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Post by distractedcarnifex on Feb 5, 2023 21:48:11 GMT -5
Its been fun to read each other's reports in the AoS league thread, so I thought I would start one here.
The Dark Angels and the Imperial Guard had been close allies against all-comers in September, but the IG commander left his browser open and Azrael saw his search history...The Fallen...No choice but to act!
We squared-off after much head-scratching over terrain placement but we got there!
Both lists were heavy on the shooting side. The Dark Angels trusted to their Transhuman Physiology and deployed somewhat aggressively, while the IG also trusted to their armour and were well-forward. The IG went first and the first turn saw both sides throw mighty hay-makers at each other. Deathwing Terminator squads and Primaris marines fell to massed cannon fire, but the return multi-melta fire and heavy plasma fire turned two tanks to molten slag. And the Lascannon Devastators did one wound to the Baneblade - they had one job...They later did two more wounds while causing much math with signums, smokescreens and moving a single model to hold an objective...
By turn three both sides had lost much of their striking power, although the Baneblade was still lumbering around while the Eradicators stalked it. Azrael took matters into his own hands and struck down his opposite at the centre of the board.
We tied on Primary, but Secondaries put the Dark Angels on top: 100 to 83. A wild and fun game! The Dark Angels were a tattered force.
I haven't taken Lascannons in three years, and they still never miss an opportunity miss an opportunity! The Hellblasters with Heavy Plasma Incinerators were money. I leaned into scoring Secondary points with Heavy Weapons in Devastator Doctrine and it payed off, as did Oaths of Moment with an objective in the centre. We realized by turn 3 that neither of us could push the other off two objectives and that this would come down to Secondaries. Nephilim was tough on the Dark Angels in that regard, but Arks of Something Something has been much kinder. So far...
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Post by silverwhasp on Feb 6, 2023 11:56:22 GMT -5
The Imperial Guard Astra Militarum and the Dark Angels had been close allies against all-comers in September, but after some research our commander found information about… The Fallen … and misplaced his data slate. We had no choice but to act!
The terrain seemed a bit congested in the middle, not good for our long range tanks and our Baneblade. The enemy could easily hide from our superior firepower. We needed to deploy aggressively so that our fire arcs were optimal. Our forward deployment paid off as we shot first. Terminators were no match against our four Leman Russes as our Scout Sentinels pushed their flank. The Baneblade found a nice spot near the middle, able to shoot squads hiding in terrain. Meanwhile our infantry units Raised banners to secure our back objectives. The return fire was however… problematic. We did not expect three of our Leman Russes to die so quickly. The flank had to be abandoned as we contested the middle of the board.
Our command was inflexible; the way we like it. Infantry pushed for the middle while our Baneblade was trying to navigate the board ineffectively. Much of the Dark Angels firepower was dealt with swiftly, removing some terminators in the middle of the board. We took control of the middle objective, hoping to control it. That is when we lost our last Leman Russ and more of our Sentinels. Only a hand full of infantry units and the Baneblade remained. Could we hold true?
The infantry tried their best to keep a hold on the middle along with our commanders and the Primaris Psyker, but Azreal was too much. We could not interrogate properly, the information obtained, inadequate.
The game finished 100 – 83. A hard fought battle with back and forth action. Primaries were easy to obtain but the secondaries were harder to score for the Guard. We could not stop the Dark Angels from scoring their objectives and so they prevailed.
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Post by mrmanstory on Feb 6, 2023 13:46:28 GMT -5
The "imperial" knights faced off against custodes today in an epic battle (with very few models on the battlefield)
Knights got turn 1 and played defensively hardly being able to shoot with anything. On the custodes turn the shield captain on jetbike flew out to fight an armiger and somehow didn't kill it.
Knights turn 2 started with pumping all the firepower the castellan had to kill the shield captain. Got a little aggressive with the knight gallant running forward to attempt to charge some custodes Dreads but failed thanks to Tanglefoot. The custodes then on their turn killed the gallant, castellan and one of the armigers leaving the Knights with only 3 models left on the board.
Turn 3 for Knights saw them missing or failing to wound through the armor of the custodes. Then the knight errant decided to try and finish off the Dreads and trajann that the gallant started. Ended it doing 2 damage to trajann and then dying. An auto explode later and some good mortal wounds brought down trajann. Custodes followed up that turn by then also killing the other armiger holding mid board leaving the Knights with 1 armiger left holding a backfield objective which was easily cleared up on the custodes turn 4.
