Switch Theme:

Hedgehog's White Scars battle report #5 vs Iron Warriors - 1,000 points - (pics, painted)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

At last the truth could be seen.

For months, the White Scars had fought on Yarov. What had started as a simple matter of non-payment of Imperial Tithes had descended into turmoil. Governor Lebedev had resisted, calling first upon a passing Imperial Guard Valhallan corps, then allying himself with xenos scum by accepting the help of the Tau. The Dark Angels had confused matters still further, and it was still not clear why supposed allies were willing to fight against the White Scars on planet.

But the keen lance of the White Scars had pierced through veil after veil of deception and lies. Now the full extent of the Governor's heresy was revealed, and it was the most terrible of crimes imaginable.

Lebedev had fallen to Chaos.

Now though there was no more hiding from Imperial justice. The Tau and the Dark Angels were safely engaged fighting each other, thanks to some careful manoeuvring by the White Scars, and the Governor's redoubt was now directly ahead. In desperation, the traitor marines of the Iron Warriors had revealed themselves, and were now the only thing standing in the way.

"My brothers!" shouted Konchi Khan. "A reckoning is long overdue. We fought the Iron Warriors on Qlippoth. We fought them on Baruda Secundus. We fought them at the Lion's Gate on Terra! And now they are here."

He mounted his bike and gunned the engine.

"Let us send them howling back to the warp. Let us show them that the Emperor's light still shines upon Yarov. Let us show them what vengeance truly means. FOR TERRA, FOR THE EMPEROR, AND FOR THE KHAN!"



Planning

My force

My White Scars had been doing well so far, winning against the Guard, Tau, and Tau. My biggest weakness seemed to be heavy enemy shooting lists, as demonstrated by my defeat against mechanised guard - which made going up against Chaos in the form of the Iron warriors a bit nerve-wracking.

I chose to stick to a similar list to my previous game - the scouts had proved their worth and would be staying. The only major change was dropping hellfire shells and one set of meltabombs for Artificer armour on my Captain, an upgrade that seemed to be exceptionally useful.



HQ
- Captain Konchi - bike, relic blade, artificer armour

Troops
- 5 bikes + attack bike - 2 plasma guns, multi-melta on attack bike
- 8 bikes + attack bike - 2 plasma guns, multi-melta on attack bike
- 5 Scouts - camo cloaks, missile launcher, sniper rifles

Fast Attack
- Landspeeder - Typhoon missile launcher + heavy bolter
- Landspeeder - 2 x heavy flamers
- Attack bike - multimelta


My opponent

Michael was fielding his fledgling Iror Warriors army, and had worked hard all week to get it painted in time for the battle report!



HQ
- The Untempered Legionaire (Chaos Lord) - Gift of Mutation, Mark of Khorne, Veteran of the Long War, Axe of Blind Fury

Troops
- Chaos Space Marines x12 - bolt pistols and close combat weapons, 2 flamers, mark of Khorne,
- Chaos Space Marines x12 - bolters, mark of Nurgle
- Chaos Cultists x10 - autoguns, heavy stubber
- Chaos Cultists x10 - flamer

Heavy Support
- Havocs x7 - 3 missile launchers
- Obliterators x3 - mark of Nurgle


Michael had a lot of models, many of them in power armour, as well as decent ranged firepower with the Havocs and Obliterators. His weakness was his lack of mobility - everything would have to walk, so I would really have to make use of my superior mobility to win!


Set-up and deployment

The mission

We rolled our mission as Big Guns Never Tire, with the maximum number of objectives (5). This immediately had me worried - I had no Heavy Support units that could take objectives, while Michael's entire army, apart from his warlord, would count as scoring units!

Michael's warlord caused fear - unfortunately completely useless against Space Marines! In contrast Konchi Khan had tenacity, giving me a welcome survivability boost near objectives. The Untempered Legionaire's Gift of Mutation was reasonably useful, giving him the ability to re-roll failed armour saves.

The Iron Warriors would take the first turn, but we were also night fighting which definitely helped me.


The battlefield

Our battlefield had a decent mix of terrain:



We'd be playing a Vanguard Strike - the red dice mark the table's centre line, with the Iron Warriors in the top right and the White Scars in the bottom left. Objectives were placed as follows:




Deployment

Michael deployed first - with 55 models he needed a lot of space:



The Havocs were in the redoubt:



In front of them, the obliterators were ready to advance across the bridge and onto the objective in the open.



The Nurgle marines were in the centre, and the Khorne marines with The Untempered Legionaire were ready to advance across the other bridge.



