Showing posts with label battle report. Show all posts
Showing posts with label battle report. Show all posts

Monday, 20 May 2013

Battle Report, Chaos Gribblies vs Pointy Eared Snacks

Had a rematch game against Jarryd yesterday, 1850 points, hammer and anvil (again), and relic for an objective. I was fielding my chaos gribbly army again and he fielded his vemom spam list with some proxied eldar corsair allies.


What i saw :)
note the big based raiders were on the left a warp hunter and on the right a falcon, prince elfing the quadgun and some missile launcher toting corsairs




what he saw, minus the heldrake and some cultists hiding in reserve, nurglings leading the charge as always



 first turn he gakked the one maulerfiend and put some wounds on some beasties. i ran forward



 
 thirster got grounded first time and then shredded by venoms, normal spawn squad deleted, hullpoint taken off vindicator, lord of khorne on jugger got one venom




 sorry should have documented this better, but basically i killed a few more venoms and pretty much everything else got systematically erased out of existence. i called the game turn 5, only had my nurglings left :) heck of a nice fight, good practice


Wednesday, 16 January 2013

Battle Report, Chaos vs Eldar



Last night i had another chance to throw my chaos army list at someone else, this time it was 1850 points of titan totin eldar. here is how it went ...

chaos list summary
daemon prince of khorne with loads of upgrades
lord of nurgle on bike with loads of upgrades
2 x 10 man cultist squads
3 x 3man nurgle termie squad, all with combi-meltas
2 x 5 man nurgle spawn
2 x maulerfiend with lasher tendrils
vindicator tank
heldrake with baleflamer     

eldar list summary
revenant titan with pulsar lasers of doom
farseer
10 dire avengers
6 guardian jetbikes
6 pathfinders
3 unit vyper squadron with scatter laser and shuriken cannons
9 elf unit of harlequins with troupe master and shadowseer



eldar turn 1
 this game produced a lot of good dice rolls on both sides. right from the start i got a 6 for choosing deployment zone and choosing who goes first, then gavin got a 6 for stealing the initiative. should have asked beforehand what those eldar titan guns do :) i got the warlord trait that gave me night fight turn 1 and gavin got the -1 to my reserves one. long table deployment with mission being capture the relic. turn 1 sees the titan D-stroy my vindicator, stun the one maulerfiend and completely splat 5 spawn with lord of nurgle and the other maulerfiend
 


chaos turn 1
 remaing spawn squad and daemon prince move forwards to try and get to the eldar. stunned maulerfiend just sits there ignoring stun results on a 2+ is way too cool for it to do. termies, heldrake and cultists are all in reserve.



eldar turn 2
 titan opens up again on what i have left and the daemon prince and last maulerfiend dies. rest of eldar pew the last spawn squad to death. no chaos models left on the table


chaos turn 2
despite having -1 to all my reserve rolls, i manage to roll 4+ on all my rolls and the cultists move on from the back, the heldrake zips onto the table trying to vector strike the titan with no effect but managed to flame most of the dire avengers to death. termie squads 1 drops and mishaps, going into ongoing reserve. termies 2 and 3 drop in front of the titan. termies 2 manage to get a weapon destroyed results which the titan ignored. termie sqaud 3 got one hit in that penetrated, got an explodes result and as per the titan rules i got to roll again. and got another explodes result. so i rollled again. and got another explodes result. 1 combi-melta to the spiritstones and the undamaged titan goes down. woot!


eldar turn 3
 the eldar, now sans titan, marshall their forces and shoot at my termies who shrug off the rain of metal discs with ease. Toughness 5 sorta helps there


chaos turn 3
 termie squad 1 makes another try for the table and drops next to the ruined building with the pathfinders. some pewpew and one vyper is dead and one slightly damaged. termie squads 2 and 3 fire on the harlequins and the tank those few shots like pros. the heldrake decides to become a skimmer and moves back to flame the guardian jetbike squad killing all but 1 who then breaks and runs off the table. cultists advance towards the relic.

eldar turn 4
 the farseer gets a bit aggro and calls the harlies to help him deal with the now not flying heldrake and between assault and knock off 2 hullpoints from the heldrake, also immobilising it. vypers shoot and kill one termie


chaos turn 4

 just before it dies the heldrake manages to flame a few harlies, termies shoot one more dead. termie squad 1 rolls snake eyes for assaulting the pathfinders and the cultists continue advancing

eldar turn 5
 vypers unload on the closest cultist squad but luckily only 2 die. the farseer and his harlequin buddies run past the terminators and rip the other cultist squad to pieces. and then rips those pieces into smaller pieces. ouch :) pathfinders abandon the ruins and fall back


chaos turn 5
 termie squad 1 runs around the corner of the ruins and rips the pathfinders a new one. termie squad 3 runs at the vypers and rips them several new ones. termie squad 2 goes for the harlequins but they hit and run something like 17 inches after the combat to land behind my other cultist squad. oh dear


eldar turn 6
 harlequins beat the snot out of the remaining cultists


chaos turn 6   
termie squads 2 and 3 assault the harlies but some awesome saves see them, well, saving themselves and they yet again hit and run about 16 inches away.




The game went on to turn 7 but the harlies had gotten away, and i couldn't do anything to catch them so game over. Final result is a win for the eldar 3-1. One heck of a nice game!

Sunday, 29 July 2012

Battle Report, Space Wolves vs. Tyranids

pitched battle deployment with killpoints objective, 5th ed 40k

space puppies, vs. tyranids. victory went to the wolves with 6 killpoints to 5

wolves list
wolf lord with thunderwolf, power fist, storm shield, runic armor, wolftooth neclace, etc ;)
3 x thunderwolf cav, 5 models, 2 storm shields, power fist, meltabomb
2 x grey hunters, 10 models, rhino, 2 melta, power weapon, mark of wulfen, banner

tyranid list
3 squads of yamgarl
6 sqauds of genestealers
2 trygons
1 tervigon?

wolves won the rolloff and decided for the bugs to go first
on seizing the initiative, players should be allowed to unseize the initiative, so on a roll of 6 you make your opponent go first. wouldn't that be cool?

turn 1 - bugs
all in reserve so nothing happens
turn 1 - wolves
this was a fun club game, though league, so i just moved my units around randomly a little

turn 2 - bugs
tervigon, and 3 sqauds of genestealers show up, tervigon back of bug table edge hiding and stealer sqauds outflanking from my left heading for the 2 thunderwolf sqauds  i had there. after some good and some bad run moves my one thunderwolf sqaud got charged by 2 stealer sqauds and they proceeded to beat the living snot out of them. 2 wounded wolves left that tried to break but thankfully got swept and so did not run off the table edge that was 2" away. 
turn 2 - wolves
thunderwoof 2 moves in to charge the stealer sqauds beating up on their buddies, rhinos and wolflords thunderwolves try and camp on a small hill in the middle of the table
killed only a couple of stealers but won combat, they lost another one or two due to fearless saves

turn 3 - bugs
some stealers arrive from outflank on my right flank, far away from the action. 2 yamgarls sqauds pop out of the hill i was trying to camp and the 2 trygons tunnel up from in front of same hill. last stealer sqaud from the left flank moves up to charge the big wolf/stealer combat. trygons try to tazer a rhino and some thunderwolves but nothing much happens. stealers on the left charge my thunderwolves and yamgarl charge wolflords thunderolf squad. lots and lots of dice get rolled. thunderwolf 1 wiped out and thunderwolf 2 reduced to about 3 wounded models. they try and break and yet again swept by stealers to keep them from running off the table. ironically in this game it's the first time i've had reason to be glad stealers are init 6. would have lost the game royally otherwise. back over on the hill of death the poor yamgarl squads found out the hard way how much not having frag grenades screw them over as by the end one lone yamgarl is left surrounded by thunderwolves who like this new version of whack-a-mole they invented. think one storm shield wolf and wolflord took a wound each from that. 
turn 3 - wolves
with 2 trygons right in front of me the wolves on my left is, well left to the wolves, as my 2 grey hunter sqauds jump out of their rhinos and move to come at one of the trygons from each side, the wolflord cursing the one lone yamgarl that has still has to be pulped and thus keeping him from the big bugs. 2 stormbolter,16 bolt pistol shots and 4 melta shots later and the trygon is down by 2 wounds only. nothing for it but to pop the banners on both sqauds and charge that big beasty. 6 grey hunters died to make that happen. 10 wulfen attacks, 6 power weapon and 48 normal attacks later and the trygon fails a final save and falls over ded :) lone yamgarl dies horribly and the thunderwolves on the left flank is reduced to 1 storm shield wolf that yet again tries to run but the kind kind stealers keep him in combat. 

turn 4 - bugs
some more yamgarl show up near the hill of contention and the last trygon moves up on the depleted grey hunter squad. yamgarl try to charge rhino on hill but fail to make it, trygon charges leftover grey hunters and mashes them to paste. 2 stealer squads still running from right side of table, eager to get something to eat. on my left the lone thunderwolf is surrounded by 15 geneastealers from 3 different sqauds and prepares to kiss his furry ass goodbye, so naturally he wins combat and 3 stealers are left ded. 
turn 4 - wolves
the remaining grey hunter squad moves left to engage the yamgarl and the wolflord and his pack move to engage the trygon. rhino 1 immobilised itself earlier trying to climb the hill and rhino 2 now does the same attempting to tank shock the yamgarl. charges happen, more dice get rolled. lone storm shield thunderolf finally dies, yamgarl and half of the grey hunter sqaud dies, trygon dies horrible but not before leaving each thunderwolf now with only 1 wound left. 

turn 5 - bugs
on my left stealer the small 2 man stealer squad moves to get a charge on the one rhino and the other 2 bigger sqauds descend on the weakened grey hunters. right side of table 1 stealer squad makes it to another rhino. rhino gets charged but nothing happens,other rhino goes boom killing to stealers, grey hunters get almost wiped out with only the wulfen guy remaining and he managed to pass his morale on 3 which he needed. phew!
turn 5 - wolves
wolflord and his mates descent on the remaining stealers and pretty much wipes them all out, leaving a very relieved wulfen guy standing there alive and kickin.

turn 6 - bugs
basically the last turn, a stealer squad moves up to charge the last rhino the other 2 stealers can't kill and it finally goes boom, killing one stealer from each squad
turn 6 - wolves
wolf lord splits off from the rest of his squad and moves towards the lone stealer as the rest of the wolves move  up on the other stealers. charges happen, all the stealers die horribly and game ends with the wolves being 1 killpoint up on the bugs. heck of a close game with lady luck initially kicking me in the nads repeatedly but then making it all better later on


highlight of the game - that one lone little thunderwolf dude beating 15 genestealers in combat. awesome!