Final score was 100-62 for the custodes! An awesome game to be sure!
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Post by mrmanstory on Feb 26, 2023 16:29:05 GMT -5
Round 2!
The imperial knights faced off against some traitor kriegsman today.
The traitor guard got turn 1 moved up their leman russ tanks and set all guns on the knight gallant fearing the speed to reach some of the more backline tanks. After firing essentially the entire army into the gallant he was turned to scrap with all the other knights essentially untouched however the deathstrike missles were taking aim on all the objectives the knights were looking to claim. The imperial knights turn began with all the knights moving up to get sights (and melta range) on leman russ'. After shooting everything into the tanks 2 tanks were down and an armiger failed a charge to tie up another.
Turn 2 the guard used their forward moving units to get on the objectives that the knights had pushed onto not even scared to lose men to their own deathstrike missles (like true krieg) once everything was in position the missles launched wiped 1 armiger and left another at 1 wound remaining however they also cleared off an entire squad of guardsman and a commissar as well as doing a lot of damage to a tank commander. After the rest of the shooting the armiger left on 1 wound was killed and the preceptor had taken a lot of damage. Once it went on to the knights second turn they fired killing the last of the leman russ tanks and killing a few guardsman bur really noting of note other than hiding an armiger to continue renewing Oath in the center of the battlefield.
Turn 3 the guard had lost most of its heavy firepower but began to slowly lurch forward. The basilisks were able to finally bring the preceptor down leaving only the warlord knight errant, one warglaive with 4 wounds and one hellverin standing for the knights. The knights turn began with the knights knowing they had to take down the basilisk tanks as they were the last thing that could reliably do damage to a knight. So the virtuous knight errant got a basilisk kn his sights and blasted it away while the wargalive sat behind cover renewing oaths and the hellberin tried its best to kill some guardsman (for some reason my knights don't like killing guardsman I think I killed 7 all game)
Turn 4 the guard no longer needing to keep all their units in range for orders decided to push up to try and get armiger off the middle objectives but after some fancy durability buffs from the knight only 1 wound went through before the knights got to fire back. On the knights turn they were able to clear off the second of 3 basilisks and one of the deathstrike missles.
Turn 5 the guard pushed up with some brave kriegsman and the last deathstrike trying to finally finish off the warglaive desperately renewing oaths but were sadly only able to drop it to a single wound. On the knights turn it was all about just not leaving the objectives they'd been camping on most of the game. Popped the last deathstrike and killed a couple guardsman and was able to get the last renew the oaths.
Final score 97-63 for the knights.
Super fun game kaelon traitor krieg army is gorgeous and super fun to play against!
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Post by distractedcarnifex on Feb 26, 2023 21:22:08 GMT -5
The Dark Angels came up against some pushy Custodes in a ruined city. The Custodes had tricks up their sleeves a plenty to foil the Dark Angels' usual tactics. The first turn of shooting was rather underwhelming, but the Deathwing's counter-punch in the Custodes' turn was on point.
Turn 2 was critical. The Dark Angels scorched multiple Custodes heroes and squads with the retributive fires of plasma, but they also overcommitted in the centre. Multiple units of Custodes Terminators with single members dropped in the gaps and while one was burned to death the others kicked Dark Angels support units off objectives. The game was sealed.
The following turns saw Azrael and his retinue of Hellblasters and Terminators kill all but one Custodes model (including some savage close combat), but the battle was lost...Azrael twirled his mustache in the glow from Custodes' pyres and promised to play the primary better next time...
A masterful first and second turn by the Custodes with me taking the bait and paying for it. My Infiltrators would have been better positioned on my own objective which would have made all the difference. Good luck in the next round!
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Post by silverwhasp on Feb 27, 2023 9:01:21 GMT -5
Round 2.
Intercept Data; Aeldari detected on Agri-Planet Celestus. Astra Militarum intervention required. Deploy Cadian Regiment: Platoon 1-5, Scout Sentinels, Leman Russ Squadron, Baneblade. Threat Level Maximum.
Turn 1: Astra militarum forward deploy, caught by surprise. Aeldari ambush. Heavy infantry casualties, Psyker peril's. Fall back, consolidate, return fire. Baneblade destroys much of the Aeldari forces, Leman Russes caught in close combat, infantry fighting for their lives.
Turn 2: Aeldari ambush continues, in melee range. One platoon remains, command structure obliterated. Aeldari Support platforme targeting Baneblade, heavily damaged and destroyed. Return fire inneficient, hold for as long as possible.
