So I have been working on preparing the fire raptor for base coating and there is still a ways to go but I wanted to get some pictures up of the components out there to help everyone appreciate how good this model is. It is going to take some time to get to completion but at the end of the day I am not really in a massive rush to get it done, much better to take my time and try to get it right.
These aee not all of the components but the majority of the large pieces, as you can see the large portion of the pieces are resin rather than plastic including three of the four main fusilage pieces.
I am aiming to get the cleaning done in the next couple of days and then I can get a small amount of adjustments made to the resin pieces which need it, the only real adjustment required is one of the side fusilage pieces needs bending fractionally to get a tight fit to the rest of the fusilage.
There is a good chance that I will prime the first pieces over the weekend and then I will start to base coat. At the same time I have dug out some old movement trays from my fantasy armies which I am using as nice flat surfaces to test different ideas for getting the lightning effects right, what I have been doing previously is not bad but I am sure I can do something better and I have some ideas of how to achieve that but I want to try out some of the different options on something less critical than the fire raptor.
So keep tuned there will be more pictures to come.
Monday, 23 June 2014
Saturday, 21 June 2014
Night Lords vs Dark Eldar (7th edition battle 2)
So today I got to fight a battle against the dark elder and
the result was interesting. My opponent had fielded his exact army against some
Tyranids the previous week and had not had time to change it to tune it more
against my force.
We started off venturing to the games store where we stage
our battles and found that battles on the weekend are so much easier than on a
weeknight, the standard week night features a gaming group taking up almost all
of the table space meaning we end up crammed in the corner since we are almost
the last to arrive and we have to rush the battles to get them completed in
time. Today there was no one else in the gaming room and we had all the time we
needed to go through the battle properly without rushing to the point that we
make mistakes, miss rules and so forth.
The battle we fought was the deadlock maelstrom of war
mission in which gaining victory points early on is comparatively easy but it
grows increasingly difficult.
My opponent managed to win both the roll for selecting the deployment
zones and for deploying first which he took, his warlord trait got him an additional
strategic objective on the first turn on top of the standard 6 and with going
first he was going to have an excellent chance to score a lot of points before I
could do anything to stop him.
Turn 1 saw his get a lot of easily achievable objectives
including a victory point for having three of his units in his deployment zone
and d3 for having twice as many objectives as me (I had none to begin with) and
the end result was he scored 6 points from objectives before I had a chance to
do anything. His shooting also managed to blow a arm off my contemptor mortis
dreadnought and a snap fired dark lance hit my command squad and I was forced
to pass it off to the standard bearer to mitigate the damage slightly. In my
first turn my outriders lunged forward aiming to drop the hellions he had
brought, my objectives were for the main part unobtainable since they were
general for objectives in my opponent’s deployment zone which he had troops on.
The outriders twin linked flamer hit 14 models between the two of them, wounded
13 times and immolated the hellions to get me first blood. My jet bikes
unloaded on a raider and managed to put two glances and two penetrating hits on
it and after jink’s were resolved I managed to explode it with a unsaved
penetrating hit, the explosion killed 5 of the warriors in the raider. I scored
one objective and first blood but I was left 4 Vp’s behind before I had even
got going. My biggest mistake was one of my assault squads were in to position
to charge some jetbikes who had swept forward to grab an objective but I randomly
shot them with bolt pistols, somehow got a wound past their 2+ cover save and
then failed my 6 inch charge due to the removed model – great play by me not!
So by turn 2 I was pretty out of it and my opponent
continued to get achievable objectives and I returned to form on failing saving
throws. The low light for me was a venom putting 7 wounds on my assault marines
and me failing 3 of the saves or the outriders being targeted big time and
instead of soaking firepower they failed four of their first six saves and were
obliterated. My contemptor also lost its second arm which was irritating to say
the least. My opponent scored two more victory points in his turn. My turn was
not amazing but I was able to take down a witch raider in the assault phase
having surrounded it with assault marines as well as the armless contemptor –
when it was wrecked the witches were unable to deploy within 3 inches without
coming in an inch of any of my models and thus were destroyed. My other damaged
assault marine squad leapt on to the warriors out of their raider and butchered
them all in short order. My praetor and command squad tried to charge the grotesques
with Rakath since I wanted to tie them up but they managed to fail their 8 inch
charge. I managed to score a couple of VP’s this turn to try and keep in
contention.
