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Sunday, July 17, 2011

TK vs DE 2.5k Fantasy batrep

With all the new releases for Warhammer Fantasy, we are playing fantasy again! Playing against Jaeroler again lol. Actually I did play another fantasy game against The Beardy One, but my Vampire Lord (general) dimensional cascade himself in turn 1 and his grave guard bunker was obliterated in turn 2 by ogres. A pretty boring batrep if I did that 1, most of the actions would be the ogres mopping me up and me crumbling from unstable.

Anyway using TK for the 1st time. I always liked TK models, ever since 6th edition when I 1st saw them in a local game store. Bought TK stuffs last month and played against them once in 8th edition few weeks ago. I find them quite versatile and mobile but lacking on the heavy armour side. With the hierophant controlling unstable, the Tomb King is free to go fight and hopefully die- fit my play style hahaha.

TK list
TK, destroyer of eternities, dragon helm, shield, potion of speed
Liche high priest lvl 4, Enkhil's kanopi, tailsman of endurance, healing pot
Tomb herald bsb, standard of undying legion, shield
skeleton warriors 30, music, standard
skeleton warriors 50, music, standard
skeleton archers 20, music
chariots 4, music , standard - banner of eternal flame
ushabti 6
sepulchral stalkers 3
warsphinx, roar
casket of souls
Necrolith colossus

2445 (herald suppose to be on chariot)


DE list (not exact)
Malekith
BSB hero with hydra banner
CoK 19, FC
Dark riders 15, FC?
Dark riders 15, FC?
Hydra
RBT 2

2500 or 2505?

Mission: Pitch Battle.
DE won roll off and elect to go 1st.

Not all numbers are exact. I never took notes during the game, so may have some slight variation from the actual game but the game flow is accurate.

Deployment

The picture speak for itself.

DE turn 1

Movement
-Almost every DE unit move forward.

Magic
-Malekith IF on 3 PD casting Word of Pain, rolling magical feedback for miscast. Soul stealer was dispelled.

Shooting
-Both RBT opt for single shot but fluff to hit rolling. (1s, 2s)

TK turn 1

Movement
-Warsphinx, TK with 50 skeletons declare charge on CoK unit with Malekith but rolled poorly, failing charge.
-Necrolith colossus and 4 skelly chariots declare charge on 15 dark riders on the right, Jaeroler declare stand and shoot against necrolith and flee against chariots. As moving chargers take place last, he gets to resolved his stand and shoot before fleeing. Necrolith was unharmed by shooting.
-Ushabti move forward, slightly behind 50 skeletons unit.
-30 skeletons unit move side ways to let the archers have more LOS.
-20 archers tried to reform using musician but failed LD.

Magic
-Big protection was dispelled, manage to cast desiccation on Cok unit, reducing their STR and T. 


DE turn 2

Movement
-CoK charged 50 skeletons unit.
-15 dark riders on the left move within 1" of warsphinx to protect CoK unit flank.
-Hydra was out of charge range and decided to shuffle forward.
-Fleeing dark riders on right failed to rally and flee off table, panicking 1 RBT on its way. 
-RBT fail panic as well and also flee off table. 

Magic
-Soul stealer was casted on 50 skeleton unit and killed 6 (I think).

Shooting
-RBT opt single shot again and fluff again.
-15 Dark riders on left shot at warsphinx and manage to wound it twice, warsphinx saving 1 wound.

Close Combat
- Tomb king declared challenge and Malekith accepted. Malekith's 'Destroyer' wound Tomb king thrice and destroyed Tomb king's 'Destroyer of Eternities' lol... Tomb king save all 3 wounds. Malekith also saved all wounds dealt by Tomb king.
- CoK dealt 10 wounds (I think) to skeletons. Herald was wounded twice but saved both. 
- Skeletons killed 2 CoK. Losing combat by 10, 9 more skeletons crumple. 


TK turn 2

Movement
-Warsphinx charge dark riders, dark riders passed terror.
-6 Ushabtis charge the expose flank of the CoK.
-Necrolith and chariots move closing to the left.
-30 Skeletons move forward.
-20 archers + hierophant move sideways to get in range for spells.
-3 Sepulchral Stalkers roll a hit and appear beside hydra.

