Showing posts with label Astra Militarum. Show all posts
Showing posts with label Astra Militarum. Show all posts

Saturday, January 09, 2016

Battle Report - Astra Militarum & Blood Angels vs. Orks (1,750pts) - Warhammer World

Well, I fully intended this battle report to have been up last night but that also involved me writing it on Wednesday night which just didn't happen. Anyway, here it is, better late than never.

In order to celebrate GW's 40th anniversary we decided to have a relaxed game of 40K during our visit last Sunday. We went for a clash between the combined might of Matt's AM and Scott's BA against my Ork horde. We were sharing our army lists in advance so that we could try to make it a reasonably close game rather than a white wash. This is something I've talked about before but I really think it makes for much better games. We don't get many opportunities to play these days so having a totally one-sided affair just feels like a waste. Anyway, Matt and Scott would have 875 pts each to fend off my full 1,750 pt mob of Orks.

Matt's guard force consisted of an infantry platoon including mortars and the obligatory PCS and infantry squads. To that he added some stormtroopers, ratlings and an aegis line with quad gun (since he knew I'd be bringing a couple of flyers. The mission we devised would see a beleaguered Imperial world under assault from the greenskins. The PDF had requested aid from the Blood Angels and would need to hold a key bunker long enough for their power armour clad allies to rescue them (or else avenge their deaths). The Blood Angels in question consisted of two 5-man tactical squads in pods, a furioso dread in a pod, some jump pack death company with a chaplain and a squad of terminators.

Facing them was the Ork horde consisting a warboss in mega armour leading a mob of 20 boyz on foot, a weirdboy leading a second score of boyz, a big mek sporting an SAG joined by lootas and 3 mobs of boyz in trukks each with a klaw-wielding nob. They'd be joined by a squadron of three deffkoptas, a dakkajet, blitzabommer and finally a morkanaut with KFF containing 3 meks and 3 burnas (that was the closest they'd let me come to a Stompa!).

We didn't get much choice over the table so it probably had a bit more scenery than we'd like but it certainly made the game more immersive to playing on a full table of terrain (yeah, yeah I need to get mine done!). We'd planned on a central bastion or similar for the PDF to defend but in the end we chose a Firestorm Redoubt. The board featured multiple gun emplacements but we reasoned that a squig had chewed through a crucial power cable so they'd be inactive (had we put more thought into it we could've had some system where Matt and Scott could roll to see if any came back on line but nevermind).

The PDF deployed surrounding the redoubt with the PCS inside the structure. The greenskin horde could then deploy anywwhere that was 24" or more away from an AM unit. All reserves would be guaranteed to arrive on turn 2 (i.e. all the BA but also the Ork flyers). The Ork objective would be to control the structure at the end of the game (which we gave AV12 in case it came to that).  You can see the deployment in the picture on the right.

There was no grand strategy on my part. I like to keep Orks as Orks and just charge headlong into combat without much thought of the consequences. The mek was a little more kunning than brutal though and kept his lootas at range to pound the "stoopid oomies" from range.

Turn 1
As the early morning mist cleared the PDF finally saw what they'd heard coming in the night. The guardsmen took aim and launched an opening salvo at the xenos scum but still bleary-eyed from a troubled night's sleep they could only damage one of the trukks and bring down a couple of the onrushing boyz.

Knowing they wouldn't be able to sink their teeth into their human enemies yet the Orks simply charged at them as fast as possible. The morkanaut pilot didn't seem to get the message though and chose to fire his weapons rather than keep pace with the rest of the boyz. That proved to be pretty ineffective too as just a handful of the humans fell. The weirdboy was able to summon the power of the warp but his 'eadbanger missed it's mark and failed to bring down the guardsman carrying a flamer in the nearby squad and he wasn't able to wield enough warp energy for da krunch.

Turn 2
The Blood Angels came tearing down through the clouds in their drop pods to aid their besieged allies. Two pods slammed down bringing a tactical squad and the dreadnought in close to the weirdboy's mob. The marines and dread both opened up with a torrent of promethium which reduced the mob into little more than a gang. The guardsmen managed to destroy stop all of the trukks.