Turn 3 saw some splinter fire on the command squad causing
something like 8 wounds and the end result of it all was my praetor on 1 wound
and another member of the squad dead, they were then charged by the grotesques.
My praetor went in to a challenge with Rakath and his annoying clone field and
this lasted for a couple of turns where I could not get a wound past either the
clone field or the feel no pain which was really starting to get frustrating –
in one turn of this fight the grotesques would pass 4 out of 4 feel no pain
while in return I would fail 3 out of 5 3+ armour saves with the assault
marines who charged in but I am getting ahead of myself.
Drazor and his incubi charged my largely intact assault
marines and slaughtered them where they stood and my opponent managed to score
a couple more victory points.
My turn saw me unleash everything on the incubi and it started
with 9 tactical marines using fury of the legion, 36 shots resulted in 15
wounds which resulted 1 would on drazor (who had randomly already taken one
wound to overwatch fire from the assault marines) and 2 dead incubi – drazor
failed 3 armour saves but managed to pass two feel no pain to survive, the incubi
also managed to pass a couple of feel no pain. The intact contemptor unloaded
on them as well and just managed to finish off the incubi but could not do the
last wound to Drazor. My fire raptor had turned up the previous turn and only
managed in dishing out a couple of hull points and forcing 3 raiders to jink.
This turn it got is act in gear and blew away two raiders, one of them exploded
killing 5 of the warriors who had just dismounted from it. My armless
contemptor charged and crushed the venom and in an attempt to protect the
tactical squad the other contemptor charged Drazor who could not hurt it – for the
rest of the game the dreadnought who smack around the dark elder but since it
lacked a dreadnought close combat weapon it was unable to break his armour and
they stayed locked in combat. My praetor fell to Rakath as I managed to fail a
2+ armour save (the second he had been asked to make by Rakath) and I continued
to fail to get anything through in return due to the clone field and bad rolling,
it seems 5 attacks may not be enough. This is the turn that the grotesques
managed all of their feel no pain rolls which was a complete pain since I was
counting on depleting some of their numbers to allow me to carry the fight.
The rest of the battle was pretty much moot, there was no
way I could get points on the board to catch my opponent who proceeded to
achieve at least 1 objective every turn with the mobility of the jetbikes and
the fact I had nothing left to contest them.
The final position was 17 VP’s for the dark elder against 6
VP’s for the night lords. Points wise there was only about 100 difference between
the two armies so the losses were pretty similar but the dark elder simply had
a lot more units and a hell of a lot more mobility and they were able to
exploit it really effectively to score a hell of a lot of points which I could
not keep up with. It was not helped by the fact that the dark elder got
objectives to claim points in their deployment zone 4 times during the battle
and there was no way I could even get close to them.
So not a good battle for the night lords but I was very
happy with the list and I think there is a lot of potential there, I just need
to avoid making dumb mistakes like shooting the jet bikes so I could not charge
them – they went on to score 4 victory points on their own and even with my
poor dice rolling there was pretty much no way in hell they were going to be
able to survive being charged by 10 assault marines the champion of which had
the pair of lightning claws.
The fire raptor was solid and probably achieved the most out
of anything in my army but without being show stealing like it was when I had
tried it previously, after the battle while idly chatting my opponent commented
that he thinks I should have two of them – this from one of the guys who felt
it was a bit too much last time so I think more experience of what it can and
cannot do was really important for putting it in to context.
Thursday, 19 June 2014
Upcoming
So on Saturday I have another battle scheduled using the 7th
edition rules in which my revised night lord list is going to be taking on the
dark elder. I saw them in another battle about a week ago and we discovered
some massive issues with the new rules set for the dark elder – mainly the no
escape rule which means template weapons not only hammer the vehicle but also
inflict d6 hits at their normal profile on the passengers, the two Tyranid
crones managed to butcher half the dark elder infantry before they disembarked
their transports.
My army will not be anywhere near as much of an issue for
the dark elder simply because I have limited range before night shields are
factored in and I only have two templates in the entire force.
What I will be fielding in the battle is as follows…
Praetor – jetbike, boarding shield, melta bombs, paragon
blade, trophies of judgement, digital lasers
Command squad (3) – all on jetbikes and all with combat
shields
Contemptor-mortis dreadnought – two kheres pattern assault
cannons
Contemptor-mortis dreadnought – two kheres pattern assault
cannons
Assault marine squad (10) – 1 x power sword, 1 x power axe –
sergeant – combat shield, artificer armour, thunderhammer
Assault marine squad (10) – 1 x power sword, 1 x power axe –
sergeant – combat shield, artificer armour, pair of lightning claws, melta
bombs
Legion tactical squad (10) – additional chainswords - sergeant
– artificer armour, melta bombs, chainglaive
Rhino as transport for the tactical squad
Outrider squad (4) – I x power axe, 2 x twin linked flamer
Fire raptor – reaper autocannon battery
This is my revised force for 7th edition, as
stated previously the massive nerf to the impact of night fighting removed one
of the main justifications for playing the night lord rite of war and with
terror squads being massively up priced to cover the fact that they cause fear
which is massive in 30k and irrelevant in 40k I simply was not getting enough
out of the force. Plus with tactical objectives I felt I needed to move to
something more tactically flexible and mobile than the terror squads, especially
since they cannot easily redeploy once they are on the battlefield.
This is a bound list meaning I get to reroll for warlord
trait which combo’s very nicely with the master of the legion rule allowing me
to roll twice and pick which one I want so I should almost be able to guarantee
getting a trait which is useful for the mission that we play.
On top of that the assault squads and the tactical squad
being my troops are able to grab and hold objectives without having to worry
about opposing jet bikes and the like jumping on to them which should help me
score some victory points.
The fire raptor is in since I am going to be using it a lot,
I have the actual model on my desk at the moment in all of its many pieces
having been delivered earlier in the week. I will be continuing to clean it
over the coming days and do some adjustments to some of the resin pieces to try
and ensure a really good dry fit before I start to work on painting and
assembly. While doing that I still need to complete the second contemptor and
doing some practicing on my lightning painting, I have a ton of ideas on how to
make that work a lot better I just need to get my arse in gear and actually try
them out and see what works and what does not.
If anyone is considering getting the fire raptor I can
really recommend it, the model is amazing and I was really surprised by how
much of it is resin. I knew it is based on the storm raven kit but it only uses
about 26 components from that kit and only one of them is from the fuselage,
the vast majority of the body of the fire raptor is resin. The connection
between the resin and plastic is logical and makes great use of the storm raven
kit as well as leaving tons of material for use in conversions later on and as
always the sculpting on the resin is top notch. It does need a hell of a lot of
cleaning due to the volume of resin but hey you kind of know that when you
order it anyway.
The assembly for the side batteries is very clever and I think
will work really well, I have dry fitted everything together and there are a
couple of pieces needing adjustment and a couple needing a small amount of
green stuff but for the main part it looks like it is going to come together
really easily. I have of course ordered and received the KR multicase tray for
the storm eagle (they do not do a fire raptor yet) since there is no way I am
going to spend a lot of time and money on this model and then ruin it but
transporting it in a box lid with a bit of bubble wrap.
Pictures of the components and the evolution of the fire
raptor towards its completed state will be uploaded probably on Sunday for the
initial post and ongoing until it is completed.
Thursday, 12 June 2014
7th Edition – first battle
No camera since I was focused on learning the rule changes.
Recently I got together with the guys and we tried out the
new 7th edition rules – well something like them, we were really
just trying to get to grips with it all and I know we made mistakes – and in
this battle we decided to ignore the normal ally rules and both of us went
unbound just to see what happened.
My army was as much as possible models I could field from
the night lords list without too much proxying. A librarian turned up
accompanied by the terminators in to order to allow me to test psychic powers,
the jet bikes turned up as a standard fast attack unit with a mulit-melta for
some tank busting.
I took one contemptor since I still have to not gotten my
arse in gear and sorted out the second one. I also brought 10 tactical marines
in a rhino since I thought mobility would be useful (we decided we would try
one of the new maelstrom of war missions) and I also had a unit of 20 tactical
marines on foot since I was running out of options. I did proxy in a fire
raptor using a vendetta model, I am aiming to add a fire raptor to the army
soon and wanted to see how it handled.
I also persuaded Knight commander Pask in a leman russ punisher
and another punisher to accompany the force since I had run out of night lords
and wanted some more firepower.
My opponent brought dark elder and demons – this could have
been savage but he did tone things down with only one flying monster (a lord of
change) and no venoms – we both had kind of soft lists.
The battle itself was strange, as I say we made lots of
mistakes but I absolutely demolished huge swathes of his army despite the
demons trying to exploit the maelific powers to get lots of summoning of pink
horrors in trying to cascade the nastiness. A prime example of the brutality
was when on turn 2 the squadron of punishers finished obliterating a unit of 19
pink horrors and herald, they did not even get round to firing the heavy
bolters, the punisher gatling cannons (especially with Pasks BS 4) did more
than enough damage.
The fire raptor stayed out of the battle until turn 4 but
when it arrived the effectiveness of its fire power was so savage at least one
of my gaming group has declared it ‘broken’. It did exploit power of the
machine spirit and the reaper batteries independent targeting to allow it to
butcher 4 dark elder vehicles on the turn it arrived but I suspect that
opinions of its fire power were slightly overstated by the fact that I could
not help rolling 6’s on the vehicle damage tables when I got pen’s resulting in
half the dark elder being immolated in their exploding vehicles.
At the end of the battle we ran out of time closing turn 5, I
was behind on victory points due to not getting anything I could score in the
first turn and my opponent getting one objective awarding multiple VP’s but my
opponent only had 1 bloodletter and 18 pink horrors plus 3 witches, most of
that was locked in combat with the last surviving jet biker but aside from that
I had lost one leman russ and the contemptor, everything else was more or less
intact and I felt I was either positioned to table my opponent or to be able to
sweep out and grab multiple objectives in the following turn (I already had
first blood and slay the warlord and was going to get linebreaker).
As I say I know we got things wrong due to
misinterpretations of the rules but overall it was a good game and very
interesting, I think I had a slight edge in the dice rolling but nothing
unbalancing. I think we should have arranged it for a day when we would have
had more time and not had to rush towards the end in a desperate attempt to get
the game close to completion.
The maelstrom of war missions really do change things up
enforcing a need for a mobile force, I do not like the fact that it is almost
impossible to plan ahead since you often do not know what your objectives are
until the start of your turn. It accurately represents the flux of combat but
it removes some of the tactical planning of the game, you cannot do a refused
flank for example in case the strategic objectives you draw all end up on the
flank you refused.
It does reduce the effectiveness of gun line armies, I do
not think an exclusively gun line army is viable in the maelstrom missions
unless you somehow think you can table your opponent but I think have a
balanced army with static elements emplaced while other mobile elements are
trying to grab objectives does work. I am certain that I will always be playing
bound armies just for the secured objective rule on the infantry.
7th edition has had an additional effect in that
it has killed my intention to use the terror assault rite of war, night
fighting is something of a joke now in my opinion simply giving stealth across
the board and with the requirement for mobility in maelstrom missions I felt
the terror squads were simply too expensive and the rite had lost most of its
effectiveness.
This has caused me to change up my planned army
list massively, I will still be having the praetor on jetbike with command
squad, I will still have the two contemptor mortis dreadnoughts and I will be
having a fire raptor and the main reason for that is that I own all of the
models or I have them on route having placed the order. Aside from them though
the terror squads are gone and in their place I am going to be running a couple
of 10 man assault squads pretty tooled up since they count as bulky meaning
they can really take advantage of the night lord special rules and they have
the mobility to objective grab. A 10 man tactical squad in rhino is also
planned – making the most of troops for objective secured seems sensible and I love
fury of the legion on these guys. Finally I am now planning for a 4 bike unit
of outriders a couple of which will have twin linked flamers, I like the idea
of these guys since they have scout they can get a head start towards isolated
objectives and from what we have seen recently flamers are hilarious against
open topped vehicles like the dark eldar’s due to the no escape rule and the
flamers also give them the wall of death rule to make people less willing to
charge them – at least that’s the theory.
Saturday, 24 May 2014
Rhino
While a rhino is not currently part of my main army plan I recently picked one up, this was mainly done as I had come across some ideas for improving the techniques for painting lighning and I wanted to test them a bit prior to the inevitable purchase of a fire raptor. Here are the results - the model does need more work but I feel the core essence of what I am trying to achieve is visible.
I think the effect still needs some work but it is a lot closer to what I want to achieve and it is definitely far better to test these techniques on a rhino over something as focal as a fire raptor which is now coming in to my army plan.
Recent battles have left me feeling the night raptors are simply not working out as well as anticipated and the deathstorm never really lived up to its potential but the fire raptor brings a lot of firepower which can target multiple enemies every turn and it comes with the high mobility that comes from a flyer.
Saturday, 10 May 2014
Battle report 3 – Night Lords vs Grey Knights with Inquisition Allies
My friends in my gaming circle have recent been doing
tournament play so with their competitive play out of the way I was able to
convince one of them to give me a game against my Night Lords. There was some
discussion about what I would be facing, Chris who was going to fight me has
recently completed the painting of a helldrake and was extremely tempted to
bring that but in the end he opted for his Grey Knights since he has not been
able to make use of them recently. It also was as he said thus a battle of
overcosted marines against overcosted marines.
My Force was as per the latest planned list, Chris brought
roughly the following
Draigo, Coatez, Inquisitor, 10 paladins with 4 psycannons –
total death star
10 tactical marines (no idea of the name) with 2 psycannons
1 psyfleman dreadnought
1 dreadknight with the flamer and shunt
5 cheap as chips plebs from the inquisitor list
8 death cult assassins plus a couple of storm shield guys in
a chimera
We rolled a kill points mission which meant it was going to
be a low scoring battle and we rolled the deployment across the shorter table
edges. I won the roll for table edge and opted for the side with the majority
of the heavier terrain in the understanding that the vast majority of the fight would
be fought in Chris’ side of the battlefield. Chris won the roll for first turn
and actually opted to go second, in part I feel this was influenced by the fact
his subway meal had just turned up and he wanted to focus on eating rather than
deploying models.
For warlord traits I rolled void walker giving my
outflanking terror squad the deep strike option which I decided to take
figuring that being able to drop in would give them more chance of being able
to make good use of their volkite chargers.
Chris rolled to seize the initiative, failed and then rolled
again due to Coatez but still failed so off we went.
Turn 1 – the deathstorm drop pod comes in deep behind Chris’
lines in the hopes of drawing some of the grey knights backwards and splitting
their fire against my main force. The first terror squad dropped in close to
the chimera, it scattered to almost point blank against the chimera which was
not exactly what I wanted – I would have preferred to keep some more space to
give a chance of not being charge by the assassins once their transport was
wrecked.
My shooting opened up with the deathstorm penetrating the
psyfleman once but only shaking it, its other shots were sent at the dreadknight
in what I now consider to be a mistake. If I had gone for the chimera I could
have popped it and allowed the terror squad to maul the death cult assassins
but I knew it would have a 4+ cover save and I knew I had to drop the
dreadknight but the missiles are not really going to achieve much against a
dreadknight. The dreadknight was hit twice, wounded twice and passed its saves
proving its shots were wasted. The terror squad poured fire in to the chimera’s
flank armour, the results were 4 penetrating hits and 3 glancing hits but sadly
the best result I could get on the damage chart was wrecking the tank, I had
really hoped for an explosion but alas it was not to be. The drop pod did pick
off one of the storm shield guys with the assassins now they were out of their
transport.
The left hand dreadnought unloaded on the power armoured
grey knights and through a mass of shots managed to drop 3 of them including
one of the psycannons. The jet bikes then added their fire and dropped another
warrior but they passed their panic check against the fire unleashed on them.
The grey knights reacted aggressively, the terminator death
star backed off to ensure it stayed out of range of the dreadnoughts for the
time being, psychic powers caused a wound on the inquisitor due to perils of
the warp but the death star gained prescience and ensured they were going to
causing some savage damage. The psyfleman moved towards my right flank and
aimed to start trying to take down the drop pod which had delivered the terror
squad. The death cult assassins moved in to a position to allow them charge
without having to worry about terrain.
Shooting saw the deathstorm carved apart by the death star,
the psyfleman took two hull points off the drop pod and the dreadknight
incinerated 3 of the terror squad. Shooting from the power armoured grey
knights was against the jet bikes and in a truly shocking moment I managed to
pass three artificer armour saves and avoid any damage to the command squad.
In the assault phase the dreadknight charged the terror
squad and I opted to hold off overwatch firing on it in the hopes it failed
allowing me to overwatch the assassins but it made the charge with ease. The
death cult assassins followed it in successfully but promptly balked at the
sight of the terror markings on the night lords as they failed their fear
check. The headsman of the terror squad issued a challenge in the hope of
minimising the damage to unit. The result of combat phase was only 3 terror
squad members surviving the brutal melee, they broke and were run down by the
assassins.
Turn 2 – Well that had not been as good as I could have
hoped, I had two victory points due to the death of the chimera and achieving
first blood, Chris had gained two from the terror squad and the deathstorm and
was certain to gain a third from the drop pod.
My reserve rolls indicated that neither of the remaining terror
squads has any desire to arrive at the battle at this time.
I advanced the dreadnoughts in to position to bring all of
their firepower on the power armoured grey knights picking them out as a viable
kill point.
Shooting saw nothing happen except the whole squad of
marines getting slaughtered by the overwhelming firepower getting me my third
victory point of the battle. I think the most notable part of them is when the
jet bikes opened up scored 8 hits and wounded with all of them to ensure that
the only marine to have survived the dreadnought fire finally went down.
Chris retaliated by having his 5 man unit of plebs come in
from reserve and star walking slowly up the battlefield. The dreadknight
advanced aggressively with the intention of charging next turn in to my right
hand dreadnought, it ran to close the distance. The death star returned towards
my main army and backed up their potential with more psychic powers.
The left hand dreadnought was hammered by the death star and
suffered two hull points in damage and was left unable to move in the next turn
and only able to snap fire, the psyfleman managed to finish off the drop pod in
a massive explosion which killed a couple of the death cult assassins which for
a brief moment broke their morale.
So at the end of turn two it was 3 victory points each.
Turn 3 – still the terror squads had no desire to arrive at
the battlefield and remained in reserve which to be honest I was happy with
since it meant there would be less time to massacre them.
I moved under the advice of my friends to try and end the dreadknight
this turn, the night raptors jumped in to position to assault it, the jet bikes
advanced slightly to ensure that they had line of fire to the dreadknight.
Shooting saw the dreadnought inflict 4 rending hits on the
dreadknight but it passed a two of its invulnerable saves, the jetbikes then
opened up and inflicted 3 wounds one of which was able to get past the armour.
The meltagun of the night raptors hit and wounded by was saved by the
invulnerable save of the dreadknight.
The assault saw the night raptors go in with the hopes of
dropping it through sheer weight of attacks. Sadly the wall of death overwatch
fire caused three wounds and I managed to fail all of the saves – my power
armour does seem to be defective for the main part. The night raptors then
managed to only roll a 1 for their onslaught – so much for the weight of
attacks option. The dreadknight issued a challenge which the huntmaster refused
to ensure I would get what attacks I could but it was not to be, especially
since the night raptors failed their fear check and were reduced to weapon
skill one. Two of the raptors were crushed by the dreadknight but I did manage
to roll well enough to keep the unit in the fight for the time being preventing
the charge for the time being.
Very little happened in Chris turn except the left hand
dreadnought was butchered by the sheer weight of fire from the death star
giving him another kill point putting me in a bad position, I was running out
of things in his force which I could viably kill. In close combat my night
raptors managed to ignore the fear the dreadknight caused and the huntmaster
stepped forward to try and slay the thing but to no avail, he was smashed in to
the ground with ease by the monster. The remaining night raptor tried to flee
and managed to roll a 5 to get away but the dreadknight matched it and crushed
the poor warrior losing me another kill point.
Victory points now stood at 3 for me and 5 for Chris.
Turn 4 - my terror squad with drop pod came in as desired on
my right flank behind the grey knight lines with the aim to butcher the
inquisitor plebs for a quick kill point. The deep striking terror squad then
managed to scatter eight inches straight towards the death star where it turned
out Caotez had been waiting for them and used his better than interceptor rule
to allow a round of shooting which saw 9 of the 10 marines slaughtered even as
they appeared on the battlefield. Highlight of this was me returning to normal
form on artificer saves and failing the first one I had to make. The last
warrior passed his save to avoid immediately giving away the kill point.
The jet bikes moved to set up to try and finish off the
dreadknight.
Shooting saw the inquisitor plebs get carved apart by the
terror squad, 18 wounds caused was more than sufficient to kill all 5 of the
enemy fighters. The jet bikes unloaded on the dreadknight and through weight of
firepower managed to drop it finally. The remaining dreadnought now had a
choice of firing on the psyfleman or the death cult assassins, the psyfleman
was under the effects of forewarning giving it a 4+ invul but I wanted it dead
since it was the main threat remaining to my dreadnought. I dithered a lot getting
all kinds of advice before finally opting for the psyfleman, I got 3
penetrating hits only for Chris to save them all – bugger.
Chris moved the death cult assassins to assault the lone
terror squad survivor while the death star went after the whole unit of terror
squad, the psyfleman moved to target the drop pod using the burning chimera to
protect its rear armour.
Shooting saw the death star butcher all of the terror squad as
once again I failed the first artificer armour save I needed to make with that
unit. The psyfleman’s heavy firepower smashed the drop pod easily. The death
cult assassins charged in to the poor terror squad warrior and slaughter him
without loss.
At the end of turn 4 victory points saw me on 5 while Chris
was on 8.
Turn 5 – with only two units left I did not have a lot of
choices but at this stage I felt I could finish off the psyfleman and the death
cult assassins to get to 7 victory points and if I got another turn the jet
bikes could get in to Chris deployment zone I would also be able to get
linebreaker to potentially get the tie. The dreadnought opened up on the
psyfleman and finally managed to take it out, the explosion saw the remaining
storm shield in the death cult assassins killed.
The jet bikes then managed to butcher the remaining death
cult assassins and give me an outside chance of getting something from the
battle.
Chris moved the death star towards the dreadnought and
unloaded with everything they had; the end result was a hull point off the
dreadnought and it only able to snap fire in the following turn.
So at the end of turn 5 the victory points were standing at
7 for me and 8 for Chris. The roll to end the game came up as a 3 which meant I
got the extra turn I needed to try and sneak a draw.
Turn 6 – I did very little except turbo-boost the jet bikes
deep in to the enemy lines behind cover to make the chances of a terminator
charge as minimal as possible. The dreadnought shooting would not achieve much
so I moved it backward and ran it in the hopes of getting behind some cover sadly
the movement was not a lot and I was unable to get it in to a more protected
position.
Chris unloaded everything he had against the dreadnought; he
figured it was a slightly easier target than the jet bikes with 3+ cover saves
especially since the bikes were fearless. The shooting saw one rending hit strike
the dreadnought but I managed to make the axiomatic shield save against the hit
and the dreadnought survived giving me a chance to get the draw. And with that
the game ended on a draw – 8 victory points each.
MVP for me was definitely the jet bikes, they did not take
much fire, generally they were seen to be a poor option to shoot at compared to
everything else in my force, the shooting was consistently good and they were
actually responsible for removing the models to get 3 of my victory points as
well as having the mobility to get the linebreaker victory point and get me the
draw.
I think if I had used the deathstorm slightly better in the
first turn and broken the chimera with its missiles instead of going for the
dreadknight I may have been able to use the terror squad on the death cult
assassins and thus give me a chance of not losing that unit as easily as I did.
Also knowing that Coatez was in the enemy force I probably
should not have opted to deep strike the terror squad without a drop pod, if I had
kept it outflanking I may well have been able to achieve a lot more with it – I
admit the scatter straight in to the 12” bubble around Coatez was unlucky but
even with a chance of it I possibly should have tried for something more
cautious as I could not really afford to throw away kill points.
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