Magic
-Hierophant cast big protection and IF desiccation on CoK, rolling detonation on miscast killing 3 archers. Healing back 3 skeletons in the unit engage with CoK.

Shooting
-Sepulchral stalkers rolled 8 shots dealt 1 wound to hydra.  

Close Combat
- Dark riders wound warsphinx thrice, warsphinx manage to kill 4 dark riders. Dark riders passed break test.
- Tomb king and Malekith continued their fight, Malekith dealt no wounds and saved all wounds received.
- Skeletons and Ushabtis killed 6 CoK, CoK without hatred and charging lance only killed 4 skeletons (skeleton ward save 3/7 wounds). CoK lost combat and flee away from pursuers. Tomb king unit pursuit into the warsphinx VS dark rider combat. Ushabti choose to overrun but was block by the Tomb king unit.  


DE turn 3

Movement
-Hydra turn around to face the sepulchral stalkers.
-CoK with Malekith rallied.

Magic
- Malekith cast black horror on Tomb king skeleton unit, killing 4.  Malekith also cast word of pain on same unit. 

Shooting
-RBT tried single shot on Ushabti and fluff yet again.
-Hydra breath Sepulchral stalkers and dealt 2 wounds. 

Close Combat
- Dark riders kill warsphinx, 1 skeleton and wounded herald. 4 dark riders died to Tomb king and herald.  Dark riders passed break test. 


TK turn 3

Movement
-Necrolith failed charge on CoK.
-Chariots failed charge on CoK.
-30 skeletons units wheel and move forward.
-Ushabti charged the flank of dark riders. Dark riders passed fear test.


Magic
-Only managed to cast Desiccation on CoK unit. Rest dispelled or failed to cast. 

Shooting
-Sepulchral stalker roll 12 shots and dealt 2 wounds on hydra. 
-Archers couldn't wound CoK. 

Close Combat
- Dark riders kill herald and 2 skeletons.
- Tomb king unit and Ushabti decimate dark riders. Reformed to face CoK unit. 


DE turn 4

Movement
-CoK unit charge ushabti.
-Hydra charge Sepulchral stalkers. 

Magic
-Malekith cast black horror on archer unit and killed 5 archers. Malekith cast soul steal on Tomb king skeleton unit and killed 4 skeletons. 

Shooting
-RBT finally hit chariot, dealing 2 wounds.

Close Combat
- Hydra dealt 4 wounds to stalkers, remaining stalker died to unstable.
-CoK unit dealt 7 wouds to ushabtis. Ushabtis struck back and killed 4 CoK. Unstable took 4 more wounds off Ushabti. (3 ushabtis left in combat)


TK turn 4

Movement
- 30 skeletons charge right flank of CoK.
- Tomb King skeletons charge left flank of CoK.
- Necrolith fail charge again.
- Chariots move closer to hydra.

Magic
- Cast desiccation on CoK.
- Cast big protection (I think, not sure if it was dispelled)

Shooting
-Chariots and archers shooting does nothing to hydra.

Close Combat
- Tomb king call challenge again and was accepted by CoK champion. Tomb king proceed to overkill champion by 2. Rest of the skeletons killed off the rest of CoK. Ushabtis attacks focus on Malekith but he passed all his ward saves. 
- Malekith killed 1 ushabti. 
- Needing insane courage to stay, Malekith broke from combat and was caught by tomb king unit. 



Jaeroler had concede at this point, as he only have a 2 wound hydra and a RBT left. While most of my stuffs are still on the table.
We never count VP as TK clearly won.
Victory to Tomb king.

click below for end game conclusion/thoughts 

Saturday, July 2, 2011

Monthly 40K massive game 1

Today mark the beginning of our gaming group monthly massive game. Organized by Enrgie over at http://anythingbutones.blogspot.com/, we were playing 40K (3 VS 3) 5250 points, good vs evil.

I was not playing due to odd number of players and waking up late and feeling feverish with a runny nose and sore throat....symptoms of flu...

Good
Beef Nuggets - IG http://anythingbutones.blogspot.com/
Ethan - GK http://anythingbutones.blogspot.com/
Skanwy - BA(Flesh Tearers)  http://skanwy.blogspot.com/

Evil 
Enrgie - Tyranids http://anythingbutones.blogspot.com/
Grimcon - Tau http://grimcron.wordpress.com/
Jaeroler - IG (Evil ones) http://jaeroler.blogspot.com/

Game end on turn 5, which was agreed before game.
Evil won.