Meanwhile, the terminators teleported in but in the rush to save the crucial building they missed their target and would need to cover ground to get to grips with their foe. The death company and chaplain came in behind the lines in order to counter-charge once the first wave of guardsmen had been slain in the inevitable onslaught. Finally the last drop pod brought the tactical marines down in front of lootas and allowed them to cut half the mob down with bolter fire.

The onslaught came on quickly with the warboss declaring a Waaagh! This would not only help the boyz get into combat but also give the flyers a boost to their firepower. Speaking of which, the bommer came in low over the squad shooting the lootas but missed the mark with its bomb meaning only a single marine died. That would be all it did too as the quad gun made short work of it after the over-confident Ork pilot made no attempt to avoid the incoming fire.

The dakkajet also hit the squad with all of its supashootas but left a couple of marines after most of its shots failed to penetrate the marines' power armour. Meanwhile, the mobs clambered out of the wreckage of their trukks and charged into the guardsmen killing the squads on the front line. The Morkanaut advanced dispensing its cargo of burnas who incinerated a full unit of humans.

The weirdboy also frazzled three of the tactical squad with a bolt of psychic energy before he and the remains of his mob charged in to finish off the remaining two. Rather than target the closest threat the mek directed his lootas to hit the guardsmen again and was at least able to damage the quad gun before the morkanaut could finish it off along with some of the men manning it.

Turn 3 onward
The dreadnought slammed into the warboss' mob but in its zeal for combat it neglected to fire its flamer again which proved to be costly. It couldn't cut down the boyz quick enough to stop the warboss from tearing it apart with his power klaws over the next two combat phases.

The death company executed their counter charge plan to perfection, cutting a full mob of Orks down before they knew what hit them. The fire from the remaining guardsmen was enough to cut a second mob down to size and cause a third to flee. The death company then turned their attention to the deffkoptas and cut them down too. The warboss' mob returned the favour though and crushed the death company and its chaplain, thanks mostly to the warboss himself and his klaws.

A combination of the retreating mob regrouping at the right moment and fire from the lootas meant the remaining tactical squad was dealt with but not before the mek was killed. The morkanaut gunned down the remaining stormtroopers after the terminators had killed what remained of the weirdboy and his mob. The final mob from the trukks was able to kill off the ratlings and help deal with the mortars too. This left the morkanaut and warboss stood outside the structure containing the PCS (one of which had been killed by an earlier glancing hit from the deffkoptas.

With empty drop pods the only remnants of the BA force, the Orks simply needed to enter the base and kill off the occupants but in typical Orky fashion (and because I thought it was a better way to end the game), they chose to smash the structure apart with their S10 fists. I think we'll call than an Ork victory! WAAAAAGGGGHHHH!!!

Conclusion
Once again, our system of planning our armies together meant that we ended up with a very close game which we all really enjoyed playing. I think my battle report has made it seem a lot more one-sided than it actually was. There was a point when the AM had taken out all of the trukks and the BA had incinerated a good chunk of my Orks and I thought I wouldn't actually get into combat. Having not played Orks in a while though I'd somewhat forgot how their relentless assault works. You lose a big pile of boyz early on but what's left smashes through the opposition. It's kind of the opposite of how Tau work, you feel like you're cutting your open down in great swathes but as soon as the combats start you wish you'd killed more sooner!

I'd planned the list with the intention of keeping plenty of the Orky flavour of randomness that I love about the army. Sadly, I never rolled a double on the SAG, got decent powers with the weirdboy but barely used him and the blitza-bommer died a premature death after getting "just like dis" on its first bomb. They basically proved to be more reliable than I hoped but it still felt like a very orky game.

I thoroughly enjoyed using Orks for a change having played with Tau quite a bit recently. They're great fun to use as you don't feel like being too tactical is the right thing to do. I really think Mob Rule is a great rule despite its many detractors. Remember that the old rule only worked for 10+ mobs so most of the time you weren't getting Fearless anyway when using trukk-sized mobs. This way you might lose a few boyz but they'll stay in the fight longer. I think having Fearless would've been OTT since they took away the penalty kills in combat.

Finally, it was the first time I really got to use the morkanaut to any great effect. It probably wasn't a fair choice since Matt and Scott didn't have much to deal with AV13 but it would've soon died to the dread or terminators. You feel like it's got a decent amount of firepower but then remember the BS2 and Get's Hot and soon it doesn't look so powerful. Still, it's a low-AP threat to terminators and the like. Dropping off some burnas into the guardsmen was satisfying too.

In typical fashion for me, this game makes me want to paint Orks again despite saying at the start of the year that they probably wouldn't get a look in. I'm very tempted to pick up some stormboyz too despite promising myself I won't be getting anything new. Mind you, I am planning on selling quite a bit of stuff so I'll probably have enough money for some....

I really must get on with sorting the Double Trouble details out. The next post will cover the deployment types and custom Tactical Objectives (the first draft before playtesting at least). I'll also cover a couple of things that have come up in comments and emails regarding army selection.

Monday, May 12, 2014

Battle Report - Tau vs. Eldar/AM (1,850pts)

In the run up to Blog Wars Matt and I always try to get a few games in with the scenarios to ensure there's no final tweaks that are needed. Last Sunday we played through Emperor's Relic with my BW6 Tau list taking on Matt's combination of Eldar and Guard (I just can't call them Astra Militarum). Matt's list was something along the lines of:

Karandras
18 Guardians (with wave serpent but not in it)
5 Dire Avengers (in wave serpent)
Two wraithknights with heavy wraithcannons
2 Leman Russ Eradicators (I think, the ones with the plasma cannons)
Coteaz
Warrior Acolytes
10 Veterans

Since this was Blog Wars 7 practice we'd be playing Emperor's Relic which is Vanguard deployment with a central objective with 10 VPs to either side and an objective each. Your home objective is worth 5 VP whilst your opponent's objective is worth 15 VP to you.

Battle Report
I got the first turn and made light work of one of the wraithknights with a combination of crisis missile team and riptides. That's a heck of a start! Meanwhile Karandras had infiltrated on my flank so I began to send my devilfish in his direction. Matt's first turn was focussed on taking out my pathfinders with two of the squads being killed off an the third reduced in number.

Shadowsun arrived at this point but couldn't risk deepstriking so close to the leman russes and opted to target the wave serpents. I rolled a hit which would've actually allowed me to hit the AM tanks but hindsight is always 20:20. Anyway, Shadowsun shot one of her fusion blasters at the empty wave serpent whilst the rest of her team focussed on the occupied one. The empty one passed its Jink save but the other blew up with fire from the rest of my army killing all but one of the dire avengers in the crater. Meanwhile the fire warriors piled out of their transports to hit Karandras and his guardians. Fortunately for me the warlock had failed his Conceal power so they'd only benefit from Karandras' stealth. This allowed me to wipe the entire squad out including Karandras giving me Slay the Warlord thanks to the Kroot who'd arrived behind them. In the meantime the rest of my army focussed on the wraithknights apart from one of the riptides who attempted to use his ordnance blast to down a leman russ but failed. This left the wraithknight alive and close to Shadowsun.

Matt began his second turn with Coteaz attempting to cast Prescience and Forewarning on the Leman Russes. Somehow he managed to double-six both rolls meaning not only did the powers fail but he also left Coteaz on a single wound! This was of little consolation to Shadowsun though who found herself smacked down by the wraithlord. She'd have been fine if she'd not be caught in a Sweeping Advance as on her own she'd have been able to use Our Weapons Are Useless (since the crisis suits had been killed). She was caught though giving Matt Slay the Warlord too. Her death certainly saved either the leman russes or wraithknight next turn.

The remaining fire warriors hopped back in the transports to try and survive long enough to grab some objectives. More Kroot arrived but Coteaz informed them that he'd been expecting them and eight of the ten were gunned down as they walked on the field.

I eventually managed to kill off the other wraithknight but not before one of the riptides had bought it. I'd failed miserably on a couple of occasions to kill the tanks so they rolled in and opened up on the riptides. Matt realised at this point that he'd been forgetting to fire their lascannons which probably would've resulted in the death of the riptides a turn or two sooner.

A combination of fire warriors and drones managed to finish off some acolytes and Coteaz who broke off to try and kill the Ethereal's squad. The game ended soon after at the top of T5 with me controlling my own objective whilst Matt's veterans held his. Neither of us could keep the central one. With all three secondaries I'd scored 8 of the possible 33 available VPs.

Conclusion
Had I focussed on the wraithknights on the second turn instead of worrying about Karandras I'd have probably saved Shadowsun and the game would've been over far sooner. Still the game felt pretty one-sided at the start with me killing a wraithknight straight off. Well at first it did anyway. With me exposing the fire warriors early I lacked anti-infantry firepower late on to deal with the veterans. The kroot were stupid to arrive in range of Coteaz but I simply forgot despite Matt having reminded me once that he had that rule.

Still, it was great that the game ended up pretty close towards the end. Matt was in a position where he might've taken the central objective himself were it not for my drones getting lucky. Obviously I was pleased to win the game but the main thing to take away from this battle was how well this mission works. You've got to have some way of getting to your opponent's objective if you want to score well. Even though I killed off a good chunk of Matt's army I only scored 8/33 points. You've got to push for the objectives sooner to clear them or have some way of getting to them earlier to claim them. It's certainly an improvement on both Relic (which normally comes down to First Blood) and Emperor's Will (which usually involves holding your own objective and again comes down to First Blood).

Having the objectives worth more points makes the secondaries fairly inconsequential. Sure you can both just hold on to your own objectives but then the winner will only be scoring 8 VPs. As you know I'm a big fan of quantifying victories. I don't like straight W/D/L but prefer to know just how significant a victory (or indeed loss) actually was.

We got three games in so there's another couple of reports to come. The next one involved a few big guys....

Thursday, May 01, 2014

New Imperial Guard Codex (Astra Militarum) - Warlord Traits, Orders, Heirlooms and Army Bundles

The rumours were true and what we once knew as Imperial Guard will now forever be referred to as the Astra Militarum. Well, realistically everyone will still call them "Guard" but nice try GW. Anyway, the new codex is another of the now very familiar 104-page format. There's a decent chunk of fluff at the front of course but the notable thing for me is that, despite the rumours, GW haven't done away with everything except Cadians. I can only assume these rumours were based on the Militarum Tempestus book or something.

With the exception of Orders there aren't really any army-wide special rules which is the same as the old book. Of course, being a new codex there is a dedicated Warlord Trait table and as I'm sure you've seen in the rumours by now there are some new orders available along with some changes to existing ones.

Warlord Traits
The first thing to note is that tank commanders can only take the first three traits (which makes sense when you read them). I have to say that as trait tables go the AM one is pretty solid. You're getting Outflank for D3 units, Preferred Enemy for his unit (although only for one codex which is an issue against allies I suppose), a morale bubble which is better than most other books, Relentless for his unit, the ability to give orders or extend order radius/give an extra order. I can't really see any of them being particularly weak. Obviously Relentless is only useful for certain units but still there's a strong selection here. 

Voice of Command (Orders)
Orders work in a similar way to before with the unit receiving the order need to pass a leadership test to accept it. As before the unit must shoot immediately (although "immediately" isn't actually spelled out) and a double 6 prevents and further orders being issued that turn. What's different though is that a double 1 doesn't give a free order but rather means that subsequent orders from that officer are automatically successful. Difficult to say if that's an improvement or not as frankly a 1/36 chance of it happening is hardly game changing. 

There are now 9 orders with the first 6 available to any officer but the last three limited to Senior Officers (who can issue two orders). Here's a quick rundown:
  • Take Aim! - Precision Shot special rule
  • Smite at Will! - Split Fire special rule
  • First Rank, Fire!, Second Rank, Fire! - extra shot for lasguns and hot-shot lasguns
  • Forwards, for the Emperor! - unit must Run after shooting
  • Move! Move! Move! - Runs with three dice (as before)
  • Suppressive Fire! - Pinning special rule
  • Bring it Down! (Senior only) - Tank Hunters and Monster Hunter special rules
  • Fire on my Target! - Ignores Cover special rule
  • Get Back in the Fight! - regroups/unpins a unit which can then act normally
Bring it Down has therefore changed from twin-linked and First Rank, Second Rank now specifically includes hot-shot lasguns and Fire on my Target now completely ignores cover rather than a re-roll. Otherwise, the old orders are the same. The new ones could be pretty useful though particularly Take Aim and Forwards for the Emperor. It's a shame that Incoming! has gone but a lot of the time units are getting +2 for going to ground anyway e.g. behind Aegis lines or in area terrain.

Next, it's worth looking at who can actually issue orders and at this point it's worth noting that Chimeras still allow orders to be issued from inside. Anyway, here are the guys doing all the ordering:
  • Company Commander (Senior Officer)
  • Platoon Commander
  • Tempestor Prime
  • Yarrick (Senior Officer)
  • Creed (Senior Officer, 3 orders with re-rolls)
  • Straken
Finally, there are new Orders available for Officers of the Fleet and Tank Commanders. The Navy Orders (OotF) basically offer reserve manipulation but the Tank Orders are always issued at Ld9 and are as follows:
  • Full Throttle! - Flat Out with 6+D6" even if Heavy
  • Gunners, Kill on Sight! - basically Split Fire for the Tank Commander
  • Strike and Shroud! - allows smoke launchers to be used after shooting
Not hugely useful but I can see that extra smoke coming in handy for the Tank Commander's unit. I'll discuss orders further when I talk about the possible combinations in my units reviews but I thought this overview would be helpful.

Heirlooms of Conquest
Like all of the new books the AM codex has some special wargear. Most of the time these things are overpriced for what they offer but let's give them the benefit of the doubt and take a look:
  • The Tactical Auto-Reliquary of Tyberius - allows all doubles to count as Inspired Tactics. Not hugely useful for the cost especially when only two orders are issued per turn. Also has possibly the longest name for a piece of wargear ever!
  • The Laurels of Command - good in combination with Get Back in the Fight! but still pricey and situational, 6" isn't much of a range to be useful
  • Kurov’s Aquila - a 6" Preferred Enemy bubble is always nice but there's a whopping points premium to pay for the privilege 
  • The Blade of Conquest - pretty expensive for what is effectively a master-crafted frost blade but not totally useless.
  • The Emperor's Benediction - decent way to spend those spare points I suppose. Precision Shot is a bit of a weird rule for it to have though when it can only be taken by Characters who get it anyway!
  • The Deathmask of Ollanius - actually reasonably priced considering you get 4++ and IWND. Fear, as we know, is pretty useless though. Obviously EW would be nice but you can't have everything.
As ever then these are mostly overpriced. The SM  (or should that be Adeptus Astartes) book actually had a decent selection which makes these look a little weak in comparison. Guard haven't ever really been about fully tooled up elite units though so I can't say it's a big loss.

New Army Bundles
Finally, it's worth noting that there's a couple of new army bundles available with the launch of the AM codex. There are two Defence Forces one for Cadians and the other for Catachans. Both contain essentially the same models but with different clothes on and both are on sale for £100. Depending on how you add up the individual cost of the units you could save up to £33.50. Obviously buying the Heavy Weapons teams in the triple pack and getting some cadians with your chimera brings this saving down a bit but still it's worth thinking about if you're new to Imperial Gua...err... Astra Militarum. 

There's also a the Hammer of Cadia which gives you three Hellhounds, three Leman Russ battle tanks and a Hellhammer. This set offers a saving of £66 against the individual sets! If you're fancying a wall of tanks then definitely worth thinking about although you may want a different Baneblade variant. Still this trend of offering bundles with the new codices is welcome, even if it effectively means the "battleforce" now costs £100!

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