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The Shattered Suns warband [Orks] versus the Angels Amaranthine [Blood Angels]: a 1500pt pic report  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Foolproof Falcon Pilot





Livingston, United Kingdom

Hey all,

It has been a goodly while since I last did a battle report, and especially a long time for 40k. Thanks to this, and to my recent painting spree, I felt that it was high time that da ladz got another moment of internet fame! As is my wont, this game will have a bit of fluff before and after the main report, but the majority of it will be communicated through photographs and my commentating. I find fluff-only battle reports a bit unreadable, personally, while video reports take too much of my precious computer game time up. So here we are: an old-school report, with surprisingly old-school armies on show!

In the two decades since the collapse of Waaaagh Grognak!, the Imperium had made solid progress in retaking the lost worlds. Although not formally a crusade, the segmentum command had made reconquest a priority alpha objective, and deployed its considerable forces accordingly. Upon the temperate world known formerly as Chandra Rat, and rechristened by the Orks as ChunderRock, they had landed some two hundred and eighty eight thousand combat troops, with considerable artillery assets earmarked for the bombardment of the Mek’s workshops that occupied the ruins of the major cities. While these forces had initially landed with little opposition, and orbital dominance had been achieved, the Orks upon the world seemingly intended to go out fighting. Responding with frequent and very dangerous counter-thrusts and tenacious defences, only the valour of the men and officers of the Imperial Guard and their Space Marine allies had kept the momentum going during the arduous campaign.

Now one of the main batteries of artillery – some twenty-three hundred separate vehicles and guns – was being set up in a position to demolish the southern approach to the city of Taru. But outlying scout elements had reported that its position was rapidly being encroached upon by an Ork mechanised force, the ‘Shattered Suns Warband’; to head off this force, the planetary command allocated one of its most valuable resources: a demi-company of the Angels Amaranthine. They would meet the Ork warband in the monolithic temple complexes to the east of the artillery battery, and crush them utterly.


The armies for this game would be as follows. I’ve taken photographs to try and illustrate them, but unfortunately my camera isn’t so good. By the way, this was a 1500 point game.

The Shattered Suns Warband



Going clockwise from top left, the mobz are:

Troops1 = 3 Meganobz, mounted in a Trukk with a Reinforced Ram

Troops2 = 12 Shootaboyz, led by a Nob with Powerklaw and Bosspole, mounted in a Trukk with a Reinforced Ram

Troops3 = 12 Choppaboyz, led by a Nob with Powerklaw and Bosspole, mounted in a Trukk with a Reinforced Ram

Elites1 = 8 Burnaboyz, led by a Mek with Big Shoota, in a Battlewagon (taken as a Heavy Support choice) with Kannon, Reinforced Ram and Red Paint Job

Troops4 = 12 Choppaboyz, led by a Nob with Powerklaw and Bosspole, mounted in a Trukk with a Reinforced Ram

Fast Attack1 = Dakkajet, with Extra Supashoota and Flying Ace

Fast Attack 2 = 10 Stormboyz, led by a Nob with Powerklaw and Bosspole

HQ1 = Big Mek, Kustom Force Field (5+ coversave for units within 6”), Cybork Body (5++)

HQ2 = Warboss, Mega-armour (includes Powerklaw and TL-shoota), Cybork Body (5++), Bosspole

Elites 2 = 8 Lootas

Both HQs would deploy with the Burnas in the Battlewagon.


The Angels Amaranthine



My opponent’s list was as follows. Hopefully you should be able to match this up to the above photograph.