Some pictures below:
Flesh Tearers holding the Imperium left flank on it own.

GK and IG slug it out with the xenos + traitors on the right flank.

nom nom nom nom nom nom.

Tau rail guns and traitor IG heavy weps scanning for targets.

Sanguinary guard holding objective (obelisk), DC slams into IG vehicles.

Mephiston (Vlad conversion) in the centre surrounded on all sides.

Epic final battle between Mephiston and Hive Tyrant (Mep was no match for Tyrant, Lash whips FTW)

More pictures can be found in http://anythingbutones.blogspot.com/2011/07/40k-megabattle.html

Sunday, June 5, 2011

Grudge match! GK vs IG 1750 normal batrep

Another day, another battle report. Jaeroler wanted a rematch from yesterday game. He will be using the same list, I will also be using the same GK list. Using Power point this time instead of vassal for the pictures.

List here: http://yc-fantasygames.blogspot.com/2011/06/grey-knights-vs-ig-1750-normal-batrep.html

Mission: Annihilation
Deployment: Pitch battle

GM give reroll 1s to wound to purifiers and terminators.
IG seize initiative not successful.

Deployment

I let the picture speak for itself.


Turn 1

GK
-Purifiers in rhino weapon destroyed (multi laser) left melta vet chimera. 
-LR crusader blow up platoon cmd chimera, killing 2 inside and pinning them.
-Psyfle dread wreck 1 banewolf.
-DreadKnight  kill 1 H.wep team. (panic pass)

IG
-Dreadknight wounded once by H.wep team. 


Turn 2

GK
-Purifier in rhino wep destroyed (multi laser) right melta vet chimera.
-LR crusader and psyfle dread wep destroyed (multi melta) and stunned 2nd bane wolf.
-LR crusader bolter the platoon cmd sq and killed 2 (1 left, pass panic)
-DK kill another H.wep team (pass panic).
-Vindicare shake Leman russ on hill.

IG
-H.wep team wound DK again. (2nd wound)
-Leman russ stunned GKSS rhino.


Turn 3

GK
-GKSS disembarked and move to ruins but could not inflict any damage.
-DK dealt 2 wounds to H.wep team (lascannon and autocannon).
-Psyfle dread blow up bane wolf.
-LR crusader fluff all shots.
-Purifiers in rhino immobilized and wep destroy (H.bolter) right melta vet chimera.

IG
-Mass lasguns from guardsmen kill dreadknight.
-1 H.wep team blow up psyfle dread. 
-2 H.wep teams immobilized & wep destroy (storm bolter) GKSS rhino. 
-2 Leman russ kill 5 GKSS. (panic pass) 
-1st melta vets squads blow up purifiers rhino.
-2nd melta vet squad with chimera and colossus kill 4 purifiers that came out.


Turn 4

GK
-Purifiers immobilized left melta vet chimera.
-LR crusader shot H.wep team in crater but couldn't kill any.
-Terminators and GM disembarked and assault into guardsmen killing 15 and consol to edge of ruins. (5 guardsmen flee)
-Vindicare managed to wreck a leman russ. 

IG
-2 Melta vets squads and 1 chimera pour all their shots and kill 4 purifiers.
-Lone platoon cmd sq with melta wreck LR:crusader.
-Leman russ and colossus kill 4 GKSS. (panic pass)
-Mass H.wep teams and comp cmd chimera kill 1 terminator.


Turn 5

GK
-Purifiers wep destroy (H.bolter) left melta vet chimera.
-Lone GKSS with psycannon wreck comp cmd chimera.
-Vindicare wep destroy (battle cannon) leman russ. 
-GKSS rhino repaired immobilized result.
-GM charge lone platoon cmd melta gunner and kill it.
-Terminators shot disembark comp cmd sq and kill 2. (panic pass)

IG
-Melta vets mopped up the 2 purifiers.
-3 H.wep teams and comp cmd squad pour their fire into terminators killing 2. (panic pass)



Turn 6

GK
-Lone psycannon GK shot at the centre H.wep team and wiped them.
-GKSS rhino move forward.
-Terminator and Justicar charged into company command squad and wiped them, consolidate behind the wreckage.

IG
-Both melta vets squad came out of chimera and 1 squad fired at GM killing the GM instantly
-2nd melta vet squad ran nearer to terminators.
-H.wep team killed 1 terminator, leaving only the terminator Justicar alive.
-2nd H.wep team killed the lone psycannon GK.

Terminator Justicar Santaro smashed the traitor - Lord Commissar Velis into the wreckage of the chimera. Obliterating the torso of the traitor Commissar and impaling whats left of him into the twisted metal. Commander Proximus was dumbstruck by the scene but the heavy nemesis hammer gave Proximus time to regain his composure and he struck the Terminator before it could face him. 
His blade pierce only millimetres of the armour before snapping at the tip. Proximus did not even have time to realise his blade had broke as Justicar Santaro swung his hammer around. The hammer contacted Proximus head, blood and gore sprayed out in a wide arc from Santaro followed by a limp headless body coursing through the air, skidding to a rest ten metres away.  


Turn 7

GK
-Terminator justicar fired & charge the nearest H.wep team, killing the unit.
-Rhino tried to tank-shock H.wep team in crater but fall short.

IG
-Melta vet fired everything into terminator Justicar killing it.
-Colossus shot at vindicare but lightning reflex save it again.
-H.wep team shot the rhino that tried to tank shock it and blow it up. The explosion fall short of burning them.

Game end

KP
GK : IG
11 : 9
Victory to GK

The vindicare assassin watched as a horde of rabid guardsmen ran towards Terminator Justicar Santaro. The air around the terminator shimmer and burst into a colourful array of dazzling lights as the terminator justicar took immense fire from las and heat weapons fired by the horde of guardsmen.  
The assassin retinal display flashed a skull icon over Terminator Justicar Santaro name just as the hulking terminator crash down on his knees.
The assassin activated his vox bead and said:
"Mission accomplished"


End game thoughts
Very close game... at the end of turn 7, I only had a full wound vindicare assassin left. This game Jaeroler was able to prioritize his shooting and took out my psyfle dread and psycannons meat-shield early. My dice rolls were not as good as previous game and I keep getting immobilized/wep destroy results. The 2 chimeras on the left flank  were basically empty shells (weapon-less and immobilized) but not getting their KP because the chimeras were not destroyed.
Most of the time except in turn 1, I had to use 2 units just to deal dmg to 1 unit. The vindicare was the MVP and took out all the dangerous threats. If the vindicare had fluff like the LR:crusader I would have lost.

Mistakes I made were forgetting the vindicare had infiltrate and spend 1 turn running. I also did not used my orbital strike at all which I paid for. I also should had charged the heavy weapon teams with my terminators instead of shooting the company command squad in turn 5. Which could result in saving my rhino and maybe terminators from dying.

I am considering taking out the DK, its not really good in my list. Should I go the dark side and add more psyfle dreads or add inquisitor warbands?

Saturday, June 4, 2011

Grey Knights vs IG 1750 normal batrep

Had been awhile since I played against Jaerolers' IG. After getting inspired watching some games in a tournament, he changed his IG list and wanted to test it. I'm using my GK. I also change my Dread knight to include G.psilencer, let my GKSS take 2 psycannons and add a Land Raider crusader.

GK list
GK GM, orbital strike

10*Purifier, 4* psycannon, 6*halberd, Rhino
Vindicare assassin 


5*Terminators, 1*hammer, 4*halberd, master crafted
10*GKSS, rhino, 2*pyscannons



Land raider crusader, multi melta, HKM, psybolt
dreadnought, 2*TL autocannon, psybolt
Nemesis DK, g.psilence

1747


IG list
HQ
Company Command Squad w/ 3 meltas in Chimera
Lord Commissar

Troops
Veteran Squad w/ 3 meltas in Chimera x2
Platoon Command Squad w/ 3 meltas in Chimera
Infantry Squad x2
Heavy Weapon Squad w/ 2x Lascannons and 1 Autocannon x3

Fast Attack
Banewolf w/ Multimelta x2

Heavy Support
Leman Russ Battle Tank x2
Colossus Ordnance Battery x1



Mission: Capture and Control
Deployment: DOW lol...


GM make purifiers troops with grand strategy.
IG managed to seize initiative. 


My memory is quite fuzzy and never take notes during the game, so some details would not be 100% accurate.


Note* IG was issuing orders left & right, I didn't include it as I don't exactly know what the orders are called but just know that they allowed units to get TL, reroll cover saves, shot another round with rapid fire weps,  run better and auto rally. 


Deployment



GK
-GK deploy GM in centre in trench and LR:crusader with 5 terminators inside.
-GKSS combat squad. 2 psycannon and 3 SS in rhino. Justicar and 4 SS walking.

IG
-IG deploy HQ company commander and gang and embark into chimera in turn 1. (I just place a chimera for simplicity)
-The heavy wep teams are troops, all are 2 lascannon and 1 autocannon.

 Turn 1


IG
-IG move in everything, pop smoke for 3 chimera (2 melta vets, 1 platoon cmd).
-2 bane wolf move to flank of chimeras.
-Leman russ battle tank move from corner surrounding colossus. 
-Infantry squad combine and form a long line. 

IG shooting
-Either could not see due to night fight or could not roll high enough to glance LR:crusader.

GK
-move in everything also. Ork deff dread is Dreadknight with g.psilencer. Left rhino have 5 GKSS. Right rhino have purifiers. Everything that could run, ran forward, rhino move 12". (5 combat squad GKSS were not in picture)

GK shooting
-LR:crusader managed to stun right bane wolf with assault cannons and multi melta, HKM shake left bane wolf.  
 Turn 2


IG
-Move platoon cmd squad chimera forward to get range to LR:Crusader. Left banewolf also move nearer to get in range next turn. Everything else stay still.

IG shooting
-All heavy wep teams shot at DK, and DK took 1 wound.
-Colossus killed 5 GKSS that was walking with vindicare (not in picture).
-Leman russ could not kill vindicare assassin. (lightning reflex FTW!)
-All melta stuffs in the centre could not glance LR:crusader due to bad rolls and out of melta 2d6 range. 

GK
-Assassin move and ran to get into position. All rhinos and dreadnought, DK move forward.

GK shooting
-Purifiers in rhino shot psycannon at closet leman russ destroying its battlecannon.
-DK psilencer shot at closest H.wep team and killed 2, pass panic due to lord commissar. 
-psyfle dreadnought shot at left chimera with melta vets and blow it up, killing 5 vets and 6 guardsmen.
-GKSS in rhino wreck left banewolf.
-LR:Crus, immob and wep destroyed centre platoon cmd chimera.

Turn 3


IG
-Right melta vet chimera move closer to LR:Crus to get within melta 2d6 range. 
-Melta vets in crater move out to get into range of LR:Crus. 

IG shooting
-Banewolf multi melta destroyed LR:Crus assault cannon.
-Right melta vets in chimera wreck LR:Crus. 
-Platoon cmd meltas could not kill any disembarked terminators.
-Leman russ battle cannon could not kill any terminators.
-Colossus manage to wound vindicare once. 

GK
-DK, psyfle dread move forward.

GK shooting
-Purifiers shot at closet leman russ and destroyed its last wep (H.bolter).
-Assassin shot at 2nd leman russ and manage to pent and blow it up. (1 shot 1 kill haha)
-GKSS shot at platoon cmd chimera and wep destroyed it twice till wreck.
-GKSS rhino shot at the disembarked platoon cmd and killed 1. 
-Psyfle dread shot at right melta vet chimera and blow it up killing 6 inside.
-DK shot psilencer at another H.wep team on the left and killed 2, again passing panic.

GK assault
-Terminators with GM charged melta vets on the right and wiped them, consolidate into the ruins.

Turn 4


IG shooting
-Banewolf poison gas kill 1 terminator.
-Meltas from vets and platoon cmd all fluff or were saved by terminators.
-Guardsmen FRFSRF mass torchlight shots couldnt kill any terminators. 
-H.wep teams dealt another wound to DK and wep destroyed and immob GKSS rhino.
-Company cmd chimera couldn't wound DK. 
-Colossus fluff shot against vindicare. 

GK
-Purifier rhino move forward to get LOS to right banewolf. 
-GKSS disembarked from rhino.

