So Batrep time! It’s been a while since I’ve had a game and I really wanted to get my
IA tank list on the board. My good friend Lanius took up the gauntlet with his Khornate Marines and we agreed to a 2k. Will Chaos prevail or will the might of Imperial Armour crush them beneath their tracks?
The Board
The Armies Imperial Armour Tank Company
Ullidian 403rd Armoured Division
Some minor proxying, all chimera hulls are chimeras, and theres a commisar standing in for a sergeant. Had to borrow a few Chimeras and some guardsmen as my Armoured Coy is still a
WIP
HQ Command Tank (Warlord) - Leman Russ Exterminator - Heavy bolter sponsons, heavy stubber
Armoured Fist Command Squad - Voxcaster, plasma gun, grenade launcher, company commander, chimera with heavy stubber
Elites Commissar Tank - Leman Russ Vanquisher - Lascannon, co-axial heavy stubber, beast hunter shells
Commissar Tank - Leman Russ Vanquisher - Lascannon, co-axial heavy stubber, beast hunter shells
Troops Leman Russ Demolisher
Leman Russ Demolisher
Leman Russ Demolisher
Leman Russ Executioner - Plasma Cannon Sponsons, lascannon
Armoured Fists - Heavy bolter, chimera with heavy stubber, voxcaster
Armoured Fists - Heavy bolter, chimera with heavy stubber, voxcaster
Armoured Fists - Heavy bolter, chimera with heavy stubber, voxcaster
Armoured Fists - Heavy bolter, chimera with heavy stubber, voxcaster
2000pts
About the list: Well this list packs a lot of firepower, taking russes as troops is always fun and with access to the special ammo in Imperial Armour theres nothing I can’t take down in a single volley. And with 4 armoured fist squads I should have a good amount of scoring units to take objectives.
Khornate Marines
HQ Chaos Lord (Warlord) - Bike, Mark of Khorne, Power First, Sigil of Corruption, Gift of Mutation (Shrouded)
Daemon Prince - Daemon of Khorne, Power Armour, Wings, Gift of Mutation, (Icy Aura)
Elites 5 Terminators - Mark of Khorne, 2 x Chainfists, 1 x Power Fist, 1 x Combi-Melta, Icon of Wrath, Land Raider with Extra Armour, Dozer Blades, Combi Bolter
Troops 19 Autopistol Cultists - Shotgun on Champion
24 Autogun Cultists - Shotgun on Champion
Fast Attack Heldrake - Baleflamer
5 Chaos Spawn (accompanying the Lord)
7 Chaos Bikers - Champion With Melta Bombs, Gift of Mutation (Multiple Boons: Instant Death Melee Attacks, Shred, Unworthy Offering), 2 plasma guns, Mark of Khorne, Veterans of the Long War
Heavy Support 3 Obliterators - Veterans of the Long War
Predator - Twin-Linked Lascannon, Lascannon Sponsons, Combi Bolter
1994
About the list: Not a lot of scoring units with only the cultists for troops, but a lot of high power units that should give the guard a lot of grief! Boons have been included in the list for the sake of ease.
Mission and deployment We rolled Relic for mission type and diagonal deployment. On the role Lanius won taking the first turn for Khorne. Lanius set up first forcing the tanks of the Imperial Guard to try and hide from the arcs of the Land Raider and Predator, meaning it would take me a while to get all that firepower somewhere useful.
Warlord Traits 403rd: Disciple of Macharius - I think we ended up playing this slightly wrong. It grants outflank and acute senses to a single vehicle squadron. I ended up putting it on an armoured fist squad in a Chimera. So one slight balls up but nothing to bad, I’m sure my opponent preferred this to an outflanking demolisher!
Khorne: Hatred Incarnate - Hatred Everything for the warlord and his unit.
Turn 1 Seize: Guard tried to seize but only manage to roll a 2!
Khorne:
Movement - The cultists move up towards the relic, no massive surprise there! The Land raider moves to better position almost immobilizing itself. The predator also moves to a better firing position. The bikes swoop round the flank with the spawn and the biker lord, and the Deamon Prince flies straight forward.
Shooting - The Deamon Prince runs 5”, the bikes turbo boost 12”, the spawn run 4”, the combat cultists run 1” and the autogun cultists run 6”. The Land Raider failed to penetrate a chimera and the Predator glanced a demolisher but it passed its cover save. Being forced to move to get
LOS meant they had to snap shoot most of their weapons.
403rd:
Movement - Time to show these scum some real firepower! All units moved to fire positions, trying to make sure everything had a target. However due to some terrible luck my Exterminator Command Tank and one of my Demolishers immobilized themselves trying to move through a crater at the back of my deployment! The dice gods are fickle!
Shooting - My Executioner let out a volley of 5 plasma cannon blasts and a lascannon shot into the chaos bikes. I figured it would have no problems getting rid of them but no, only one bike goes down thanks to there 4+ turbo jink save! Better shooting from my Vanquisher on my left flank that manages to take down the Land Raider in a single shot, securing me 1
VP for First Blood. A Demolisher kills 3 of terminators that were in the Land Raider. Then the other demolisher hits but fails to wound the other 2. My Second vanquisher goes for the predator and stuns it, and my immobile Exterminator kills 2 autogun cultists. The Infantry Squad I have held up in the ruins manage to ground the Deamon Prince inflicting 2 wounds overall, and then the chimera in front of the Prince open up and finish him off. My Command Chimera manages to cut down another 3 cultists and my other 2 chimeras also take a shot at the same squad, only dropping 1 more of them.
Post Turn - A mixed turn I think, for Khorne they lost a lot of firepower with the Land Raider and the Deamon Prince, but are in quite a strong position on the board, and while the Guard did a fair amount of damage having 2 Russes stuck in the mud straight away is quite a kicker!
VP Score
Turn 2 Khorne:
Movement - Obliterators come in from reserve making a ballsy deep strike deep in Imperial territory, but it pays off as they get a direct hit staring at the back of a group of russes! This also gets them linbreaker for the moment! Everything else continues the push, and the autogun Cultists secure the Relic.
Shooting - The Termies run 1”, still stuck in the wreck of the Land Raider. The Predator still stunned misses every shot and the combat cultists run. The bikes kill a chimera, 2 Guardsmen inside die from the blast and the rest get pinned. The Obliterators wreck the Exterminator with twin-meltaguns securing a
VP for Warlord.
Combat - The Spawn and the Biker Lord charge the Executioner and destroy it.
403rd:
Movement - My reserves come in as well and my Chimera moves onto the board with cultists in its sights, securing a
VP for linbreaker. Everything else adjusts for new firing positions.
Shooting - The Vanquisher that killed the Land Raider goes on to take out the Predator too! My forward 2 Demolishers fire at the remaining Terminators but both miss. My 3rd demolisher, stuck in the crater, turns its turret on the obliterators behind it but misses as well! My Infantry Squad held up in the ruins get the benefit of First Rank Fire Second Rank Fire on the spawn, and are joined by all of my chimeras bar 1. In total 4 spawn go down, leaving one and the Biker Lord. The final chimera kills a single cultist. My final Vanquisher takes a shot at the obliterators with a beast-hunter shell but misses even with a re-roll! Dice Gods why have you forsaken me! Finally my reserve Chimera takes down 4 combat cultists.
Post turn - A good turn for Khorne! One russ down with obliterators poised to do a lot more damage, the relic secured and the gap between lines rapidly closing. Not so great for the 403rd, not killing those Obliterators is going to be a big problem for me next turn.
VP score
Turn 3 Khorne:
Movement - Lanius’ final reserve comes on in the form of the Heldrake, flying across my outflanking Chimera and glancing it with a vector strike. The Terminators remain bogged down in terrain. The Cultists with the relic continue to pull back, hoping to get far enough away from my lines that the Guard can’t do anything to them. The combat Cultists head towards the new Chimera.
Shooting - The Heldrake uses its deamon forge and burns the Chimera, it inflicts a
HP but takes one itself! The combat Cultists continue there charge at the Chimera by running. The bike squad take a shot at the recently
de-tanked Infantry Squad in front of them killing 4 including the heavy bolter team but losing a plasma gun biker to overheat at the same time. The frustrated Terminators fire off a combi-melta at the nearest demolisher even though they’re out of melta range, but it pays off with a penetrating hit on the side armour that immobilizes the Russ. Then the Obliterators further live up to their name wiping out my Vanquisher with multi-meltas.
Combat - The bikes charge the infantry and their champion issues a challenge which the sergeant accepts. The champion barely kills the sergeant and the rest of the guard are wiped out. They then consolidate 6” back the way they came. The terminators charge the now immobile Demolisher and wreck it, and the spawn with the lord wreck my other Vanquisher. Then as icing on the cake the Heldrake passes its It Will Not Die roll and regains a
HP.
403rd:
Movement - Suddenly there’s a lot less to move! The Chimeras push to get on top of those retreating Cultists I need them off that Relic! The last mobile Demolisher moves round the building giving it
LOS on the Terminators and the Obliterators.
Shooting - My Infantry Squad still unscathed in their ruin take a wound off the biker lord. The immobilized Demolisher kills 1 Obliterator despite hitting all of them, then the other demolisher joins in hitting both but only dropping 1 more! All my Chimeras fire a hail of rounds in to the cultists killing a swathe, but they all pass their leadership tests.
Post Turn - Khorne’s definitely smiling on these Marines, 3 Russes killed in one turn and those Obliterators just won’t go! The Guard are now in a scramble to take down as many cultists as possible to try and bring down that
VP lead!
VP score
Turn 4 Khorne:
Movement - The Heldrake moves to centre of the board, vector striking a chimera taking an hull point. The Terminators go towards the closest Demolisher while the last Obliterator goes to the immobilized Demolisher. The spawn splits from the lord and they each go for separate Chimeras, with the Lord bearing down on the Chimera holding my Command Squad. The Cultists continue to retreat with Relic, but they aren’t safe yet!
Shooting - The Heldrake flames 2 Chimeras, shaking 1. The lord shoots the Command Chimeras rear armour with his twin-bolter but fails to do anything. The bikes shoot the linebreaking Chimera and wreck it, forcing the passengers out who pass their pinning test on a double 1! Finally the lone Obliterator takes out the immobilized Demolisher.
Combat - The Spawn charges at its Chimera and loses wound to the passengers overwatch. It manages a glance taking off another
HP. The Termies charge the last remaining demolisher and shake it, luckily for the Guard only the power axe terminators remain. The Lord charges the Command Chimera and loses a wound to terrain! Now hes only got 1 wound left! He manages to kill the Chimera, 1 guardsman dies and the commander takes a wound from the explosion.
403rd:
Movement - The 2 Chimeras in the centre of the board try to move up to shoot at the cultists but both get themselves immobilized in another crater, one of them losing its final
HP and getting wrecked! A strongly worded letter will be written to the forge world that build these tank tracks I think! The squad inside the wrecked Chimera have to do an emergency disembark as the Spawn is blocking the rear access point. The last demolisher moves to take a shot at the Relic holding Cultists, ignoring the two Terminators. Finally the Linebreaker Infantry Squad move forward towards the oncoming cultists.
Shooting - My Command Squad shoots at the Biker Lord to no avail, and the plasma gun overheats killing its owner to boot. My so far untouched infantry Squad also unleashes at the Lord but fails to kill him! I need that warlord
VP! The Chimera fails to kill any cultists and the Demolisher, still shaken, snap fires it heavy bolter and manages to kill 1. The Linebreaker squad kills 3 of the close combat Cultists, leaving 1 left who breaks and runs.
Post Turn - One Demolisher and 3 Chimeras gone this turn, with Imperial fire being woefully ineffective. The Guards best hope now is to push the cultists off the Relic and kill the wounded Chaos Lord. However Chaos still have a lot on the board that could stop that from happening!
VP Score
Turn 5 Khorne:
Movement - The Heldrake switches to hover, as there’s not much left that poses an immediate threat to it, the spawn heads for the last chimera and the Relic Cultists continue the retreat, but they are still in the sights of the Chimera.
Shooting - The Heldrake kills 6 of the exposed Guardsmen from the previous turns emergency disembark, who break and run. The obliterator kills the last demolisher with a lascannon shot.
Combat - The Biker Lord Charges the Command Squad and challenges the Commander. The Commander accepts hoping to get lucky and take that 1 last wound before the Lord attacks back, but it doesn’t pay off and the Commander dies. The Spawn Charges the Chimera but fails to take its last
HP, leaving it in prime firing position on the cultists next turn! The bike Squad charges the Linbreaker infantry and issues a challenge, the Sergeant accepts but the whole squad ends up getting wiped out, losing combat by 6 and getting overrun, there goes an imperial
VP!
403rd:
Movement - The 3 retreating Guardsmen make their regroup, and everything else stays still.
Shooting - The Chimera kills 5 relic Cultists which will finally force a leadership test! The infantry squad in the ruin inflict a wound on the spawn leaving it with just one remaining. Now the tense bit, the Cultists role their
Ld test, and fail! Then run off the board!
Combat - The Lord kills only one Guardsman leaving him locked in combat.
Post Turn - Wow now its getting really close! Only 1
VP in it! However the Guard have hardly anything left on the table, one ruined Chimera, 3 lone guardsmen, 1 full infantry squad and one guardsman locked in combat with a Chaos Lord!
VP Score
Turn 6 Khorne:
Movement - The Hedrake vector strikes 2 Guardsmen from the ruin and the bikes and spawn move up.
Shooting - The bikes kill the last Chimera. The Terminators run but there’s nothing left for them to do. The Heldrake burns 3 more guardsmen out of the ruins and the Obliterator kills 2 more. Then the remaining Guardsmen fail their
Ld and run off the board!
Combat - The spawn Charges the squad of 3 who lose combat by one, they then fail their
Ld test and we roll for initiative. I feel pretty good when the Spawn gets a 1, but then I roll a one and get chased down! The dice Gods are not in my favour today! The final combat is between the Guardsman and the Chaos Lord. Maybe the guardsman will get lucky, there’s still hope he’ll make it right? Wrong, the Lord breaks him in half with his power fist and tables the Guard. What a tense game!
Final score
Post Game - Well that was bloody! What a game! I think Chaos had the edge throughout, the Obliterators were a particular thorn in my side. They cut down a lot of Russes and drew a mass of firepower, and just refused to die. The spawn also put in a good show, again absorbing a lot of fire and not dying. I think the Guard did fairly well, but in the end just couldn’t finish off enough units. Having a third of my armour immobilizing itself didn’t help matters either! It was close as well, if my infantry had made it through the final turn I might of have had a chance of killing off the lord and forcing a tie, but alas.
And here are some more pics from the game, thanks for reading!
And cheers to CaptinMoses for taking all the photos!