This battle report represents the first mission in a Campaign presently being put on at the FLGS. It’s based on the Sanctus Reach campaign featuring the Red Waagh. Generally speaking, it’s Imperium vs. Orkz.
The second game I played over the weekend was against an unbound army of Space Marines. He really likes Sternguard, and wanted to try them out in place of regular troops. I wanted to get the new Ork codex a try, and scraped together a list based on models that I already had in my inventory, albeit left over from 3rd edition.
Another mini-batrep from this past weekend (and apologies for the poor lighting!):
I played a pair of games this weekend against a pair of unbound Marine lists. Rather than write up a full battle report as I’ve done previously, I’ll write a synopsis of sorts… It doesn’t help that I forgot to, or didn’t have the battery power to take a lot of pictures.
Game 1: Astra Militarum vs. Blood Ravens (Space Marines, Unbound) @ 1650 points
Ironclad Dreadnought (Chainfist, DCCW, 2x Hunter Killers, 2x Heavy Flamers) in drop pod with deathwind launchers
Whirlwind
Predator Destructor (Autocannon, 2x Lascannons)
Predator Vindicator (Demolisher Cannon)
The mission was a “Cloak and Shadows”which means secret objectives, max of 3 at a time.
From this point on it turns into a bit of a turkey-shoot. Pask is still on the run, but the Guard are generally more mobile and able to achieve their objectives. The Marines are left with a Razorback, half a tactical squad, and a Predator.
Guard casualties are low-ish, with a full melta-squad on the prowl, the BBQ squad on foot after disembarking from the Vendetta, and just about every back-field unit intact.
Debrief:
After the game the discussions were focussed on list design. Playing Guard, I feel that it is important for a Marine Player to force difficult decisions with regards to where to apply my firepower. Some suggestions were to include a set of Multi-Melta Landspeeders, which could jink like crazy and cause me to waste quite a lot of shooting (because the threat of them potentially vaporizing Pask or high-value armour is very real). The marine player countered, and suggested attack bikes for the same reason. Either
Similarly, the ironclad hopping out in my backfield was a great idea, but there was nothing really pressing me from the front, so I had just about everything available to shoot at it. I’m looking forward to playing him again soon, because he’s a good opponent, a better sport, and definitely learned something.
I’ve played quite a few battles with the Astra Militarum since the new codex came out, testing the interactions between several of its core units, feeling out their strengths and weaknesses. In this post I’ll review the HQ choices I’ve used in my builds so far.
Looking forward to a game against the forces of Chaos this evening. He’s featuring a very well painted Black Legion force, and has been wanting to put the hurt on Knight Commander Pask for MONTHS. Abaddon needs a new face-mask, apparently.
I’ve made some subtle tweaks to my own army list, most notably dropping Ulmar the Incompetent in favour of more and different guns. Twin linking is nice, but I haven’t had great success getting the power off, so to the shelf he goes. We’ll see if I really notice him missing.
This should be interesting! Stay tuned for another battle report!
In my last tactics post, I wrote about the viability of Bullgryns. Based on my RECENT EXPERIENCE with respect to effective tar-pitting, I’m rethinking this position, and I’d probably want to keep them out of combat, as there are plenty of things out there that can really stack up the wounds fast… Which brings us to Part 2…