Turn 3: All infantry has been cut down. Two Leman Russ's remain, pushing for primary objectives. Men and women of the Guard, do you want to live forever?
Turn 4: No further communications.
Aeldari forces victorious. Need Adeptus Astartes intervention. Transmission Over.
(Great game! Didn`t go so well for me but got to kill a few things before going down. 39 points for Guard to 100 points for Aeldari. What a blow out! Good job!)
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Post by sean on Feb 27, 2023 14:20:25 GMT -5
Yeah great game Max. The D-cannons showing it’s a dice game by doing 2 damage to the baneblade when they shot turn 1 and 23 damage turn 2!
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Post by Jack Shrapnel on Feb 28, 2023 21:41:31 GMT -5
The custodes stood against a tide of Tyranid monsters, bravely cutting down one after another with their high strength shooting and attacks. The waves of monsters attempted to claw back from the original onslaught and began to turn the tide, with a pivotal turn of drowning Trajan in pools of acid.
At the end of turn 3 where we had to call it (as Nexus was closing in two minutes!) it was an epic 38-38 tie.
Custodes were up on secondaries, tyranids on primary and it actually equaled out!
Brendan was able to go first and jammed the tyranids into their table quarter quite well, controlling the early phases of the game. I was completely convinced I was going to be tabled after custodes turn two... these guys are SO good at chopping up monsters! Oh, and Haruspex's first game on the table. Turn one charge into three custodes (and sadly Trajan 6" heroic intervention into the fight), striking first with 15 attacks (to try and circumvent the invuls/transhuman just tanking the five big attacks). Killed one custode and promptly died. Newly painted model syndrome at it's finest - YOU HAD ONE JOB!!!!
note to self. Stop trying to take grind. it's a trap. stop doing it. addendum: I will instantly forget this rule and take it again in a week or so.
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Post by thatguythere on Feb 28, 2023 23:09:11 GMT -5
Note to self. Stop trying to take grind. it's a trap. stop doing it. addendum: I will instantly forget this rule and take it again in a week or so. Grind plus Tervigons plus Termigaunts, my fellow bug.
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Post by Jack Shrapnel on Mar 1, 2023 7:05:56 GMT -5
Note to self. Stop trying to take grind. it's a trap. stop doing it. addendum: I will instantly forget this rule and take it again in a week or so. Grind plus Tervigons plus Termigaunts, my fellow bug. I figured "I'm all giant monsters, if I'm losing more units per turn something is going horribly wrong" Turn 1&2 - something goes horribly wrong!
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Post by silverwhasp on Mar 28, 2023 8:42:56 GMT -5
Had a wonderful game with Tommy over the week-end. Tommy played his Space Wolves successor chapter and I played the Guard. Tommy ended up winning 97-57.
I had turn one but Tommy hid his units really well and I only had a few options to shoot at. What I did shoot dies though. He punched back with some Melta and exploded a few of my tanks and Sentinels.
Turn two I punched hard again but Tommy covered his objectives well. Always had more than one unit to cover his objectives. And that is when he brought his units from reserves in. A bunch of terminators and Melta Dreadnoughts. He made some key charges and made it to my line.
Turn three I clean up the terminators and a dreadnought but Tommy won my right flank and was pressuring my left flank. He was now pushing on both sides and my forces could kill but secondaries were becoming a problem. I could not stop him from scoring Oaths of the moment and Warp ritual in the middle of the table. He picked his secondaries very well and played them to perfection.
Turn four we were able to talk it out since he basically got max points for his secondaries and I could not.
Well played Tommy, you played an amazing game!
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Post by distractedcarnifex on Apr 1, 2023 9:47:25 GMT -5
Azrael faced Eldrad across an eerily familiar ruined cityscape - time to give the good news about the return of the Lion to some Xenos!
The Eldar swiftly massed their forces on the Dark Angels' left flank, hammering into the Infiltrator squad who were, perhaps, a little too obvious with their Secondary intentions. Despite dumping half of his CPs into trying to save the squad the Infiltrators were wiped out. This also meant, however, that there were three rather squishy yet expensive Eldar units up close. Hellblasters, Eradicators and Talonmasters let fly with a Deathwing Squad mopping up.
