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40k Batrep: Dark Angels vs Iron Warriors 1500pts

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Now that I have got the whole “how good does this army look?” thing out of the way, let’s get down to it – how do you go about dismantling these foul Chaos scum on the battlefield? How do you show Perturabo’s whelps just what 10,000 years of Heresy means to a Thunder Hammer?

With a batrep, naturally. And look, here comes one now.

Jamie and I agreed on a 1500 point game to let him test out his new Tournament army:

Iron Warriors 5th Grand Company
1500pts Chaos Space Marine army list

HQ:
Warsmith Abhorred Riddick
Daemon Prince 110, Close Combat weapon, Fearless, 5+ Invulnerable save,
Eternal Warriors, Wings 20 – 130

Elites:

Terminators squad 7: Tormentia
4 Chaos Terminators 120, Terminator Armour, Power Weapon, 4 Combi Plasma 20 – 140

Terminators squad 8: Proeliator
4 Chaos Terminators 120, Terminator Armour, Power Weapon, 4 Combi Plasma 20 – 140

Troops:

Chaos Space Marine squad 1: Iupatus Proeliator
9 Chaos Space Marines 135, Bolter, Bolt Pistol, Close Combat Weapon, Frag Grenades, Krak Grenades, 1 Melta Gun 10, 1 Autocannon 10, Icon of Glory 10
Champion 30, Bolter, Bolt Pistol, Frag Grenades, Krak Grenades, Power Weapon 15 – 210

Rhino 35, Smoke Launcher, Search light, Combi Bolter, Extra Armour – 50

Chaos Space Marine squad 2: Be Graphicus
9 Chaos Space Marines 135, Bolter, Bolt Pistol, Close Combat Weapon, Frag Grenades, Krak Grenades, 1 Melta Gun 10, 1 Autocannon 10, Icon of Glory 10
Champion 30, Bolter, Bolt Pistol, Frag Grenades, Krak Grenades, Power Weapon 15 – 210

Rhino 35, Smoke Launcher, Search light, Combi Bolter, Extra Armour – 50

Chaos Space Marine squad 3: Apocalypse
9 Chaos Space Marines 135, Bolter, Bolt Pistol, Close Combat Weapon, Frag Grenades, Krak Grenades, 1 Melta Gun 10, 1 Autocannon 10, Icon of Glory 10
Champion 30, Bolter, Bolt Pistol, Frag Grenades, Krak Grenades, Power Fist 25 – 220

Rhino 35, Smoke Launcher, Search light, Combi Bolter, Extra Armour – 50

Heavy Support

Obliterators squad 5: Excessus Fillius
2 Obliterators 225, Power Fist, Obliterator weapon, Fearless, 5+ Invulnerable save,
Slow & Purposeful, Deep Strike – 150

Obliterators squad 4: Oburo
1 Obliterators 150, Power Fist, Obliterator weapon, Fearless, 5+ Invulnerable save,
Slow & Purposeful, Deep Strike – 75

Obliterators squad 6: Hydra Infensus
1 Obliterators 150, Power Fist, Obliterator weapon, Fearless, 5+ Invulnerable save,
Slow & Purposeful, Deep Strike – 75

Total: 1500 points

HQ: 130
Elites: 280
Troops: 790
Fast Attack: 0
Heavy Support: 300

12 Kill Points
3 Tanks
43 Models

I already had a 1000pt Ravenwing list I had played against Robert’s Orks not too long ago (got some pics of that somewhere), so I added on 500pts of Deathwing to get this:

Dark Angels Army List 1500

HQ – Master of the Deathwing, Belial (130)
• Thunder Hammer and Storm Shield
Total: 130
HQ – Master of the Ravenwing, Sammael (205)
• Landspeeder
• Twin-linked Heavy Bolter
• Twin-linked Assault Cannon
Total: 205

Elites – Dreadnought Kaelen (125)
• Venerable (+20)
• Assault Cannon
• Dreadnought Close Combat Weapon
• Heavy Flamer (+5)
• Smoke Launcher
• Searchlight
Total: 150

