Sunday, June 24, 2007

Battle Report

Here's the battle report from todays game between Scott and myself we both used 493 points in a 500 point game

Army Lists

John -Ultramarines

Squad A

Captain ( Power Weapon/ Plasma Pistol/ Iron Halo)
Sgt - Bolt Pistol/ Chainsword
8 Marines- 6 w/bolters / 1 Plasma Gun / 1 Missile Launcher

Squad B
Sgt- Bolt Pistol/ Chainsword
9 Marines 7 w/ Bolters /1 Plasma Gun /1 Missile Launcher
Rhino APC w/ smoke launchers

Scott- Thousand Sons

Squad 1

8- Chaos Marines
1- Aspiring Champion
2- Wizard/ Thrall

Squad 2

Summoned 9 Tzeentch Flamers

Chosen mission was "Cleanse" , so we seperated the board in 4 quarters. Scott won the die roll and choose the Northwest Corner of the board, I deployed 1st and set up in the Southeast corner. I choose to set up Squad B near the center edge of my quadrant with Squad B deployed outside and behind their Rhino Squad A was in the rear to the left behind some cover. since I was setup close to the center, scott had to deploy 18 inches back putting his Son in the rear of his quadrant


Turn 1- We had both moved into position, both of us getting cover from the center terrain a shot or two was exchanged between the few unit the had range and L.O.S but there were with no losses
(Turn 1)

Turn 2- Scott summons his 9 Flamers his scatter die was 9 inches to his left of his marines, putting them in more of a position to advance my second squad who sits waiting to fire as they approach. The Thousand Sons move toward my Rhino and squad B - after rolling on a two on his "slow and purposeful" move only one of his Sons has a clear shot at only one of my Ultramarines and kills him. On my turn several of my Marines move and shoot and well as the Rhino's storm bolter, I end up with 7 hits then 3 wounds but the Thousand Sons save them all. Squad A and the summoned demons are now moving into range of one another
(turn 2)

Turn 3- I have six marines of Squad B exposed and just past the nose of my rhino, Scott unloads a hail of Bolter fire and his Champs doom bolt I take alot of hits, not sure how many but it turned into enough wounds that I failed 6 saves and all Six marines are wasted, squad B is down to three men, I make my leadership test so they hold . The Flamers moves toward my second squad but only two have range, 6 heavy bolter shots later my standard bearer on point is dead. Squad A is now down 1 man. Great turn for scott I now have 8 losses to his zero. On my turn, I pull back my rhino giving my stationary covered, Missile Launcher, Sgt and last Marine L.O.S on all his Sons. The missile launcher sends a Krak missile in killing a Kson instantly. The remaining Bolter fire ( including the Rhino) manages to hit and cause two more wounds killing a Second Kson. Squad A opens up with everything they got including a frag missile at the oncoming Flamers and kill two of them as well.
(Turn 3)

Turn 4- Scott moves up with slow and purposeful getting within two inches of my last three marines in Squad, he then casts a spell that I forget the name of - but it was essentially a auto-kill flame template. He kills two of my last three marines, the remaining hail of fire from the Kson blows my last marine out of existence. Squad B is totally wiped out. except for the rhino that fires and misses.( Scott somewhere in there sacrificed his thrall for extra doom bolts from the champ, I dont recall if they extra fire hit anything or not, sacrifices the second later for the same) Again not all his demons have range so the ones that can shoot either miss or I save, Squad A takes no losses

Squad A more worried about the demons heavy bolters so again they hold and fire a frag missile and rapid fire bolters. Another Demon goes down and another takes 1 wound.

Turn 5 - Scott has the clear upper hand here but this is where its turns around for me. The Ksons dont have enough move to get around the Rhino and fire at my other squad, so they assault the Rhino battering away at it but do no damage. Scotts remaining 6 demons are now all in range and give me the full 18 shots with there heavy bolters, I take a punishing 7 wounds but amazingly save 6, only losing one man. On my turn I pull the Rhino back swinging it around horizontally so its screening my other squad entirely from the advancing Ksons to the north. The Rhinos storm bolter fires and Scott again makes his armor saves. My Ultramarines advance and charge the 6 Flamers, killing four of them- My remaining marines pile in. Scotts demons make their morale check. (Demonic Stability)