HQ1 = Librarian with Jump Pack and Melta Bombs (he got Prescience)

Elites1 = 2 Sanguinary Priests, each with a Jump Pack (these would each attach to an Assault Squad)

Elites2 = Furioso with Frag Cannon, Blood Fist, Storm Bolter, mounted in a Drop Pod

Elites3 = Furioso with Frag Cannon, Blood Fist, Storm Bolter, mounted in a Drop Pod

Troops1 = Assault Squad with Power Fist and 2 Meltaguns

Troops2 = Assault Squad with Hand Flamer and 2 Flamers

Troops3 = Assault Squad with Power Sword

Fast Attack1 = Landspeeder Typhoon with Multimelta

Fast Attack2 = Landspeeder with 2 Multimeltas

Fast Attack3 = Landspeeder with Multimelta and Heavy Bolter

The Battlefield



When we rolled for mission, we got The Scouring. This turned out to be lots of objectives. We couldn’t really be bothered with that, so we just went for Purge the Alien for killpoint carnage. A quick calculation showed that we had 28 killpoints between us, making for a high-scoring game if nothing else! The deployment map was Vanguard Strike, and since I won the roll-off I opted to take the side with the graveyard; this would give me the best place to camp my Lootas, although I didn’t much expect them to get very good LOS past that ziggurat.

Speaking of terrain, we agreed that everything on the table gave a 4+ area coversave, except for the forest in the centre. Nighfighting was in effect on turn one. We both got Warlord Traits that only applied in objective games, so that was something of a wash.

That is all for the moment folks, but rest assured that I'll be back soon to post some actual, you know, Warhammer!
   
Made in gb
Foolproof Falcon Pilot





Livingston, United Kingdom

Deployment



I won the roll-off for deployment, and chose to go first. The Lootas went in the graveyard, but didn’t expect to do very much – the ziggurat blocked LOS. I placed the Trukks in a rather unconventional pattern around the Battlewagon, aiming to give them all the KFF saves as well as proximity to the enemy. I was going first anyway, but this way if Alan stole then I’d still have some defence against his shooting. The deployment map that we had here really benefits my army, I think: combined with my speed, it means that a central concentration can affect the entire enemy deployment zone easily. Nowhere to run, nowhere to hide! Finally, I put the Stormboyz behind the ziggurat. I didn’t want them to get shot up, and intended for them to race along the short table edge to behind a matching tall piece of terrain on the other side.



Alan was being both canny and cunning in this game, and kept three things in reserve: both his Dreadnoughts, mounted in Droppods as they were, and the Assault Marines without a Priest. His other two Assault Marine squads – both of whom had an attached Priest – squatted behind the low cover in his deployment zone. The squad closest to the camera – joined by the Librarian – was also providing cover to two of the Landspeeders, while the third Landspeeder hovered behind the far Assault Squad.




Here is the entire table after deployment. I suppose that a couple more photographs wouldn’t hurt, especially as my opponent’s army looked so nice:



Assault Marines!



Chrome! I paid the points for the Kannon on the Battlewagon, and never actually got to fire it. Sad times.

After we did deployment, Alan rolled for his Red Thirst; the Assault Squad in reserves had it, along with the Assault Squad in the centre of the table to which was attached his Librarian. He tried to seize, but rolled a 4.

Shattered Suns Turn 1

My first turn was blissfully short and trouble-free. All vehicles moved and then went flatout. I had no shooting this turn, which is as it should be. Real men win their games in melee.



First my Meganobz and the red Boyz raced to the left. I didn’t want the Meganobz to be stranded, so I kept them behind the wall and used the other Trukk to provide cover.



Meanwhile my Burnawagon and the other two mobz of Boyz headed for the main enemy squad. All three vehicles had the KFF cover save here. I had ruminated long and hard on whether to hold back and hope for better position advantage in a turn’s time. However I eventually decided that my opponent’s multi-meltas were too dangerous (especially mounted on the Landspeeders), so I would have to close and ensure that my opponent couldn’t strand me in no-man’s land. There is a certain element of ‘move and pray’ with this army anyway.




Finally the Stormboyz got a massive 16” move thanks to their jumpacks, and headed behind the ruined building for cover. My opponent was pretty impressed with these guys after I explained their movement rules, and clearly thought that I was insane for not using them more. He may be biased though, judging from his unit selection…



End of Ork turn 1.


Angels Amaranthine Turn 1



The turn started with Space Marine trickery, as a Furisio slammed into the earth behind my Battlewagon. Ruh roh.



The Landspeeder Typhoon swung (or should that be circle-strafed?) around the ruin and drew a bead on the yellow Boyz mobz’ Trukk.