Troops – Deathwing Terminator Squad Agares (215)
• 5 x Thunder Hammer and Storm Shield
• Cyclone Missile Launcher (+20)
Total: 235
Troops – Deathwing Terminator Squad Butator (215)
• 5 x Thunder Hammer and Storm Shield
• Cyclone Missile Launcher (+20)
Total: 235
Troops – Ravenwing Attack Squadron Raven’s Beak (120)
• 1 Ravenwing Sergeant with Plasma Pistol (+15)
• 2 Ravenwing Bikers with Meltaguns (+20)
• Attack Bike with Multimelta (+50)
Total: 205
Troops – Ravenwing Attack Squadron Raven’s Eye (120)
• 1 Ravenwing Sergeant
• 2 Ravenwing Bikers with Meltaguns (+20)
• Attack Bike with Multimelta (+50)
Total: 190

Fast Attack – Ravenwing LandSpeeder Talon’s Edge (65)
• Multi-melta
• Typhoon Missile Launcher (+10)
Total: 75
Fast Attack – Ravenwing LandSpeeder Raptor’s Claw (65)
• Multi-melta
• Typhoon Missile Launcher (+10)
Total: 75

Total: 1500

I took the Dreadnought because (a) they look awesome and (b) I wanted a good excuse to get my Forgeworld Dark Angels Venerable Dread painted up. In the end I didn’t have enough time to finish painting it, but it was good enough to field. I spent the majority of my painting time ahead of the game getting six Ravenwing bikers painted. Two nights it took. For me, that is epic quick. The results are a trifle sloppy, but they meet my new 40k gaming standard – Good Enough.

Two HQs in 1500 points (esp two named characters) is silly, but so are men in armour riding bikes. I learned to live with it :)

We rolled and got KP with Pitched Battle deployment (I would have preferred something from Battle Missions, but Jamie wanted to practice for some tournament). I won the roll and elected to go first.

I opted to put one Deathwing squad in normal reserve (not Deathwing Assault, as I didn’t want them coming down first Turn) as well as one squad of Ravenwing. The Deathwing would deepstrike and the bikes opted to outflank.

The Iron Warriors kept both units of Terminators in reserve, to deepstrike.

Deployment

Here is my deployment, although my bikes have already made their Scout Move. You can see the Iron Warriors deployed in response opposite, and behind the ruins on my right.

My plan was to run up and kill ‘em all :) Not too subtle, perhaps. I knew I had to take care of the Obliterators, as they would be deadly unless I got up close with some Melta. I was trusting to my Attack Bikes to take care of them. Everything else would pop open the Rhinos and the Terminators would hit the contents with hammers until the battlefield was studded with Iron Warriors, driven into the ground like pegs! Meanwhile, the Dreadnought would try not to die without killing anything…

Turn 1

My bikes and Attack Bike moved up and exploded the nearest Rhino. I shot at the Iron Warriors, put a Wound on the Daemon Prince (softening him up for later), and the Terminators and Dread ran.

In reply, the de-meched Iron Warriors charged my Ravenwing and killed all but one. The Obliterators’ shooting put a Plasma Cannon wound on Belial, but nothing else. The others Rhinos moved up and popped smoke.

Turn 2

Both my reserves came in. My Ravenwing arrived on the wrong side of the table and turbo-boosted 24″. The Terminators came down courtesy of the Ravenwing’s Teleport Homers, and ran 5″ to split up.

I couldn’t shoot at the melee, so everything (literally) fired at the lead Rhino, but despite three penetrating hits getting through, all I could roll was 1s and 2s. Bleh.

The Venerable Dread charged, and wiffed his attacks. I think that if I could have opened up that Rhino and charged with the Dread things might have turned out differently – it certainly had the feeling of a pivotal moment as shot after shot failed to do anything.

The other two Rhinos moved up, but the Iron Warriors inside did not get out.

The Iron Warriors finished off my last bike in melee, and then charged the deep-striking Terminators and the Attack Bike, helped out by the two Obliterators who also charged in.

Four of my five Terminators died in a shocking display of 1s being rolled, but the last one and the Attack Bike made their Fearless saves. The Terminators did manage to kill both Obliterators before they died, however.

The Daemon Prince charged my Dreadnought

and managed to kill him before he swung.

Turn 3

I shot at the lead Rhino and, without smoke up this time, managed to blow it up easily. I then put another Wound on the Daemon Prince with a Landspeeder. Everything else shot at the contents of the exploded Rhino, killing a few, and then Belial and chums charged in and wiped out the remainder, before consolidating back 5″. I was lucky with this consolidation move, as I really wanted to get out of charge range of the Iron Warriors in the third Rhino and the Daemon Prince. I figured I could handle one, but not both.

The Attack Bike in the back field killed an Obliterator.

The mid-field melee carried on, but the last Terminator died, and the Attack Bike was on one wound.

Both squads of Terminators arrived from reserve. Both Deep Striking off of Icons, one landed right in front of my Ravenwing, and the other dropped in terrain right next to Belial’s squad. The third Rhino disgorged its passengers, who moved up assault Belial.

In shooting, the first group of Chaos Terminators wiped out the Ravenwing squad with their Plasma. The second group tried the same thing on Belial’s squad, but only succeeded in hurting Belial (aka The Plasma Sponge).

The Iron Warriors who had disembarked and the second unit of Chaos Terminators were blocking the Daemon Prince from getting within charge range of Belial – exactly as I had hoped. Then the Iron Warriors failed to get enough on their Difficult Terrain roll to make the charge, and Belial’s squad were left with no-one charging them.

The mid-field melee ended, with the plucky Attack Bike finally succumbing to the massed Iron Warriors, who consolidated into terrain to my left.

Turn 4

Not much left on the table. I did a KP calculation, and realised that I might still win, as the Iron Warriors had some juicy KP units on the table – a Rhino, a lone Obliterator and a Daemon Prince on 1 Wound. Belial could not really reach any of these apart from the Daemon Prince, but he died to shooting from a Landspeeder, so I charged Belial’s squad into the Chaos Terminators, and killed them all, losing two. The consolidation dice were not as kind this time, and his squad stayed well within charge range of the Iron Warriors. The speeders (inc Sammael) moved back 6″.

The Iron Warriors Stunned one of my Landspeeders and Shook the other. They then charged what was left of Belial’s squad, killing all of them.

Turn 5

One Landspeeder was Stunned, and it would die to assault this Turn easily. All I had left to shoot with was Sammael, so the other Landspeeder moved out of Line of Sight. Sammael’s shooting did not kill anything.

The Iron Warriors destroyed the Stunned Landspeeder, and the game was over.

Result: Iron Warriors took the victory 9KP to 7KP.

Comments: It was a very good game, as both sides committed themselves to mid-field, with reserves swinging the action this way and that, and plenty of movement and assaults to keep things exciting.

One thing this game taught me is just how fragile at 1500 points a Ravenwing Biker Squad is. Three T5 guys with a 3+ save cannot do anything in assault, and when using their meltas they put themselves close enough to be wiped out on the next Turn. Actually, due to being T5 there is a decent chance they will survive and the melee will only end on my Turn, losing me a Turn of shooting at the enemy assaulters.

I could make them better in melee with (i) more bodies (the squad goes up to six) (ii) close combat upgrades on the Sergeant (iii) a Banner and/ or an Apothecary or (iv) a Biker Chaplain. As a command squad, a 6-bike unit with all those upgrades is still not a dedicated close combat unit, as most of them will just be swinging at S4 with no power weapons, but the unit itself will be very expensive. So, I can make them better in melee, but not good enough to be worth the cost. I guess I just have to pick and choose better where I deploy them and what I use them to kill. If I can work it so they can open up a transport and then a unit of Deathwing can run to give them cover or – better yet – assault the contents, that is definitely the best of both worlds.


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