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I played a casual game with a friend on Sunday. We played big guns never tire with a vanguard strike deployment. Night fighting was active on Turn 1. Here is a report of the fun and action:
1850 Imperial Guard (my list)
Spoiler:
Company Command Squad - Lascannon
Lord Commissar - Power axe
Marbo
Platoon 1
Platoon Command Squad - 4 Plasma guns (in vendetta 1)
IS - Lascannon, Commissar
IS - Lascannon, power axe, melta bombs
IS - Lascannon, power axe, melta bombs
IS - Lascannon, power axe, melta bombs
Platoon 2
Platoon Command Squad - 4 Melta guns (in vendetta 2)
IS - Auto cannon
IS - Auto cannon, power axe, melta bombs
IS - Auto cannon, power axe, melta bombs
IS - Auto cannon, power axe, melta bombs
Vendetta 1
Vendetta 2
Leman Russ Demolisher - Las cannon
Colossus - Camo netting
Manticore - Camo netting
1850 Chaos Daemons and Chaos Space Marines
Spoiler:
Kairos Fateweaver (Fatey) - Prescience, Invisibility, Flame breath, Haemorrage
Pink Horrors of Tzeentch 1 - Two extras, iridescent horror
Pink Horrors of Tzeentch 2 - Two extras, iridescent horror
Pink Horrors of Tzeentch 3 - Two extras, iridescent horror
Screamers of Tzeentch - Three extras
Daemon Prince (Pinky) - Daemonic flight, Warp-forged armour, exalted rewards (Grimoire of true names), greater rewards (INSERT REWARD), daemon of tzeentch, psyker mastery level 2, Iron arm, Haemorrage
Daemon Prince (Bluey) - Daemonic flight, Warp-forged armour, greater rewards (corpulescence), lesser rewards (Corrosive breath), daemon of tzeentch, psyker mastery level 2, Endurance, Life leech
Sorcerer - Mark of tzeentch, sigil of corruption, veterans of the long war, psyker mastery level 3
Chaos Cultists
Heldrake – Baleflamer
*I am missing a few upgrade points somewhere.
Deployment
Spoiler:
Chaos Daemons and Chaos Marines - Turn 1
Spoiler:
Psychics: Fatey casts prescience and fails to cast invisibility.
Pinky casts iron arm +3.
Bluey casts endurance on horrors 1.
Shooting: Warp storm result: The dark prince thirsts. 2 CCS guardsmen die and a wound goes on my commander. Demolisher is hit, but fails to glance or penetrate.
Fatey runs to cover.
Horrors 1 use flickering fire of tzeentch on platoon 1. I fail the warpflame toughness test. Soulblaze fire goes out. 3 guardsmen die.
Horrors 2 use FFoT on platoon 2. I fail the warpflame toughness test. Soulblaze fire goes out. The guardsmen go to ground. 2 guardsmen die.
Horrors 3 use FFoT on platoon 2. I pass the warpflame toughness test. This grants me 6+ FNP the rest of the game. I forget to use it even once. Soulblaze fire contines. 4 guardsmen die.
Pinky runs for cover.
Assault: No assaults.
Thoughts: The horrors are doing big damage to my platoons. The big daemons are well hidden and should be able to assault next turn. This spells trouble for the guard.
Shooting: CCS fires on horrors 1, but misses.
Platoon 1 receives FRSR orders and fire on horrors 1. 50 shots, 18 hit, 8 wounds, and only 1 dies. The las cannons fail to hit (snap shots).
Platoon 2 receives GBitF orders and fires on horrors 2. 25 shots, 19 hits, 11 wounds, and 2 die. The auto cannons fire 8 shots, 3 hits, 2 wounds, and 2 die.
Demolisher pies horrors 3. Friendly scatter results in 5 hits, 4 wounds, and 2 die.
The colossus and manticore are out of range with night fighting rules. Here again I make a mistake. Why didn’t I use my search light?
Assault: No assaults.
Thoughts: Yikes! I am seriously concerned. I did very little damage and the daemon princes are going to be on me next turn. I forgot to use FNP in turn 1 and would continue to forget the rest of the game. I forgot to use the search light on the demolisher. I could easily blame the dice for a bad turn of shooting, but the blame is really my own for forgetting my own options and abilities.
CD & CSM - T2
Spoiler:
Reserves: Sorcerer and Cultists arrive.
Heldrake and screamers remain in reserve.
Psychics: Fatey casts invisibility and prescience.
Pinky casts iron arm + 3 (ouch).
Bluey casts endurance on horrors 1.
Movement: The sorcerer and cultists move on the board behind terrain.