On my side of the field, the large LoS blocking structures and night fighting meant I could deploy in fairly close formation. I would be protected from first-turn fire, allowing me to get moving for that vital jink save, and I could choose to go either way depending on circumstances:



I had decided to be more aggressive with my heavy flamer land speeder as it was cheap enough to lose, so that stayed in reserve. Finally my scouts went into the strongpoint - there they would have a good line of fire, and be able to pop out near the end to grab the closest objective.



This time I didn't seize the initiative, so Michael would get the first turn as expected.

This message was edited 4 times. Last update was at 2013/05/23 07:28:11


Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
Made in us
Rough Rider with Boomstick





Georgia, US

Looks to be a good fight!

My blog!
 cincydooley wrote:
It don't want none unless you got buns, hon.
1,500 Points II 1,500 Points II 125
Have a nice day. 
   
Made in us
Terrifying Wraith




Houston

The match looks good! Looking forward to reading the report!!

Fantasy: 4000 - WoC, 1500 - VC, 1500 - Beastmen
40k: 2000 - White Scars
Hordes: 5/100 - Circle of Orboros
 
   
Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

Iron Warriors turn 1

The terrain and night-fighting denied Michael any opportunity to shoot me. Instead, knowing he couldn't catch me anyway, he chose not to charge forward as much as possible



Michael's front line, consisting of the obilterators and nearby cultists, and the Khorne and Nurgle CSMs, advanced at a walking pace towards the river.

White Scars turn 1

I was still intact, and now had the choice of directions to go - left or right?



I decided that I neeeded to wear down the Iron Warriors' numbers while I still had my full firepower at my disposal, and therefore chose the left.

Bikers have a lot of firepower - in this case, 14 bikes with four plasma guns, three attack bikes, backed up by five scouts and a Typhoon land speeder opened up at varying ranges.



Definitely not a bad first turn - eight Khorne-marked Chaos Space Marines down!

Iron Warriors turn 2

However, it was no longer dark - and I was in range of the Iron Warriors' big guns!



First of all, Michael had spotted an opportunity. By continuing to advance, his relentless Obliterators had a line of sight through the ruined building to my land speeder typhoon. The lascannons they morphed this turn were right on the edge of their maximum range - but it was enough:



Accompanying the Obliterators, the cultists waded across the river:



The missile launchers didn't kill anything thanks to jink saves, so that was it for this turn - my previous turn's fire had denied the Khorne marines and Chaos Lord any chance at a charge at the nearest bikes.

White Scars turn 2

The loss of the typhoon was a blow, and had given Michael First Blood, but the majority of my army was still intact.



First though, my twin heavy flamer land speeder had arrived from reserve. I decided to try for the enemy Havocs - and got an accurate drop:



A wave of fire billowed out of the muzzles, and engulfed the Havocs - more particularly, the three havocs nearest the land speeder, who also happened to be carrying the squad missile launchers. The Iron Warriors had lost half of their heavy weapons.



Unfortunately for me, things were not as efficient on the other flank. Despite having almost as much firepower as in my previous turn, I only managed to kill three more Chaos Marines - The Untempered Legionnaire was still alive!



Iron Warriors turn 3

My failure to kill Michael's Chaos Lord might have cost me dear - he was now potentially in charge range:



Firstly though the Obliterators and Nurgle CSMs advanced towards me. I had dispersed my bikes, so the Obliterators' plasma cannon only managed to kill two of them - this was assisted by one of them overheating, although this failed to injure the mechanical monstrosity. I breathed a sigh of relief - after surviving plasma cannon fire, the Nurgle marines' bolters surely couldn't be a threat?

I couldn't have been more wrong - despite only having fifteen shots, the wound dice were rolled to reveal a sea of fives and sixes! Four failed armour saves later, and I was down to one injured attack bike. The only up-side was my ability to use Combat Tactics to take Kohchi Khan and the attack bike out of charge range of the Chaos Lord.



Up in the far corner, the Havocs also managed to immobilise the land speeder that had flamed them, but failed to destroy it.

White Scars turn 3

Almost losing a bike squad had set me back, but I certainly wasn't out of the game yet.



ATSKNF allowed me to rally Konchi Khan without ill effect - I now decided that the Nugle marines and the Chaos Lord had to die this turn. My Captain and the plasma gun bike squad would therefore shoot and charge the Nurgle Marines, while the Chaos Lord would be hit by three multi-meltas, any one of which could auto-kill him.



First up was the Chaos Lord. It took me longer than expected, and denied me a chance to charge the cultists with any of the three units on the bridge, but the last meltagun managed to take him down - Kill the Warlord was mine.



Now the plasma bikers opened fire. White-hot plasma bolts, backed up by the bolt shells, managed to kill five of Nurgle's followers, causing them to break and run back through the cultists.



I wasn't satisfied though - I followed this up by charging them as they fled. Although they managed to rally, and even kill my biker sergeant, it wasn't enough to withstand my vengeful Khan, and they fled, only to be destroyed.



In the corner, the heavy flamer land speeder still had a shot despite being immobilised, and killed another couple of Havocs.

Iron Warriors turn 4

Michael had lost his lord and CSM units, but still had the cultists, some havocs, and most importantly the Obliterators.



The remaining Havocs moved forward and onto the nearest objective, but were otherwise out of range. Somewhat more threateningly, the Obliterators lined up on my bikes once again, and managed to strip the lord of his retinue, although Konchi Khan himself survived unscathed.



The close combat cultists followed up by charging him - embarrassingly it was a draw, with one wound to each side!

White Scars turn 4

The battlefield now looked like this:



Michael still had two uncontested objectives so I knew I had to do more damage to have a hope of winning - unfortunately I didn't have that many units to do it with!

Both lone attack bikes moved back behind the large ruin, and between them managed to put a wound on one Obliterator. The remaining squad of four moved forward towards the Havocs, and managed to kill one with long range fire. Next the scouts killed a couple of the cultists near the Obliterators, pinning them and coincidentally removing the models who were claiming the objective.

Finally, Konchi Khan continued fighting the cultists. Once again he only killed one, though at least they didn't wound him! They held and the fight would continue.



Iron Warriors turn 5

If I was running out of units, then so was Michael:



There were only two Havocs left - their fire was ineffective against the bikes threatening them. The Obliterators were only a little better, killing two bikes and wounding the attack bike, but leaving it alive with the squad's sergeant.

The other cultist squad was pinned, so the only other thing to resolve this turn was the ongoing close combat. At last, Konchi Khan found his form and killed three cultists for no damage, finally breaking them and running the survivors down.

White Scars turn 5

Things were still very much in the balance - I knew I had to grab as many objectives as I could, while denying them to the enemy:



As this might be the last turn of the game, the scouts slipped out of the strongpoint, claiming the objective between it and the large ruin.



The wounded lone attack bike was also a troops choice, and it moved to the small ruin in the far-left corner.



That left three units - two bikes from one squad, a lone attack bike (who was a fast attack choice and therefore couldn't score), and my Captain. The bikes continued towards the Havocs, but failed to kill any more with shooting, and were too far away to charge. The attack bike managed to put another wound into the Obliterators, killing one, and my Captain turbo-boosted towards the cultists.

The game didn't end, so we would have a turn 6

Iron Warriors turn 6

Michael only had three units left himself now - the Obliterators, a squad of cultists, and two Havocs.



Neither the Havocs or cultists manage to do anything useful, but the Obliterators were still in good shape. Twin-linked plasma fire lanced out - luckily Konchi Khan's speed made him a difficult target, and they only caused a single wound, leaving him with one left.

White Scars turn 6

At this point the balance had tipped towards me:



My Captain was still alive, and had the cultists easily within charge range. Assisted by fire from the scouts, four of the cultists died - the remaining two were charged and quickly died to a single sweep of his relic blade.



Near the Havocs the attack bike managed to kill himself on the difficult terrain, but the Sargent was still alive, and took out one of the two havocs with his twin-linked bolters before charging. The close combat was a draw, with neither managing to hurt the other.



Once again the game didn't end, so we'd have a maximum length game.

Iron Warriors Turn 7

Michael only had one effective unit - the Obliterators.



He decided to get his own vengeance, and vaporised my Captain in short order:



The last havoc and the biker Sargent continued to fight, their power armour protecting each other from the opponent's blows.

White Scars turn 7

At this point there was little else for me to do:



The scouts and attack bike shot the obliterators, but to no effect, while the Havoc and Sargent continued to fight without resolution. The game was over!


Result

I had two objectives:





A third was contested:



The final scores were therefore:

White Scars

(6) 2 x objectives
(1) Slay the Warlord
(1) Linebreaker

Total = 8

Iron Warriors

(1) First Blood
(1) Slay the Warlord

total = 2

White Scars 8 - 2 Iron Warriors - VICTORY FOR THE WHITE SCARS!


Conclusion

This as another close fight - Michael's Obliterators in particular should be singled out as a highly effective unit! On my side I think a key moment was when my deep-striking land speeder managed to drop accurately and take out the missile launchers - I feel that if he had had these available I would have taken further casualties. Given that I had two units on a wound each, a couple of extra casualties from the Havocs over the course of the game could easily have swung things to the Iron Warriors!

Michael played it very cool - in particular recognising that he wasn't going to catch me anyway, his decision to stay in range of his fire support at the start was potentially game-winning - many would just have charged forward despite this not helping. Only losing the missile launchers to my land speeder prevented this decision from paying off.

As for myself I was pleased at how I was once again able to bring most of my force to bear on only a part of the enemy's, and follow this up by picking and choosing my combats almost all the time. Being more aggressive with the land-speeder also paid off big-time, and while risky, I feel the potential benefits make this a strategy worth continuing.

Michael was a great opponent to play against, and the final score doesn't reflect how much things swung to one side then the other throughout the battle!

Overall I think these first five games have succeeded in giving me a feel for how the White Scars play - I'm now in the process of expanding to 1,250 and we'll see if I can keep it up. At the same time my local gaming group now has a better idea of what the White Scars do - so I am expecting things to get harder!

This message was edited 14 times. Last update was at 2013/05/21 16:28:39


Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
Made in us
Been Around the Block






Great Brep! I also love my Biker army and their ability to choose any battle.
   
Made in us
Been Around the Block




Huntingdon, UK

I got say i love your battle Reports.

It has inspired me to take the 15 or so bikes I have that have been sitting around and build a White Scars army. I do have a landsppeder or two, Storm Talon, scouts ,and a predator or two.
   
Made in gb
Cackling Chaos Conscript





Birmingham

Another great bat rep! I've read all 5 now and it's been really enjoyable seeing your playing style develop. Keep them coming!

Check out my Karloth Valois themed 40k/Necromunda thread
http://www.dakkadakka.com/dakkaforum/posts/list/406750.page 
   
Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

Thanks Insane Smile & Kiwidru - I hope I didn't disappoint

 Unreg1stered wrote:
Great Brep! I also love my Biker army and their ability to choose any battle.


Absolutely, it's that ability to fight the battle on your terms that is the real strength of biker force. 6th provided them with a serious boost, so it's nice to see the bike army players come out of the woodwork!


 Crabpuff wrote:
I got say i love your battle Reports.

It has inspired me to take the 15 or so bikes I have that have been sitting around and build a White Scars army. I do have a landsppeder or two, Storm Talon, scouts ,and a predator or two.


Go for it! I think the White Scars are a fairly unique force that play the game in a very different way to the usual TAC armies. I like to think I've been shaking up the local meta a bit and introducing something new and different for people to pit themselves against.


 Doombiscuit wrote:
Another great bat rep! I've read all 5 now and it's been really enjoyable seeing your playing style develop. Keep them coming!


Thank you, hopefully more soon...

This message was edited 5 times. Last update was at 2013/05/21 16:36:17


Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Nice job. It's especially refreshing to see someone using combat tactics correctly.

I'd note, though, that you have a duplicate picture on turn 1. I assume the second shot of some chaos dudes standing next to a bridge was supposed to be something else?



Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in nz
Warp-Screaming Noise Marine





Auckland, New Zealand

Got to add my admiration for your reports, so easy and fun to read!
   
Made in gb
Twisted Trueborn with Blaster






I am a big fan of your report Hedgehog, always a good read. Very clear and informative style, with enough flair to make it a fun read.

Its inspired me to finally try writing some of my own!

I represent the Surrey Spartans gaming group. Check us out and feel free to come along for a game! https://www.facebook.com/groups/425689674233804/
Tzeentch Daemons 2000pts
Kabal of the Sundering Strike 2500pts
Eldar Corsairs 750pts
400pts Corregidor/Nomads
300pts Yu Jing
200pts+ each of Imperial and Rebel fleets for X-Wing
A Terran Alliance and Dindrenzi Fleet for Firestorm Armada
A Necromunda Goliath gang and Spyrer gang 
   
Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

 Ailaros wrote:
Nice job. It's especially refreshing to see someone using combat tactics correctly.

I'd note, though, that you have a duplicate picture on turn 1. I assume the second shot of some chaos dudes standing next to a bridge was supposed to be something else?


Thank you - I think bike armies benefit from Combat Tactics to a much greater extent than most marine units. This was the first time I've had a chance to use it though - against IG and Tau there's no point in falling back, as they're not threatening a charge anyway!

I've also fixed the pictures - oops! Well spotted.


 Slaanesh-Devotee wrote:
Got to add my admiration for your reports, so easy and fun to read!


Thanks, my job involves communication so I like to think it gives me useful skills I can apply outside work too


 HerbaciousT wrote:
I am a big fan of your report Hedgehog, always a good read. Very clear and informative style, with enough flair to make it a fun read.

Its inspired me to finally try writing some of my own!


Excellent, I look forward to reading them!

This message was edited 4 times. Last update was at 2013/05/22 22:08:30


Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
Made in us
Terrifying Wraith




Houston

Nice batrep and way to go scars! I like the photoshop improvement, such as the circles around the objectives! Keep it up!!

Fantasy: 4000 - WoC, 1500 - VC, 1500 - Beastmen
40k: 2000 - White Scars
Hordes: 5/100 - Circle of Orboros
 
   
Made in us
Regular Dakkanaut






When I first started playing (years and years ago) my first army was almost a Ravenwing biker army. The vets at the games store told me I would be wasting my time because biker armies sucked and weren't viable at all. So, being new I ended up picking up the (at the time) brand-new Tau codex. Watching your success with White Scars makes me want to take another crack at it!
   
Made in gb
Fixture of Dakka






Wiltshire, UK

Great bat rep again, that was a close game I think with the marine and biker contesting one objective and the oblits very close to claiming another as well.

   
Made in us
Fleshound of Khorne




Emporia, KS

Great report, as always. Keep up the bike wins, loving every one.
   
Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

Kiwidru wrote:
Nice batrep and way to go scars! I like the photoshop improvement, such as the circles around the objectives! Keep it up!!


Thanks, I thought the circles would make it a lot easier to spot the objectives, good to know it works well!


DMDaddy0 wrote:
When I first started playing (years and years ago) my first army was almost a Ravenwing biker army. The vets at the games store told me I would be wasting my time because biker armies sucked and weren't viable at all. So, being new I ended up picking up the (at the time) brand-new Tau codex. Watching your success with White Scars makes me want to take another crack at it!


It's still not too late - sell those filthy xenos scum and turn to the way of the bike...

I've actually been playing Chaos for a looooong time - it was the inclusion of the Ravenwing bikers in the 6th edition box set that set me off on this path. Bikes are currently cheap and easy to acquire thanks to this set.


 GiraffeX wrote:
Great bat rep again, that was a close game I think with the marine and biker contesting one objective and the oblits very close to claiming another as well.


Absolutely, the final VP score doesn't reflect exactly how close this was - one more wound on my side, and the Obliterators in position, and it could so easily have been a draw or win to the Iron Warriors.

This was the best kind of game - very hard fought, and in the balance almost until the end. Tabling an opponent does happen sometimes, but it's much less fun than a game like this...


 KhorneDawg wrote:
Great report, as always. Keep up the bike wins, loving every one.


Thanks, will do my best

This message was edited 4 times. Last update was at 2013/05/22 06:25:56


Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

That was a good rep, holy cow! Talk about a close match there
   
Made in gb
Gangly Grot Rebel



Scotland

Another victory Hedgehog! Great record your building mate. Glad the deep striking speeder worked out, its great against power armour but really shines against Tau or Necrons - I love burning robots!

Keep up the good work. FOR THE KHAN!!

This message was edited 1 time. Last update was at 2013/05/22 15:26:40


I'm a god damned sexual Tyrannosaurus.
 
   
Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

Comments from my opponent:

nice report as usual, i can definatly see some more mobility would have been very useful as I really needed something to stop my khorne marines tiptoeing arond the 12" death bubble the bike charge posed for the first couple of turns.



 KingCracker wrote:
That was a good rep, holy cow! Talk about a close match there


Absolutely - it could so easily have gone the other way, one wound more or less and I could have lost by the same margin that I eventually won by.


 jamin484 wrote:
Another victory Hedgehog! Great record your building mate. Glad the deep striking speeder worked out, its great against power armour but really shines against Tau or Necrons - I love burning robots!

Keep up the good work. FOR THE KHAN!!


The speeder was probably what allowed me to snatch victory - it's actually done a lot more than my Typhoon in total!

This message was edited 4 times. Last update was at 2013/05/23 07:28:49


Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
Made in us
Brainy Zoanthrope




Tustin

Do a Whitescars vs Tyranid Batrep next!
   
Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

zaak wrote:
Do a Whitescars vs Tyranid Batrep next!


I can try, but it does rather depend on my opponents
   
 
Forum Index » 40K Battle Reports
Go to: