1530 : Army List
We were both slightly over on points, and ran 1530 for this game. I run this army as the 8th chapter of the UltraMarines. As they are the assault reserves, they all utilize attack bikes to get to the battle quickly.
HQ:
Captain
w/ Bike, Relic Blade, Hellfire Rounds
[175]
Command Squad
- Company Champion
- Lightning Claw
- Lightning Claw, Storm Shield
- Power Fist, Storm Shield
- Apothecary
[305]
Troops:
(8) Bikers, (1) Attack Bike
w/ 2x Meltaguns, Power Sword, Multimelta
[300]
(8) Bikers, (1) Attack Bike
w/ 2x Plasma Guns, Power Sword, Multimelta
[310]
(8) Bikers, (1) Attack Bike
w/ 2x Plasma Guns, Power Fist, Multimelta
[320]
Fast Attack:
(3) Attack Bikes
w/ Heavy Bolters
[120]
Board/Game Layout
The mission was Capture and Control. The two objectives were marked as copper spikey pillars in the images below. Each of the objectives were on the other side of the river (which counted as difficult terrain. I won the rolloff for turns, and passed first turn to the chaos demon player.
Game Turns
Turn One - Demons
Half his troops came in on reserve. These were the units on the left side of the board near my objective. They included a great unclean one, 4 flamers, plagebearers, and a special character of nastyness. For the purposes of this report, I will call them the nurgle blob.
Turn One - UltraMarines
All my troops were in reserve. In the distance the chaos can hear engines roaring.
Turn Two - Demons
The nurgle blob plods forward twords my objective. For being slow and purposeful, they sure were fast buggers. (Between running and moving, he was averaging 10" of movement a round with the blob.)
Near the other objective (as shown in the image), he had plagebearers and bloodletters materialized from the warp.
Turn Two - UltraMarines
Marine bikes began zipping onto the field. (Turbo boosting all my bikes, as shown above)
Turn Three - Demons
On the left side of the board he continues to plod the nurgle blob to my objective.
On the right side of the board, his demon prince dives down from the sky and lands next to his plaguebeares. The demon prince levels an eye at the speeding bikes and blasts chaos energy at them, which the marines dartfully dodge out of the way of. (IE, I made my turbo boost cover saves)
Turn Three - UltraMarines
All of the marines, save for the captain and his command squad, are in the fray. The rest of the bikes zip in next to the rest of the bikes. This focuses all the marines attention on one squad of plaguebearers, bloodletters, and a demon prince.
One squad of fires it twin linked bolters and multimelta into the daemon prince, striking a lucky blow (one wound done). The heavy bolter attack bikes calm their mind and think of the emperor as they let loose a deadly volley ripping the demon prince into pieces (Seriously, he failed 3 more saves vs. heavy bolter fire)
The rest of the marines fire vicious rounds into the plaguebearers, knocking a few of them back into the warp.
Turn Four - Demons
The chaos demons determine that it is time for a reckoning. Appearing from nowhere is a Soul Grinder -- which materalizes right next to the plague bearers near the stalwart Ultramarines. The Soul Grinder fires a volley of shots into the marines, bouncing off the heavy armor of the bikes, and then blasts flame from its maw, vaporizing two of the marines.
To make matters worse, four flamers plummet from the skies and land in front of two squads of marines. Flames lick from the demons vaporizing four marines before they can do anything! (He got unlucky on his wound rolls, but he still wiped 4 marines with no save allowed)
During this time, the nurgle blob, sitting on the objective, decides to start slowly moving to the rest of the battle.
Turn Four - UltraMarines
It is time for a recocking. From behind the nurgle blob, the UltraMarine Captain and his retinue appear. They fire vicious rounds into the plaugebearers and assault the demons, catching the flamers in the process. The blob is heavily engaged and demons are being removed from the warp.
Two marine squads converge on the Soul Grinder. The first squad's multi-melta does the trick blowing the grinder into small fragments scattering across the battlefield. (I rolled a 5 on the damage chart, plus one for being melta). The other three squads of bikers, and the heavy bolter bikers fire righteous bolter fire into the plague bearers. Even with the might of Nurgle, the demons are going back to the warp.
The remaining six marines near the flamers bring an end to the demons. They close on the flamers, "double tapping" on their way in. Eager to show their true loyalty to the emperor, they use 4 plasma guns, which kills one marine outright due to overheating. One flamer dies under the barrage of fire, and the 5 remaining marines engage. The marines chop down the demons and scatter them to the winds.
Turn Five - Demons
The nurgle blob turns it attention on the UltraMarine Captain and his squad. All but two of them are destroyed by the great unclean, the flamers, the plaugebearers, and the special demon of nastyness. (He had a nurgle special character who was nasty and grew in power the more nurgle killed). The remaining marines fled, knowing they would rally after escaping the demons clutches. They were very faithful in their fallback, however, and fell back right off the battlefield! (
3d6 fallback can work against you when your 10" from your table edge)
There was one plaguebearer left, who moved twords his objective. The bloodletters closed on the remainder of my forces.
Turn Five - UltraMarines
The marines encircled the bloodletters and lone plaguebearer. A torrent of bolter fire ripped all the demons to shreads, wiping out the remainder of the demons on that side of the river.
Two brave marines hit the gas on their bikes and turboboosted in front of the nurgle blob. Their goal was to prevent the demons from claiming the objective.
Summary
The game ended on turn five. I had two bikers that turboboosted within 3 of his objective, and they were contesting his, and I had owned the other half of the board -- including the objective. This produced a clear victory for the UltraMarines.
Chaos Units
I was very impressed by the firepower of the flamers. The only reason he did not kill more than just 4 bikers was just bad rolling on his part. Even still, the flamers were the most scary thing in his army
IMHO
He rolled poorly for his demon prince, but either way it would have fallen. Monstrous creatures cannot stand a torrent of fire. This Soul Grinder was also rather useless, and popped very easily due to multi-meltas.
Marines
I sacrificed my captain and command squad to keep his nurgle blob from getting in the game. I was hoping they would contest that objective for the entire game, but even a few small turns was good enough.
I was highly impressed with the power of volume of fire. When I had ~20 bikers get within "Double Tap" range of the bloodletters, and fired every twin linked bolter, the effects were staggering. The biker army is definitely a mobile, shooting army and can do that role very well.
The Chaos player complimented my army, saying it was very fast and hard to play against. The ability to be anywhere on the board you need to be is a huge advantage.