Meanwhile the Assault Marines (toting two Meltaguns) and other central Landspeeder moved up to try and neutralise the Battlewagon.



Over on the Angels right, the other Assault squad and Landspeeder advanced towards my two Trukks.



End of first Angels movement phase. My opponent’s plan was, it seemed, “blow everything to bits”.



The Typhoon opened the festivities by shooting the Trukk, but only managed to give it Crew Stunned and take a hullpoint off. As you can see, I make good use of the running boards on my vehicles to hold dice; almost like GW designed them that way…



Meanwhile, although it took both the Assault Squad and the other Landspeeder’s Multimelta, my opponent managed to explode the Battlewagon! At this point, I decided to win at life by rolling all of my armour saves from the explosion (only four, this time) on my Megaboss with his 2+ armour save…



But the fates were unkind! He was left on one wound, with an angry Furisio bearing down on him.



Speaking of the Furisio, it opened up with its Frag Cannon, as nasty a piece of kit as I’ve come across, and did a mighty seven wounds. Ruh roh.



After rolling armour saves, I had lost my Warlord – but I still had an almost full size Burna mob for my troubles.



The other other Landspeeder managed two hits with its dual Multimeltas, but rather improbably didn’t destroy the Trukk! It sat there, mockingly, with its one remaining hullpoint. This displeased Alan greatly, who also fired his Assault Marines at it…



…to no effect…



…before Wrecking it with a cheeky bit of Droppod shooting! The Boyz inside hopped out behind to avoid the Assault Marines, not fancying being charged, nothankyouverymuchyesindeednothanks.



Thankfully the Furisio couldn’t charge this turn – a fact for which I offered many praised to Gork and Mork – but the Assault Marines squad in the centre decided to try their luck. For their troubles they ate a whole bunch of flame, and two died. To add insult to injury, the Assault Marines then failed the charge, thanks to the difficult terrain of the Battlewagon crater.

Shattered Suns have 0 points – but Angels Amaranthine have 5 points
   
Made in fr
Regular Dakkanaut




Very good report, thanks !
Impatient to read the continuation
   
Made in gb
Foolproof Falcon Pilot





Livingston, United Kingdom

@Tetsuo: Thanks!

Shattered Suns Turn 2



With no points on the table yet, the need to start the killing was almost overwhelming. The Meganobz and red Boyz tried to communicate this to the flank the Assault Marines, but the red Boyz were being a bit useless and only got 3 for their difficult terrain move.



The Burnas moved a bit forward, primarily to get as much delicious auto-hit template goodness as possible.



The Stormboyz moved a solid 17” over the building, a statement of intent if ever I saw one. The were going to menace the Typhoon, which I hate; not because this one in particular had done me ill, but thanks to some Dark Angel ones that harassed me a recent tournament. Revenge – like Justice – is blind. The yellow Boyz also hopped out of their stunned Trukk, aiming to krump some of the main Assault marines.

I was going to charge the blue Boyz in as well, but the traffic jam was a bit too much for that. So instead the driver reversed them into the crater, and they levelled their Shootas at the other Landspeeder. Sadly they did it no damage though, as fishing for 6s doesn’t always work.



Far more important, however, was that the Dakkajet, lord of the skies, came onto the table. It lined up to take revenge on the Furisio for the Warboss. The above photograph shows the table at the end of the movement phase.



On my left flank, the Meganobz scorch down one of the Assault Marines…



…while the red Boyz took another one off the table.



I managed to kill a fair few of the central Assault Marines, which was satisfying, but I had rather hoped for greater things from the Burnas. The silly bastards managed to pass most of their armour and FNP saves.



Meanwhile the Furisio took a good couple dozen of bullets into its arse and fell over. Good times. This is my kind of party. The Lootas evidently agreed, as they blew the Droppod into many tiny little pieces. Sweet, sweet killpoints.



The assault phase saw more failures than I like: such laziness is most unbecoming in this particular killerfast horde of murderers. Here the red Boyz fail to join the Meganobz in charging the Assault Marines on my left flank…



…while the yellow Boyz also failed to get stuck into the central Assault Marines mob. I didn’t charge the Burnas, since I figured that they would do better if they sat still and waved their flamers threateningly on overwatch.



The Stormboyz went to go say hello to the Typhoon crew.



Some people can’t take a bit of friendly rough-and-tumble.



The Meganobz also play a bit dirty, it must be said. They took one wound before cutting four Assault Marines in half.



But they didn’t run away. Just as well, since ATSKNF is just about the most enraging special rule in the game, and makes it worse for me if the Assault Marines actually “fail” their leadership test. Makes sense.

Angels Amaranthine Turn 2



The Landspeeder that had been lurking near the Meganobz skimmed to the left, and lined up a shot on the Dakkajet through the forest. It would fail to hit this turn, in large part because the Librarian rolled an eleven for his Prescience test.



Although the second Furisio didn’t arrive this turn, the Assault Marine squad did. They arrived perfectly, and took the time to place all of their flame weapons next to the yellow Boyz.



At the end of the movement phase.



The central Assault Marines gunned down a pair of Burnas, who thankfully didn’t run away.



The Landspeeder that the blue Boyz had completely failed to kill returned the favour by blowing their Trukk up. However, thanks to the hilarious ramshackle rules it didn’t actually explode, and they just ambled through the forest a ways.



I liked this angle so much that I took another photograph of it. It should be a Royal Marines recruitment poster.



But it wasn’t all good news, as the yellow Boyz got blown away in a firestorm of fairly epic proportions. Ruh roh.



Since the yellow Boyz had been so efficiently executed, my hold on the centre was looking distinctly flimsy. The Assault Marines with the Librarian surged forward into the Burnas, losing two of their number to overwatch.



Amidst the wreckage of the Battlewagon, and flanked by our other units, the two units clashed. Although the Librarian wiffed, and the Priest’s three successful wounds were outrageously saved on triple sixes, the Burnas got butchered down to just one model before they got to swing. That one Burna managed to powerweapon one of the Assault Marines, but it wasn’t quite enough, and he got punched in the face by the powerfist Sergeant for his troubles.



You may not be surprised to hear that I failed this particular roll. But, to give credit where credit is due, that Mek can run like a bastard when it comes down to it. He was out of there like a fat kid at an all-you-can-eat buffet, and the Assault Marines were left to consolidate.

I didn’t photograph it, but the Meganobz killed another four Marines over on their side of the table. Very precise, those ladz. That left just the Priest, looking a bit sad and alone.

The Angels Amaranthine remain in the lead, with 7 points; but the Shattered Suns are slowly gaining, with 4

This message was edited 2 times. Last update was at 2014/03/12 17:05:25


 
   
Made in gb
Foolproof Falcon Pilot





Livingston, United Kingdom

Shattered Suns Turn 3

The Big Mek didn’t rally. What a big girl’s blouse.



Killing Landspeeders is one of my favourite activities in 40k. They just fall over and burn so easily! Here the blue Boyz slope out of the treeline with murderous intent.



The rest of the blue Boyz headed for the Assault Marines squad, with the Stormboyz in eager support. The latter had walked this movement phase, intending to “hammer of wrath” their way to happiness – if you know what I mean.

The yellow Trukk was back up and running at this point, but I forgot about it this movement phase. Whups. Meanwhile the red Boyz made an attempt to get onto the Trukk that had offloaded the Meganobz last turn, but with another terrain move of 3 they were going nowhere fast. That right there is some sort of a metaphor for assault-based armies in general.



The Dakkajet decided to show the Landspeeder how it was done, and riddled it with bullets – but didn’t quite manage it, actually. Thanks to Alan making one of his jink saves, it came down to the Lootas shooting straight through the flying stem to put the final hullpoint to sleep.



I got tremendously excited at this point while thinking about the throwing grenade rules, and so the Stormboyz tossed one into the Assault Marines. Obviously it immediately scattered back into their own unit, and blew two of them into little pieces. Legends in their own lifetime, these guys.



Otherwise the blue Boyz and the Stormboyz put one Assault Marine out of action in the shooting phase. They are pretty tough, these guys. Here you can see that I moved the yellow Trukk in the shooting phase to try and get it away; I figured that by spacing it out from the rest of the force, it was less likely to die along with a mob when the Furisio turned up.



Which is why I slammed everything nearby into them. Much like the bad guy in Leon, I don’t believe in holding back. I had debated throwing the Stormboyz into the other Assault Squad, but felt that it was better to guarantee killing this unit than to fail to kill two.



But note the cheeky 5th edition style multicharge; thanks to the rules this edition, the ladz wouldn’t get Furious Charge by doing this, leaving them on S3, and so the blue Boyz’ nob went into the Landspeeder by himself in the attempt to punch it down. I wasn’t entirely sure on the rules for coherency in melee, so I decided to just congaline some coherency over there to him.



When all was said and done, the Space Marines took an absolute battering, and lost all their models – not that they had many left - with the Librarian himself finally finished off by the Stormboyz nob. Hammer of Wrath killed one model on impact, and it’s nice to see a 6th edition change doing some good for once. The Stormboyz were now out of melee, and consolidated backwards.



But unfortunately Grotgul, the blue Boyz’ nob, only managed to pincer off the Heavy Bolter. This made me a bit sad.



Not to worry though, as the Meganobz showed him how it is done, with the Priest crushed like a bug. We were playing the Priests as worth a killpoint each – working on the example of a Combat Squad – but I’m not sure if this was correct. Either way, he got gubbed. Alan had managed to get a fair number of wounds onto my Meganobz during this combat, but with only a powerweapon in the unit he just couldn’t get past the armour. Though he did two wounds, they came in separate melee phases and so I allocated them onto different models. Sneaky, I know.

Angels Amaranthine Turn 3

This turn began on a rather critical note, as the Furisio failed to come in again. This left Alan’s remaining forces looking mighty thin indeed.



The Assault Marines boosted forwards, with their three flame weapons pointed firmly at the blue Boyz.



Since the Landspeeder hadn’t been immobilised or anything last turn, it shot over the heads of its erstwhile opponents, and aimed the Multimelta at the fleeing Big Mek’s back.



I don’t believe that we need to dwell on what happened here. Alas, poor Grotgul! I knew him, dear reader; a fellow of infinite cunnin’, of most excellent krumpin’…



On the other hand, the Big Mek escaped death as the Landspeeder rolled a 2 to hit.

With the destruction of the blue Boyz, the Angels Amaranthine sit on 8 points; but after a devastating turn, and the loss of all three Marine characters, the Shattered Suns have drawn ahead at this point and now have 10 points!
   
Made in gb
Foolproof Falcon Pilot





Livingston, United Kingdom

Shattered Suns Turn 4



Morsog Urtydreg, the Big Mek, celebrated the new lead by rallying and consolidating desperately towards cover.

Meanwhile the Dakkajet, lacking targets, went into ongoing reserves.



A new ride screamed up, ready to transport the Meganobz to the next party.



The Lootas, meanwhile, walked and ran out of their graveyard. Though it had been a benevolent home, they couldn’t see a damn thing by this point, and I really didn’t want the Furisio to get a safe place to land.

More excitingly, note that the red Boyz have ordered the driver to go to the top of the ziggurat. Quite some driving. I wanted them to get within charge distance of the Assault Marines, and managed to cover half of the table to get to them.




The Stormboyz landed on top of the still-cooking bodies of the blue Boyz, and prepared to charge the Assault Marines.



I had intended to fly away and avoid them, but with a roll of 14” I wouldn’t be able to make enough distance to get safety. So nothing for it but to go head-to-head.



Shooting saw the Stormboyz kill one of the Assault Marines – critically he had one of the flamers, thus reducing the amount of overwatch damage I would take. The rest of my shooting was mainly run and flat-out moves.



The overwatch was much better than it could have been; Alan rolled poorly, and only got a single wound through. Six Stormboyz – and the Nob – made contact.



After the two sides traded blows, we were left with five Assault Marines and two Orks. I observed to Alan that he wasn’t calling any challenges in this game; he said that he simply doesn’t like them very much.



The Stormboy nob was jolly thankful, as his unit only just passed its morale this turn as it was!

Angels Amaranthine Turn 4



With an almighty thump the last dropod came down, depositing its lethal cargo.



We had a good laugh at this point, imagining the reaction of the Big Mek who had only just managed to escape the slaughter over on the other side of the ziggurat and who now had this land directly behind him. New underwear time!



The Landspeeder swung to the base of the ziggurat steps, and drew a bead on the Trukk…. Which it promptly failed to hit. My opponent may have taken a hammer to this model after the game.



However the Furisio showed us how it is done by spraying the open ground with gore and bits of deffgun. Astoundingly the sole surviving Loota didn’t run away.



In the combat, the Assault Marines managed to cause two wounds, putting a wound on the nob and removing the last normal Stormboy (normal being a purely relative term in this situation). The Nob returned the favour by krumping two of them, making it a draw.

No change to the scores this turn: so Shattered Suns 10 and Amaranthine Angels 8!

Shattered Suns Turn 5

Amazingly I didn’t lose any more units last turn, so I moved on with my plans, such as they were. This would be the last turn, as we had run out of time. In fact, we played out this last turn with the hall staff waiting: they were kind enough to let us finish off first.



The red Boyz disembarked between the Landspeeder and the ongoing Assault Marines combat. The multi-assault trick didn’t work so well last time, but I saw the opportunity to get two killpoints out of it and couldn’t resist.



The Meganobz directed their trukk to go hide behind a rock formation, simply because I couldn’t be bothered having it get blown up by a stormbolter or anything embarrassing like that.



Morsog Urtydreg continued to leg it – not actually fleeing now, just cowardly in general. To be fair, he has only an axe to his name, with not even a pistol to call his own.



More excitingly, the Dakkajet had come in from the table edge, and after much rumination I’d managed to find an approach vector that gave it a shot on the rear armour of the hated Furisio….



…and the pilot avenges the Lootas with style and panache.



I went for the multi-assault, after weighing the possibility of losing the combat and getting no points at all, and managed to make it into both units.



The nob smashes the Landspeeder to bits – surviving the explosion with a T-shirt save of 6+…



…but improbably the main combat was a whiff-fest and nobody died. My opponent had split his attacks and gotten no wounds, but in return I’d rolled triple 1s for the nob and gotten no wounds past his armour saves with everyone else.

Angels Amaranthine Turn 5



The shooting phase saw the droppod execute the last Loota. Poor Loota. To be fair, he had shot at it last turn.



But the combat saw the death of the last jumppack models on the table. Both the Stormboy unit and Assault Marines unit were wiped out to the last model.



This is the table at the end of the game. What a slaughter!

As the fires died down, Morsog Urtydreg kicked the shooty arm of the ‘Umie dread. It had given him a hell of a fright, he contemplated; he’d damn near shat himself, hearing that thing land behind him. Still, it had been funny to watch it blow away the Lootas. Morsog had never liked those guys. Over the other side of the battlefield he could see the Meganobz sitting morosely around the corpse of Warboss Wazgrim Skumteef. He had been close to a god for them. In Morsog’s opinion, he hadn’t been a bad boss, as these things go; he was so stupid that it was easy to manipulate him, and his giant yellow armour had been good for hiding behind.

Still, it looked like things were dying down here, and he seemed to be in charge now. Some of the ladz were looking at him and he felt the time had come to make a decision. Some Deffkoptas had swung by earlier, and told him that Guzzmog was leading a Goff armoured krumpany towards the ‘umie positions in the direction of the setting sun. He could lead these ladz to join them, he supposed; but the vehicles were pretty shot up. More importantly, it was well known that Guzzmog had no sense of style.

His mind made, Morsog clambered on top of the dead Dread – making a mental note to try looting it later – and started bellowing at the ladz. “Right you ‘orrible lot! I’m da boss now! Dis is now a Mek Mob!” He paused for a second, noting the unhappy grumbles from the Meganobz. Trouble later, that lot. “We’iz gonna go back to the hills now, and get some supplies. Every other stinkin’ Ork in dese parts is about to get shot up by those ‘umies over there, so we’ll go grab their stuff!” This met with approval by the ladz – only a fool doesn’t like easy lootings – and Morsog judged that his rhetoric had been sufficiently scintillating for the occasion. Jumping down, he make vaguely ‘other there’ gestures towards the hills from which the warband had come, and everyone started mounting up again.


In the Imperial records of the war on Chandra Rot, the defeat of the Angels Amaranthine in the Priscum Cimeterium would rank as one of the most ignoble combats fought. Though the primary objective of the mission had been achieved, and the warband had been diverted away from the artillery batteries, the cost was unimaginably high. Many felt that it would have been better to lose some basilisks and manticores than to suffer the destruction of so many of the angels of death. In particular, the Angels Amaranthine came in for criticism of their headlong pursuit of the enemy warboss at the cost of placing their own formation in serious danger of being overrun by the kult of speed.

The remaining demi-company of the Angels Amaranthine would fight for two more years in the Chandra Rot theatre, and their valiant actions in the storming of the solar gate of Tura would see them receive a special commendation in the campaign memorial obelisk in the segmentum capital. The Shattered Suns warband were last seen boarding an Ork freighter that evaded the Imperial Navy blockade of the planet, and are now believed to have joined Waaaagh Ghazghul!, but reliable reports are difficult to come by.



Final Scores

As the final shots were fired, the scores were as follows.

The Angels Amaranthine had killed:

2x Trukk
Battlewagon
Lootas
Stormboyz
Burnas
Warboss
Yellow Boyz
Blue Boyz

They had also taken Slay the Warlord and First Blood.

The Shattered Suns Warband had killed:

3x Landspeeders
2x Furisio Dreadnought
Droppod
3x Assault Squad
2x Priest
Librarian

They had also taken Slay the Warlord. Judging from that final photograph, it looks like nobody had Linebreaker.

So that makes it Angels Amaranthine 11, Shattered Suns 13. As an impartial observer, I am happy to report that this makes it a glorious Ork victory!

Thanks everyone for reading this far! If you have any comments and criticisms then please leave them below.
   
Made in ca
Gargantuan Gargant






Nice to see Trukk Lists still have a chance of survivability in 6th edition and another greenskin brother shedding some beakie blood. Congrats on the Orky win! Great battle report and pics, the after battle fluff report was a nice touch too, keep up the good work!
   
Made in fi
Longtime Dakkanaut




Aren't 2 Sang priests two elite choices?
   
Made in us
Scouting Shadow Warrior




Very entertaining batrep, thanks for taking the time to post it. Looking forward to the conclusion.
   
Made in gb
Aspirant Tech-Adept





UK

That was tremendous Charles. Love the bit of fluff.

And I think I know some Astartes who would be quite keen on getting their hands (and chainswords) on that Mek.... and those meganobz.... and that pilot.

Good show.


Automatically Appended Next Post:
Naw wrote:
Aren't 2 Sang priests two elite choices?


1-3 Sanguinary Priests take up 1 elite slot.

This message was edited 1 time. Last update was at 2014/03/12 22:18:38


Angels Amaranthine - growing slowly

P&M blog ; http://www.dakkadakka.com/dakkaforum/posts/list/488077.page

Currently 200pts 
   
Made in se
Raging Ravener





Sweden -kham

loved the report, funny writing and sweet to see some story in the wrap-up

youtube.com/user/SwedishWookie

 
   
Made in gb
Foolproof Falcon Pilot





Livingston, United Kingdom

@Grimskul: thanks for the comments The Trukks are not exactly a top-tier choice, but they make me happy and the way that they lunge around the place before exploding is pretty hilarious. Very much a lose big or win medium army though, right now!

@Naw: Alan has answered that above. Thanks for the read

@Dustin: the conclusion is already up there, as I've decided not to go in for a deep tactical analysis to cap this report off. I've instead opted to sprinkle my tactical thoughts throughout.

@Alan: Glad you enjoyed it. The fluff was fun to write, and it is always good to show an Ork's view of the world. The pilot does often induce rage among opponents; it tends to depend on how many light vehicles they have for him to spam bullets into.

@centuryslayer: Thanks for the comment! The story bits at the beginning and end help give some context, which always help in this sort of battle report. I basically always try to hark towards the sort of battle report that you used to get in White Dwarf back in the Fat Bloke days. I'd add maps, but that would add even more time that I don't want to spend!

Oh, and before I forget everyone: my opponent Alan has a painting blog for his Angels Amaranthine, which I recommend you all take a look at!
   
Made in fi
Longtime Dakkanaut




Automatically Appended Next Post:
Naw wrote:
Aren't 2 Sang priests two elite choices?


1-3 Sanguinary Priests take up 1 elite slot.


They do? I am ashamed as a BA player. I have not realized that! I haven't fielded more than 1 priest ever because of that.

Hmm, could that be incorrect in Army Builder? My own fault most likely, though.
   
Made in de
Navigator




Oldenburg, Germany

great report, very nicely done with the accompanying pics, really enjoyed it!
also, nice touch with the ladz all having names and your storytelling way of presenting the batrep, made it a pleasant read

and now, i kinda wish somebody near my area would have a trukklist, as it would be fun to see against my steel legion chimera list

Word Bearers. The Westboro Baptist Church of the 40k universe. (Aaron Bell)

"One of the big reasons the 40k world is so insane is that every faction needs to be able, in canon, to fight every other faction, including itself."
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my Battlefleet Gothic WIP log over at the SG forums: http://www.forum.specialist-arms.com/index.php?topic=5390.0  
   
Made in gb
Aspirant Tech-Adept





UK

I think it was incorrect in army builder actually. It's fixed now. Now you can select a priest, then kinda add more in the same slot. Same as you would with landspeeder squadrons or whatever. But yeah, I think it was once incorrect a few updates ago.

and corbulo is just an upgrade. So you can have him and two more priests in one elite slot.

Angels Amaranthine - growing slowly

P&M blog ; http://www.dakkadakka.com/dakkaforum/posts/list/488077.page

Currently 200pts 
   
Made in fi
Longtime Dakkanaut




That is what I get for not verifying from the codex. I've sort of accepted that AB must be correct with its data.

Good I asked here, I would have continued gimping my lists.
   
Made in gb
Repentia Mistress





Glasgow, UK

nice batrep!
   
Made in gb
Perfect Shot Dark Angels Predator Pilot





Tallinn, Estonia

YES!!!

Really great bat rep Charles. Loved everything about it. The humour, the fluff, the description.... AWESOME!

The only c&c I could offer would be to buy a decent camera. Those two armies are too booootfiful not to be displayed in HD close up photos.

Nice one mate and glad you managed to get a kind of proxied revenge vs my speeders.

Hope we can play soon

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Made in gb
Foolproof Falcon Pilot





Livingston, United Kingdom

@FistusMaximus: Trukk Orks versus Steel Legion does sound a laugh. I've really struggled with blob squads in the past, which is one of the many targets that the Burnawagon is now included to try and deal with.

I've had names on the Nobz since the start of the army. It was more fun in 5th edition when I ran a Nob Squad, with every one of the dudes having their own name. I loved it. My opponents may have had different experiences though!

@troy_tempest: Glad you enjoyed it mate!

@Holy~Heretic: Your happiness is my happiness! The point about the camera is a good one; the club is a good venue, but a bit dim and murky, which combines to make the photos difficult to see. It especially buggers up the overview shots, I think. Sadly the only other camera that I have is also not so good with close-ups. We'll see.

And yes, the Stormboyz were taking proxy revenge on your speeders
   
Made in gb
Gangly Grot Rebel



Scotland

Thanks, I enjoyed that.

I'm a god damned sexual Tyrannosaurus.
 
   
Made in us
Longtime Dakkanaut





Eye of Terror

Great report ! Thanks for sharing .

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