Believe it or not, but this will be the 100th post on my blog and to celebrate the opportunity, I will try to include as many battle reports as I can, so here we go for a spectacular tale of murder, mayhem and dice rolls.
Game 1: Absylonia, Terror of Everblight versus Vlad, the Dark Prince
In this game, I played against a fairly new player, so I tried to make an Absylonia1 list that was not too mean, so I avoided double Angelius and other nasty stuff. This would also be a good opportunity to try out things like the Afflictor and the Striders. The scenario was again Two Fronts, which I seem to roll up all the time these days.
Absylonia, Terror of Everblight
Blighted Nyss Shepherd
Blighted Nyss Shepherd
Vlad, the Dark Prince
Kovnik Andrei Malakov (the Journeyman)
Kovnik Jozif Grigorovic
Winter Guard Infantry (10) with UA and 3 WA
Battle Mechanics (4)
Eyriss, Angel of the Retribution
He won the roll for first turn and deployed most of his army centrally, using the jacks to shield Vlad and Malakov and the Winter Guard between them. Vlad’s battlegroup was closer to his objective and Malakov closer to mine. The Mechanics split up to stay behind all the Warjacks to repair them without breaking formation. The Widowmakers went on his right behind a wall during AD, Fenris was all alone on the right flank before the Manhunter and Eyriss deployed ahead of him.
I deployed the Ravagore, Naga and a Shepherd opposite Fenris (and then opposite the other two once they advance deployed) close to my zone, Absylonia centrally with the Scythean, the Spawning Vessel and Raek, while the Afflictor and Angelius went closer to his zone. The Deathstalker and Rangers went into a forest on that side too, to get either close to the Widowmakers if they got over their wall or to flank the Winter Guard Infantry and start whittling them down.
He pushed his flanking force of Fenris, Eyriss and the Manhunter forward, even after I warned him about the range 14 gun on the Ravagore. He thought he was out of range of it after moving. The Widowmakers ran up to their wall and started getting cosy there. Vlad realized that he had walled himself in behind the Warjacks, so they ran forward, then he advanced behind them and camped the rest. Malakov and his ‘jack did the same, but he did not want to cast Redline yet, which I think was a mistake. The Winter Guard was made Tough and Fearless and Bobbed and Weaved to form a second wave.
I advanced my centre and right flank, putting Forced Evolution on the Angelius who went into his zone to threaten Vlad’s ‘jacks. The Scythean also toed into that zone and got riled for 3 (so 4 in total) to let the Forsaken hiding behind it absorb 4 Focus points. The Afflictor hid behind the Scythean. The Striders ran up to form a line in front of the two Warbeasts, arguing that DEF15 is difficult to hit for MAT6 Khador heavies. The Deathstalker went to their right flank to start picking off infantry next turn. The Widowmakers were too far away from them to shot them next turn, so no problem, right? The Raek went to the middle of the board after Abbie cast Playing God on it. I also had the lunch ladies pull their pot into a central position, then they pummelled each other to make a Shredder that put Tenacity on the Raek and got into a position to be annoying next round. Then the Ravagore advanced 6 inches, was clearly in range of the Manhunter (the distance was 13”, so no contest), then blasted it and Eyriss whilst placing a Scather template in front of Fenris, before the Shepherd pulled off the 4 Fury on it. That must have been my opponent’s first ‘Blight Makes Right’ moment. The Naga ran closer to the objective in my zone.
In his second turn, Vlad handed out some focus, then cast Signs and Portents and called feat. His Devastator then casually charged my Deathstalker, even getting into base-to-base thanks to now having a 11” charge. It opened its shell to use Rain of Death and the Deathstalker and 3 Striders simply turned into red mist. The Juggernaught then charged another Strider and put it down. I collected no corpses as I was out of range. The Winter Guard bobbed and weaved and only the Rockets ended up being in range of the Scythean, dealing a bit of damage to it, but not really hurting it much. However, the Afflictor also lost a few boxes in its body. The Widowmakers had to move again to see past the Devastator and most of them tried to shoot the Angelius, but failed to hit it. The one that didn’t shoot the Angelius hit the Afflictor and took out its Body aspect. Malakov and his Juggernaught went for my zone after putting Redline on it. The Mechanics ran behind the Warjacks after their burst of speed. Kovnik Joe made the Winter Guard Tough again. Fenris engaged the Ravagore with a run, riding through the Scather.
Right, time for some payback. The Ravagore moved as much as possible without leaving Fenris’s melee range (or its own for that matter), then unhorsed him with a single boosted to hit and damage attack (the one point he had lost from the Scather doing him in), then put another boosted to hit into him to force a Tough check, then bought a final attack to prod him until he died. Fenris went into the pot. Then the Shepherd took off all the Fury again. The Naga tried to shoot Malakov, but he redirected it into a Winter Guard who failed his Tough check. The Naga looked at the Juggernaught in front of it and gulped. The Angelius charged the clamjack, hoping to murderate it, but only rolled a 4 on 3d6, so did not do that much damage after all, even at dice +7. Still, it took out an arm with the attack. It then bought two additional attacks (I always boost the Armour-Piercing * attack) that actually did a respectable amount of damage and took out the other arm too. The Afflictor then flew over it, risking a free strike but with only one dice to hit, nothing happened and it engaged 3 Widowmakers in melee. The Scythean charged the Juggernaught and mauled it quite badly, tearing off the Ice Axe. Absylonia moved behind the two Warbeasts and Warjacks and dropped a Blight Field that covered both Khador heavies, so no allocation next turn. She also put Tenacity on herself and the Scythean. The Shredder engaged a Winter Guard and stood in a position to block all moves from one zone to the other. The Raek ran headfirst into the main Winter Guard group, engaging 6 of them in melee. As he had allocated 3 Focus to the Juggernaught last round and only needed 1 to splat a Strider, the Forsaken felt lucky and dropped its Blight Shroud on a dice -12 on 4d6, but only rolled an 8 in total, so no luck. It did however scare the Mechanics, who would be fleeing next turn. So at the end of his turn, I had two Warjacks that are nearly crippled, a third one that was running rampant through my zone with only a Naga and a Ravagore to stop it and most of his infantry tied up, but Vlad and Malakov still going strong.
With nothing to allocate, Vlad just cast Signs and Portents and camped 3. The Winter Guard gained boosted attack rolls and dropped the Raek to three wounds and the Shredder to four. They also killed the Forsaken with a combined ranged attack. The Widowmakers failed to do much to the Afflictor, but the unengaged one shot Abbie for three damage. The clamjack used another Rain of Death to kill the last two Striders (who had just rallied after fleeing the turn before) and deal nine points of damage to the Angelius on a double 5. The Juggernaught also hit the Scythean for 13 damage despite having lost its axe, Signs and Portents did help a lot there. The other Jugger slew the Naga, then dealt some damage to the objective. Malakov tried to shoot the Shredder, but missed it and the Winter Guard in melee with it. The Mechanics rallied.
I took off all the fury from my central Warbeasts, leaving the Shredder and Raek on full as they were surrounded by enemies. The Shredder missed due to not having a Mind anymore and the Raek killed one Winter Guard. In my activation phase, the Afflictor went first and killed two Widowmakers, one of whom turned into an Incubus who charged and killed the unengaged one whilst the Afflictor tied up the last one. The Scythean luckily still had its Spirit and Body and with the Juggernaught’s poor DEF after losing its movement system, it dropped it to two damage. Then Absylonia charged it, used her feat to heal the Angelius, Scythean, Afflictor and Raek, cast Tenacity and the +2 STR mutation on herself and then put the Juggernaught down with two swings, camping 4 after boosting the second damage roll to be sure. The Angelius rammed its tail into the Devastator to destroy it, doing a massive 22 damage with one swing. The Ravagore considered going after the Juggernaught to tie it up, then spotted Vlad about 19” away. So off it went, Vlad turned out to be in range and took a volley of blight right in the face, being set on fire in the bargain. The blast also killed three Winter Guards, two of whom had been fighting the Raek.
Vlad continued to burn, dropping to 5 wounds after the hit and the fire, so it was now or never. The few unengaged Winter Guard (I think 3 and the officer) got another speech from Joe before he tried to kill the Shredder, but rolled double 1s on damage (he was actually a bit miffed at that, but then I pointed out that it had two Fury and was in Abbie’s control zone, so she could have reaved to 6 to be immune to assassination). The Guard had a clear line of sight to Abbie, but she was DEF21 for hiding right behind a wreck marker and having Tenacity up, so even with a boosted attack roll, their combined ranged attack missed her. The Juggernaught took about 25 points of damage off the Ravagore, but that combat was a side show at that stage. Malakov shot the Shepherd next to the Ravagore to make a point or gain XP or something like that. The Mechanics scatteredIt all boiled down to Vlad versus Abbie, who had 13 damage boxes left after healing her beasts last turn. He cast Blood of Kings to hit on 7s, then charged in, easily making it despite the wreck marker. He swung in, hit and the Raek took 14 damage when she shunted to it. The dagger hit and she took it, going to 3 boxes. He still had 3 Focus left and Abbie had 3 transfers up with enough beasts to take them, so it was clear that he was dead at this point. We still rolled it out and he did about 20 more damage to various beasts.
In my turn, the Angelius killed his objective for the point (it was a regular game, but one should always keep up the form to stay in tournament shape), then the Afflictor killed the last Widowmaker to make a second Incubus. Both Incubi then charged into the Winter Guard, killing two of them and tying up another two. Seeing no more chance of doing more damage, Absylonia increased her Strength, then killed Vlad with a single boosted attack.
Game 2: Vayl, Consul of Everblight versus Lich Lord Asphyxious
In this game, I ran the same eVayl list as in the previous report with her, so my army was:
Vayl, Consul of Everblight
Blighted Nyss Shepherd
Blighted Nyss Shepherd
Hex Hunters (max)
My opponent ran:
Satyxis Raiders with UA
Bane Lord Tartarus
Bane Knights (max)
Bane Thralls (min)
Bile Thralls (min)
The Withershade Combine
We were lazy, so stuck to Two Fronts as that was still up from the game before. I won the roll to go first, deploying my Blackfrost Shard on the left, then the Hex Hunters and Nephilim Bloodseer next to them, an Angelius, Vayl with the pot and the rest moving on from there. He put the Bile Thralls, Nightwrench, Warwitch and Asphyxious opposite my left, then spread out to his left.
Long story short, I ran forward, but tried to stay out of maximum Encarnate plus Bile Thrall range with my Hex Hunters and Shard, he powerboosted the arc node, had it run forward and Asphyxious charged a Bane Thrall who had moved up to give him a speed boost, killed it, cast Hellbound to upkeep it for free with the Withershade Combine, then arced Excarnate through the Nightwretch to find out it was 6” away from a Hex Hunter with Stealth. Denied! He moved up the rest of his army to engage my Warbeasts on the right with his Raiders, so I was under a lot of pressure even after surviving the Excarnate bomb.
But Asphyxious had exposed himself to pull off the trick and was now rather close to the Blackfrost Shard, close being about 15 inches in this case. So the Nephilim ran close to Asphyxious to give a Telemetry bonus before the Shard moved up and crucially being in his back arc as he had had to turn around to hit his charge target. Sevryn hit him with an Ice Cage to make him DEF13 (11 in the back arc), before Rhylyss and Vyssar cast Ice Bolts on him, which dropped him to about ten boxes. One of the Hex Hunters was also in range and hit him with a Blight Bolt for another 4 boxes before the Angelius landed nearby and finished him with a boosted shot for a turn 2 kill where I had not killed a single model apart from the warcaster.
Game 3: Vayl, Consul of Everblight versus Lich Lord Asphyxious (Two Fronts because we were still lazy)
We used the same armies as in the game before, so look into the post above for the lists. It is a short post, so you should find them easily. Don’t worry, this game was much longer and a bit of a slugfest in the end.
I again won the roll for first turn or rather my opponent rolled a ‘1’ and I didn’t bother given that I got +1 on the roll anyway. As this game was longer, I will go into more details.
I deployed my Blackfrost Shard again on the extreme left, but this time without the rest of the mage package. I wanted to split them up as I had gained more respect of the Bile Thralls and wanted to force him to choose which part of it he wanted to kill. I dropped a Ravagore and an Angelius next to them with a Shepherd to shepherd them. Vayl and the pot went to the middle, then the Scythean who stood parallel to his control zone’s central edge and the second Angelius next to it. The Hex Hunters and the Nephilim deployed opposite his control zone.
He deployed the Bane Knights, the Warwitch, the Nodebot and Bane Lord Tartarus opposite the Blackfrost Shard and the two beasts on my left, then a central block consisting of Malice, the Bile Thrall in a conga line and the Withershade Combine, finally deploying Asphyxious and the Bane Thralls in a forest close to his control zone. The Satyxis Raiders deployed in front of Asphyxious, spread all the way to the middle to cover the central units too. The Captain hid in the second line as I had tied him up in turn one of game one by having the lunch ladies kill each other and then popping out a Shredder at maximum distance to have it go rabid and engage the Captain before she could do anything useful.
Given that he had spread out more, as had I, I ran most of my stuff forward, but trying to stay more than 16 inches from the Satyxises. Vayl dropped Refuge on the right Angelius, then put Admonition on herself and some Tenacities on assorted models, thanks to the Shredder the lunch ladies had spawned. As predicted, it had not managed to engage the Captain, but was close enough to her to force someone to deal with it. And even if it died, it was for free. Nothing exciting happened.
My opponent moved Malice over to deal with the Shredder, which it did, but losing its soul token to do so (and not gaining a new one because Legion). The Bane Knights ran up to my control zone, ending up just in front of it. Tartarus and the Warwitch moved in behind them. The Raiders were ordered to run with Desperate Pace and two of them engaged my front Hex Hunters, while the rest moved up more conservatively and most ended up next to his objective. His Arc Node bonejack did a full sprint, but forgot that Angelii have reach and ended up losing twelve boxes, including its Arc Node. Asphyxious and the Bane Thralls moved out of the forest. Asphyxious also put two Caustic Mists in front of my Hex Hunters to stop them from charging into the Satyxis Raiders. The Withershade Combine and the Biles followed the first line, trying to stay out of my range to be a second wave. The Combine moved closer to my control zone though.
Starting turn two, I was not sure what to do, as I did not want to give the Bane Knights a Vengeance move, but had not enough firepower to wipe them out. I also did not want to hand him control of the battle either, meaning that I had to find a way to do some damage without overextending or opening myself up to an alpha strike. So Vayl just upkept Refuge and dropped Admonition, incorrectly thinking that this might be a feat turn. The plan was to take out his support to weaken his army. The lunch ladies pulled the pot to the right and tried to kill the Satyxis engaging 4 Hex Hunters, but failed to hit her. The Bloodseer flew into the Caustic Mist, taking a damage, to use Telemetry and to kill a Satyxis there. The Hex Hunters shuffled around to attack the two Raiders engaging 5 of them, whilst the other half of the unit moved to the right to see two Raiders sheltering behind the clouds (I got some line of sights without seeing through the cloud). They killed the two in melee, but I could not hit the Nightwretch with my Battle Wizard shots. The ones on the right also killed their targets. Two Raiders went into the pot. The Scythean did not want to commit right away, so it walked over and dismantled the Nightwretch with two blows. The central, Refuged Angelius charged a Bile Thrall and killed it easily, then overtook into a second Bile Thrall which it also killed. It Refuged away a bit. Vayl activated, switching Refuge on the other Angelius after making the Scythean an Arc Node, Icy Gripped the Bane Knights and cast Admonition on the first Angelius . The now-Refuged Angelius advanced to shoot Tartarus who had a larger base than the Knights in front of him, but missed with a boosted shot, so no Refuge for it. Ooops. Luckily, the Ravagore showed it how it’s done and hit Tartarus, dealt 7 damage to him plus set him on fire, killed the Warwitch next to him and lit up a Knight too. The Blackfrost Shard ran to the centre, hiding behind the two Warbeasts. Not a spectacular turn, but I had tied up most of his stuff and taken out some of his support units. The fact that his Arc Node was dead and that Asphyxious was so far on one side made me feel optimistic too.
So back to Christian and his turn 2. Tartarus fortunately burnt to death, as did the Knight next to him. Result! The Bane Thralls went first and spread out to cover as much area as possible with their Dark Shrouds. The Bile Thralls moved up as far as possible, but did not purge yet. His Raiders mostly charged the Bloodseer who had a Thrall next to it and it took another 18 damage, ending up on 3. The Bane Knights charged the objective, dealing 9 damage to it, the Ravagore, dealing 15 damage to it, and the Angelius, who was not hit. Ouch. I guess they had to die now. Asphyxious killed two Hex Hunters with a Hellmouth and collected their souls with his sword. The Withershade Combine did not do much of note, maybe some points of damage to the central Angelius, who ended up using its Admonition to move 3 inches sideways when Malice moved close to it, thereby engaging it to prevent it from using the Harpoon but staying out of Malice’s own melee range.
In my third turn, I decided it was time to feat, so I dropped all upkeeps. The Blackfrost Shard engaged the Bane Knights, killing the one hitting the objective and one of the two engaging the Ravagore. Then the Angelius in my zone activated and killed four Bane Knights, including the one engaging the Ravagore. Even the Shepherd in the zone killed one, so there were only two left. The Ravagore took a shot at the Withershade Combine behind Malice, killing their leader, setting the other two, a Bile Thrall and Malice on fire. The Nephilim took a swing at the objective and dealt it a bit of damage, but lost a wound in return (we both used an Arcane Wonder). The Hex Hunters moved around the new Caustic Mists Asphyxious had dropped and fired Blight Bolts into the Bane Thralls and Raiders in his zone. The Scythean moved into position to become an Arc Node. Then Vayl called feat, dropped two boosted Obliterations on the objective to kill it as well as doing another wound to the Nephilim, more Satyxises died, so he only had two left at this stage (the game went so long that the mid-stage is a bit blurry right now). She gave herself Admonition, Occultation on the Scythean because it was free, Refuge on the Angelius engaging Malice and moved closer to my control zone. That Angelius took a huge swing at Malice that damaged it quite a bit, then flew over him to sit in the Scather pool, engaging the Withershadow Combine, Malice and two of the three remaining Bile Thralls. I went ahead 1-0.
All the fires went out though, so no other members of the Combine died. Then Asphyxious happened. It all started really well, the Bane Knights used their Vengeance move to get behind the Angelius but could not hit it. The Bane Thralls had to regroup, so one engaged the Angelius in his centre who tied up the Combine, Malice and Bile Thralls and the other one engaged the Scythean. The last two Raiders finished off the Nephilim. Asphyxious activated and stuff went south. He dropped his soul-collecting template on top of 4 Hex Hunters, the last two Vessel servants and a Shepherd, then activated his feat to return all 8 Bane Knights and two Raiders. Finally, he excarnated a Hex Hunter and created a Bile Thrall right in the middle of his control zone. Hmmm. The two returned Raiders charged the two last Hex Hunters on the extreme right (the other four were in the centre), but failed to hit them. The Bane Knights overran my Scythean. Then the Bile Thralls got their turn and shit got real. There were only two of them that could move without taking free strikes, but that was enough. The one in the centre exploded and killed everyone under Asphyxious’s soul template, so he collected 7 souls. It also damaged the pot for 1, which was now full thanks to that explosion. The second one damaged the Ravagore and melted the Angelius, as well as killing a Bane Knight, Sevryn and Rhylyss. Ouch, there goes half my army. The remaining forces in his middle bullied my Angelius some more but it dodged most of their attacks, so I was down to it, a Ravagore, a Shepherd, Vyssar, a melting pot, two Hex Hunters who were fleeing after seeing all their friends melt and Vayl, who looked very worried at this stage. He had the two last members of the Combine, Malice, a Bane Knight in melee with the Ravagore, a last Bile Thrall, a Bane Thrall in the centre of his control zone and Asphyxious. Asphyxious dominated his zone for 1-1.
She then even had to cut herself as so many of her beasts had died outside her control zone. She kept Admonition and Refuge going. Fortunately, I would be able to score a point with her for dominating her zone and maybe take out more of his stuff. The Shepherd healed the Ravagore, which then killed the last Bile Thrall. The Angelius finished off Malice and hit a Combine member for one, then overtook plus Refuged into his control zone to engage Asphyxious. The pot spawned a Harrier that cast Truestrike, then charged the last Bane Knight to kill it. It then sprinted back, nearly making it into the enemy control zone towards the last Bane Thrall. The two Hex Hunters rallied, but could not flee into his zone as Asphyxious and the Thrall were blocking it to them. I dominated to gain a point (2-1).
So, down to the wire it went. Asphyxious and the last Bane Thrall killed off the Angelius, but could not kill the Hex Hunters as they were more than 6 inches from Asphyxious and still had Stealth. The two members of the Combine moved closer to my zone and cast some spells to damage my Ravagore, but barely keeping it alive. We both dominated our zones for a point (3-2).
Vayl upkept Admonition on herself, cutting herself some more and going to four wounds. The Harrier charged and true struck the Bane Thrall on the edge of his control zone, but could not wound it. Unfortunately, I then forgot to sprint into his control zone. The two rallied Hex Hunters finished the Thrall off but could not harm Asphyxious with a Blight Bolt. The Shepherd healed the Ravagore. Vyssar charged the last two Combine members, but failed to hit. The Ravagore moved over and killed one. Vayl decided that Vyssar had failed her for the last time and fired a boosted Obliteration into his back, killing him and the last Withershadian (at some point, I have to learn their names). She then hid behind the objective. As I had not moved the Harrier into the zone, I could only contest it and get a point from dominating mine, going to 4-2.
Seeing how Asphyxious was the only Cryx model left and not in range for any of his spells on Vayl, he decided to take out his rage on the Hex Hunters and the Harrier, killing all of them, ending the game on 5 for Legion and 4 for Cryx.
What a game! I am pretty sure I got some of the details for the middle part wrong, as it was such a slaughter on both sides. In the end, I had barely any models left, with the only meaningful stuff I had left being the Ravagore and Vayl, so if he had kept me from scoring once in between, I do not know how I could have ended the game against a fully-camping Asphyxious who had not lost a single wound that game. Needless to say, we both had a headache after the game.
Game 4: Blood Angels vs Chaos
In the fourth game, I played my Blood Angels versus Thierry’s amazing looking Chaos army, combining a Chaos Space Marine detachment with an allied Renegades and Heretics force. We played a Maelstrom mission, the one where you can steal your opponent’s ‘Secure Objective x’ cards if you could fulfil them before the opponent. I took lots of pictures, so I let them tell the story.
My deployment and first turn advance. I planned to use the tanks to shield the infantry as long as possible. I should have switched the position of the Predator and Sicaran though, as the Sicaran could have hung back more.
Thierry’s deployment. His deployment zone was quite clustered. He had a Vindicator and Rhino with Marines at the bottom, a horde of Renegades, including 3 Rapiers with Laser Destroyers in the middle. The Warlord was a level 3 Chaos Sorcerer sitting in the Renegade units in the forest on top. He had two Hellblades in reserves too. An amazing-looking army.
Turn 1, I drop 10 Tacticals with 3 flamers in front of his army, annihilating most of the command squad and a Renegade unit. The second drop pod lands next to the Leman Russ and 4 melta shots are enough to kill it.
The Obliterator countercharges one combat squad and they spend four turns not hitting each other in melee, the other combat squad loses three models and the other two leg it. His Vindicator hits mine and the Sicaran, which also takes three Rapier hits. The Vindicator loses its cannon and the Sicaran is wrecked.
The last drop pod lands and kills a Rapier and causes the crew to flee. The Assault Squad in the rear blows up the Chimera, but the passengers all survive. Two Scout squads with Shotguns outflank, one on each flank and they shoot a few Cultists. My Death Company murders the first Renegades squad on the top flank.
The Renegades squad with the Sorcerer becomes invisible, then charges the Death Company, actually wiping them out over two rounds of combat.
The Chaos Marines wipe out the Scouts, meanwhile the Sanguinary Guard kills the Vindicator. In the end, the Sanguinary Guard kill the Marines, but lose the Librarian (Warlord) as he splits off to maximise Victory Points (I wanted to kill six units to gain d3+3 VPs for one card, obviously failing miserably and killing only 2) and is then machine-gunned by the Hellblades. The nearby Assault Squad killed the Renegades and the last gun crew from the Rapier unit.
The Assault Squads kill the Icarus Quad Gun, but only after using it to down one of the Hellblades. The Super Renegades wipe out the Scout Squad and Lemartes on the top flank, but I manage to hold 3 objectives to gain 2 VPs, as well as holding objective 5 which is on one of my cards and two of Thierry’s. As his only remaining units are on top and mine at the bottom, we call it a day there as I have a 12-5 lead in points and he has no units left that are mobile enough to score multiple points per round.
This concludes our fourth battle report and this seems to be a good place to end my 100th post. Thank you all for reading my posts and keeping me motivated. I hope to keep up the good work and post more interesting articles as we go along.