Showing posts with label Thousand Sons. Show all posts
Showing posts with label Thousand Sons. Show all posts

Saturday, August 24, 2013

Bink's Birthday Bash!

"I know I dropped it around here somewhere...".
 
Last night we gathered for a massive 40k game, and since it was the eve before Bink's birthday we decided to have two Ork armies (Waaagh Bink and Waaagh RorRuk) square off against Screech's Chaos army (yes, the nefarious Thousand Sons (of Bitches) deploying from their battle barge The Velvetta Scourge) along with Jim's Blood Angels (of Khorne, apparently). Since we all had 1500pt armies made up, we just went with those.

Setting up the BAs...

Knowing that time was limited for such a large scale game we agreed to try to limit our movement phases to 15 minutes tops. We choose to e deploy on the long table edges, and chose Purge the Alien as out mission.

Orks set up on the right side of their DZ

Orks set up on the left side.


Thousand Sons set up

Blood Angels set up and the start for 1st turn moves...
 
Surge in a pop smoke!

And here are the highlights
Turn One Blood Angels/1K Sons
 
  • A Blood Angel Drop Pod lands in the middle of our Deployment zone cutting off a key path between one of the high rises and a bunker. It deploys a dreadnought with twin-linked heavy flamer! (ulp!)
  • The BA dread blows up the trukk that was transporting Mad Doc Grotsnik!
  • BA Bikers shoot up my Kommandos who break and run!
  • One of my Deff Dredds takes HP damaged from the 1K Sons Landraider.
The BA dread blows up a Mad Doc's Trukk!
 

Turn One: Orks
  • None of my shooting was effective at all! I rolled a lot ones considering that I needed 5+ to hit, yeah I expected to miss, but jeeesh! I killed a single Devastator marine.
  • Mad Doc's retinue is a mob of 'Ard Boys who charge with frothing fury at the fire throwing dread, but it is no match against all of that rage and is wrecked.
 
And a dreadnought dies

Turn two BA/1K sons

Thousand Sons and Dread Co. Dread tearing up the Ork lines
  • The Death Company Dread is deployed via Drop Pod into the left portion of the Ork's deployment zone. It blows up my Battle Wagon with a lucky shot!
  • A squad of Thousand Sons marines lead by his Warlord, a Chaos Sorcerer, arrive via Dread Claw. They shoot up, and charge Bink's Bikers, killing his Warlord in a Challenge, defeating them and running them down. It was a humbling affair but at least one of the Thousands Sons died via overwatch.
  • On the other flank, the Chosen charge my slugga mob, and champion challenges my squad's Nob. They kill each other! The two units remain locked in combat...

Turn Two: Orks

  • We focus most of our fire on the left flank on that Death Co. Dread. It simply must go! And after taking HPs to a Weird Boy Zzzap! it's my Lootas T7 guns that finished it off.
  • On the right, Bink's Deff Coptas and my Dredd shoot the heck out of a 1K son's Rhino and fail to do anything to it! My dredd charges it and wipes it out with a power klaw!
Look, more things to kill!
  • Desperate, and statistically challenged, the Burna Boys charge the Thousand Sons. They are crushed by the Thousand Sons who slowly and purposely stride across their fuel soaked corpses.
"You Blood Angels just hang back an' watch this..."
  •  My slugga mob wipe out all but one of the Chosen, and he's the guy with fearless banner! So, this one guy has my Warlord and big mob locked in combat with him.
"HA! I will take you ALL on!!!"
  • My Kommados, who rallied on our Turn one and have been making their way over to the BA Bikers that have been shooting at them, attempted and failed a charge against them.

it struck us that it was now nearing 2 am, and most of us were feeling it hard! The funny thing is, when you're having this much fun it only feels like 2 hours have past, but in fact MANY hours passed and passed quickly! We agreed to call it there and tally our VPs, declaring the BA/1K Son alliance the victors! All of us were itching to continue, but we just HAD to stop. Still, it was good fun and all units got to participate (regardless of their effectiveness, heheh).

Looking down the Ork lines, another round or two and it was going to get SERIOUSLY bloody
As we packed up we tried to figure out what happened: how can we do this on a Friday night and actually finish the game? Shy of playing with a greatly reduced point agreement, we probably can't. We would need to agree to play an all day game starting at noon or so get through this kind of Epic awesomeness. Still, finishing wasn't the point: it was the fun of getting our war-cries out and hanging out together, and enjoying the time well spent, and that is what this is all about! It was a good start to Bink's Birthday weekend: we'll see if we can top it next time!

Sunday, February 03, 2013

Ultramarine flashback army goes to war

Following up from the excitement of finding the old Ultramarines last week, I decided to brave the elements and risk a game last night. The enemy that the light of the Emperor exposed to us for cleansing was Screech's Thousand Sons. This is my 1st time facing the new Chaos Codex, and my 1st ever using the Space Marines Codex.

It was 1500 point battle and it was a fight to achieve objectives.

The Landraider, ready to face down it's corrupted mkII counterpart

The Devastator squard overlooking the battle field
Without going into a round-by-round review, I will instead focus on highlights and what I learned by 'going back to basics' by using the Codex Marines in lieu of Space Wolves. Besides, we were distracted by the weather outside, so much so that the other players played a round or two before packing it in and dashing off, leaving just Screech and I behind.

Firepower wise, I was impressed overall with the Ultra's output. A lesser army or even a rival Space Marine army, would've been punished harder by the hail of bolts I peppered them with. However, and this I would quickly learn, is that the Thousand Sons are a whole matter completely. Impressed with the Ultramarine's firepower was nothing: I was astounded by the firepower of the Thousand Sons! Inferno Bolts with Soul Blaze did a number on my right flank causing it to crumble up pretty quick.

When my Sternguard Veterans lept out of the Landraider and cut a squad of Thousand Sons in half with Hellfire Rounds, I was giddy with how awesome the Sternguard weapon options were compared to what my Space Wolves have.  But when the smoke cleared, and the surviving Thousand Sons returned fire, it was I who would be surprised as the damned inferno bolts (with Soul Blaze) would cut the Sternguard in half! In the end the final Sternguard would snuff it as the soul blaze consumed him. In the pic below you can see all that was left of this Thousand Son unit standing in the Aquila Lander wreckage.



The two Land Raiders would take turns knocking hull points off each other with their twin-linked lascannons. The Ultramarine Land Raider would later explode when struck by a meltagun at close range.

My terminator squad absorbed a lot of incoming fire, as terminators are known to do, but when charged by Khorne berserkers (correction: Choosen) they would be quick to fall to the vast number of attacks that the berserkers brought down on them. However, they took a few of the frothing gits with them, including the Aspiring Champion who had challenged my Librarian. The two characters killed each other in a bloody clash which I thought was a pretty neat outcome actually.

"So sarge, we just show up and stand here now?"
Space Marine scouts have really suffered from the rule changes over the editions. The inability to charge when coming in from reserve was put in to balance some units that were too good at this tactic, but I feel that the change might have been over kill. I put these guys on the far end to see if I could harass the objective holders on that side of the field, but my the Scout's fire power was ineffective. They ended up being target practice for the Thousand Sons...

In hindsight, I should have infiltrated the scouts forward from the beginning, putting them in the compound where my surviving Tactical squad would claim and hold onto an objective. I would in turn have used that squad to go harass the Thousand Sons marine. In particular I would've chased down the surviving member of the Thousand Son's squad that earned Screech another 3 vps.

The end of the game. The only thing the Devastators killed was a Rhino tank.

Evil cowers in any shadow it can find...
So we chose to end the game at the bottom of turn 5, as the weather was getting scary-nasty outside and the prospect of being snowed in that cold building wasn't appealing to either of us, less so me, as Screech would point out "I have a truck!". 

The Victory Point tally would be:
Thousand Sons: 9
Ultramarines: 5
 
Not a horrible loss, considering I have done far worse with armies I am actually adept at playing with and/or against! The git hiding behind the rhino wreck was within 3" of an objective and he earned Screech 3vps. Yes, a good game, and it was fun to shake the dust off these old models and prove that they still can put up a decent fight.