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That Which Has No Time
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1,451 Posts
Discussion Starter · #1 · (Edited)
Comments welcome. Enjoy!


Foreword

It has been long since I have posted my last detailed battle report here on LO, though I have continually reported on my campaign battles in less detail on my blog.
This time I convinced myself to write up another full report, though unfortunately I can not spare the time to make it a narrative battle report as I usually tend to do. My apologies to those who would have liked that. Instead I will try to comment the course of events a little with my own thoughts, maybe giving some insight into my gameplay.


Army Lists

Space Marine detachment: Lieutenant Suldokan and Gunboat Strike Force "Heirs of the Storm"
HQ1 - captain, bike, relic blade, storm shield, artificer armor
Troops1 - 4 bikes, power fist, 2 melta guns, attack bike with multi-melta
Troops2 - 4 bikes, power fist, 2 melta guns, attack bike with multi-melta
Troops3 - 4 bikes, 2 plasma guns, attack bike
Troops4 - 4 bikes, attack bike
Fast Attack1 - 2 typhoon landspeeders
Fast Attack2 - 2 typhoon landspeeders
Fast Attack3 - 2 typhoon landspeeders
TOTAL 1495

Chaos Marines detachment: General Lucanos and his "Black Wolves" task force
HQ1 - lord, mark of Khorne, bike, daemon weapon, personal icon, melta bombs
Troops1 - 10 berzerkers, champion with power weapon and personal icon, rhino
Troops2 - 7 thousand sons plus 1 aspiring sorcerer with personal icon
Troops3 - 5 plague marines
TroopsX - 10 lesser daemons
Fast Attack1 - 3 bikers, champion with power weapon
Heavy Support1 - predator with heavy bolter sponsons
Heavy Support2 - 2 obliterators
Heavy Support3 - 8 havocs, missile launcher, lascannon, autocannon
TOTAL 1515


Background

A subcampaign of our Battle for Duglum XIII between my Nebula Raiders Space Marines and the Thadeus' Black Hearts Chaos Space Marines deals with the fight for the control over the Glamour of Duglum, a reaver-class titan.
Still sealed within its hangar the traitors' dark mechanicus have yet been unable to breach it without destroying it entirely, thanks to the Nebula Raiders' continous efforts at thwarting every enemy attempt. Yet orbital defenses hamper the Nebula Raiders' ability to launch a direct assault on the hangar in order to claim it for themselves, leaving them no option but to slowly make their way to it on the ground.
The Nebula Raiders had soon successfully established a beachhead from where to start their attack runs. Recently they have even been able to evacuate the titan's pilot crew and escort them safely to the chapter's flying fortress monastery Mother Eris. This battle is about the Nebula Raiders attempting to breach the security perimeter the Black Hearts have set up around the titan's hangar in order to position units behind the enemy lines to run an attack on the actual hangar.


The Battle


The Battlefield

The battle-field was governed by two ruins and some woods, with the odd rock formation, barricade, or crater providing additional cover. The amateurish picture below may help to visualize the map and the events throughout the various game turns.



The Mission

The game started with me rolling for mission the first time ever (I always gave my opponents the honor, but this time my opponent insisted that I roll). The dice came up with a six: annihilation! I cursed, as my army excels at objective-based missions but is rather fragile in annihilation.
I had to roll for deployment too and got a three: spearhead. Not too bad for me, because reserves work really well in spearhead-deployed missions as most opponents deploy quite a bit further towards the middle-line than would be possible with pitched deployment, resulting in shorter distances to the table edge where the reserves come on, them therefore starting closer to the enemy.


Deployment

I won the roll to determine who picks sides and goes first: relief. I take second turn, planning to reserve everything to deny the opponent two turns of damaging my fragile army.
My opponent chooses the northern board edge in the picture as his own and deploys in ruin R2 in the northeast corner. The havocs assume a firing position on the upper levels in the southwest corner of R2, the oblits and thousand sons deploy there on ground level, the predator fills the gap in the southern wall of R2, the berzerkers wait in their rhino alongside the eastern wall of R2, the bikes with attached lord deploy north of R2, daemons start in reserves and will deep-strike, and the plague marines -expecting me to approach from the diagonally opposed table corner- deploy in crater C.
Then I -surprise!- announce that I reserve my entire force.


Battle Plans

My opponent castles up, expecting to have superiority at range. He thinks that I will only be able to do any damage when I close in, holding his units at ready to spring at me as soon as I do.

But I have nothing like that in mind. I plan to snipe some easy kill points (starting with the rhino) and tactically withdraw my entire force once I have a good head start in kill points, forcing him to either waste the entire close combat potential of his army or to come chasing after me, exposing some more easy kill points.

I do not try to steal the initiative. The game begins...


Turn 1

Chaos
My opponent decides to remain stationary and just let the turn pass. I am somewhat surprise and look forward to another easy kill point (the rather exposed plague marines).

Score CSM:NR 0 : 0 - DRAW

Nebula Raiders
-

Score CSM:NR 0 : 0 - DRAW


Turn 2

Chaos
The daemons fail their reserves roll. The enemy still doesn't move.

Score CSM:NR 0 : 0 - DRAW

Nebula Raiders
I realize that I forgot to say which squad my captain is attached to so I have to roll for him seperately. I need my melta squads (to kill the plague marines before they realize what I am up to) and as many typhoon squads on the table as possible. None of the melta or speeder squads make their reserves rolls, instead my captain, the plasma squad and the generic bike squad arrive.
I turboboost the generic bike squad along the far western edge of the board to attract fire and lure enemy units out of cover, and hide my plasma squad with the captain south of ruin R1 out of sight, waiting for reinforcements to go into the offensive.

Score CSM:NR 0 : 0 - DRAW


Turn 3

Chaos
The daemons arrive from reserves. They deep-strike into the ruin R2 within 6" of the rhino with the berzerkers' personal icon. I forget to enforce dangerous terrain tests for deep-striking into difficult terrain.
The enemy targets my turboboosted bike squad as foretold. I lose three bikers, but the predator left the protective walls of R2 and still faced southwest, exposing its side armor to attacks from the south, only being about 30% obscured - no cover save!
The rest of his army still stays put, awaiting an attack that will never come.

Score CSM:NR 0 : 0 - DRAW

Nebula Raiders
One melta bike squad and two typhoon squads arrive from reserves, the third landspeeder squad and the second melta bike squadron waiting another turn. Red Archer's typical reserves rolls...
The speeders take cover south of rock formations RF2 and RF3, the melta bikes advance to north of RF1. My plasma bike squad and captain charge forward into cover southwest of rock pillar RP. One typhoon squad annihilates the predator killing a havoc marine in the explosion, the other typhoon squad destroys the rhino, forcing the berzerkers to disembark. The melta and plasma bike squads take their shots at the plague marines, killing only a single one.
The heavily-wounded generic bike squad turboboosts into safety in the very southwestern corner of the table.

Score CSM:NR 0 : 2 - NR VICTORY


Turn 4

Chaos
The thousand sons squad starts heading for the gap where the predator used to be. The berzerkers pile in north of the rhino-wreck to keep the cover save, with half the squad lining up east of the rhino to provide cover for the bikes that position themselves just north of them.
The bikes try to shoot their bolters but are out of range, but I lose one biker to the plague marines' bolters. The havocs and obliterators target one of my landspeeder squadrons each, managing to explode two, destroy one, and shake the fourth, despite my cover saves. That hurts.

Score CSM:NR 1 : 2 - NR VICTORY

Nebula Raiders
My last typhoon squad comes in from reserves, the second melta bike squad chooses to stay out another turn. The score being almost tied I chose not to disengage but instead try to get more kill points in.
I use my two fresh typhoons to put some wounds on the havoc squad from behind RF1, taking out the lascannon. My plasma squad shoots at the obliterator but fails to do any damage at all. My melta squad advances just a little more to get within melta gun range and kills another two plague marines. The generic biker squad hides out of sight south of R1, their heavy bolter shooting at the oblits but not causing any unsaved wounds either.

Score CSM:NR 1 : 2 - NR VICTORY


Turn 5

Chaos
The thousand sons move through the gap in the southern wall of R2 closing in with my plasma bike squad, shooting one biker dead. The berzerkers run forward, bikes coming up behind them shooting their bolters at my bikers without effect.
The havocs blow a the typhoon launcher off the formerly stunned speeder, the oblits fail to damage it due to cover. Daemons still stay in cover doing nothing but denying me that easy kill point.

Score CSM:NR 1 : 2 - NR VICTORY

Nebula Raiders
My second melta squad finally comes onto the board. I pull my first melta bike squad back to south of RF2 where the one damaged speeder rests out of threat range of the Chaos bikers and the thousand sons, the new melta squad taking cover behind RF3 where the destroyed speeder squad rests. Together, the two squads finally kill off the plague marines.
My typhoons and plasma squad kill one obliterator, aided by the heavy bolter on the attack bike of the generic biker squad.

Score CSM:NR 1 : 3 - NR VICTORY

We let the dice roll and get a four - game goes on to turn 6!


Turn 6

Chaos
The thousand sons continue to close in, the sorcerer managing to get within 18" of my plasma squad in cover to use his doombolt. I take a lot of AP3 shots, putting a wound on the attack bike and on my captain each. The havocs and oblit fail to harm my speeders, the berzerkers and Chaos bikers continue to move forward, shooting four bolter shots to no effect.

Score CSM:NR 1 : 3 - NR VICTORY

Nebula Raiders
I can't get my landspeeders out of line of sight in one move, meaning there is still a non-negligible possibility for a draw if I disengage. Therefore I choose to get one more kill point and shoot everything I have into the remaining obliterator, finally taking it out.

Score CSM:NR 1 : 4 - NR VICTORY

Again we let the dice roll: two. Game ends.


Outcome

Nebula Raiders win four kill points to one on turn six! Hooray for humanity.

The Chaos player failed epically despite me rolling pretty badly because he left almost half his army unused and did a poor job setting up (it was okay if I would have set up in my table quarter, but after I made it clear that I reserve everything he should have made some drastic changes) and moving about the battle-field. Changing your units' positions is very key, especially in fifth edition, so if you have a stationary playstyle: abondon it immediately and start moving!
 

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Drill Sergeant
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10,215 Posts
Congrats on the Win! Your bike list is truely truely horrible but not quite as horrible as the colour you chose for the Wood (it burns!). I think your Chaos opponent could do with a few tips on tweaking his chaos force.

EDIT: 1500th post!!!
 

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That Which Has No Time
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1,451 Posts
Discussion Starter · #3 ·
but not quite as horrible as the colour you chose for the Wood (it burns!)
Yeah, that's what my exhibitionist bikers wear underneath their *********** armor. If they run the risk of losing they expose it and all opposition must immediately flee. :)

I think your Chaos opponent could do with a few tips on tweaking his chaos force.
Definitely! Talked that over with him, but I fear he is somewhat... resistant to advice. At least if it comes from me. He really respects me as an opponent, but I don't know... he probably thinks my advice is some kind of trap or something. Or he refuses to use ideas carried to him by others and wants to have something he thought of himself. I really don't know.

EDIT: 1500th post!!!
Alright! Congrats, mate. ;)
 

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Formerly Prince of Excess
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3,560 Posts
Always a fantastic read Archer. Who would you say is the next best player in your group? All your battle reports seem quite one sided.
 

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That Which Has No Time
Joined
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1,451 Posts
Discussion Starter · #6 ·
another good battle report by red archer =D

i'm always checking this forum out to find your posts!
Well thanks a lot, Gintoki! :) That's very kind!

Always a fantastic read Archer. Who would you say is the next best player in your group? All your battle reports seem quite one sided.
Thanks, Prince.

As for our battles being one-sided: yes. :(
The campaign's W-D-L-records so far are: Nebula Raiders 12-1-0, Chaos 1-1-3, Xenos1 1-0-7, Xenos2 2-0-5. This is definitely a problem. This is reflected in the campaign map too. I started out with the least territory and yet mine is biggest now. I doubled my territory (almost), while the only others who can claim a small gain are Xenos1.

As for who is the second best player: actually, the Necron player. Since we finally bought him a larger variety of models he has been able to optimize his list (against my marines he usually fields 10+10+13 warriors, lord with veil and res orb, 4+4 destroyers, 3 wraiths, destroyer lord with warscythe and phase shifter and chronometron). And he actually plays pretty well, but Necrons just desperately need an update.
As the Ork player is getting more familiarized with the 40k rules (he only played fantasy before) he is becoming really good too. A good strategic mind, just a little inexperienced yet. And I am looking forward to Tyranids, who have actually finally promised to fight a battle in the campaign before January...

The Chaos player, I would say, is in fact the worst player in my group, though I hate to say that. But his armies are always piecemeal. He plays longest of us all and all his models are old too. But he just uses what he has (for example the wild mix in the havoc squad in this battle: he just happens to have a lascannon, an autocannon, and a missile launcher, so he used those - though none of us had a problem would he proxy them as all missile launchers or all autocannons, etc...). We bought him a daemon prince and a defiler recently, but he hasn't put them together yet. We'll see...
 
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