The Eldar deftly switched to the centre, with some guy named after Baharoth Blue paint jumping about and a second Deathwing Squad reduced to a single model by a storm of shuriken fire. Hellblaster fire took down a Wave Serpent while Talonmaster Fire brought the Dire Avengers down to a single model with the second Talonmaster mauling a D-Cannon squad.
The Baharoth dude took out the Ravenwing Apothecary and Eldar fire killed the central Deathwing Squad. The Dark Angels counter-punch was led by the Talonmaster who picked off several squads and characters.
A very fun and tight game and we could have used another hour to get in a more decisive result. Both lists could muster eye-watering firepower, with the Eldar being more mobile and the Dark Angels being more resilient.
Azrael was too busy answering texts from the Lion about "what is the wifi password on the Rock?" and "how do I change the channel on the pict-caster?" and "what the heck did you do to my planet?" to get involved in fighting but the Talonmasters made up for it. The Attack Bikes started strong but were then rather sad. Bit of a slap-fight on the right flank!
Thanks for the game!
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Post by sean on Apr 3, 2023 13:37:19 GMT -5
Yeah great game! I over committed on the infiltrators and under committed on the terminators to my detriment.
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Post by silverwhasp on Apr 23, 2023 20:52:04 GMT -5
We had some Traitor Guard on Guard action!
Kealons beautifully painted Traitor Guard had 3 Russ's, 2 Deathstrikes, 3 Basilisks a tank commander, some infantry, a Vindicare assassin and some commanders Alot of firepower!. My Loyalist Guard fought back with the same number of tanks, a forward deploy of sentinels, 50 infantry and a Baneblade! A few more bodies.
We both deployed aggressively knowing whoever went first had a big advantage. The deployment was heavy on one flank for the traitor guard but balanced for the loyalist as the baneblade held the middle.
Loyalists get first turn. We shoot on one flank the Basilisks and Deathstrikes but can kill a single one though they are heavilg crippled. On the other flank my 2 russss face off against 4 traitors. Barely plink a wound. First turn did not go soo well but I position my unifs to take obectives on the mid board and start swinging away from the Russes. Kealons first turn goes well enough. Kills a Russ brings one to 1 wound left and pops my Psyker. He pulls ahead on victory points. 6 - 10 for traitors.
Turn 2. Loyalists are able to finish off both Deathstrikes and a couple Basilisks. That flank is doing well. I keep the middle board and i am able to keep the traitors on 2 objectives instead of 3. Forces move forward and score points. The traitors fire back however, devestating my infantry forces, killing another Russ, and severely cripling my Baneblade. I am able to hold 2 objectives and contest a third. My right flank is gone but left flank and middle hold true. 25 loyalists to 24 for traitors.
Turn three the Loyalists hold more objectives and score full points, max out inflexible command and sweep the rest of the basilisks. The Baneblade is abke to take another Russ down and I am able to score the middle objectibe Psychic ritual. The traitors have more firepower left but the loyalists have more bodies. On turn three the baneblade is shot again and more infantry dies. Traitors max out inflexible command.
We go back and forth on the last turns. Baneblade dies, characters die but my left flank holds and I cover more ground. That is what made the difference this game. Traitors had more firepower and Loyalists more bodies and the bodies held position.
Game ended 85 Loyalist - 79 Traitors
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Post by distractedcarnifex on May 7, 2023 18:41:05 GMT -5
Round 4:
Ezekiel had guided Azrael and their small strike force to where he sensed the "brain" of the Tyrannid invasion was located. The Infiltrators reported seeing strange silhouettes through the ruined buildings (its always ruined buildings). Tall, floating brain bugs...
The first two turns of Psychic onslaught from two bricks of Zoanthropes and a Malceptor felled Dark Angel squads, but the Hellblasters and Attack Bikes were able to have an impact while the Infiltrators bought time with their lives. The Deathwing Knights dropped in and killed a Hive Tyrant and his guard, subsequently grabbing an objective.
By turn four the Dark Angels were greatly reduced, but the Tyranids had been smashed by massed plasma, assault cannon and mace strikes.
This was a tough match, and I had not faced something like this before. Those bugs could spit out an eye-watering amount of Mortal Wounds, but at least they had to target, for the most part, the closed visible target so I could trade units. The Deathwing Knights were clutch in their last game with permanent Transhuman.
The Apothecary also gets an award for bringing back three Attack Bikes over the course of the game and a Hellblaster. Ezekiel did his best to stem the onslaught, and he was able to get two clutch denies.
Great game and a fun way to spend a Sunday afternoon (last week).
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