Fatey swoops forward next to platoon 1.
H1 advance 6” and remain in terrain.
H2 advance 4”.
Pinky glides forward next to platoon 1.
Bluey swoops forward to mid field.
Shooting: Warp storm result: 7, He keeps this fearing a negative result on a reroll (Fate weaver warlord trait).
Sorcerer and cultists run 3”.
Fatey casts flame breath on platoon 1. 6 are hit and 4 die.
H1 use FFoT on platoon 1. 11 shots, 6 hits, 6 wounds, and 6 die. 3 die from soul blaze.
H2 use FFoT on platoon 1. 3 shots, 1 hit, 1 wound, and 1 dies. 2 die from soul blaze.
H3 use FFoT on platoon 2. 2 shots, 2 hit, 2 wounds, and 0 die.
Bluey swoop runs 11” towards the demolisher.
Pinky uses Hemorrhage on platoon 1. 1 dies.
Assault: Pinky assaults. 5 hits, 5 wounds, 5 die. One melta bomb hit in return, but I fail to wound. Iron Arm would prove to be very effective for the remainder of this close combat. I lose the combat, but pass my leadership test.
Thoughts: Platoon 1 is a goner. Iron arm invalidated my power axes and my melta bombs are unreliable against an opponent with such a high WS and T. I am envisioning my opponent sweeping from my right to left with little to slow or stop him. It will be a tough going from here on out.
IG – T2
Spoiler:
Reserves: Marbo, vendetta 1 with the plasma PCS, and vendetta 2 with the melta PCS arrive from reserves.
Movement: Marbo pops up on top of a building near H2
Platoon 2 advances 6”
Vendetta 1 with the plasma PCS flies on to engage pinky
Vendetta 2 with the melta PCS flies on to engage pinky
Demolisher advances 3”
Shooting: Marbo drops his bomb on H2. 5 hit, 4 wounds, 3 die.
Manticore drops pie on H2. Three shots! Scatter deviates onto the hidden cultists. 11 hits, 5 wounds, 1 dies.
Colossus fires on H2. 6 hit, 5 wounds, 1 dies.
Demolisher drops pie on H3. 5 hit, 4 wounds, 1 dies.
Platoon 2 receives FRSR orders and fires on H3. Las guns - 52 shots, 24 hit, 9 wounds, 3 die. Auto cannons - 8 shots, 5 hits, 5 wounds, 4 die.
Assault: Platoon 1 continues to hold on against pinky. Pinky gets 2 hits, 2 wounds, and 2 die. The platoon 1 gets 1 hit and fails to wound. They have engaged full on tar pit mode.
Thoughts: It was lucky to get all my reserves in this turn. Marbo did some damage. Platoon 2 did some serious damage to H3. My hope was that the vendettas would encourage his princes to land.
CD & CSM – T3
Spoiler:
Reserves: Screamers still don’t want to play
Heldrake comes in with plans to burninate the country side and to burninate the peasants.
Psychics: Fatey casts invisibility on himself.
Fatey puts the grimoire on H1.
Pinky casts iron arm on himself, +2.
Bluey casts endurance on himself.
Movement: Fatey swoops next to the CCS.
H1 advanced toward the d8, right objective.
H2 consolidates and hides in terrain.
H3 retreats and hides behind terrain.
The heldrake zooms on the board approximately 12” to the right of platoon 2.
Bluey starts gliding and moves to engage the demolisher.
Shooting: Warp storm results in a 7.
Fatey uses flame breath on the CCS, 3 hit, 2 wounds, 2 die.
H1 uses FFoT on platoon 2. DENIED!
H2 uses FFoT on marbo. 7 shots, 4 hits, 3 wounds, results in 1 unsaved wound. Marbo’s luck doesn’t hold. He dies to soul blaze.
The heldrake flames platoon 2. 9 hits, 7 wounds, 7 die.
Assault: Bluey assaults the demolisher. He gets 3 hits, but fails to glance or penetrate. My opponent forgot to use smash.
Pinky continues his assault on platoon 1. He gets 2 hits and 2 wounds. The platoon finally has a chance to wound pinky with their axes. 9 attacks, 5 hits, 0 wounds. Platoon 1 fails leadership and runs. I forget to execute a sergeant. My mistake causes the remnants of the platoon to be run down and wiped. Pinky consolidated 5”. My opponent gets first blood.
Thoughts: I am down 1 – 0. My right flank is totally lost. There are 2 daemon princes running wild on the right and I have no credible threat to stop them. I let the dice take me out of the game early and I am making mistakes. HOWEVER, I dodged a bullet when bluey failed to destroy the demolisher and I am still in the game.
