Battle Report: AM & MT vs. Space Marines (1,500 pts)

Hey all!

Got in a great game with Legacy40k’s Blood Templars / Ordos Xenos at the FLGS, in which I wanted to fit some Scions and my new Commissar in with some of my usual Guard favourites.  The results were mixed, but chalk it up to LEARNIN’ and call ‘er a day!

The Combatants:

Astra Militarum & Militarum Tempestus

  • Pask in a Punisher, Lascannon, Multimeltas
    • Vanquisher Bro, Lascannon, Plasma Cannons
  • Company Command Squad, 4x Plasma, Chimera
  • Enginseer
  • Ulmar the Incompent, Primaris Psyker (ML2)
  • 2x Veterans, 2x Melta, Flamer in Chimeras
  • Vendetta
  • Wyvern
  • [MT] Lord Commissar, Power Weapon, Melta Bombs, Plasma Pistol, Carapace Armour
  • [MT] 5x Scions, HS-Volley, Plasma, Sarge w/ Power Fist & Bolt Pistol

In hindsight, probably a bit too many HQ units here.  200 points into the CCS with Plasma Guns, another 110 in the Enginseer and Psyker, plus 105 tied up in the Commissar.  Oh well!  Wanted to look for possible synergies, and only way to do that is toss ’em all out there.

Blood Templar (Imperial Fist Chapter Tactics):

  • Librarian (ML 2), Force Sword
  • ~8-10 Sternguard, 2x Combi-meltas, Sarge w/ Power fist
    • Rhino
  • 10 Tac Marines, Missile Launcher, Meltagun, Sarge w/ Power sword
    • Razorback w/ TL HB
  • 10 Tac Marines, Lascannon, Meltagun,
    • Razorback w/ TL HB
  • Storm Talon
  • Predator Destructor, Autocannon, Lascannon Sponsons
  • 3x Centurions, Grav Cannons

First time squaring off against Centurions… this aughta be good!

Rolled up Tactical Escalation (Maelstrom), opted to go for the regular hammer-and-anvil deployment.  Nightfight was active Turn 1, and the Blood Templars rolled up the trait that allows 3 of their units to infiltrate.  OOF.

Templar deployed the heavy weapon / foot component of the two tactical squads into cover, as well as the Predator and one of the Razorbacks…  Centurions, Sternguard, and one of the tacs Razorbacks were infiltrating…

Guard Deployed Second, but without the advantage of seeing where the Centurions, Sternguard, and one of the razorbacks would deploy.  Vanquisher bro was up front, just in case the Russes drew some fire Turn 1, the rest of the troops spread out to prevent any shenanigans from the infiltrators.  Scions went into Reserve, to be dropped from the Vendetta.
Guard Deployed Second, but without the advantage of seeing where the Centurions, Sternguard, and one of the razorbacks would deploy. Vanquisher bro was up front, just in case the Russes drew some fire Turn 1, the rest of the troops spread out to prevent any shenanigans from the infiltrators. Scions went into Reserve, to be dropped from the Vendetta.
With that, the infiltrators reveal their position, staring down the Russes right in the face.  Hoo-boy.  The templar pray I don't seize (I don't).
With that, the infiltrators reveal their position, staring down the Russes right in the face. Hoo-boy. The templar pray I don’t seize (I don’t).

Blood Templar Turn 1:

The Rhino and Razorback that were infiltrating advance into the the shadow of the building immediately in front of the Company Command Squad and one of the groups of Veterans.  Centurions step out of their crater, and calmly (and slowly and purposefully) tear apart the Vanquisher Russ. (!!!!!!!)

Note: This was my first time facing Grav Cannons, and was shocked to see 15 dice being picked up.  My shock was doubled when I realized that Imperial Fist Centurions also had Tank Hunters.  It was one of those things where I knew intuitively that these things were dangerous, but I needed to see it happen first-hand in order grasp the full potential. — this was in no way because of underhanded trickery on my opponents part, this was just a significant DERP moment on my own part.

Pask escaped the carnage by 1 inch, or he would have been ripped apart also.  I think I saw 6 Immobilized results in the Tank-Huntering madness.  Centurions with Grav-guns are better at AT and probably killing just about anything better than Pask… wow…  There’s something to think about….

Not much else goes down in this turn, but it’s enough to get the Guard Commander sweating, to be sure.  Surely something needs to be done about those Centurions!

Astra Militarum Turn 1:

With the Rhinos all up in the Guard’s business, Centurions knocking on the front door, and not much flexibility for movement, the Guard Commander makes a bit of a rash decision.

Swinging into attack mode, the Chimeras advance, and the Company Command Squad shows off their cojones by jumping out and staring down the Centurions with 4 Plasma guns inside rapid fire distance.

Yippee ki-yay

Yipee-

The CCS does 3 wounds (and it would have been 4 if they didn’t GO TO GROUND).

Emphasis added:  The sensible thing to do at this point would be to STOP SHOOTING AT THE CENTURIONS.  Down to 10 shots (hurricane bolters notwithstanding), and requiring 6’s to hit, they’re pretty much neutralized for Turn 2.  But what happens next…?

Pask ventilates the rest with 3 Rending wounds.

WHAT?!?!  NO!  That was a terrible idea!  now you’re short your most powerful shooting attack with 2 Rhinos kicking down your door and a bunch of angry Sternguard inside!  If you popped one (or both!) of those transports the meltaguns and flamers could get to work while still scoring First Blood but NOOoOOoooOoo you had to be all scared of Centurions and their fancy grav-cannons… sigh.

The remaining turn goes by without anything really significant happening.  The Wyvern put 7 wounds on the lascannon combat squad but they passed all but 1 armour save.  The veterans use their meltaguns on the Librarian’s Rhino but miss with both shots.

Guard go out in front 2-0 due to First Blood and taking a mid-field objective…

Blood Templar Turn 2:

The Storm Talon comes on, and the Rhinos disgorge their payload all over the armoured front that the Guard are presenting.

Oh geeze, this is gonna get ugly...
Oh geeze, this is gonna get ugly…

Pask goes down to a single melta blast from the tac squad, and the ensuing explosion brings down the Enginseer (but not Ulmar, go figure) as well as one of the Tac Marines that are pushing the offensive.

*KRAKOOM*
*KRAKOOM*

The Meltavets on the left flank largely go up with their Chimera (6 dead in the explosion), and their survivors are strafed by the Storm Talon, and the lone survivor flees.  The CCS’s Chimera is stunned by a missile from the back-field tactical squad, and the CCS is generally shot-up by Heavy Bolter fire, with only one plasma gun surviving, plus a wound on the Commander himself.

Can I point out how awesome these Stern-guard / Deathwatch look?  Absolutely glorious paint job on these guys.  At least they kicked that Chimera's ass looking like total badasses.  That makes me feel a bit better.  =)
Can I point out how awesome these Sternguard / Deathwatch look? Absolutely glorious paint job on these guys. At least they kicked that Chimera’s ass looking like total badasses. That makes me feel a bit better. =)

Blood Templar take a 5-2 lead in turn 2, now that they have Warlord, D3 VP for destroying 3 units, and another objective…

Astra Militarum Turn 2:

Needing the Reserves to come on in order to salvage the game, the Guard Captain rolls a natural 1.  The Vendetta and crack strike soldiers remain of the Board, with only dwindling assets on the table remaining…

Ulmar fails both of his psychic tests, trying to get off Precognition and Scriers Gaze (to swap out some of the terrible Maelstrom objectives).

Q: How the heck am I supposed to capture BOTH of the Templar’s back-field objectives?  A:  You’re not!

Frankly, not much goes down this turn.  Both melta-guns from the back hatch of the Chimera miss, shooting at the squad that brought down Pask.  Ulmar tries to charge the same squad, and is gunned down by bolter overwatch.  He might have deserved it.  3 Sternguard are blown away by the last plasma gun from the CCS and the Wyvern, but that’s it, nothing else doing.  With not much left on the table, and without the reinforcements there’s not much that can be done.

Blood Templar Turn 3:

The templar have gone from a target rich environment, to a target poor environment.  The guard numbers are rapidly dwindling, and scattered throughout the table.

The last plasma gunner is gunned down by heavy bolter fire, and one more wound is put on the Commander, who seems to be making a few of his 5++ courtesy of his refractor field.

The last two surviving Chimeras go up in flames, and some casualties are absorbed from the Veterans piling out of the one at midfield.

Swooping onwards, the Storm Talon Assault-cannons the Wyvern to death, not leaving anything to chance and causing 4HP of damage with 4 shots (wow).

Astra Militarum Turn 3:

Down to their last 2 units, the Guard really need a boost.  They finally get the Vendetta and Scions on the table.

Swooping on, they cause a hullpoint of damage to the Storm Talon, which jinked 2 of the 3 lascannon shots to survive to fight another day.

Vendetta: ....Dodge this! (Talon: mmmk!)
Vendetta: ….Dodge this! (Talon: mmmk!)

The Veterans (illegally — I always forget that after a transport is exploded they can’t charge the turn after) charge the tactical squad, but not before killing 2 with flamer and a melta-gun.  One dies to over-watch, and they haul down one of the last two marines, but are unable to kill the sarge.  The objective to kill a unit in combat was almost realized.  Too bad Guardsmen blow in close quarters!

YOU ARE SURROUNDED!
YOU ARE SURROUNDED!

REST OF THE GAME:

Top of Turn 4, the Space Marine Sarge in close combat wins combat and breaks both the Veterans AND the Company Commander, killing 7 in the mop-up.  OUCH.

Scions (and Commissar) jump out of the back of the Vendetta to try and take out that Sarge with a power weapon that killed EVERYTHING.  They succeed, but it took a lot of effort.  The sarge hit the deck and made 2 6+ cover saves from the Hot-Shot lasguns, but couldn’t dodge the Commissar’s plasma pistol.

Vendetta mops up the Sternguard with 4 wounds over 2 turns of shooting, and drops into hover mode to secure objective 4.

The librarian wound up in assault with the Scions and Commissar, but it was a total DERP fight, with neither side being able to connect.  It was actually comical how many times they missed each other.

FINAL SCORE: DOUBLE DIGITS : 3

Yeah this one was never really in doubt.  We played on because I was doggedly determined to try these Scions out, and in hindsight this really wasn’t the best indication of what they’re capable of.

Lessons Learned:

  1. Careful with reserving 20-30% of your army…
  2. Careful with target priority
  3. BRING SCREENING UNITS — I really missed having my Plasma Sentinels stomping around protecting Pask.  I didn’t bring them this time because Scions & Commissar but this just serves to underline their purpose.  …Don’t it always seem to go, that you don’t know what you’ve got till its gone…
  4. Put Ulmar back on the shelf.  — He didn’t manifest a single psychic power the entire game.  It was a terrible showing.

Anyhoo, I’m looking forward to a rematch, being a bit wiser than I was at the beginning of this game.  🙂

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s