Turn 6 - Scott seeing his demons are done for, and cant fire into close combat pulls his remaining Ksons back into his quadrant so he can get scoring points. The demons do nothing in close combat and the Ultramarines kill them easily. The marines consolidate moving up and are thankfully within 12" of the falling back Thousand Sons. On my turn I unload everything I got- 3 plasma shots, 10 bolter shots ( including Rhino) and a Krak Missile into scotts guys..The Krak missed but I scored 3 plasma wounds and 2 wounds from Bolters. scott took the three plasma wounds losing 1 man and and giving 1 wound to another...scott needs to make the 2 bolter saves but rolls snake eyes...ouch!! -the 2nd Kson dies and a 3rd takes the last wound. His Squad is now less than 50% with 4 casualties and both Thralls sacrificed and is now a non scoring unit. Ultramarines hold the quadrant and prevail!
(Turn 6)

Scotts Chaos army is super tough...the Flamers where alot easier to deal with this time having Missile Launchers and being able to get them in to close combat ( last time at Art's place they wiped out my whole squad who where holed up in the second story of a building exchanging fire) If I wasnt able to block the Ksons L.O.S with the Rhino in round 5- I would have been in big trouble. Getting screening protection was a key as was getting the Ultramarines into close combat. As it stood if Scott had made just one of those last saves It would have been a draw. GG scott, I'm sure Chaos will seek revenge soon.

Saturday, June 23, 2007

Ultramarines VS Thousand Sons, round 2

Scott from CNHC is dropping by tomorrow for some more Marines VS Chaos action. We are going 500 pts, as that's a good practice number for his campaign he's involved in and coincidentally is what I've got built and painted. I'll be running 2- 10 man squads (including a Captain) with plasma Guns and Missile launchers and 1 Rhino. I expect to see Chaos Marines, Aspiring Champs and of course- demons. I think we'll record the blow by blow with photo's just for laughs. spruced up the table a bit, some new pics.

Empire Swordsmen

A few quick shot of some Swordsman from my Hochland themed Empire Army with the new camera. Definitely having some issues with getting the settings right as without a flash these are a bit dark and there is 100 watt bulb right above these broken cheaper camera seemed to take better pics easier hopefully its a settings issue I will figure out.

Wednesday, June 20, 2007

New Warhammer Terrain

I was surprised tuesday afternoon to come home to find my pre-ordered set of the new Warhammer terrain had arrived. - at about $100 before shipping I was hoping this was a good as it looked in the photos- I am glad to report, it is.

First off- I am impressed by the box, it's a large box, which is good- as it means, there's a lot of stuff in it and secondly- it's a heavy duty box with a removable lid so its good for storage. good deal

The box set comes with two tubs of flock, Two hills including the very cool modular hill (below Hill on left) That solidly snaps together either side by side (what's pictured) or end to end. Combine it with another modular hill to make a mega-huge hill. I definitely will need to pick up another modular hill as the mega-hill would be great on my 4x8 table

Below is the arcane ruins sprue, there one of the base sprue and 4 of the pillar sprue giving you
plenty of options. Then there are 3 trees sets, the foliage sprue isn't pictured here (camera issues) there are three of the tree sets in here, what is extra cool is that the trees are removable from the base.

I must say this is a solid buy all the sprues are heavy duty and this is a well put together product. I am psyched to get working on this, as this set is going to deck my WFB table quite nicely. While I like building my own terrain.. (as I did on my Macragge 4x4 table )
I currently have two armies in the works and there are only so many hours in the day- so this seemed like a good idea. I have the week of July 4th off and plan on getting a couple days to myself in there in order to crank some of this out.

More army pics are coming soon, I am waiting on our new camera to show up any day now as this one here is screwed, it takes pictures ok but the LCD screen fried and doesnt work period. You can not even see what you taking pictures of until you download them on your computer totally sucks.

My 500 pts of Ultramarines is 90% done, just need to touch up and and detail the last few guys. Next up on the 40K workbench is my Assault Marine Squad. I am hoping to squeeze a game in this weekend give the full 500 a whirl with Scott from the Citizen Nick Hobby Center
Where he will surely demon summon me into oblivion. Later in the month I meet up with some local guys who used to play at the old Hobbytown over in Oak Park. (coincidently the new location for the new Games Workshop store)

I am currently crashing through my 1st 500 pts of my Empire- Hochland army in hopes of getting some games in the local events coming up at the end of the month it's going to be tight whether I make it or not.

Friday, June 8, 2007


Here is one of my two Captains for the 3rd Company Ultramarines, still have plenty of touch ups and need to dull cote him but he is almost there. Parts used are Space Marine Commander box, and weapons and legs from Space Marine Assault Squad box.


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