It is difficult to remember to take pictures when you are getting your teeth kicked in.
IG – T3
Spoiler:
Movement: Platoon 2 moves to the right in search of a target.
Vendetta 1 enters hover mode, adjusts to target bluey and drops off the plasma PCS.
The plasma PCS line up shots on bluey.
Vendetta 2 makes a hard right and flies towards the heldrake.
The demolisher pushes forward towards the d12 , left objective.
Shooting: Platoon 2 receives orders to BiD on pinky. 8 AC shots, 4 hits, 3 wounds, and pinky fails 1 save.
Vendetta 1 targets bluey. 3 tl- shots, 2 hits, 1 wound, bluey takes a wound.
The plasma PCS targets bluey. 6 hits, 6 wounds, and no gets hot! Bluey dies to blue hot plasma fire!
Vendetta 2 targets the heldrake. 3 tl-shots, 2 hits, 2 pens, weapon destroyed and stunned
The colossus targets H2, but scatters off the table.
The manticore targets H2 with 1 missile, but scatters hitting 1 cultist, failing to wound.
Assault: No assaults.
Thoughts: The VP from killing bluey ties the game at 1-1. Killing bluey was huge. I really, really wanted to have the heldrake off the table, but “dem da breaks.” I still have a steep uphill climb to victory, but it feels good to have an okay turn.
CD & CSM – T4
Spoiler:
Reserves: Screamers come in.
Psychics: Fatey casts invisibility on himself.
Pinky casts iron arm on himself, +3
The grimoire is used on H1.
Movement: Fatey swoops past my CCS to target my heavies.
H1 move close to the d8, right objective.
H2 move out from terrain towards the d20, center objective.
The screamers move on and line up a fly over of the plasma PCS.
The heldrake vector strikes vendetta 2. 3 hits, 0 glances or penetrating hits.
Pinky swoops towards vendetta 2.
Shooting: Warp Storm results in an 8. The dark prince thirsts. My opponent fails to roll any 6s.
Fatey casts Bolt of change on my colossus. He hits and pens for a shaken result.
H1 targets platoon 2. 11 shots, 3 hits, 2 wounds, 2 die.
H2 targets platoon 2. 5 shots, 3 hits, 3 wounds, 2 die.
The screamers turbo boost over my plasma PCS. 11 hits, 8 wounds, and 8 die.
Pinky uses hellfire gaze on the vendetta. He hits and results in an explosion. 1 of the melta PCS survives the crash.
Assault: No assaults.
Thoughts: Three very bad things happened this turn. The plasma PCS was wiped out. That was a scoring unit and it packed serious fire power. They were in the open and my opponent made the correct move to destroy them. Ultimately, I would trade a PCS for a DP any day… The colossus was shaken. I guess one way to look at it is I got lucky that it is still around, but I would miss that pie plate on my turn. Finally, the vendetta was destroyed and the melta PCS with it. Four melta guns could have done some damage if dropped in the right spot. That one remaining guy would prove to be useless.
IG – T4
Spoiler:
Movement: Melta PCS moves toward H1. Blaze of glory!
Platoon 2 moves towards midfield and the d20, center objective.
Vendetta 1 continues its hovering ways, spins, and moves toward my opponent’s side of the table.
The demolisher moves deeper into my opponent’s side of the table trying to get a shot on H3.
Shooting:
Melta PCS targets H1, but misses. Fizzle of ineptitude!
Platoon 2 receives BiD orders and targets pinky. 8 tl shots, 1 hit, and 0 wounds.
CCS orders incoming! on itself.
Vendetta 1 targets the heldrake. The heldrake explodes!
The manticore targets H2 with 1 missile. 3 hits, 3 wounds, 3 die.
Assault: No assaults.
Thoughts: My opponent has total control of the table. My only hope was he would forget about the objectives.
CD & CSM – T5
Spoiler:
Psychics: Fatey casts invisibility on himself.
Pinky casts iron arm on himself, +1.
Movement: Fatey swoops to the left corner of my deployment zone. He has his choice of heavies to destroy.
H1 has control of the d8, left objective.
H2 moves out of terrain towards the d20, center objective.
H3 moves out to contest the d12, left objective.
The cultists move up. They really played no part in the game other to make saves when scatter occurred.
The screamers adjust and line up a turbo boost from left to right over platoon 2.
Pinky glides next to my CCS.
Shooting: Warp storm results in a 7. Nothing happens.
Fatey uses bolt of change on the manticore. He glaces, but a cover save negates the result.