GK shooting
-Purifiers psycannons shot at side of right banewolf and wreck it.
-Psyfle dread and GKSS shot at guardsmen and kill 7, passing panic again due to lord commissar. 
-DK shot at the furthest H.wep team and killed the autocannon gunner.
-Assassin fluff shot against wepless Leman russ.

GK assault
-GM and 4 terminators multi charge melta vets and platoon cmd squad. wiping all except platoon commander. Consolidating towards IG objective. 

Turn 5


IG
-Guardsmen move towards crater to get cover saves.
-Company cmd chimera move nearer to terminators to get within melta range.
-Leman russ move towards purifiers rhino.

IG shooting
-2 H.wep team killed DK. 3rd H.wep team fluff shot.
-company cmd meltas took 2 terminators down.
-colossus shot was saved by vindicare again!

GK
-Purifier disembark from rhino and ran towards GK objective.
-Terminators move towards IG objective.
-Purifier rhino move to prevent leman russ from tankshocking/ramming. (rhino was 1" away from Leman russ) 

GK shooting
-psyfle dreadnought manage to shake and wep destroy (multi laser) company cmd chimera.
-GKSS shot at the guardsmen, killing all except 2.
-Terminators shot at H.wep team, killed 1and inflict 1 wound on the lascannons gunners.
-All IG pass panic.

Game continue to turn 6.

 Turn 6


IG
-Company cmd chimera tankshocked GM and terminators, GM and terminators were surprised by the suicidal APC and decided to do a "tactical retreat" (I rolled 12 for LD...)

IG shooting
-Company cmd with meltas gunners disembarked and finished off the "fleeing" GM and terminators.
-Colossus blast killed 4 purifiers. 
-H.wep teams fluff.

GK
-Vindicare move up the ruins.
-Rhino on right move nearer to centre.

GK shooting
-Purifiers wreck the Wepless leman russ.
-Psyfle dread stunned and wep destroyed? (H.bolter) the chimera in centre.
-GKSS finished off the 2 guardsmen in the centre.  

Game continue to turn 7.  Jaeroler had given up at this point and we were just playing for fun on turn 7.

Turn 7 


Turn 7 Highlights
-IG H. wep teams fluff.
-Colossus killed 2 more purifiers
-Psyfle dread killed 2 melta gunners and inflict 1 wound both on lord commissar and company cmd.
-Both purifiers and GKSS were out of range of anything.
-Vindicare fluff shots against colossus... (rolling 9 with 4d6 + 3)


Game end


Objectives 
GK : IG 
1 : 0
GK victory


End game thoughts


Knowing Jaeroler play style I knew he would use his chimeras to rush my objective to get the win while his heavy stuffs will give support fire (anti mech and anti mehreenz).


I place my Land raider right on the lane leading to my objective. To get easy access to my objective, he will keep shooting the land raider to destroy it before rushing his chimeras forward. 
I estimated that fastest he could destroy my LR is on turn 2 due to night fight. He was cautious in his approach 
and did not get near enough to get 2d6 melta, which allow my LR to get a free turn of shooting.

Psycannons are 24", I needed 1-2 turns to allow them to come in and get in range of most IG stuffs at the back. If psycannons were destroyed before getting into position, I would have a tough time dealing with the mech and hordes of infantry. 
Also Jaeroler was too obsessed shooting at my vindicare assassin. Its powerful, but the really important target is the purifiers which I further enhanced with grand strategy. My good dice rolls with vindicare invul save further waste his battlecannons which I was truly afraid. My purifiers were not shot at all till turn 6 and had a field day picking any targets that threaten me, eventually winning me the game by capturing 1 objective. 


My DK also distracted him, where he put alot of lascannon shots into it. The DK G.psilencer had 24" range and could afford ignoring it for 1-2 turns. So if he had spend 1-2 turns shooting at the psyfle dread, a lucky pent could easily stop it for good.  My good rolls with DK saves again prevented my other stuffs from getting las in the face.


The MVP got to be the psyfle dread, anything it shot it destroy. By putting him in the centre, with the battlecannons and lascannons busy with other targets, psyfle dread also had a field day shooting chimeras.  


My rolls were very good, thx to gamescience dice! gamescience dice FTW!  
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