Dark Angels vs. Tyrant's Legion and Chaos
Point size: 1600 Dark Angels; 800/800 Tyrant's Legion and Chaos team
Gametype: Relic
Deployment: Hammer and Anvil, Dark Angels deploy first
Lists:
Dark Angels
HQ:
Librarian-65 points
Command Squad-170 points (Flamer, Sacred Standard of Devastation)
Troops:
Combat Squad-90 points (Lascannon)
Combat Squad-90 points (Lascannon)
Combat Squad-85 points (Missile Launcher)
Combat Squad-85 points (Missile Launcher)
Combat Squad-85 points (Plasma Cannon)
Combat Squad-80 points (Heavy Bolter)
Heavy Support:
Land Raider Crusader-250 Points
Eldar Allies Detachment:
HQ:
Farseer-100 points
Troops:
Guardian Defenders-110 points (Brightlance)
Guardian Defenders-110 points (Brightlance)
Heavy Support:
Wraithknight-280 points (Suncannon and Scattershield)
Tyrant's Legion
I didn't have access to their lists, but he had 3 combat squads with missile launchers, a tactical squad with flamers, a Leman Russ Battletank, and conscripts.
Chaos
I didn't have access to their lists, but he had a blob of cultists, a hellbrood, and a rhino filled with Thousand Suns, a sorcerer, and Ahriman.
Point size: 1600 Dark Angels; 800/800 Tyrant's Legion and Chaos team
Gametype: Relic
Deployment: Hammer and Anvil, Dark Angels deploy first
Lists:
Dark Angels
HQ:
Librarian-65 points
Command Squad-170 points (Flamer, Sacred Standard of Devastation)
Troops:
Combat Squad-90 points (Lascannon)
Combat Squad-90 points (Lascannon)
Combat Squad-85 points (Missile Launcher)
Combat Squad-85 points (Missile Launcher)
Combat Squad-85 points (Plasma Cannon)
Combat Squad-80 points (Heavy Bolter)
Heavy Support:
Land Raider Crusader-250 Points
Eldar Allies Detachment:
HQ:
Farseer-100 points
Troops:
Guardian Defenders-110 points (Brightlance)
Guardian Defenders-110 points (Brightlance)
Heavy Support:
Wraithknight-280 points (Suncannon and Scattershield)
Tyrant's Legion
I didn't have access to their lists, but he had 3 combat squads with missile launchers, a tactical squad with flamers, a Leman Russ Battletank, and conscripts.
Chaos
I didn't have access to their lists, but he had a blob of cultists, a hellbrood, and a rhino filled with Thousand Suns, a sorcerer, and Ahriman.
Deployment was Hammer and Anvil, Dark Angels deploy first. The 3 pictures above are just different vantage points of the deployment. The right-most squad near the rhino is the cultist blob despite a few proxied guardsmen.
End of Dark Angels Turn 1. There was no seize of the initiative, and no night fight. The Land Raider Crusader pivoted back to shoot the Hellbrood that had infiltrated behind the gunline and managed to deal 1 hull point with the Assault Cannon. The Wraithknight wiped out the Tactical Squad on the far side of the ruins with 3 direct hits from the Suncannon.
End of Tyrant's Guard/Chaos turn 1. The Hellbrood moved toward the Land Raider but was unable to get within double melta range. The cultists and conscripts moved up. Enfeeble was cast on the guardians from the squad inside of the rhino, and the Battlecannon from the Leman Russ killed 2 marines. The Hellbrood failed to damage the Land Raider, and we discovered that the river was Iceblood on the mysterious river table, causing 1 cultist to die from dangerous terrain. They shot and killed 9 guardians from the far squad, and dealt 2 hull points worth of damage from glances on the Land Raider.
End of Dark Angels Turn 2. Bolter fire killed quite a few cultists, the plasma cannon killed himself on Gets Hot!, and all of the heavy weapons tried but failed to damage the Leman Russ due to either misses or successful cover saves from shooting through the forest. The Wraithknight had repositioned and wiped the Hellbrood in an assault.
End of Tyrant's Legion/Chaos Turn 2. The conscripts and cultists continued to move up. The squad in the rhino shot at the Land Raider with psychic shooting attacks but were denied by the Librarian's Deny the Witch. Another potential hull point loss on the Land Raider from one their rocket launchers was avoided with a successful cover save. The last guardian went down in a blaze of glory from the Conscript's barrage of fire.
End of Dark Angels Turn 3. The Wraithknight moved over the river with it's 12" Jump Monstrous Creature movement, avoiding the dangerous terrain test. The heavy weapons from the combat squads inflicted enough damage to wreck the Rhino, forcing the Thousand Suns squad to disembark. The Wraithknight then killed several Thousand Suns models with his Suncannon, but the squad's 4+ invulnerable save helped keep the squad functional. The combat squad near the center was wiped out with bolter fire from one of the Land Raider's Hurricane Bolters and a combat squad.
End of Tyrant's Legion/Chaos Turn 3. The cultists and conscripts continued to move up, and the Thousand Suns moved around the side of the Rhino. Good shooting by the Chaos Psykers wiped out a combat squad, while the Conscripts killed the Combat Squad on the far side of the Land Raider. The Cultists charged the squad of Guardians but were killed in the Overwatch due to the Guardians still being under the effects of Guide from the previous turn.
End of Dark Angels Turn 4. The remaining Guardian squad and single marine from one of the combat squads moved up toward the relic and . The Thousand Suns/Sorceror/Ahriman were wiped out with Shuriken Catapult and Bolter Fire. Most of the Combat Squad in the central ruins were wiped out by the Wraithknight's Suncannon. The Land Raider had pivoted and wiped out the Combat Squad accompanying the Conscripts.
End of Tyrant's Legion/Chaos Turn 4. The Conscripts moved toward the relic, and 2 guardians were killed by the Leman Russ Battlecannon due to unfortunate scattering. Unfortunately I forgot to take pictures of this turn because it was very short.
End of Dark Angels Turn 5. The Wraithknight moved toward the Leman Russ, the Marine move up to control the relic, the Guardians moved up and wiped the Conscripts as well as the HQ in that unit. The Lascannons were not able to kill the last rocket launcher model in the combat squad in the central ruins, but the Wraithknight was able to wipe out the combat squad by the Leman Russ with 3 direct hits from the Suncannon.
End of Tyrant's Legion/Chaos Turn 5. The Rocket Launcher model left in the Combat squad moved down from the ruins and tried to shoot the marine controlling the relic with snap fire, but failed. The Leman Russ scattered terribly, completely missing the squads on the relic. The game does not go on.
Game Summary:
Dark Angels: First blood, Slay the Warlord x2, Controlling the Relic= 6 points
Tyrant's Legion/Chaos: 0 points
Overall, it was a very fun game! The river was the biggest influencing factor in the game, making the no man's land in the center of the table a very slow and dangerous place to be with all of the bolter fire that my list has. The Chaos Psykers have some great potential, and although they were only able to kill a combat squad in this game, I can see the threat for future games. The Leman Russ Battletank provided very effective fire support the entire game, and the Conscripts/Cultists did a fantastic job of soaking several turns of firepower. Good game, looking forward to more in the future!
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