H1 uses FFoT and targets the lone melta PCS guardsman. 6 shots, 5 hits, 5 wounds, and he dies.
H2 uses FFoT and targets platoon 2, but they are denied!
H3 targets the rear of the vendetta. 10 shots, 6 hits, 1 glance and 1 penetrating hit. Jink saves the penetration.
The screamers turbo boost over platoon 2. 12 hits, 6 wounds, 0 saves, 6 die.
Assault: Pinky charges the CCS. He dies horribly. I make a critical mistake. My warlord was actually my lord commander, but I told my opponent my CCS was. Crap! Well, he gets another point from slay the warlord.
Thoughts: I am down 2-1. My opponent solidly controls the d8, left objective. I am close to the d20, center objective. We are currently contesting the d12, left objective. I have a chance to steal the game if I can kill H3 and the game ends.
IG – T5
Spoiler:
Movement: Platoon 2 moves forward. I am in terrain, so I have to make a move through difficult terrain roll and fall short of controlling the center objective. That means I will have to run and I will miss those shots.
Vendetta 1 adjusts to target pinky.
The demolisher adjusts for a shot on H3.
Shooting: Platoon 2 runs to the d20, center objective. The game could end and I need to control something.
The vendetta targets pinky. 3 tl shots results in 2 hits and 2 wounds. Pinky fails to save.
The demolisher targets H3,but scatters wildly.
The manticore targets pinkey with 1 missile. 1 hit, 1 wound, and 1 failed save marks the end of pinky. He was a beast.
Assault: No assaults.
Thoughts: The game could end. My opponent has one objective. I have two objectives. I killed 2 heavies. My opponent got first blood and warlord. We both have linebreaker. If the game ends, I would win 9 – 6. My opponent rolls and the game continues. Darn…
CD & CSM – T6
Spoiler:
Psychics: -Fatey casts invisibility on himself
Movement: -Fatey moves to engage the colossus.
-Horrors 1 move to firmly control the d8, right objective and to target platoon 2
-Horrors 2 move to target platoon 2
-Horrors 3 move to target platoon 2
-The screamers adjust to turbo boost over platoon 2 and to contest the d12, left objective.
-Sorcerer moves to target the Demolisher
-Cultists advance
Shooting: Warp Store result: 7 - Nothing again.
Fatey uses infernal gateway on the colossus. The colossus makes a cover save.
The sorcerer uses bolt of change on the demolisher.
Horrors 1 uses FFoT on platoon 2.
Horrors 2 uses FFoT on platoon 2.
Horrors 3 uses FFoT on platoon 2.
The screamers turbo boost over platoon 2
Assault: Fatey assaults the colossus. He makes it explode.
Thoughts: I need to push my opponent off of the d12, left objective. Plain and simple, if I do, I win, if I don’t, I lose.
IG – T6
Spoiler:
Movement: -Platoon 2 moves toward the d20, center objective.
-Vendetta 1 adjusts to target the horror or screamers.
-The demolisher adjusts to target the screamers.
-The manticore adjusts to target fatey.
Shooting: -The manticore flames fatey and fails to wound (no missiles remaining).
-The demolisher targets the screamers. They are dangerously close, but I have to knock him off the objective. No scatter! 3 hit, 3 wounds, 3 die. Now I just need to get that last horror out of the way.
-The Vendetta targets the horror. 3 tl-shots, 2 hits, 2 wounds, 2 saves! It’s okay, I still have platoon 2 that can shoot at that last horror.
-Platoon 2 targets the horror. 1 lasgun shot and 4 snap fire shots from 2 auto cannons results in 1 hit from a lasgun. I then wound! He then saves again!
Assault: -No assaults
Thoughts: The game could continue, but it did not. I gave it my best shot. I got lucky with the demolisher hit on the screamers. I got lucky with the wounds on the last brain in H3. My opponent got luckier with his saves. “Dem da breaks!”
We each control 1 objective and contest the third. 3 – 3.
My opponent got the colossus and I got 2 daemon princes. 4 – 5.
My opponent got first blood, slay the warlord, and line breaker and I got line breaker. 7 – 6.
Good game!
This message was edited 3 times. Last update was at 2013/10/24 12:42:32
Dear Games Workshop,
Paper is totally over powered! I can't believe how badly you guys screwed up. Why can't you make armies balanced, like Scissors? I quit!
Rock
2013/10/22 23:04:24
Subject: 1850 IG v CD & CSM, Casual (first two turns)
Very cool looking Daemons army btw. Is it an intentional Futurama reference or a happy coincidence?
This message was edited 1 time. Last update was at 2013/10/24 10:22:09
By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!
- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos