

- Meatball






Friday, December 31, 2010

Crusade of Alamodia IV: Higher Ground

This is a battle report from the recent Campaign my friend Jason and I played, for more details you can view the following posts right here on My Dice Hate Me!

Crusade of Alamodia IV Campaign: An Introduction
Crusade of Alamodia IV Campaign: Battles 1 thru 3
Crusade of Alamodia IV Campaign: Battles 4 thru 6


Battle Briefing:

This battle represents a fight for some strategic ground. This winner will most assuredly control the destiny of further battles in this war.

Playing the Battle:
- Mission Type: Capture and Control
- Deployment: Spear Head
- 1500 pts per side, Standard FOC, restrictions/additions as per Special Rules for Battle 2
- Terrain - Hills, woods, open ground
- Each sides objective will be a hill located in their deployment zone

Special Rules:

The Victor of this battle has gained a strategic advantage and therefore may choose to go first or second in battle 4 with no Seize the Initiative for their opponent.

With the loss of one of the ancient dreadnoughts, Marshal Haas is looking for vengeance as the Templars approach the first major action of the war. The hill country outside of Saint Antonius is a pivotal battle ground. He who controls the Hill Country may just control the war.

Both sides set up their forces to initially protect their section of the Hill Country. The Black Templar seized the initiate and things just went down hill from there for Waaagh! Skulzbasha.

 
The first sign that things were going to be bad came when the Templars destroyed my looted wagon in the first round of shooting.

 With the loss of the looted wagon as well as many more of my boyz than I liked on the templars first round of shooting,things were not looking good as I stared at the Templar's heavily fortified hill.

I left a unit of Shoota Boyz and headed straight for his objective with everything I had left. The only way I was going to win this battle was an all out Orky Waaagh! adn hopefully overwhelm the templar forces.


My Battle Wagon  was able to speed around to the east flank but failed a cover save and thus was immobilized, forcing Grubak to once again try to get to the enemy on foot. My boyz in a trukk were even less lucky as their transport was blown out from under them, only to ramble into another unit of boyz on foot, causing more causalities than I was comfortable with. 


Then the Templars brought the pain, first the Chaplain and Assault squad assaulted Grubak and his Nobz and no matter what I did I could ot make a save or feel no pain roll. This cost me big as I lost the fight then proceeded to get run down as I ran away.


I was faring no better in the middle of the field where I was in protracted battles with several of my mobs, none of which were making any progress and stayed stuck in combat for far too many turns.


My shooting was terrible even for Orks and Marshal Haas took advantage by swinging he Speeders along the west flank and getting ever nearer to my objective. If I didn't do something about them soon my boyz on the objective would be taking some serious hit from them.

Things were looking grim for Waaagh! Grubak, as the number of Orks on the battlefield dwindled to insignificance compared to the number of Templars left.

I was seeing quickly that there was no way I was going to pull off a win, so I started playing for a draw by concentrating on defending my objective.


For my shooting phase I began to concentrate any fire I could on the land speeders and I was successful at bringing down one of Templars crafts.


Defending my objective was a long shot, and one I was not feeling very confident about as the Templars continued to dwindle down my Orks leaving me with only the mob left guarding my objective.


The Templars pushed their advantage, and continued onward towards my objective. I did what I could with my shoota boyz, but I no longer had the numbers needed to inflict serious casualties on the Marines. Finally the remaining orks fled the board after taking some serious shooting from the remaining Speeder.


This battle was doomed from the beginning for Waaagh! Skulzbasha. I just couldn't get anything to go my way. Jason played smart and I just couldn't keep up.

Jason was able to roll for two more units for Veteran abilities, while I had no units left at the end of the game so I was unable to nominate anyone.

The battle itself was fun even though my orks failed me at every turn. It was nice to see the ebb and flow of battle as we fight each battle in the campaign.

Stay tuned for the next battle in the campaign as we put to use my City of Death themed board for battle 4. I have a ton of pics of the battle so the report may take me an extra day or so to post.

As always, thank you for stopping by my blog, and please feel free to leave a comment.

-Meatball

Thursday, December 30, 2010

Crusade of Alamodia IV: Reinforcements

This is a battle report from the recent Campaign my friend Jason and I played, for more details you can view the following posts right here on My Dice Hate Me!

Crusade of Alamodia IV Campaign: An Introduction
Crusade of Alamodia IV Campaign: Battles 1 thru 3
Crusade of Alamodia IV Campaign: Battles 4 thru 6

Battle Briefing:

This battle represents both sides trying to get or stop reinforcements to the front lines.  It uses the Ambush rules on pages 268-269 or the BRB

Playing the Battle:
- Mission Type: Ambush
- Deployment: Ambush
- 1000 pts per side, Standard FOC
- Terrain - Hills, woods, open ground and buildings

Special Rules:

Random Game Length
Any units the defender gets within 12" of the Attackers board Edge are free to buy for Battle 3
Any Defenders Non-Troop Units that get Destroyed cannot be used in Battle3.

With the supplies recovered it is now time to reinforce the front lines. As the convoys make their way they must watch out for deadly ambushes. Since neither side was able to recover any objectives we decided to roll off to determine attacker/defender. 


Marshall Haas recovered from his battle wounds quickly and took the lead of a vital convoy to re-supply the front lines.  Meanwhile Grubak Skulzbasha was determined to crush the convoy in retaliation for the Templars knocking him out of the last battle.

Jason pretty much lined up in a column with a supporting Assault Squad and Chaplain to deal with any ambushers. 

I set up my ambush markers heavy on the south side of the board leaving only two on the north side, one of which was a decoy and the other was Grubak Skulzbasha with his nob bodyguard. This is the one I wanted Jason to focus on so I put it as close as I was allowed to his formation.


On the first turn he revealed Grubak's unit which is exactly what I wanted as now I knew his chaplain and assault marines would focus their attention on the warboss, which is exactly what Jason did.


With my plan intact I began revealing my other ambushing units. First of which was my Tank Bustas who shot five rokkits into the lead vehicle, a Sisters of Battle Rhino, I managed to immobilize it, thus obscuring the path for the rest of the vehicles. 


On Turn two Jason got his assault marines and chaplain into combat with Grubak and his boyz this battle lasted several turn effectively taking an HQ and assault unit away from the main battle. I was able to bring my reinforcements on in the form of my Deffkopters and a looted wagon. The Koptas launched rockets into the Templars Dreadnought destroying the old warrior (This meant Jason could not use him in the next battle). Then my boomgun struck the now disembarked Sisters of Battle landing a direct hit and killing off half of the unit.


The next couple of rounds had plenty of action as most units engaged in hand to hand combat. The Templars managed to wipe out the Tank Bustas, while a unit of boyz took out the remaining Sisters. 
The Templar Assault Squad finished off Gruback and his boyz (next game they will have a pain boy damnit!) only to be wiped out to a man from another lucky shot of the looted wagon's boomgun. 
Other battles continued as neither the Templars or the Orks would give ground!



Jason attempted to get his only functioning Rhino across the now difficult terrain left by the Dreadnought only to have it become immobilized in the terrain. (His dice were just not with him this game). 


Two mobz of boyz converged on the Emperor's Champion's unit that was trying to get to the objective on foot, the attack stopped the cold and probably saved the game for me. 





Meanwhile the rest of units continued to battle it out. The Templars were losing more numbers than they could afford and it was quickly turning into a route by the Orks.


The Emperor's Champion and his unit were able to wie out the Orks blocking them from their destination, but the victory was shortly lived as at the end of the turn fates had ended the game.


This scenario was a blast to play. I truly felt bad for Jason as he fell right into my trap, and then to top it off his dice would just not cooperate with him when he needed it.

When it came to the Veteran Abilities, I thought my Looted Wagon did well destroying two units at vital times in the game, so I rolled on the vehicle Crew Veteran Ability and got the only thing I didn't want, the ability to re-roll dangerous terrain tests. Since I won I got to nominate a 2nd unit for an ability so a unit of my boys got lucky and rolled Feel No Pain . Jason got Counter-Attack for his Emperor's Champion's unit.

Over all this was a fun battle as we had a few epic moments. Stay tuned for further battle reports from the campaign. As always, thank you for reading the blog and please feel free to leave a comment!

-Meatball